mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 21:24:09 +00:00
115 lines
3 KiB
JavaScript
115 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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* WARNING: This is an EXPERIMENTAL class. The API will change significantly in the coming versions and is incomplete.
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* Please try to avoid using in production games with a long time to build.
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* This is also why the documentation is incomplete.
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*
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* A responsive grid layer.
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*
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* @class Phaser.FlexLayer
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* @extends Phaser.Group
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* @constructor
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* @param {Phaser.FlexGrid} manager - The FlexGrid that owns this FlexLayer.
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* @param {Phaser.Point} position - A reference to the Point object used for positioning.
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* @param {Phaser.Rectangle} bounds - A reference to the Rectangle used for the layer bounds.
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* @param {Phaser.Point} scale - A reference to the Point object used for layer scaling.
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*/
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Phaser.FlexLayer = function (manager, position, bounds, scale) {
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Phaser.Group.call(this, manager.game, null, '__flexLayer' + manager.game.rnd.uuid(), false);
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/**
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* @property {Phaser.ScaleManager} scale - A reference to the ScaleManager.
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*/
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this.manager = manager.manager;
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/**
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* @property {Phaser.FlexGrid} grid - A reference to the FlexGrid that owns this layer.
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*/
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this.grid = manager;
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/**
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* Should the FlexLayer remain through a State swap?
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*
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* @type {boolean}
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*/
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this.persist = false;
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/**
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* @property {Phaser.Point} position
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*/
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this.position = position;
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/**
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* @property {Phaser.Rectangle} bounds
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*/
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this.bounds = bounds;
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/**
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* @property {Phaser.Point} scale
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*/
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this.scale = scale;
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/**
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* @property {Phaser.Point} topLeft
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*/
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this.topLeft = bounds.topLeft;
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/**
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* @property {Phaser.Point} topMiddle
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*/
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this.topMiddle = new Phaser.Point(bounds.halfWidth, 0);
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/**
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* @property {Phaser.Point} topRight
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*/
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this.topRight = bounds.topRight;
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/**
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* @property {Phaser.Point} bottomLeft
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*/
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this.bottomLeft = bounds.bottomLeft;
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/**
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* @property {Phaser.Point} bottomMiddle
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*/
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this.bottomMiddle = new Phaser.Point(bounds.halfWidth, bounds.bottom);
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/**
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* @property {Phaser.Point} bottomRight
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*/
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this.bottomRight = bounds.bottomRight;
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};
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Phaser.FlexLayer.prototype = Object.create(Phaser.Group.prototype);
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Phaser.FlexLayer.prototype.constructor = Phaser.FlexLayer;
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/**
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* Resize.
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*
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* @method Phaser.FlexLayer#resize
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*/
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Phaser.FlexLayer.prototype.resize = function () {
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};
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/**
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* Debug.
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*
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* @method Phaser.FlexLayer#debug
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*/
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Phaser.FlexLayer.prototype.debug = function () {
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this.game.debug.text(this.bounds.width + ' x ' + this.bounds.height, this.bounds.x + 4, this.bounds.y + 16);
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this.game.debug.geom(this.bounds, 'rgba(0,0,255,0.9', false);
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this.game.debug.geom(this.topLeft, 'rgba(255,255,255,0.9');
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this.game.debug.geom(this.topMiddle, 'rgba(255,255,255,0.9');
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this.game.debug.geom(this.topRight, 'rgba(255,255,255,0.9');
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};
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