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1537 lines
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HTML
1537 lines
43 KiB
HTML
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<a href="Phaser.DOM.html">DOM</a>
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<a href="Phaser.Easing.html">Easing</a>
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<a href="Phaser.Easing.Back.html">Back</a>
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<a href="Phaser.Easing.Quintic.html">Quintic</a>
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<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
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<a href="Phaser.Events.html">Events</a>
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<a href="Phaser.Filter.html">Filter</a>
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<a href="Phaser.FlexGrid.html">FlexGrid</a>
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<a href="Phaser.FlexLayer.html">FlexLayer</a>
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<a href="Phaser.Frame.html">Frame</a>
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<a href="Phaser.FrameData.html">FrameData</a>
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<a href="Phaser.Game.html">Game</a>
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<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
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<a href="Phaser.Graphics.html">Graphics</a>
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<a href="Phaser.Group.html">Group</a>
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<a href="Phaser.Image.html">Image</a>
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<a href="Phaser.Input.html">Input</a>
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<a href="Phaser.InputHandler.html">InputHandler</a>
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<a href="Phaser.Key.html">Key</a>
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<a href="Phaser.Keyboard.html">Keyboard</a>
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<a href="Phaser.Line.html">Line</a>
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<a href="Phaser.LinkedList.html">LinkedList</a>
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<a href="Phaser.Loader.html">Loader</a>
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<a href="Phaser.LoaderParser.html">LoaderParser</a>
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<a href="Phaser.Math.html">Math</a>
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<a href="Phaser.Mouse.html">Mouse</a>
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<a href="Phaser.MSPointer.html">MSPointer</a>
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<a href="Phaser.Net.html">Net</a>
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<a href="Phaser.Particle.html">Particle</a>
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<a href="Phaser.Particles.html">Particles</a>
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<a href="Phaser.Particles.Arcade.html">Arcade</a>
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<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
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<a href="Phaser.Physics.html">Physics</a>
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<a href="Phaser.Physics.Arcade.html">Arcade</a>
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Arcade.html#TilemapCollision">TilemapCollision</a>
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<a href="Phaser.Physics.Ninja.html">Ninja</a>
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<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Body.html">Body</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
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<a href="Phaser.Physics.P2.html">P2</a>
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<a href="Phaser.Physics.P2.Body.html">Body</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Plugin.html">Plugin</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PluginManager.html">PluginManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Point.html">Point</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Pointer.html">Pointer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Polygon.html">Polygon</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.QuadTree.html">QuadTree</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Rectangle.html">Rectangle</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RetroFont.html">RetroFont</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
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</li>
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<a href="PIXI.VideoTexture.html">VideoTexture</a>
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<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
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<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
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<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
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<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
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<li class="class-depth-1"><a href="https://www.gittip.com/photonstorm/">Donate to the project</a></li>
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<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
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</li>
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</div>
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</div>
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<div class="row-fluid">
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<div class="span12">
|
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<div id="main">
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|
|
|
|
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<h1 class="page-title">Source: src/pixi/extras/TilingSprite.js</h1>
|
|
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<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Mat Groves http://matgroves.com/
|
|
*/
|
|
|
|
/**
|
|
* A tiling sprite is a fast way of rendering a tiling image
|
|
*
|
|
* @class TilingSprite
|
|
* @extends Sprite
|
|
* @constructor
|
|
* @param texture {Texture} the texture of the tiling sprite
|
|
* @param width {Number} the width of the tiling sprite
|
|
* @param height {Number} the height of the tiling sprite
|
|
*/
|
|
PIXI.TilingSprite = function(texture, width, height)
|
|
{
|
|
PIXI.Sprite.call( this, texture);
|
|
|
|
/**
|
|
* The with of the tiling sprite
|
|
*
|
|
* @property width
|
|
* @type Number
|
|
*/
|
|
this._width = width || 100;
|
|
|
|
/**
|
|
* The height of the tiling sprite
|
|
*
|
|
* @property height
|
|
* @type Number
|
|
*/
|
|
this._height = height || 100;
|
|
|
|
/**
|
|
* The scaling of the image that is being tiled
|
|
*
|
|
* @property tileScale
|
|
* @type Point
|
|
*/
|
|
this.tileScale = new PIXI.Point(1,1);
|
|
|
|
/**
|
|
* A point that represents the scale of the texture object
|
|
*
|
|
* @property tileScaleOffset
|
|
* @type Point
|
|
*/
|
|
this.tileScaleOffset = new PIXI.Point(1,1);
|
|
|
|
/**
|
|
* The offset position of the image that is being tiled
|
|
*
|
|
* @property tilePosition
|
|
* @type Point
|
|
*/
|
|
this.tilePosition = new PIXI.Point(0,0);
|
|
|
|
/**
|
|
* Whether this sprite is renderable or not
|
|
*
|
|
* @property renderable
|
|
* @type Boolean
|
|
* @default true
|
|
*/
|
|
this.renderable = true;
|
|
|
|
/**
|
|
* The tint applied to the sprite. This is a hex value
|
|
*
|
|
* @property tint
|
|
* @type Number
|
|
* @default 0xFFFFFF
|
|
*/
|
|
this.tint = 0xFFFFFF;
|
|
|
|
/**
|
|
* The blend mode to be applied to the sprite
|
|
*
|
|
* @property blendMode
|
|
* @type Number
|
|
* @default PIXI.blendModes.NORMAL;
|
|
*/
|
|
this.blendMode = PIXI.blendModes.NORMAL;
|
|
|
|
|
|
|
|
};
|
|
|
|
// constructor
|
|
PIXI.TilingSprite.prototype = Object.create(PIXI.Sprite.prototype);
|
|
PIXI.TilingSprite.prototype.constructor = PIXI.TilingSprite;
|
|
|
|
|
|
/**
|
|
* The width of the sprite, setting this will actually modify the scale to achieve the value set
|
|
*
|
|
* @property width
|
|
* @type Number
|
|
*/
|
|
Object.defineProperty(PIXI.TilingSprite.prototype, 'width', {
|
|
get: function() {
|
|
return this._width;
|
|
},
|
|
set: function(value) {
|
|
|
|
this._width = value;
|
|
}
|
|
});
|
|
|
|
/**
|
|
* The height of the TilingSprite, setting this will actually modify the scale to achieve the value set
|
|
*
|
|
* @property height
|
|
* @type Number
|
|
*/
|
|
Object.defineProperty(PIXI.TilingSprite.prototype, 'height', {
|
|
get: function() {
|
|
return this._height;
|
|
},
|
|
set: function(value) {
|
|
this._height = value;
|
|
}
|
|
});
|
|
|
|
PIXI.TilingSprite.prototype.setTexture = function(texture)
|
|
{
|
|
if (this.texture === texture) return;
|
|
|
|
this.texture = texture;
|
|
|
|
this.refreshTexture = true;
|
|
|
|
this.cachedTint = 0xFFFFFF;
|
|
};
|
|
|
|
/**
|
|
* Renders the object using the WebGL renderer
|
|
*
|
|
* @method _renderWebGL
|
|
* @param renderSession {RenderSession}
|
|
* @private
|
|
*/
|
|
PIXI.TilingSprite.prototype._renderWebGL = function(renderSession)
|
|
{
|
|
if (this.visible === false || this.alpha === 0) return;
|
|
var i,j;
|
|
|
|
if (this._mask)
|
|
{
|
|
renderSession.spriteBatch.stop();
|
|
renderSession.maskManager.pushMask(this.mask, renderSession);
|
|
renderSession.spriteBatch.start();
|
|
}
|
|
|
|
if (this._filters)
|
|
{
|
|
renderSession.spriteBatch.flush();
|
|
renderSession.filterManager.pushFilter(this._filterBlock);
|
|
}
|
|
|
|
|
|
|
|
if (!this.tilingTexture || this.refreshTexture)
|
|
{
|
|
this.generateTilingTexture(true);
|
|
|
|
if (this.tilingTexture && this.tilingTexture.needsUpdate)
|
|
{
|
|
renderSession.renderer.updateTexture(this.tilingTexture.baseTexture);
|
|
this.tilingTexture.needsUpdate = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
renderSession.spriteBatch.renderTilingSprite(this);
|
|
}
|
|
// simple render children!
|
|
for (i=0,j=this.children.length; i<j; i++)
|
|
{
|
|
this.children[i]._renderWebGL(renderSession);
|
|
}
|
|
|
|
renderSession.spriteBatch.stop();
|
|
|
|
if (this._filters) renderSession.filterManager.popFilter();
|
|
if (this._mask) renderSession.maskManager.popMask(this._mask, renderSession);
|
|
|
|
renderSession.spriteBatch.start();
|
|
};
|
|
|
|
/**
|
|
* Renders the object using the Canvas renderer
|
|
*
|
|
* @method _renderCanvas
|
|
* @param renderSession {RenderSession}
|
|
* @private
|
|
*/
|
|
PIXI.TilingSprite.prototype._renderCanvas = function(renderSession)
|
|
{
|
|
if (this.visible === false || this.alpha === 0)return;
|
|
|
|
var context = renderSession.context;
|
|
|
|
if (this._mask)
|
|
{
|
|
renderSession.maskManager.pushMask(this._mask, renderSession);
|
|
}
|
|
|
|
context.globalAlpha = this.worldAlpha;
|
|
|
|
var transform = this.worldTransform;
|
|
|
|
var i,j;
|
|
|
|
var resolution = renderSession.resolution;
|
|
|
|
context.setTransform(transform.a * resolution,
|
|
transform.b * resolution,
|
|
transform.c * resolution,
|
|
transform.d * resolution,
|
|
transform.tx * resolution,
|
|
transform.ty * resolution);
|
|
|
|
if (!this.__tilePattern || this.refreshTexture)
|
|
{
|
|
this.generateTilingTexture(false);
|
|
|
|
if (this.tilingTexture)
|
|
{
|
|
this.__tilePattern = context.createPattern(this.tilingTexture.baseTexture.source, 'repeat');
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
// check blend mode
|
|
if (this.blendMode !== renderSession.currentBlendMode)
|
|
{
|
|
renderSession.currentBlendMode = this.blendMode;
|
|
context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode];
|
|
}
|
|
|
|
var tilePosition = this.tilePosition;
|
|
var tileScale = this.tileScale;
|
|
|
|
tilePosition.x %= this.tilingTexture.baseTexture.width;
|
|
tilePosition.y %= this.tilingTexture.baseTexture.height;
|
|
|
|
// offset - make sure to account for the anchor point..
|
|
context.scale(tileScale.x,tileScale.y);
|
|
context.translate(tilePosition.x + (this.anchor.x * -this._width), tilePosition.y + (this.anchor.y * -this._height));
|
|
|
|
context.fillStyle = this.__tilePattern;
|
|
|
|
context.fillRect(-tilePosition.x,
|
|
-tilePosition.y,
|
|
this._width / tileScale.x,
|
|
this._height / tileScale.y);
|
|
|
|
context.scale(1 / tileScale.x, 1 / tileScale.y);
|
|
context.translate(-tilePosition.x + (this.anchor.x * this._width), -tilePosition.y + (this.anchor.y * this._height));
|
|
|
|
if (this._mask)
|
|
{
|
|
renderSession.maskManager.popMask(renderSession);
|
|
}
|
|
|
|
for (i=0,j=this.children.length; i<j; i++)
|
|
{
|
|
this.children[i]._renderCanvas(renderSession);
|
|
}
|
|
};
|
|
|
|
|
|
/**
|
|
* Returns the framing rectangle of the sprite as a PIXI.Rectangle object
|
|
*
|
|
* @method getBounds
|
|
* @return {Rectangle} the framing rectangle
|
|
*/
|
|
PIXI.TilingSprite.prototype.getBounds = function()
|
|
{
|
|
var width = this._width;
|
|
var height = this._height;
|
|
|
|
var w0 = width * (1-this.anchor.x);
|
|
var w1 = width * -this.anchor.x;
|
|
|
|
var h0 = height * (1-this.anchor.y);
|
|
var h1 = height * -this.anchor.y;
|
|
|
|
var worldTransform = this.worldTransform;
|
|
|
|
var a = worldTransform.a;
|
|
var b = worldTransform.b;
|
|
var c = worldTransform.c;
|
|
var d = worldTransform.d;
|
|
var tx = worldTransform.tx;
|
|
var ty = worldTransform.ty;
|
|
|
|
var x1 = a * w1 + c * h1 + tx;
|
|
var y1 = d * h1 + b * w1 + ty;
|
|
|
|
var x2 = a * w0 + c * h1 + tx;
|
|
var y2 = d * h1 + b * w0 + ty;
|
|
|
|
var x3 = a * w0 + c * h0 + tx;
|
|
var y3 = d * h0 + b * w0 + ty;
|
|
|
|
var x4 = a * w1 + c * h0 + tx;
|
|
var y4 = d * h0 + b * w1 + ty;
|
|
|
|
var maxX = -Infinity;
|
|
var maxY = -Infinity;
|
|
|
|
var minX = Infinity;
|
|
var minY = Infinity;
|
|
|
|
minX = x1 < minX ? x1 : minX;
|
|
minX = x2 < minX ? x2 : minX;
|
|
minX = x3 < minX ? x3 : minX;
|
|
minX = x4 < minX ? x4 : minX;
|
|
|
|
minY = y1 < minY ? y1 : minY;
|
|
minY = y2 < minY ? y2 : minY;
|
|
minY = y3 < minY ? y3 : minY;
|
|
minY = y4 < minY ? y4 : minY;
|
|
|
|
maxX = x1 > maxX ? x1 : maxX;
|
|
maxX = x2 > maxX ? x2 : maxX;
|
|
maxX = x3 > maxX ? x3 : maxX;
|
|
maxX = x4 > maxX ? x4 : maxX;
|
|
|
|
maxY = y1 > maxY ? y1 : maxY;
|
|
maxY = y2 > maxY ? y2 : maxY;
|
|
maxY = y3 > maxY ? y3 : maxY;
|
|
maxY = y4 > maxY ? y4 : maxY;
|
|
|
|
var bounds = this._bounds;
|
|
|
|
bounds.x = minX;
|
|
bounds.width = maxX - minX;
|
|
|
|
bounds.y = minY;
|
|
bounds.height = maxY - minY;
|
|
|
|
// store a reference so that if this function gets called again in the render cycle we do not have to recalculate
|
|
this._currentBounds = bounds;
|
|
|
|
return bounds;
|
|
};
|
|
|
|
|
|
|
|
/**
|
|
* When the texture is updated, this event will fire to update the scale and frame
|
|
*
|
|
* @method onTextureUpdate
|
|
* @param event
|
|
* @private
|
|
*/
|
|
PIXI.TilingSprite.prototype.onTextureUpdate = function()
|
|
{
|
|
// overriding the sprite version of this!
|
|
};
|
|
|
|
|
|
/**
|
|
*
|
|
* @method generateTilingTexture
|
|
*
|
|
* @param forcePowerOfTwo {Boolean} Whether we want to force the texture to be a power of two
|
|
*/
|
|
PIXI.TilingSprite.prototype.generateTilingTexture = function(forcePowerOfTwo)
|
|
{
|
|
if (!this.texture.baseTexture.hasLoaded) return;
|
|
|
|
var texture = this.originalTexture || this.texture;
|
|
var frame = texture.frame;
|
|
var targetWidth, targetHeight;
|
|
|
|
// Check that the frame is the same size as the base texture.
|
|
var isFrame = frame.width !== texture.baseTexture.width || frame.height !== texture.baseTexture.height;
|
|
|
|
var newTextureRequired = false;
|
|
|
|
if (!forcePowerOfTwo)
|
|
{
|
|
if (isFrame)
|
|
{
|
|
if (texture.crop)
|
|
{
|
|
targetWidth = texture.crop.width;
|
|
targetHeight = texture.crop.height;
|
|
}
|
|
else
|
|
{
|
|
targetWidth = frame.width;
|
|
targetHeight = frame.height;
|
|
}
|
|
|
|
newTextureRequired = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (texture.crop)
|
|
{
|
|
targetWidth = PIXI.getNextPowerOfTwo(texture.crop.width);
|
|
targetHeight = PIXI.getNextPowerOfTwo(texture.crop.height);
|
|
}
|
|
else
|
|
{
|
|
targetWidth = PIXI.getNextPowerOfTwo(frame.width);
|
|
targetHeight = PIXI.getNextPowerOfTwo(frame.height);
|
|
}
|
|
newTextureRequired = true;
|
|
|
|
// If the BaseTexture dimensions don't match the texture frame then we need a new texture anyway because it's part of a texture atlas
|
|
// if (frame.width !== targetWidth || frame.height !== targetHeight || texture.baseTexture.width !== targetWidth || texture.baseTexture.height || targetHeight) newTextureRequired = true;
|
|
}
|
|
|
|
if (newTextureRequired)
|
|
{
|
|
var canvasBuffer;
|
|
|
|
if (this.tilingTexture && this.tilingTexture.isTiling)
|
|
{
|
|
canvasBuffer = this.tilingTexture.canvasBuffer;
|
|
canvasBuffer.resize(targetWidth, targetHeight);
|
|
this.tilingTexture.baseTexture.width = targetWidth;
|
|
this.tilingTexture.baseTexture.height = targetHeight;
|
|
this.tilingTexture.needsUpdate = true;
|
|
}
|
|
else
|
|
{
|
|
canvasBuffer = new PIXI.CanvasBuffer(targetWidth, targetHeight);
|
|
|
|
this.tilingTexture = PIXI.Texture.fromCanvas(canvasBuffer.canvas);
|
|
this.tilingTexture.canvasBuffer = canvasBuffer;
|
|
this.tilingTexture.isTiling = true;
|
|
}
|
|
|
|
canvasBuffer.context.drawImage(texture.baseTexture.source,
|
|
texture.crop.x,
|
|
texture.crop.y,
|
|
texture.crop.width,
|
|
texture.crop.height,
|
|
0,
|
|
0,
|
|
targetWidth,
|
|
targetHeight);
|
|
|
|
this.tileScaleOffset.x = frame.width / targetWidth;
|
|
this.tileScaleOffset.y = frame.height / targetHeight;
|
|
}
|
|
else
|
|
{
|
|
// TODO - switching?
|
|
if (this.tilingTexture && this.tilingTexture.isTiling)
|
|
{
|
|
// destroy the tiling texture!
|
|
// TODO could store this somewhere?
|
|
this.tilingTexture.destroy(true);
|
|
}
|
|
|
|
this.tileScaleOffset.x = 1;
|
|
this.tileScaleOffset.y = 1;
|
|
this.tilingTexture = texture;
|
|
}
|
|
|
|
this.refreshTexture = false;
|
|
|
|
this.originalTexture = this.texture;
|
|
this.texture = this.tilingTexture;
|
|
|
|
this.tilingTexture.baseTexture._powerOf2 = true;
|
|
};
|
|
|
|
PIXI.TilingSprite.prototype.destroy = function () {
|
|
|
|
PIXI.Sprite.prototype.destroy.call(this);
|
|
|
|
this.tileScale = null;
|
|
this.tileScaleOffset = null;
|
|
this.tilePosition = null;
|
|
|
|
if (this.tilingTexture)
|
|
{
|
|
this.tilingTexture.destroy(true);
|
|
this.tilingTexture = null;
|
|
}
|
|
|
|
};
|
|
</pre>
|
|
</article>
|
|
</section>
|
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<div class="clearfix"></div>
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<footer>
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|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2015 Photon Storm Ltd.
|
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</span>
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<br />
|
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|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-alpha10</a>
|
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on Thu Mar 26 2015 02:53:48 GMT+0000 (GMT Standard Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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