phaser/src/gameobjects/Sprite.js
photonstorm 0b1fb5a637 Destroying an object with an input handler during its onDown event would throw Signals dispatch errors (thanks @jflowers45, fix #746)
InputHandler._setHandCursor private var wasn't properly set, meaning the hand cursor could sometimes remain (during destroy sequence for example)
All Game Objects have a new property: destroyPhase (boolean) which is true if the object is in the process of being destroyed, otherwise false.
The PIXI.AbstractFilter is now included in the Phaser Pixi build by default, allowing for easier use of external Pixi Filters.
2014-04-22 01:43:22 +01:00

1081 lines
31 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* @class Phaser.Sprite
*
* @classdesc Create a new `Sprite` object. Sprites are the lifeblood of your game, used for nearly everything visual.
*
* At its most basic a Sprite consists of a set of coordinates and a texture that is rendered to the canvas.
* They also contain additional properties allowing for physics motion (via Sprite.body), input handling (via Sprite.input),
* events (via Sprite.events), animation (via Sprite.animations), camera culling and more. Please see the Examples for use cases.
*
* @constructor
* @extends PIXI.Sprite
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} x - The x coordinate (in world space) to position the Sprite at.
* @param {number} y - The y coordinate (in world space) to position the Sprite at.
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
* @param {string|number} frame - If this Sprite 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.
*/
Phaser.Sprite = function (game, x, y, key, frame) {
x = x || 0;
y = y || 0;
key = key || null;
frame = frame || null;
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {string} name - The user defined name given to this Sprite.
* @default
*/
this.name = '';
/**
* @property {number} type - The const type of this object.
* @readonly
*/
this.type = Phaser.SPRITE;
/**
* @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.
*/
this.z = 0;
/**
* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
*/
this.events = new Phaser.Events(this);
/**
* @property {Phaser.AnimationManager} animations - This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)
*/
this.animations = new Phaser.AnimationManager(this);
/**
* @property {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
*/
this.key = key;
/**
* @property {number} _frame - Internal cache var.
* @private
*/
this._frame = 0;
/**
* @property {string} _frameName - Internal cache var.
* @private
*/
this._frameName = '';
PIXI.Sprite.call(this, PIXI.TextureCache['__default']);
this.loadTexture(key, frame);
this.position.set(x, y);
/**
* @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
*/
this.world = new Phaser.Point(x, y);
/**
* Should this Sprite be automatically culled if out of range of the camera?
* A culled sprite has its renderable property set to 'false'.
* Be advised this is quite an expensive operation, as it has to calculate the bounds of the object every frame, so only enable it if you really need it.
*
* @property {boolean} autoCull - A flag indicating if the Sprite should be automatically camera culled or not.
* @default
*/
this.autoCull = false;
/**
* @property {Phaser.InputHandler|null} input - The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
*/
this.input = null;
/**
* By default Sprites won't add themselves to any physics system and their physics body will be `null`.
* To enable them for physics you need to call `game.physics.enable(sprite, system)` where `sprite` is this object
* and `system` is the Physics system you want to use to manage this body. Once enabled you can access all physics related properties via `Sprite.body`.
*
* Important: Enabling a Sprite for P2 or Ninja physics will automatically set `Sprite.anchor` to 0.5 so the physics body is centered on the Sprite.
* If you need a different result then adjust or re-create the Body shape offsets manually, and/or reset the anchor after enabling physics.
*
* @property {Phaser.Physics.Arcade.Body|Phaser.Physics.P2.Body|Phaser.Physics.Ninja.Body|null} body
* @default
*/
this.body = null;
/**
* @property {number} health - Health value. Used in combination with damage() to allow for quick killing of Sprites.
*/
this.health = 1;
/**
* If you would like the Sprite to have a lifespan once 'born' you can set this to a positive value. Handy for particles, bullets, etc.
* The lifespan is decremented by game.time.elapsed each update, once it reaches zero the kill() function is called.
* @property {number} lifespan - The lifespan of the Sprite (in ms) before it will be killed.
* @default
*/
this.lifespan = 0;
/**
* If true the Sprite checks if it is still within the world each frame, when it leaves the world it dispatches Sprite.events.onOutOfBounds
* and optionally kills the sprite (if Sprite.outOfBoundsKill is true). By default this is disabled because the Sprite has to calculate its
* bounds every frame to support it, and not all games need it. Enable it by setting the value to true.
* @property {boolean} checkWorldBounds
* @default
*/
this.checkWorldBounds = false;
/**
* @property {boolean} outOfBoundsKill - If true Sprite.kill is called as soon as Sprite.inWorld returns false, as long as Sprite.checkWorldBounds is true.
* @default
*/
this.outOfBoundsKill = false;
/**
* @property {boolean} debug - Handy flag to use with Game.enableStep
* @default
*/
this.debug = false;
/**
* @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.
*/
this.cameraOffset = new Phaser.Point();
/**
* A small internal cache:
* 0 = previous position.x
* 1 = previous position.y
* 2 = previous rotation
* 3 = renderID
* 4 = fresh? (0 = no, 1 = yes)
* 5 = outOfBoundsFired (0 = no, 1 = yes)
* 6 = exists (0 = no, 1 = yes)
* 7 = fixed to camera (0 = no, 1 = yes)
* 8 = destroy phase? (0 = no, 1 = yes)
* @property {Array} _cache
* @private
*/
this._cache = [ 0, 0, 0, 0, 1, 0, 1, 0, 0 ];
/**
* @property {Phaser.Rectangle} _bounds - Internal cache var.
* @private
*/
this._bounds = new Phaser.Rectangle();
};
Phaser.Sprite.prototype = Object.create(PIXI.Sprite.prototype);
Phaser.Sprite.prototype.constructor = Phaser.Sprite;
/**
* Automatically called by World.preUpdate.
*
* @method Phaser.Sprite#preUpdate
* @memberof Phaser.Sprite
* @return {boolean} True if the Sprite was rendered, otherwise false.
*/
Phaser.Sprite.prototype.preUpdate = function() {
if (this._cache[4] === 1 && this.exists)
{
this.world.setTo(this.parent.position.x + this.position.x, this.parent.position.y + this.position.y);
this.worldTransform.tx = this.world.x;
this.worldTransform.ty = this.world.y;
this._cache[0] = this.world.x;
this._cache[1] = this.world.y;
this._cache[2] = this.rotation;
if (this.body)
{
this.body.preUpdate();
}
this._cache[4] = 0;
return false;
}
this._cache[0] = this.world.x;
this._cache[1] = this.world.y;
this._cache[2] = this.rotation;
if (!this.exists || !this.parent.exists)
{
// Reset the renderOrderID
this._cache[3] = -1;
return false;
}
if (this.lifespan > 0)
{
this.lifespan -= this.game.time.elapsed;
if (this.lifespan <= 0)
{
this.kill();
return false;
}
}
// Cache the bounds if we need it
if (this.autoCull || this.checkWorldBounds)
{
this._bounds.copyFrom(this.getBounds());
}
if (this.autoCull)
{
// Won't get rendered but will still get its transform updated
this.renderable = this.game.world.camera.screenView.intersects(this._bounds);
}
if (this.checkWorldBounds)
{
// The Sprite is already out of the world bounds, so let's check to see if it has come back again
if (this._cache[5] === 1 && this.game.world.bounds.intersects(this._bounds))
{
this._cache[5] = 0;
this.events.onEnterBounds.dispatch(this);
}
else if (this._cache[5] === 0 && !this.game.world.bounds.intersects(this._bounds))
{
// The Sprite WAS in the screen, but has now left.
this._cache[5] = 1;
this.events.onOutOfBounds.dispatch(this);
if (this.outOfBoundsKill)
{
this.kill();
return false;
}
}
}
this.world.setTo(this.game.camera.x + this.worldTransform.tx, this.game.camera.y + this.worldTransform.ty);
if (this.visible)
{
this._cache[3] = this.game.stage.currentRenderOrderID++;
}
this.animations.update();
if (this.body)
{
this.body.preUpdate();
}
// Update any Children
for (var i = 0, len = this.children.length; i < len; i++)
{
this.children[i].preUpdate();
}
return true;
};
/**
* Override and use this function in your own custom objects to handle any update requirements you may have.
* Remember if this Sprite has any children you should call update on them too.
*
* @method Phaser.Sprite#update
* @memberof Phaser.Sprite
*/
Phaser.Sprite.prototype.update = function() {
};
/**
* Internal function called by the World postUpdate cycle.
*
* @method Phaser.Sprite#postUpdate
* @memberof Phaser.Sprite
*/
Phaser.Sprite.prototype.postUpdate = function() {
if (this.key instanceof Phaser.BitmapData)
{
this.key.render();
}
if (this.exists && this.body)
{
this.body.postUpdate();
}
// 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;
}
// Update any Children
for (var i = 0, len = this.children.length; i < len; i++)
{
this.children[i].postUpdate();
}
};
/**
* Changes the Texture the Sprite is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache.
* This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game.
*
* @method Phaser.Sprite#loadTexture
* @memberof Phaser.Sprite
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
* @param {string|number} frame - If this Sprite 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.
*/
Phaser.Sprite.prototype.loadTexture = function (key, frame) {
frame = frame || 0;
if (key instanceof Phaser.RenderTexture)
{
this.key = key.key;
this.setTexture(key);
return;
}
else if (key instanceof Phaser.BitmapData)
{
this.key = key;
this.setTexture(key.texture);
return;
}
else if (key instanceof PIXI.Texture)
{
this.key = key;
this.setTexture(key);
return;
}
else
{
if (key === null || typeof key === 'undefined')
{
this.key = '__default';
this.setTexture(PIXI.TextureCache[this.key]);
return;
}
else if (typeof key === 'string' && !this.game.cache.checkImageKey(key))
{
this.key = '__missing';
this.setTexture(PIXI.TextureCache[this.key]);
return;
}
if (this.game.cache.isSpriteSheet(key))
{
this.key = key;
// var frameData = this.game.cache.getFrameData(key);
this.animations.loadFrameData(this.game.cache.getFrameData(key));
if (typeof frame === 'string')
{
this.frameName = frame;
}
else
{
this.frame = frame;
}
}
else
{
this.key = key;
this.setTexture(PIXI.TextureCache[key]);
return;
}
}
};
/**
* Crop allows you to crop the texture used to display this Sprite.
* Cropping takes place from the top-left of the Sprite and can be modified in real-time by providing an updated rectangle object.
* Note that cropping a Sprite will reset its animation to the first frame. You cannot currently crop an animated Sprite.
*
* @method Phaser.Sprite#crop
* @memberof Phaser.Sprite
* @param {Phaser.Rectangle} rect - The Rectangle to crop the Sprite to. Pass null or no parameters to clear a previously set crop rectangle.
*/
Phaser.Sprite.prototype.crop = function(rect) {
if (typeof rect === 'undefined' || rect === null)
{
// Clear any crop that may be set
if (this.texture.hasOwnProperty('sourceWidth'))
{
this.texture.setFrame(new Phaser.Rectangle(0, 0, this.texture.sourceWidth, this.texture.sourceHeight));
}
}
else
{
// Do we need to clone the PIXI.Texture object?
if (this.texture instanceof PIXI.Texture)
{
// Yup, let's rock it ...
var local = {};
Phaser.Utils.extend(true, local, this.texture);
local.sourceWidth = local.width;
local.sourceHeight = local.height;
local.frame = rect;
local.width = rect.width;
local.height = rect.height;
this.texture = local;
this.texture.updateFrame = true;
PIXI.Texture.frameUpdates.push(this.texture);
}
else
{
this.texture.setFrame(rect);
}
}
};
/**
* Brings a 'dead' Sprite back to life, optionally giving it the health value specified.
* A resurrected Sprite has its alive, exists and visible properties all set to true.
* It will dispatch the onRevived event, you can listen to Sprite.events.onRevived for the signal.
*
* @method Phaser.Sprite#revive
* @memberof Phaser.Sprite
* @param {number} [health=1] - The health to give the Sprite.
* @return (Phaser.Sprite) This instance.
*/
Phaser.Sprite.prototype.revive = function(health) {
if (typeof health === 'undefined') { health = 1; }
this.alive = true;
this.exists = true;
this.visible = true;
this.health = health;
if (this.events)
{
this.events.onRevived.dispatch(this);
}
return this;
};
/**
* Kills a Sprite. A killed Sprite has its alive, exists and visible properties all set to false.
* It will dispatch the onKilled event, you can listen to Sprite.events.onKilled for the signal.
* Note that killing a Sprite is a way for you to quickly recycle it in a Sprite pool, it doesn't free it up from memory.
* If you don't need this Sprite any more you should call Sprite.destroy instead.
*
* @method Phaser.Sprite#kill
* @memberof Phaser.Sprite
* @return (Phaser.Sprite) This instance.
*/
Phaser.Sprite.prototype.kill = function() {
this.alive = false;
this.exists = false;
this.visible = false;
if (this.events)
{
this.events.onKilled.dispatch(this);
}
return this;
};
/**
* Destroys the Sprite. This removes it from its parent group, destroys the input, event and animation handlers if present
* and nulls its reference to game, freeing it up for garbage collection.
*
* @method Phaser.Sprite#destroy
* @memberof Phaser.Sprite
* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
*/
Phaser.Sprite.prototype.destroy = function(destroyChildren) {
if (this.game === null || this._cache[8] === 1) { return; }
if (typeof destroyChildren === 'undefined') { destroyChildren = true; }
this._cache[8] = 1;
if (this.parent)
{
if (this.parent instanceof Phaser.Group)
{
this.parent.remove(this);
}
else
{
this.parent.removeChild(this);
}
}
if (this.input)
{
this.input.destroy();
}
if (this.animations)
{
this.animations.destroy();
}
if (this.body)
{
this.body.destroy();
}
if (this.events)
{
this.events.destroy();
}
var i = this.children.length;
if (destroyChildren)
{
while (i--)
{
this.children[i].destroy(destroyChildren);
}
}
else
{
while (i--)
{
this.removeChild(this.children[i]);
}
}
this.alive = false;
this.exists = false;
this.visible = false;
this.filters = null;
this.mask = null;
this.game = null;
this._cache[8] = 0;
};
/**
* Damages the Sprite, this removes the given amount from the Sprites health property.
* If health is then taken below or is equal to zero `Sprite.kill` is called.
*
* @method Phaser.Sprite#damage
* @memberof Phaser.Sprite
* @param {number} amount - The amount to subtract from the Sprite.health value.
* @return (Phaser.Sprite) This instance.
*/
Phaser.Sprite.prototype.damage = function(amount) {
if (this.alive)
{
this.health -= amount;
if (this.health <= 0)
{
this.kill();
}
}
return this;
};
/**
* Resets the Sprite. This places the Sprite at the given x/y world coordinates and then
* sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state and health values.
* If the Sprite has a physics body that too is reset.
*
* @method Phaser.Sprite#reset
* @memberof Phaser.Sprite
* @param {number} x - The x coordinate (in world space) to position the Sprite at.
* @param {number} y - The y coordinate (in world space) to position the Sprite at.
* @param {number} [health=1] - The health to give the Sprite.
* @return (Phaser.Sprite) This instance.
*/
Phaser.Sprite.prototype.reset = function(x, y, health) {
if (typeof health === 'undefined') { health = 1; }
this.world.setTo(x, y);
this.position.x = x;
this.position.y = y;
this.alive = true;
this.exists = true;
this.visible = true;
this.renderable = true;
this._outOfBoundsFired = false;
this.health = health;
if (this.body)
{
this.body.reset(x, y, false, false);
}
this._cache[4] = 1;
return this;
};
/**
* Brings the Sprite to the top of the display list it is a child of. Sprites that are members of a Phaser.Group are only
* bought to the top of that Group, not the entire display list.
*
* @method Phaser.Sprite#bringToTop
* @memberof Phaser.Sprite
* @return (Phaser.Sprite) This instance.
*/
Phaser.Sprite.prototype.bringToTop = function() {
if (this.parent)
{
this.parent.bringToTop(this);
}
return this;
};
/**
* Play an animation based on the given key. The animation should previously have been added via sprite.animations.add()
* If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself.
*
* @method Phaser.Sprite#play
* @memberof Phaser.Sprite
* @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump".
* @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
* @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
* @return {Phaser.Animation} A reference to playing Animation instance.
*/
Phaser.Sprite.prototype.play = function (name, frameRate, loop, killOnComplete) {
if (this.animations)
{
return this.animations.play(name, frameRate, loop, killOnComplete);
}
};
/**
* Checks to see if the bounds of this Sprite overlaps with the bounds of the given Display Object, which can be a Sprite, Image, TileSprite or anything that extends those such as a Button.
* This check ignores the Sprites hitArea property and runs a Sprite.getBounds comparison on both objects to determine the result.
* Therefore it's relatively expensive to use in large quantities (i.e. with lots of Sprites at a high frequency), but should be fine for low-volume testing where physics isn't required.
*
* @method Phaser.Sprite#overlap
* @memberof Phaser.Sprite
* @param {Phaser.Sprite|Phaser.Image|Phaser.TileSprite|Phaser.Button|PIXI.DisplayObject} displayObject - The display object to check against.
* @return {boolean} True if the bounds of this Sprite intersects at any point with the bounds of the given display object.
*/
Phaser.Sprite.prototype.overlap = function (displayObject) {
return Phaser.Rectangle.intersects(this.getBounds(), displayObject.getBounds());
};
/**
* Indicates the rotation of the Sprite, 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. Working in radians is also a little faster as it doesn't have to convert the angle.
*
* @name Phaser.Sprite#angle
* @property {number} angle - The angle of this Sprite in degrees.
*/
Object.defineProperty(Phaser.Sprite.prototype, "angle", {
get: function() {
return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation));
},
set: function(value) {
this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value));
}
});
/**
* Returns the delta x value. The difference between world.x now and in the previous step.
*
* @name Phaser.Sprite#deltaX
* @property {number} deltaX - The delta value. Positive if the motion was to the right, negative if to the left.
* @readonly
*/
Object.defineProperty(Phaser.Sprite.prototype, "deltaX", {
get: function() {
return this.world.x - this._cache[0];
}
});
/**
* Returns the delta y value. The difference between world.y now and in the previous step.
*
* @name Phaser.Sprite#deltaY
* @property {number} deltaY - The delta value. Positive if the motion was downwards, negative if upwards.
* @readonly
*/
Object.defineProperty(Phaser.Sprite.prototype, "deltaY", {
get: function() {
return this.world.y - this._cache[1];
}
});
/**
* Returns the delta z value. The difference between rotation now and in the previous step.
*
* @name Phaser.Sprite#deltaZ
* @property {number} deltaZ - The delta value.
* @readonly
*/
Object.defineProperty(Phaser.Sprite.prototype, "deltaZ", {
get: function() {
return this.rotation - this._cache[2];
}
});
/**
* Checks if the Sprite bounds are within the game world, otherwise false if fully outside of it.
*
* @name Phaser.Sprite#inWorld
* @property {boolean} inWorld - True if the Sprite bounds is within the game world, even if only partially. Otherwise false if fully outside of it.
* @readonly
*/
Object.defineProperty(Phaser.Sprite.prototype, "inWorld", {
get: function() {
return this.game.world.bounds.intersects(this.getBounds());
}
});
/**
* Checks if the Sprite bounds are within the game camera, otherwise false if fully outside of it.
*
* @name Phaser.Sprite#inCamera
* @property {boolean} inCamera - True if the Sprite bounds is within the game camera, even if only partially. Otherwise false if fully outside of it.
* @readonly
*/
Object.defineProperty(Phaser.Sprite.prototype, "inCamera", {
get: function() {
return this.game.world.camera.screenView.intersects(this.getBounds());
}
});
/**
* @name Phaser.Sprite#frame
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
*/
Object.defineProperty(Phaser.Sprite.prototype, "frame", {
get: function () {
return this.animations.frame;
},
set: function (value) {
this.animations.frame = value;
}
});
/**
* @name Phaser.Sprite#frameName
* @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display.
*/
Object.defineProperty(Phaser.Sprite.prototype, "frameName", {
get: function () {
return this.animations.frameName;
},
set: function (value) {
this.animations.frameName = value;
}
});
/**
* @name Phaser.Sprite#renderOrderID
* @property {number} renderOrderID - The render order ID, reset every frame.
* @readonly
*/
Object.defineProperty(Phaser.Sprite.prototype, "renderOrderID", {
get: function() {
return this._cache[3];
}
});
/**
* By default a Sprite won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is
* activated for this object and it will then start to process click/touch events and more.
*
* @name Phaser.Sprite#inputEnabled
* @property {boolean} inputEnabled - Set to true to allow this object to receive input events.
*/
Object.defineProperty(Phaser.Sprite.prototype, "inputEnabled", {
get: function () {
return (this.input && this.input.enabled);
},
set: function (value) {
if (value)
{
if (this.input === null)
{
this.input = new Phaser.InputHandler(this);
this.input.start();
}
else if (this.input && !this.input.enabled)
{
this.input.start();
}
}
else
{
if (this.input && this.input.enabled)
{
this.input.stop();
}
}
}
});
/**
* Sprite.exists controls if the core game loop and physics update this Sprite or not.
* When you set Sprite.exists to false it will remove its Body from the physics world (if it has one) and also set Sprite.visible to false.
* Setting Sprite.exists to true will re-add the Body to the physics world (if it has a body) and set Sprite.visible to true.
*
* @name Phaser.Sprite#exists
* @property {boolean} exists - If the Sprite is processed by the core game update and physics.
*/
Object.defineProperty(Phaser.Sprite.prototype, "exists", {
get: function () {
return !!this._cache[6];
},
set: function (value) {
if (value)
{
// exists = true
this._cache[6] = 1;
if (this.body && this.body.type === Phaser.Physics.P2JS)
{
this.body.addToWorld();
}
this.visible = true;
}
else
{
// exists = false
this._cache[6] = 0;
if (this.body && this.body.type === Phaser.Physics.P2JS)
{
this.body.removeFromWorld();
}
this.visible = false;
}
}
});
/**
* An Sprite that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Sprite.cameraOffset.
* Note that the cameraOffset values are in addition to any parent in the display list.
* So if this Sprite was in a Group that has x: 200, then this will be added to the cameraOffset.x
*
* @name Phaser.Sprite#fixedToCamera
* @property {boolean} fixedToCamera - Set to true to fix this Sprite to the Camera at its current world coordinates.
*/
Object.defineProperty(Phaser.Sprite.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;
}
}
});
/**
* Enable or disable texture smoothing for this Sprite. Only works for bitmap/image textures. Smoothing is enabled by default.
*
* @name Phaser.Sprite#smoothed
* @property {boolean} smoothed - Set to true to smooth the texture of this Sprite, or false to disable smoothing (great for pixel art)
*/
Object.defineProperty(Phaser.Sprite.prototype, "smoothed", {
get: function () {
return !this.texture.baseTexture.scaleMode;
},
set: function (value) {
if (value)
{
if (this.texture)
{
this.texture.baseTexture.scaleMode = 0;
}
}
else
{
if (this.texture)
{
this.texture.baseTexture.scaleMode = 1;
}
}
}
});
/**
* The position of the Sprite on the x axis relative to the local coordinates of the parent.
*
* @name Phaser.Sprite#x
* @property {number} x - The position of the Sprite on the x axis relative to the local coordinates of the parent.
*/
Object.defineProperty(Phaser.Sprite.prototype, "x", {
get: function () {
return this.position.x;
},
set: function (value) {
this.position.x = value;
if (this.body && this.body.type === Phaser.Physics.ARCADE && this.body.phase === 2)
{
this.body._reset = 1;
}
}
});
/**
* The position of the Sprite on the y axis relative to the local coordinates of the parent.
*
* @name Phaser.Sprite#y
* @property {number} y - The position of the Sprite on the y axis relative to the local coordinates of the parent.
*/
Object.defineProperty(Phaser.Sprite.prototype, "y", {
get: function () {
return this.position.y;
},
set: function (value) {
this.position.y = value;
if (this.body && this.body.type === Phaser.Physics.ARCADE && this.body.phase === 2)
{
this.body._reset = 1;
}
}
});
/**
* @name Phaser.Sprite#destroyPhase
* @property {boolean} destroyPhase - True if this object is currently being destroyed.
*/
Object.defineProperty(Phaser.Sprite.prototype, "destroyPhase", {
get: function () {
return !!this._cache[8];
}
});