mirror of
https://github.com/photonstorm/phaser
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113 lines
3.8 KiB
JavaScript
113 lines
3.8 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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* Sprites are the lifeblood of your game, used for nearly everything visual.
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*
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* At its most basic a Sprite consists of a set of coordinates and a texture that is rendered to the canvas.
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* They also contain additional properties allowing for physics motion (via Sprite.body), input handling (via Sprite.input),
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* events (via Sprite.events), animation (via Sprite.animations), camera culling and more. Please see the Examples for use cases.
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*
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* @class Phaser.GameObject.Sprite
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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.Crop
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* @extends Phaser.Component.Delta
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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.ScaleMinMax
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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 - 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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* @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.
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* @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.
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*/
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Phaser.GameObject.Sprite = function (game, x, y, key, frame)
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{
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x = x || 0;
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y = y || 0;
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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.SPRITE;
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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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PIXI.Sprite.call(this, Phaser.Cache.DEFAULT);
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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.Sprite.prototype = Object.create(PIXI.Sprite.prototype);
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Phaser.GameObject.Sprite.prototype.constructor = Phaser.GameObject.Sprite;
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Phaser.Component.Core.install.call(Phaser.GameObject.Sprite.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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'Crop',
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'Delta',
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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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'Overlap',
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'PhysicsBody',
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'Reset',
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'ScaleMinMax',
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'Smoothed'
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]);
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Phaser.GameObject.Sprite.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate;
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Phaser.GameObject.Sprite.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate;
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Phaser.GameObject.Sprite.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
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Phaser.GameObject.Sprite.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
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* @memberof Phaser.GameObject.Sprite
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* @return {boolean} True if the Sprite was rendered, otherwise false.
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*/
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Phaser.GameObject.Sprite.prototype.preUpdate = function () {
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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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