mirror of
https://github.com/photonstorm/phaser
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5911b94d35
This reverts commit 854589ddbe
.
woops
155 lines
5 KiB
JavaScript
155 lines
5 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Class = require('../../utils/Class');
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var Components = require('./components');
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var Sprite = require('../../gameobjects/sprite/Sprite');
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/**
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* @classdesc
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* An Impact Physics Sprite Game Object.
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*
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* A Sprite Game Object is used for the display of both static and animated images in your game.
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* Sprites can have input events and physics bodies. They can also be tweened, tinted, scrolled
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* and animated.
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*
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* The main difference between a Sprite and an Image Game Object is that you cannot animate Images.
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* As such, Sprites take a fraction longer to process and have a larger API footprint due to the Animation
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* Component. If you do not require animation then you can safely use Images to replace Sprites in all cases.
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*
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* @class ImpactSprite
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* @extends Phaser.GameObjects.Sprite
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* @memberof Phaser.Physics.Impact
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* @constructor
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* @since 3.0.0
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*
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* @extends Phaser.Physics.Impact.Components.Acceleration
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* @extends Phaser.Physics.Impact.Components.BodyScale
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* @extends Phaser.Physics.Impact.Components.BodyType
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* @extends Phaser.Physics.Impact.Components.Bounce
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* @extends Phaser.Physics.Impact.Components.CheckAgainst
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* @extends Phaser.Physics.Impact.Components.Collides
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* @extends Phaser.Physics.Impact.Components.Debug
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* @extends Phaser.Physics.Impact.Components.Friction
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* @extends Phaser.Physics.Impact.Components.Gravity
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* @extends Phaser.Physics.Impact.Components.Offset
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* @extends Phaser.Physics.Impact.Components.SetGameObject
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* @extends Phaser.Physics.Impact.Components.Velocity
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* @extends Phaser.GameObjects.Components.Alpha
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* @extends Phaser.GameObjects.Components.BlendMode
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* @extends Phaser.GameObjects.Components.Depth
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* @extends Phaser.GameObjects.Components.Flip
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* @extends Phaser.GameObjects.Components.GetBounds
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* @extends Phaser.GameObjects.Components.Origin
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* @extends Phaser.GameObjects.Components.Pipeline
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* @extends Phaser.GameObjects.Components.ScrollFactor
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* @extends Phaser.GameObjects.Components.Size
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* @extends Phaser.GameObjects.Components.Texture
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* @extends Phaser.GameObjects.Components.Tint
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* @extends Phaser.GameObjects.Components.Transform
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* @extends Phaser.GameObjects.Components.Visible
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*
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* @param {Phaser.Physics.Impact.World} world - [description]
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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*/
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var ImpactSprite = new Class({
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Extends: Sprite,
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Mixins: [
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Components.Acceleration,
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Components.BodyScale,
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Components.BodyType,
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Components.Bounce,
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Components.CheckAgainst,
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Components.Collides,
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Components.Debug,
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Components.Friction,
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Components.Gravity,
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Components.Offset,
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Components.SetGameObject,
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Components.Velocity
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],
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initialize:
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function ImpactSprite (world, x, y, texture, frame)
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{
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Sprite.call(this, world.scene, x, y, texture, frame);
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.ImpactSprite#body
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* @type {Phaser.Physics.Impact.Body}
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* @since 3.0.0
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*/
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this.body = world.create(x - this.frame.centerX, y - this.frame.centerY, this.width, this.height);
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this.body.parent = this;
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this.body.gameObject = this;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.ImpactSprite#size
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.size = this.body.size;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.ImpactSprite#offset
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.offset = this.body.offset;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.ImpactSprite#vel
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.vel = this.body.vel;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.ImpactSprite#accel
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.accel = this.body.accel;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.ImpactSprite#friction
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.friction = this.body.friction;
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/**
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* [description]
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*
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* @name Phaser.Physics.Impact.ImpactSprite#maxVel
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.maxVel = this.body.maxVel;
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}
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});
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module.exports = ImpactSprite;
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