phaser/src/gameobjects/sprite/Sprite.js
2016-10-12 15:19:04 +01:00

113 lines
3.8 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* 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.
*
* @class Phaser.GameObject.Sprite
* @constructor
* @extends PIXI.Sprite
* @extends Phaser.Component.Core
* @extends Phaser.Component.Angle
* @extends Phaser.Component.Animation
* @extends Phaser.Component.AutoCull
* @extends Phaser.Component.Bounds
* @extends Phaser.Component.BringToTop
* @extends Phaser.Component.Crop
* @extends Phaser.Component.Delta
* @extends Phaser.Component.Destroy
* @extends Phaser.Component.FixedToCamera
* @extends Phaser.Component.Health
* @extends Phaser.Component.InCamera
* @extends Phaser.Component.InputEnabled
* @extends Phaser.Component.InWorld
* @extends Phaser.Component.LifeSpan
* @extends Phaser.Component.LoadTexture
* @extends Phaser.Component.Overlap
* @extends Phaser.Component.PhysicsBody
* @extends Phaser.Component.Reset
* @extends Phaser.Component.ScaleMinMax
* @extends Phaser.Component.Smoothed
* @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.GameObject.Sprite = function (game, x, y, key, frame)
{
x = x || 0;
y = y || 0;
/**
* @property {number} type - The const type of this object.
* @readonly
*/
this.type = Phaser.SPRITE;
/**
* @property {number} physicsType - The const physics body type of this object.
* @readonly
*/
this.physicsType = Phaser.SPRITE;
PIXI.Sprite.call(this, Phaser.Cache.DEFAULT);
Phaser.Component.Core.init.call(this, game, x, y, key, frame);
};
Phaser.GameObject.Sprite.prototype = Object.create(PIXI.Sprite.prototype);
Phaser.GameObject.Sprite.prototype.constructor = Phaser.GameObject.Sprite;
Phaser.Component.Core.install.call(Phaser.GameObject.Sprite.prototype, [
'Angle',
'Animation',
'AutoCull',
'Bounds',
'BringToTop',
'Crop',
'Delta',
'Destroy',
'FixedToCamera',
'Health',
'InCamera',
'InputEnabled',
'InWorld',
'LifeSpan',
'Overlap',
'PhysicsBody',
'Reset',
'ScaleMinMax',
'Smoothed'
]);
Phaser.GameObject.Sprite.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate;
Phaser.GameObject.Sprite.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate;
Phaser.GameObject.Sprite.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
Phaser.GameObject.Sprite.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;
/**
* Automatically called by World.preUpdate.
*
* @method
* @memberof Phaser.GameObject.Sprite
* @return {boolean} True if the Sprite was rendered, otherwise false.
*/
Phaser.GameObject.Sprite.prototype.preUpdate = function () {
if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())
{
return false;
}
return this.preUpdateCore();
};