mirror of
https://github.com/photonstorm/phaser
synced 2024-12-26 13:03:36 +00:00
542 lines
16 KiB
JavaScript
542 lines
16 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* A TileSprite is a Sprite that has a repeating texture. The texture can be scrolled and scaled independently of the TileSprite itself.
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* Textures will automatically wrap and are designed so that you can create game backdrops using seamless textures as a source.
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*
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* TileSprites have no input handler or physics bodies by default, both need enabling in the same way as for normal Sprites.
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*
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* You shouldn't ever create a TileSprite any larger than your actual screen size. If you want to create a large repeating background
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* that scrolls across the whole map of your game, then you create a TileSprite that fits the screen size and then use the `tilePosition`
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* property to scroll the texture as the player moves. If you create a TileSprite that is thousands of pixels in size then it will
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* consume huge amounts of memory and cause performance issues. Remember: use `tilePosition` to scroll your texture and `tileScale` to
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* adjust the scale of the texture - don't resize the sprite itself or make it larger than it needs.
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*
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* An important note about texture dimensions:
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*
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* When running under Canvas a TileSprite can use any texture size without issue. When running under WebGL the texture should ideally be
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* a power of two in size (i.e. 4, 8, 16, 32, 64, 128, 256, 512, etc pixels width by height). If the texture isn't a power of two
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* it will be rendered to a blank canvas that is the correct size, which means you may have 'blank' areas appearing to the right and
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* bottom of your frame. To avoid this ensure your textures are perfect powers of two.
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*
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* TileSprites support animations in the same way that Sprites do. You add and play animations using the AnimationManager. However
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* if your game is running under WebGL please note that each frame of the animation must be a power of two in size, or it will receive
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* additional padding to enforce it to be so.
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*
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* @class Phaser.GameObject.TileSprite
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* @constructor
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* @extends PIXI.Sprite
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* @extends Phaser.Component.Core
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* @extends Phaser.Component.Angle
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* @extends Phaser.Component.Animation
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* @extends Phaser.Component.AutoCull
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* @extends Phaser.Component.Bounds
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* @extends Phaser.Component.BringToTop
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* @extends Phaser.Component.Destroy
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* @extends Phaser.Component.FixedToCamera
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* @extends Phaser.Component.Health
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* @extends Phaser.Component.InCamera
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* @extends Phaser.Component.InputEnabled
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* @extends Phaser.Component.InWorld
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* @extends Phaser.Component.LifeSpan
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* @extends Phaser.Component.LoadTexture
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* @extends Phaser.Component.Overlap
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* @extends Phaser.Component.PhysicsBody
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* @extends Phaser.Component.Reset
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* @extends Phaser.Component.Smoothed
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {number} [x=0] - The x coordinate (in world space) to position the TileSprite at.
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* @param {number} [y=0] - The y coordinate (in world space) to position the TileSprite at.
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* @param {number} [width=256] - The width of the TileSprite.
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* @param {number} [height=256] - The height of the TileSprite.
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* @param {string|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the TileSprite during rendering. It can be a string which is a reference to the Phaser Image Cache entry, or an instance of a PIXI.Texture or BitmapData.
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* @param {string|number} frame - If this TileSprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
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*/
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Phaser.GameObject.TileSprite = function (game, x, y, width, height, key, frame) {
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x = x || 0;
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y = y || 0;
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width = width || 256;
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height = height || 256;
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key = key || null;
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frame = frame || null;
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var def = game.cache.getImage('__default', true);
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PIXI.Sprite.call(this, new PIXI.Texture(def.base), width, height);
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/**
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* @property {number} type - The const type of this object.
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* @readonly
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*/
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this.type = Phaser.TILESPRITE;
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/**
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* @property {number} physicsType - The const physics body type of this object.
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* @readonly
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*/
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this.physicsType = Phaser.SPRITE;
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/**
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* @property {Phaser.Point} _scroll - Internal cache var.
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* @private
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*/
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this._scroll = new Phaser.Point();
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/**
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* @property {Phaser.Point} tileScale - The scale applied to the image being tiled.
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*/
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this.tileScale = new Phaser.Point(1, 1);
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/**
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* @property {Phaser.Point} tileScaleOffset - The scale offset applied to the image being tiled.
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*/
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this.tileScaleOffset = new Phaser.Point(1, 1);
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/**
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* @property {Phaser.Point} tilePosition - The offset position of the image being tiled.
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*/
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this.tilePosition = new Phaser.Point();
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/**
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* If enabled a green rectangle will be drawn behind the generated tiling texture,
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* allowing you to visually debug the texture being used.
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*
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* @property {boolean} textureDebug
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*/
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this.textureDebug = false;
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/**
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* The CanvasBuffer object that the tiled texture is drawn to.
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*
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* @property {PIXI.CanvasBuffer} canvasBuffer
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*/
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this.canvasBuffer = null;
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/**
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* An internal Texture object that holds the tiling texture that was generated from TilingSprite.texture.
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*
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* @property {PIXI.Texture} tilingTexture
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*/
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this.tilingTexture = null;
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/**
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* The Context fill pattern that is used to draw the TilingSprite in Canvas mode only (will be null in WebGL).
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*
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* @property {object} tilePattern
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*/
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this.tilePattern = null;
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/**
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* If true the TileSprite will run `generateTexture` on its **next** render pass.
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* This is set by the likes of Phaser.LoadTexture.setFrame.
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*
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* @property {boolean} refreshTexture
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*/
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this.refreshTexture = true;
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this.frameWidth = 0;
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this.frameHeight = 0;
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this._width = width;
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this._height = height;
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Phaser.Component.Core.init.call(this, game, x, y, key, frame);
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};
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Phaser.GameObject.TileSprite.prototype = Object.create(PIXI.Sprite.prototype);
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Phaser.GameObject.TileSprite.prototype.constructor = Phaser.GameObject.TileSprite;
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Phaser.Component.Core.install.call(Phaser.GameObject.TileSprite.prototype, [
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'Angle',
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'Animation',
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'AutoCull',
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'Bounds',
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'BringToTop',
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'Destroy',
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'FixedToCamera',
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'Health',
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'InCamera',
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'InputEnabled',
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'InWorld',
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'LifeSpan',
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'LoadTexture',
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'Overlap',
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'PhysicsBody',
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'Reset',
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'Smoothed'
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]);
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Phaser.GameObject.TileSprite.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate;
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Phaser.GameObject.TileSprite.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate;
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Phaser.GameObject.TileSprite.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
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Phaser.GameObject.TileSprite.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;
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/**
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* Automatically called by World.preUpdate.
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*
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* @method Phaser.GameObject.TileSprite#preUpdate
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* @memberof Phaser.GameObject.TileSprite
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* @return {boolean}
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*/
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Phaser.GameObject.TileSprite.prototype.preUpdate = function () {
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if (this._scroll.x !== 0)
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{
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this.tilePosition.x += this._scroll.x * this.game.time.physicsElapsed;
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}
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if (this._scroll.y !== 0)
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{
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this.tilePosition.y += this._scroll.y * this.game.time.physicsElapsed;
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}
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if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())
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{
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return false;
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}
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return this.preUpdateCore();
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};
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/**
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* Sets this TileSprite to automatically scroll in the given direction until stopped via TileSprite.stopScroll().
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* The scroll speed is specified in pixels per second.
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* A negative x value will scroll to the left. A positive x value will scroll to the right.
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* A negative y value will scroll up. A positive y value will scroll down.
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*
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* @method Phaser.GameObject.TileSprite#autoScroll
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* @memberof Phaser.GameObject.TileSprite
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* @param {number} x - Horizontal scroll speed in pixels per second.
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* @param {number} y - Vertical scroll speed in pixels per second.
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* @return {Phaser.GameObject.TileSprite} This instance.
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*/
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Phaser.GameObject.TileSprite.prototype.autoScroll = function (x, y) {
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this._scroll.set(x, y);
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return this;
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};
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/**
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* Stops an automatically scrolling TileSprite.
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*
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* @method Phaser.GameObject.TileSprite#stopScroll
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* @memberof Phaser.GameObject.TileSprite
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* @return {Phaser.GameObject.TileSprite} This instance.
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*/
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Phaser.GameObject.TileSprite.prototype.stopScroll = function () {
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this._scroll.set(0, 0);
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return this;
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};
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/**
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* Destroys the TileSprite. This removes it from its parent group, destroys the event and animation handlers if present
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* and nulls its reference to game, freeing it up for garbage collection.
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*
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* @method Phaser.GameObject.TileSprite#destroy
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* @memberof Phaser.GameObject.TileSprite
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* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
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*/
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Phaser.GameObject.TileSprite.prototype.destroy = function (destroyChildren) {
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Phaser.Component.Destroy.prototype.destroy.call(this, destroyChildren);
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PIXI.Sprite.prototype.destroy.call(this);
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if (this.canvasBuffer)
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{
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this.canvasBuffer.destroy();
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this.canvasBuffer = null;
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}
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this.tileScale = null;
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this.tileScaleOffset = null;
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this.tilePosition = null;
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if (this.tilingTexture)
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{
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this.tilingTexture.destroy(true);
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this.tilingTexture = null;
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}
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};
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/**
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* Resets the TileSprite. This places the TileSprite at the given x/y world coordinates, resets the tilePosition and then
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* sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state.
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* If the TileSprite has a physics body that too is reset.
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*
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* @method Phaser.GameObject.TileSprite#reset
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* @memberof Phaser.GameObject.TileSprite
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* @param {number} x - The x coordinate (in world space) to position the Sprite at.
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* @param {number} y - The y coordinate (in world space) to position the Sprite at.
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* @return {Phaser.GameObject.TileSprite} This instance.
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*/
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Phaser.GameObject.TileSprite.prototype.reset = function (x, y) {
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Phaser.Component.Reset.prototype.reset.call(this, x, y);
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this.tilePosition.x = 0;
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this.tilePosition.y = 0;
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return this;
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};
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/**
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* Changes the texture being rendered by this TileSprite.
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* Causes a texture refresh to take place on the next render.
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*
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* @method Phaser.GameObject.TileSprite#setTexture
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* @memberof Phaser.GameObject.TileSprite
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* @param {PIXI.Texture} texture - The texture to apply to this TileSprite.
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* @return {Phaser.GameObject.TileSprite} This instance.
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*/
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Phaser.GameObject.TileSprite.prototype.setTexture = function (texture) {
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if (this.texture !== texture)
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{
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this.texture = texture;
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this.refreshTexture = true;
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this.cachedTint = 0xFFFFFF;
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}
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return this;
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};
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/**
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* Override the Sprite method.
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*
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* @private
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* @method Phaser.GameObject.TileSprite#onTextureUpdate
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* @memberof Phaser.GameObject.TileSprite
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*/
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Phaser.GameObject.TileSprite.prototype.onTextureUpdate = function () {
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// overriding the sprite version of this!
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};
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/**
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* Internal method that generates a new tiling texture.
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*
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* @method Phaser.GameObject.TileSprite#generateTilingTexture
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* @memberof Phaser.GameObject.TileSprite
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* @param {boolean} forcePowerOfTwo - Whether we want to force the texture to be a power of two
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*/
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Phaser.GameObject.TileSprite.prototype.generateTilingTexture = function (forcePowerOfTwo) {
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if (!this.texture.baseTexture.hasLoaded)
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{
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return;
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}
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var texture = this.texture;
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var frame = texture.frame;
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var targetWidth = this._frame.sourceSizeW || this._frame.width;
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var targetHeight = this._frame.sourceSizeH || this._frame.height;
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var dx = 0;
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var dy = 0;
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if (this._frame.trimmed)
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{
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dx = this._frame.spriteSourceSizeX;
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dy = this._frame.spriteSourceSizeY;
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}
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if (forcePowerOfTwo)
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{
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targetWidth = Phaser.Math.getNextPowerOfTwo(targetWidth);
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targetHeight = Phaser.Math.getNextPowerOfTwo(targetHeight);
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}
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if (this.canvasBuffer)
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{
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this.canvasBuffer.resize(targetWidth, targetHeight);
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this.tilingTexture.baseTexture.width = targetWidth;
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this.tilingTexture.baseTexture.height = targetHeight;
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this.tilingTexture.needsUpdate = true;
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}
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else
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{
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this.canvasBuffer = new PIXI.CanvasBuffer(targetWidth, targetHeight);
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this.tilingTexture = PIXI.Texture.fromCanvas(this.canvasBuffer.canvas);
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this.tilingTexture.isTiling = true;
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this.tilingTexture.needsUpdate = true;
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}
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if (this.textureDebug)
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{
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this.canvasBuffer.context.strokeStyle = '#00ff00';
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this.canvasBuffer.context.strokeRect(0, 0, targetWidth, targetHeight);
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}
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// If a sprite sheet we need this:
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var w = texture.crop.width;
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var h = texture.crop.height;
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if (w !== targetWidth || h !== targetHeight)
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{
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w = targetWidth;
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h = targetHeight;
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}
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this.canvasBuffer.context.drawImage(
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texture.baseTexture.source,
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texture.crop.x,
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texture.crop.y,
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texture.crop.width,
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texture.crop.height,
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dx,
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dy,
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w,
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h
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);
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this.tileScaleOffset.x = frame.width / targetWidth;
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this.tileScaleOffset.y = frame.height / targetHeight;
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this.refreshTexture = false;
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this.tilingTexture.baseTexture._powerOf2 = true;
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};
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/**
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* Returns the framing rectangle of the Tile Sprite.
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*
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* @method Phaser.GameObject.TileSprite#getBounds
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* @memberof Phaser.GameObject.TileSprite
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* @return {Phaser.Rectangle} The bounds of the Tile Sprite.
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*/
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Phaser.GameObject.TileSprite.prototype.getBounds = function () {
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var width = this._width;
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var height = this._height;
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var w0 = width * (1 - this.anchor.x);
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var w1 = width * -this.anchor.x;
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var h0 = height * (1 - this.anchor.y);
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var h1 = height * -this.anchor.y;
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var worldTransform = this.worldTransform;
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var a = worldTransform.a;
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var b = worldTransform.b;
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var c = worldTransform.c;
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var d = worldTransform.d;
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var tx = worldTransform.tx;
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var ty = worldTransform.ty;
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var x1 = (a * w1) + (c * h1) + tx;
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var y1 = (d * h1) + (b * w1) + ty;
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var x2 = (a * w0) + (c * h1) + tx;
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var y2 = (d * h1) + (b * w0) + ty;
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var x3 = (a * w0) + (c * h0) + tx;
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var y3 = (d * h0) + (b * w0) + ty;
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var x4 = a * w1 + c * h0 + tx;
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var y4 = d * h0 + b * w1 + ty;
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var maxX = -Infinity;
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var maxY = -Infinity;
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var minX = Infinity;
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var minY = Infinity;
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minX = x1 < minX ? x1 : minX;
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minX = x2 < minX ? x2 : minX;
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minX = x3 < minX ? x3 : minX;
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minX = x4 < minX ? x4 : minX;
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minY = y1 < minY ? y1 : minY;
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minY = y2 < minY ? y2 : minY;
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minY = y3 < minY ? y3 : minY;
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minY = y4 < minY ? y4 : minY;
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maxX = x1 > maxX ? x1 : maxX;
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maxX = x2 > maxX ? x2 : maxX;
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maxX = x3 > maxX ? x3 : maxX;
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maxX = x4 > maxX ? x4 : maxX;
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maxY = y1 > maxY ? y1 : maxY;
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maxY = y2 > maxY ? y2 : maxY;
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maxY = y3 > maxY ? y3 : maxY;
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maxY = y4 > maxY ? y4 : maxY;
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// TODO: This is surely always undefined? As it's not set anywhere in the parent objects
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var bounds = this._bounds;
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bounds.x = minX;
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bounds.width = maxX - minX;
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bounds.y = minY;
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bounds.height = maxY - minY;
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// store a reference so that if this function gets called again in the render cycle we do not have to recalculate
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this._currentBounds = bounds;
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return bounds;
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};
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/**
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* The width of the sprite, setting this will actually modify the scale to achieve the value set
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*
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* @property width
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* @type Number
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*/
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Object.defineProperty(Phaser.GameObject.TileSprite.prototype, 'width', {
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|
|
get: function () {
|
|
|
|
return this._width;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this._width = value;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The height of the TilingSprite, setting this will actually modify the scale to achieve the value set
|
|
*
|
|
* @property height
|
|
* @type Number
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.TileSprite.prototype, 'height', {
|
|
|
|
get: function () {
|
|
|
|
return this._height;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this._height = value;
|
|
|
|
}
|
|
|
|
});
|