mirror of
https://github.com/photonstorm/phaser
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94 lines
3 KiB
JavaScript
94 lines
3 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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* An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
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* It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.
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*
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* @class Phaser.Image
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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.Destroy
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* @extends Phaser.Component.FixedToCamera
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* @extends Phaser.Component.InputEnabled
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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.Reset
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* @extends Phaser.Component.ScaleMinMax
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* @extends Phaser.Component.Smoothed
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {number} [x=0] - The x coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
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* @param {number} [y=0] - The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
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* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} [key] - The texture used by the Image 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.
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* @param {string|number} [frame] - If this Image 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.Image = function (game, x, y, key, frame) {
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x = x || 0;
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y = y || 0;
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key = key || null;
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frame = frame || null;
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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.IMAGE;
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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.Image.prototype = Object.create(PIXI.Sprite.prototype);
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Phaser.Image.prototype.constructor = Phaser.Image;
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Phaser.Component.Core.install.call(Phaser.Image.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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'Destroy',
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'FixedToCamera',
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'InputEnabled',
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'LifeSpan',
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'LoadTexture',
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'Overlap',
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'Reset',
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'ScaleMinMax',
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'Smoothed'
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]);
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Phaser.Image.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
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Phaser.Image.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 Phaser.Image#preUpdate
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* @memberof Phaser.Image
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*/
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Phaser.Image.prototype.preUpdate = function() {
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if (!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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