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Sprite would "fly off" if it had an ArcadePhysics Body that was re-positioned during an input handler. Newly generated docs
830 lines
19 KiB
HTML
830 lines
19 KiB
HTML
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<title>Phaser Source: gameobjects/Graphics.js</title>
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<div class="span12">
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<div id="main">
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<h1 class="page-title">Source: gameobjects/Graphics.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 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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* Creates a new `Graphics` object.
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*
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* @class Phaser.Graphics
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* @constructor
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*
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* @param {Phaser.Game} game Current game instance.
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* @param {number} x - X position of the new graphics object.
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* @param {number} y - Y position of the new graphics object.
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*/
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Phaser.Graphics = function (game, x, y) {
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x = x || 0;
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y = y || 0;
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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/**
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* @property {boolean} exists - If exists = false then the Text isn't updated by the core game loop.
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* @default
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*/
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this.exists = true;
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/**
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* @property {string} name - The user defined name given to this object.
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* @default
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*/
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this.name = '';
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/**
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* @property {number} type - The const type of this object.
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* @default
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*/
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this.type = Phaser.GRAPHICS;
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/**
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* @property {number} z - The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
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*/
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this.z = 0;
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/**
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* @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
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*/
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this.world = new Phaser.Point(x, y);
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/**
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* @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
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*/
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this.cameraOffset = new Phaser.Point();
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PIXI.Graphics.call(this);
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this.position.set(x, y);
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/**
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* A small internal cache:
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* 0 = previous position.x
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* 1 = previous position.y
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* 2 = previous rotation
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* 3 = renderID
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* 4 = fresh? (0 = no, 1 = yes)
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* 5 = outOfBoundsFired (0 = no, 1 = yes)
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* 6 = exists (0 = no, 1 = yes)
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* 7 = fixed to camera (0 = no, 1 = yes)
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* @property {Array} _cache
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* @private
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*/
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this._cache = [ 0, 0, 0, 0, 1, 0, 1, 0 ];
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};
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Phaser.Graphics.prototype = Object.create(PIXI.Graphics.prototype);
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Phaser.Graphics.prototype.constructor = Phaser.Graphics;
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|
/**
|
|
* Automatically called by World.preUpdate.
|
|
* @method Phaser.Graphics.prototype.preUpdate
|
|
*/
|
|
Phaser.Graphics.prototype.preUpdate = function () {
|
|
|
|
this._cache[0] = this.world.x;
|
|
this._cache[1] = this.world.y;
|
|
this._cache[2] = this.rotation;
|
|
|
|
if (!this.exists || !this.parent.exists)
|
|
{
|
|
this.renderOrderID = -1;
|
|
return false;
|
|
}
|
|
|
|
if (this.autoCull)
|
|
{
|
|
// Won't get rendered but will still get its transform updated
|
|
this.renderable = this.game.world.camera.screenView.intersects(this.getBounds());
|
|
}
|
|
|
|
this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
|
|
|
|
if (this.visible)
|
|
{
|
|
this._cache[3] = this.game.stage.currentRenderOrderID++;
|
|
}
|
|
|
|
return true;
|
|
|
|
};
|
|
|
|
/**
|
|
* Override and use this function in your own custom objects to handle any update requirements you may have.
|
|
*
|
|
* @method Phaser.Graphics#update
|
|
* @memberof Phaser.Graphics
|
|
*/
|
|
Phaser.Graphics.prototype.update = function() {
|
|
|
|
};
|
|
|
|
/**
|
|
* Automatically called by World.postUpdate.
|
|
* @method Phaser.Graphics.prototype.postUpdate
|
|
*/
|
|
Phaser.Graphics.prototype.postUpdate = function () {
|
|
|
|
// Fixed to Camera?
|
|
if (this._cache[7] === 1)
|
|
{
|
|
this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
|
|
this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Destroy this Graphics instance.
|
|
*
|
|
* @method Phaser.Graphics.prototype.destroy
|
|
* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
|
|
*/
|
|
Phaser.Graphics.prototype.destroy = function(destroyChildren) {
|
|
|
|
if (typeof destroyChildren === 'undefined') { destroyChildren = true; }
|
|
|
|
this.clear();
|
|
|
|
if (this.parent)
|
|
{
|
|
if (this.parent instanceof Phaser.Group)
|
|
{
|
|
this.parent.remove(this);
|
|
}
|
|
else
|
|
{
|
|
this.parent.removeChild(this);
|
|
}
|
|
}
|
|
|
|
var i = this.children.length;
|
|
|
|
if (destroyChildren)
|
|
{
|
|
while (i--)
|
|
{
|
|
this.children[i].destroy(destroyChildren);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while (i--)
|
|
{
|
|
this.removeChild(this.children[i]);
|
|
}
|
|
}
|
|
|
|
this.exists = false;
|
|
this.visible = false;
|
|
|
|
this.game = null;
|
|
|
|
};
|
|
|
|
/*
|
|
* Draws a {Phaser.Polygon} or a {PIXI.Polygon} filled
|
|
*
|
|
* @method Phaser.Graphics.prototype.drawPolygon
|
|
*/
|
|
Phaser.Graphics.prototype.drawPolygon = function (poly) {
|
|
|
|
this.moveTo(poly.points[0].x, poly.points[0].y);
|
|
|
|
for (var i = 1; i < poly.points.length; i += 1)
|
|
{
|
|
this.lineTo(poly.points[i].x, poly.points[i].y);
|
|
}
|
|
|
|
this.lineTo(poly.points[0].x, poly.points[0].y);
|
|
|
|
};
|
|
|
|
/**
|
|
* Indicates the rotation of the Graphics, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
|
|
* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
|
|
* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
|
|
* @name Phaser.Graphics#angle
|
|
* @property {number} angle - Gets or sets the angle of rotation in degrees.
|
|
*/
|
|
Object.defineProperty(Phaser.Graphics.prototype, 'angle', {
|
|
|
|
get: function() {
|
|
return Phaser.Math.radToDeg(this.rotation);
|
|
},
|
|
|
|
set: function(value) {
|
|
this.rotation = Phaser.Math.degToRad(value);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* An Graphics that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Graphics.cameraOffset.
|
|
* Note that the cameraOffset values are in addition to any parent in the display list.
|
|
* So if this Graphics was in a Group that has x: 200, then this will be added to the cameraOffset.x
|
|
*
|
|
* @name Phaser.Graphics#fixedToCamera
|
|
* @property {boolean} fixedToCamera - Set to true to fix this Graphics to the Camera at its current world coordinates.
|
|
*/
|
|
Object.defineProperty(Phaser.Graphics.prototype, "fixedToCamera", {
|
|
|
|
get: function () {
|
|
|
|
return !!this._cache[7];
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value)
|
|
{
|
|
this._cache[7] = 1;
|
|
this.cameraOffset.set(this.x, this.y);
|
|
}
|
|
else
|
|
{
|
|
this._cache[7] = 0;
|
|
}
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
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|
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</div>
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|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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|
on Fri Mar 28 2014 01:41:22 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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