mirror of
https://github.com/photonstorm/phaser
synced 2024-12-14 23:32:52 +00:00
215 lines
No EOL
6 KiB
TypeScript
215 lines
No EOL
6 KiB
TypeScript
/// <reference path="../../Game.ts" />
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/// <reference path="../../gameobjects/DynamicTexture.ts" />
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/// <reference path="../../utils/SpriteUtils.ts" />
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/**
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* Phaser - Components - Texture
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*
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* The Texture being used to render the Sprite. Either Image based on a DynamicTexture.
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*/
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module Phaser.Components {
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export class Texture {
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constructor(parent: Sprite, key?: string = '') {
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this._game = parent.game;
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this._sprite = parent;
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this.canvas = parent.game.stage.canvas;
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this.context = parent.game.stage.context;
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this.alpha = 1;
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this.flippedX = false;
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this.flippedY = false;
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if (key !== null)
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{
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this.cacheKey = key;
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this.loadImage(key);
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}
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}
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/**
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*
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*/
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private _game: Game;
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/**
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* Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite.
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*/
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private _sprite: Sprite;
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/**
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* Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite.
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*/
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private _imageTexture = null;
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/**
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* Reference to the DynamicTexture that is used as the texture for the Sprite.
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* @type {DynamicTexture}
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*/
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private _dynamicTexture: DynamicTexture = null;
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/**
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* The status of the texture image.
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* @type {boolean}
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*/
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public loaded: bool = false;
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/**
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* Opacity of the Sprite texture where 1 is opaque and 0 is fully transparent.
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* @type {number}
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*/
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public alpha: number;
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/**
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* A reference to the Canvas this Sprite renders to.
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* @type {HTMLCanvasElement}
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*/
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public canvas: HTMLCanvasElement;
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/**
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* A reference to the Canvas Context2D this Sprite renders to.
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* @type {CanvasRenderingContext2D}
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*/
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public context: CanvasRenderingContext2D;
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/**
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* The Cache key used for the Image Texture.
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*/
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public cacheKey: string;
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/**
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* The Texture being used to render the Sprite. Either an Image Texture from the Cache or a DynamicTexture.
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*/
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public texture;
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/**
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* Controls if the Sprite is rendered rotated or not.
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* If renderRotation is false then the object can still rotate but it will never be rendered rotated.
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* @type {boolean}
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*/
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public renderRotation: bool = true;
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/**
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* Flip the graphic horizontally (defaults to false)
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* @type {boolean}
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*/
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public flippedX: bool = false;
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/**
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* Flip the graphic vertically (defaults to false)
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* @type {boolean}
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*/
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public flippedY: bool = false;
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/**
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* Updates the texture being used to render the Sprite.
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* Called automatically by SpriteUtils.loadTexture and SpriteUtils.loadDynamicTexture.
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*/
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public setTo(image = null, dynamic?: DynamicTexture = null): Sprite {
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if (dynamic)
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{
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this._dynamicTexture = dynamic;
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this.texture = this._dynamicTexture.canvas;
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}
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else
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{
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this._imageTexture = image;
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this.texture = this._imageTexture;
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}
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this.loaded = true;
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return this._sprite;
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}
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/**
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* Sets a new graphic from the game cache to use as the texture for this Sprite.
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* The graphic can be SpriteSheet or Texture Atlas. If you need to use a DynamicTexture see loadDynamicTexture.
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* @param key {string} Key of the graphic you want to load for this sprite.
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* @param clearAnimations {boolean} If this Sprite has a set of animation data already loaded you can choose to keep or clear it with this boolean
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* @return {Sprite} Sprite instance itself.
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*/
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public loadImage(key: string, clearAnimations: bool = true) {
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if (clearAnimations && this._sprite.animations.frameData !== null)
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{
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this._sprite.animations.destroy();
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}
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if (this._game.cache.getImage(key) !== null)
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{
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this.setTo(this._game.cache.getImage(key), null);
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if (this._game.cache.isSpriteSheet(key))
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{
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this._sprite.animations.loadFrameData(this._sprite.game.cache.getFrameData(key));
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}
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else
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{
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this._sprite.frameBounds.width = this.width;
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this._sprite.frameBounds.height = this.height;
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}
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}
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}
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/**
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* Load a DynamicTexture as its texture.
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* @param texture {DynamicTexture} The texture object to be used by this sprite.
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* @return {Sprite} Sprite instance itself.
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*/
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public loadDynamicTexture(texture: DynamicTexture) {
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if (this._sprite.animations.frameData !== null)
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{
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this._sprite.animations.destroy();
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}
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this.setTo(null, texture);
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this._sprite.frameBounds.width = this.width;
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this._sprite.frameBounds.height = this.height;
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}
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/**
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* Getter only. The width of the texture.
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* @type {number}
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*/
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public get width(): number {
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if (this._dynamicTexture)
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{
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return this._dynamicTexture.width;
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}
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else
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{
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return this._imageTexture.width;
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}
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}
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/**
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* Getter only. The height of the texture.
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* @type {number}
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*/
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public get height(): number {
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if (this._dynamicTexture)
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{
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return this._dynamicTexture.height;
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}
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else
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{
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return this._imageTexture.height;
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}
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}
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}
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} |