mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 00:53:42 +00:00
1015 lines
23 KiB
JavaScript
1015 lines
23 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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* 2D Transformation Component.
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*
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* @class
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*/
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Phaser.Component.Transform = function (gameObject, x, y, scaleX, scaleY)
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{
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if (x === undefined) { x = 0; }
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if (y === undefined) { y = 0; }
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if (scaleX === undefined) { scaleX = 1; }
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if (scaleY === undefined) { scaleY = 1; }
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this.gameObject = gameObject;
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this.state = (gameObject.state) ? gameObject.state : gameObject.parent.state;
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this.game = this.state.game;
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// Local Transform
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// a = scale X
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// b = shear Y
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// c = shear X
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// d = scale Y
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// tx / ty = translation
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// this.local = { a: scaleX, b: 0, c: 0, d: scaleY, tx: x, ty: y };
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// World Transform
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this.world = { a: scaleX, b: 0, c: 0, d: scaleY, tx: x, ty: y };
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this.old = { a: scaleX, b: 0, c: 0, d: scaleY, tx: x, ty: y };
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// Cached Transform Calculations
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this.cache = { a: 1, b: 0, c: 0, d: 1, sr: 0, cr: 0 };
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// GL Vertex Data
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this.glVertextData = { x0: 0, y0: 0, x1: 0, y1: 0, x2: 0, y2: 0, x3: 0, y3: 0 };
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this.immediate = false;
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this.interpolate = false;
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this.hasLocalRotation = false;
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// Private value holders, accessed via the getters and setters
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this._posX = x;
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this._posY = y;
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this._scaleX = scaleX;
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this._scaleY = scaleY;
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this._rotation = 0;
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this._pivotX = 0;
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this._pivotY = 0;
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this._anchorX = 0;
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this._anchorY = 0;
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this._worldRotation = 0;
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this._worldScaleX = scaleX;
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this._worldScaleY = scaleY;
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this._dirty = true;
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this._dirtyVertex = true;
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this.state.sys.updates.add(this);
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// The parent Transform (NOT the parent GameObject, although very often they are related)
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this.parent = null;
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// Any child Transforms of this one - note that they don't have to belong to Game Objects
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// that are children of the owner of this Transform
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this.children = [];
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};
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Phaser.Component.Transform.prototype.constructor = Phaser.Component.Transform;
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Phaser.Component.Transform.prototype = {
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add: function (child)
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{
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return this.addAt(child, this.children.length);
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},
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addAt: function (child, index)
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{
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// Invalid child?
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if (child === this || child.parent === this || index < 0 || index > this.children.length)
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{
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console.log('Invalid child');
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return child;
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}
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// Child already parented? Remove it
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if (child.parent)
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{
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child.parent.remove(child);
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}
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child.parent = this;
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this.children.splice(index, 0, child);
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this.dirty = true;
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this.updateAncestors();
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return child;
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},
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remove: function (child)
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{
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// Invalid child?
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if (child === this || child.parent !== this)
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{
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return child;
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}
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var index = this.children.indexOf(child);
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if (index !== -1)
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{
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return this.removeAt(index);
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}
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},
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removeAt: function (index)
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{
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// Valid index?
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if (index >= 0 && index < this.children.length)
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{
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var child = this.children.splice(index, 1);
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if (child[0])
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{
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child[0].parent = null;
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return child[0];
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}
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}
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},
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enableInterpolation: function ()
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{
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this.interpolate = true;
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this.syncInterpolation();
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},
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syncInterpolation: function ()
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{
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this._dirty = true;
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this.update();
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var old = this.old;
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var world = this.world;
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old.a = world.a;
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old.b = world.b;
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old.c = world.c;
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old.d = world.d;
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old.tx = world.tx;
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old.ty = world.ty;
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},
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disableInterpolation: function ()
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{
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this.interpolate = false;
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},
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setPosition: function (x, y)
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{
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if (y === undefined) { y = x; }
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this._posX = x;
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this._posY = y;
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return this.update();
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},
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setScale: function (x, y)
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{
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if (y === undefined) { y = x; }
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this._scaleX = x;
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this._scaleY = y;
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this.updateCache();
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return this.update();
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},
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setPivot: function (x, y)
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{
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if (y === undefined) { y = x; }
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this._pivotX = x;
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this._pivotY = y;
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return this.update();
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},
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setAnchor: function (x, y)
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{
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if (y === undefined) { y = x; }
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this._anchorX = x;
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this._anchorY = y;
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this.dirty = true;
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},
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setRotation: function (rotation)
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{
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this.rotation = rotation;
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return this.update();
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},
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// Updates the Transform.world object, ready for rendering
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// Assuming this Transform is a root node (i.e. no transform parent)
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updateFromRoot: function ()
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{
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var old = this.old;
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var world = this.world;
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old.a = world.a;
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old.b = world.b;
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old.c = world.c;
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old.d = world.d;
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old.tx = world.tx;
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old.ty = world.ty;
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if (this.hasLocalRotation)
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{
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// console.log(this.name, 'Transform.updateFromRoot');
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world.a = this.cache.a;
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world.b = this.cache.b;
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world.c = this.cache.c;
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world.d = this.cache.d;
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world.tx = this._posX - ((this._pivotX * this.cache.a) + (this._pivotY * this.cache.c));
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world.ty = this._posY - ((this._pivotX * this.cache.b) + (this._pivotY * this.cache.d));
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this._worldRotation = Math.atan2(-this.cache.c, this.cache.d);
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}
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else
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{
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// console.log(this.name, 'Transform.updateFromRoot FAST');
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world.a = this._scaleX;
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world.b = 0;
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world.c = 0;
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world.d = this._scaleY;
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world.tx = this._posX - (this._pivotX * this._scaleX);
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world.ty = this._posY - (this._pivotY * this._scaleY);
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this._worldRotation = 0;
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}
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this._worldScaleX = this._scaleX;
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this._worldScaleY = this._scaleY;
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return this;
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},
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updateFromParent: function ()
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{
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var old = this.old;
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var world = this.world;
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old.a = world.a;
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old.b = world.b;
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old.c = world.c;
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old.d = world.d;
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old.tx = world.tx;
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old.ty = world.ty;
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var parent = this.parent.world;
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var tx = 0;
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var ty = 0;
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if (this.hasLocalRotation)
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{
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// console.log(this.name, 'Transform.updateFromParent', this.parent.name);
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var a = this.cache.a;
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var b = this.cache.b;
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var c = this.cache.c;
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var d = this.cache.d;
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tx = this._posX - ((this._pivotX * a) + (this._pivotY * c));
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ty = this._posY - ((this._pivotX * b) + (this._pivotY * d));
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world.a = (a * parent.a) + (b * parent.c);
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world.b = (a * parent.b) + (b * parent.d);
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world.c = (c * parent.a) + (d * parent.c);
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world.d = (c * parent.b) + (d * parent.d);
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}
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else
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{
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// console.log(this.name, 'Transform.updateFromParent FAST', this.parent.name);
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tx = this._posX - (this._pivotX * this._scaleX);
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ty = this._posY - (this._pivotY * this._scaleY);
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world.a = this._scaleX * parent.a;
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world.b = this._scaleX * parent.b;
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world.c = this._scaleY * parent.c;
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world.d = this._scaleY * parent.d;
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}
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this._worldRotation = Math.atan2(-this.world.c, this.world.d);
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world.tx = (tx * parent.a) + (ty * parent.c) + parent.tx;
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world.ty = (tx * parent.b) + (ty * parent.d) + parent.ty;
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this._worldScaleX = this._scaleX * Math.sqrt((world.a * world.a) + (world.c * world.c));
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this._worldScaleY = this._scaleY * Math.sqrt((world.b * world.b) + (world.d * world.d));
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return this;
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},
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updateAncestors: function ()
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{
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// console.log(this.name, 'Transform.updateAncestors');
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// No parent? Then just update the children and leave, our job is done
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if (!this.parent)
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{
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// console.log(this.name, 'updateAncestors has no parent Transform');
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this.updateFromRoot();
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this.updateChildren();
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this.dirty = false;
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return this;
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}
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// console.log(this.name, 'start updateAncestors while');
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// Gets all parent nodes, starting from this Transform.
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// Then updates from the top, down, but only on the ancestors,
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// not any other children - will give us accurate worldX etc properties
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var node = this.parent;
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var nodes = [];
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do
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{
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nodes.push(node);
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node = node.parent;
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}
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while (node);
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// We've got all the ancestors in the 'nodes' array, let's loop it
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while (nodes.length)
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{
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node = nodes.pop();
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if (node.parent)
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{
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node.updateFromParent();
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}
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else
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{
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node.updateFromRoot();
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}
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}
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// By this point all of this Transforms ancestors have been
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// updated, in the correct order, so we can now do this one
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// and any of its children too
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this.update();
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},
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updateChildren: function ()
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{
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// console.log(this.name, 'Transform.updateChildren');
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for (var i = 0; i < this.children.length; i++)
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{
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this.children[i].update();
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}
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},
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updateFromDirtyParent: function ()
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{
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// console.log(this.name, 'is updateFromDirtyParent', this.parent.name);
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this.updateFromParent();
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if (this.children.length)
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{
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for (var i = 0; i < this.children.length; i++)
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{
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this.children[i].updateFromDirtyParent();
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}
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}
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this._dirty = false;
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this._dirtyVertex = true;
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},
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update: function ()
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{
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if (!this._dirty)
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{
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return;
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}
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// If we got this far then this Transform is dirty
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// so we need to update it from its parent
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// and then force the update to all children
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if (this.parent)
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{
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this.updateFromParent();
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}
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else
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{
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this.updateFromRoot();
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}
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var len = this.children.length;
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if (len)
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{
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for (var i = 0; i < len; i++)
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{
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this.children[i].updateFromDirtyParent();
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}
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}
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this._dirty = false;
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this._dirtyVertex = true;
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},
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updateCache: function ()
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{
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this.cache.a = this.cache.cr * this._scaleX;
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this.cache.b = this.cache.sr * this._scaleX;
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this.cache.c = -this.cache.sr * this._scaleY;
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this.cache.d = this.cache.cr * this._scaleY;
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},
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updateVertexData: function (interpolationPercentage)
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{
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if (!this.gameObject.frame || (!this._dirtyVertex && !this.interpolate))
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{
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return;
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}
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var frame = this.gameObject.frame;
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var w0;
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var h0;
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var w1;
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var h1;
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if (frame.data.trim)
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{
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// If the sprite is trimmed, add the extra space before transforming
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w1 = frame.x - (this._anchorX * frame.width);
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w0 = w1 + frame.cutWidth;
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h1 = frame.y - (this._anchorY * frame.height);
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h0 = h1 + frame.cutHeight;
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}
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else
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{
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// w0 = frame.width * (1 - this._anchorX);
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// w1 = frame.width * -this._anchorX;
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// h0 = frame.height * (1 - this._anchorY);
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// h1 = frame.height * -this._anchorY;
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w0 = frame.cutWidth * (1 - this._anchorX);
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w1 = frame.cutWidth * -this._anchorX;
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h0 = frame.cutHeight * (1 - this._anchorY);
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h1 = frame.cutHeight * -this._anchorY;
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}
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var resolution = frame.source.resolution;
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var wt = this.world;
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var a = wt.a / resolution;
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var b = wt.b / resolution;
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var c = wt.c / resolution;
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var d = wt.d / resolution;
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var tx = wt.tx;
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var ty = wt.ty;
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if (this.interpolate)
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{
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var old = this.old;
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// Interpolate with the last position to reduce stuttering.
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a = old.a + ((a - old.a) * interpolationPercentage);
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b = old.b + ((b - old.b) * interpolationPercentage);
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c = old.c + ((c - old.c) * interpolationPercentage);
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d = old.d + ((d - old.d) * interpolationPercentage);
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tx = old.tx + ((tx - old.tx) * interpolationPercentage);
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ty = old.ty + ((ty - old.ty) * interpolationPercentage);
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}
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if (frame.rotated)
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{
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// var cw = frame.cutWidth;
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var ch = frame.height;
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var a0 = a;
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var b0 = b;
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var c0 = c;
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var d0 = d;
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var _w1 = w1;
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var _w0 = w0;
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// Offset before rotating
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tx = (wt.c * ch) + tx;
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ty = (wt.d * ch) + ty;
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// Rotate matrix by 90 degrees with precalc values for sine and cosine of rad(90)
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a = (a0 * 6.123233995736766e-17) + -c0;
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b = (b0 * 6.123233995736766e-17) + -d0;
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c = a0 + (c0 * 6.123233995736766e-17);
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d = b0 + (d0 * 6.123233995736766e-17);
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// Update UV coordinates
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frame.updateUVsInverted();
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// Rotate dimensions
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w0 = h0;
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w1 = h1;
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h0 = _w0;
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h1 = _w1;
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}
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if (frame.autoRound === 1 || (frame.autoRound === -1 && this.game.renderer.roundPixels))
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{
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tx |= 0;
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ty |= 0;
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}
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var vert = this.glVertextData;
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// Top Left Vert
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vert.x0 = (a * w1) + (c * h1) + tx;
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vert.y0 = (d * h1) + (b * w1) + ty;
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// Top Right Vert
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vert.x1 = (a * w0) + (c * h1) + tx;
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vert.y1 = (d * h1) + (b * w0) + ty;
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// Bottom Right Vert
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vert.x2 = (a * w0) + (c * h0) + tx;
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vert.y2 = (d * h0) + (b * w0) + ty;
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// Bottom Left Vert
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vert.x3 = (a * w1) + (c * h0) + tx;
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vert.y3 = (d * h0) + (b * w1) + ty;
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return vert;
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},
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getVertexData: function (interpolationPercentage)
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{
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if (this.interpolate || this._dirtyVertex)
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{
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this.updateVertexData(interpolationPercentage);
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this._dirtyVertex = false;
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|
}
|
|
|
|
return this.glVertextData;
|
|
},
|
|
|
|
cloneVertexData: function ()
|
|
{
|
|
var src = this.glVertextData;
|
|
|
|
return {
|
|
x0: src.x0,
|
|
y0: src.y0,
|
|
x1: src.x1,
|
|
y1: src.y1,
|
|
x2: src.x2,
|
|
y2: src.y2,
|
|
x3: src.x3,
|
|
y3: src.y3
|
|
};
|
|
},
|
|
|
|
getBounds: function ()
|
|
{
|
|
this.updateAncestors();
|
|
var min = Math.min;
|
|
var max = Math.max;
|
|
var parent = this.parent;
|
|
var matrix = parent ? parent.world : this.world;
|
|
var bounds = {};
|
|
var frame = this.gameObject.frame;
|
|
var width = frame ? frame.cutWidth : 0;
|
|
var height = frame ? frame.cutHeight : 0;
|
|
var children = this.children;
|
|
var x0 = this._posX + this._pivotX;
|
|
var y0 = this._posY + this._pivotY;
|
|
var x1 = x0 + width;
|
|
var y1 = y0 + height;
|
|
// Apply transformation to every corner of our AABB
|
|
var topLeftX = x0 * matrix.a + y0 * matrix.c + matrix.tx;
|
|
var topLeftY = x0 * matrix.b + y0 * matrix.d + matrix.ty;
|
|
var topRightX = x1 * matrix.a + y0 * matrix.c + matrix.tx;
|
|
var topRightY = x1 * matrix.b + y0 * matrix.d + matrix.ty;
|
|
var bottomLeftX = x0 * matrix.a + y1 * matrix.c + matrix.tx;
|
|
var bottomLeftY = x0 * matrix.b + y1 * matrix.d + matrix.ty;
|
|
var bottomRightX = x1 * matrix.a + y1 * matrix.c + matrix.tx;
|
|
var bottomRightY = x1 * matrix.b + y1 * matrix.d + matrix.ty;
|
|
// Get the minimum bounding rectangle
|
|
var xMin = min(topLeftX, topRightX, bottomLeftX, bottomRightX);
|
|
var xMax = max(topLeftX, topRightX, bottomLeftX, bottomRightX);
|
|
var yMin = min(topLeftY, topRightY, bottomLeftY, bottomRightY);
|
|
var yMax = max(topLeftY, topRightY, bottomLeftY, bottomRightY);
|
|
var index, childBounds,
|
|
tx, ty, tw, th,
|
|
length = children.length;
|
|
|
|
bounds.x = xMin;
|
|
bounds.y = yMin;
|
|
bounds.width = xMax - xMin;
|
|
bounds.height = yMax - yMin;
|
|
|
|
if ((width === 0 || height === 0) && length > 0)
|
|
{
|
|
index = 1;
|
|
// The current game object doesn't have
|
|
// size so we skip it.
|
|
bounds = children[0].getBounds();
|
|
}
|
|
|
|
for (; index < length; ++index)
|
|
{
|
|
childBounds = children[index].getBounds();
|
|
// Wrap around the child bounds
|
|
tx = min(childBounds.x, bounds.x);
|
|
ty = min(childBounds.y, bounds.y);
|
|
tw = max(childBounds.x + childBounds.width, bounds.x + bounds.width) - tx;
|
|
th = max(childBounds.y + childBounds.height, bounds.y + bounds.height) - ty;
|
|
bounds.x = tx;
|
|
bounds.y = ty;
|
|
bounds.width = tw;
|
|
bounds.height = th;
|
|
}
|
|
return bounds;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Object.defineProperties(Phaser.Component.Transform.prototype, {
|
|
|
|
// Transform getters / setters
|
|
|
|
x: {
|
|
|
|
enumerable: true,
|
|
|
|
get: function ()
|
|
{
|
|
return this._posX;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this._posX = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
},
|
|
|
|
y: {
|
|
|
|
enumerable: true,
|
|
|
|
get: function ()
|
|
{
|
|
return this._posY;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this._posY = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
},
|
|
|
|
scale: {
|
|
|
|
enumerable: true,
|
|
|
|
get: function ()
|
|
{
|
|
return this._scaleX;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this._scaleX = value;
|
|
this._scaleY = value;
|
|
|
|
this.dirty = true;
|
|
this.updateCache();
|
|
}
|
|
|
|
},
|
|
|
|
scaleX: {
|
|
|
|
enumerable: true,
|
|
|
|
get: function ()
|
|
{
|
|
return this._scaleX;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this._scaleX = value;
|
|
|
|
this.dirty = true;
|
|
this.updateCache();
|
|
}
|
|
|
|
},
|
|
|
|
scaleY: {
|
|
|
|
enumerable: true,
|
|
|
|
get: function ()
|
|
{
|
|
return this._scaleY;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this._scaleY = value;
|
|
|
|
this.dirty = true;
|
|
this.updateCache();
|
|
}
|
|
|
|
},
|
|
|
|
anchor: {
|
|
|
|
enumerable: true,
|
|
|
|
get: function ()
|
|
{
|
|
return this._anchorX;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this.setAnchor(value);
|
|
}
|
|
|
|
},
|
|
|
|
anchorX: {
|
|
|
|
enumerable: true,
|
|
|
|
get: function ()
|
|
{
|
|
return this._anchorX;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this._anchorX = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
},
|
|
|
|
anchorY: {
|
|
|
|
enumerable: true,
|
|
|
|
get: function ()
|
|
{
|
|
return this._anchorY;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this._anchorY = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
},
|
|
|
|
pivotX: {
|
|
|
|
enumerable: true,
|
|
|
|
get: function ()
|
|
{
|
|
return this._pivotX;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this._pivotX = value;
|
|
this.dirty = true;
|
|
this.updateCache();
|
|
}
|
|
|
|
},
|
|
|
|
pivotY: {
|
|
|
|
enumerable: true,
|
|
|
|
get: function ()
|
|
{
|
|
return this._pivotY;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this._pivotY = value;
|
|
this.dirty = true;
|
|
this.updateCache();
|
|
}
|
|
|
|
},
|
|
|
|
angle: {
|
|
|
|
enumerable: true,
|
|
|
|
get: function ()
|
|
{
|
|
return Phaser.Math.wrapAngle(this.rotation * Phaser.Math.RAD_TO_DEG);
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this.rotation = Phaser.Math.wrapAngle(value) * Phaser.Math.DEG_TO_RAD;
|
|
}
|
|
|
|
},
|
|
|
|
rotation: {
|
|
|
|
enumerable: true,
|
|
|
|
get: function ()
|
|
{
|
|
return this._rotation;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
if (this._rotation === value)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this._rotation = value;
|
|
this.dirty = true;
|
|
|
|
if (this._rotation % Phaser.Math.PI2)
|
|
{
|
|
this.cache.sr = Math.sin(this._rotation);
|
|
this.cache.cr = Math.cos(this._rotation);
|
|
this.updateCache();
|
|
this.hasLocalRotation = true;
|
|
}
|
|
else
|
|
{
|
|
this.hasLocalRotation = false;
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
// Sets this *component* as being dirty
|
|
dirty: {
|
|
|
|
enumerable: true,
|
|
|
|
get: function ()
|
|
{
|
|
return this._dirty;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
if (value)
|
|
{
|
|
if (!this._dirty)
|
|
{
|
|
this._dirty = true;
|
|
|
|
if (this.immediate)
|
|
{
|
|
this.update();
|
|
}
|
|
else
|
|
{
|
|
this._dirtyVertex = true;
|
|
this.state.sys.updates.add(this);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this._dirty = false;
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
// GLOBAL read-only properties from here on
|
|
// Need *all* parents taken into account to get the correct values
|
|
|
|
name: {
|
|
|
|
enumerable: true,
|
|
|
|
get: function ()
|
|
{
|
|
return (this.gameObject) ? this.gameObject.name : '';
|
|
}
|
|
|
|
},
|
|
|
|
worldRotation: {
|
|
|
|
enumerable: true,
|
|
|
|
get: function ()
|
|
{
|
|
this.updateAncestors();
|
|
|
|
return this._worldRotation;
|
|
}
|
|
|
|
},
|
|
|
|
worldScaleX: {
|
|
|
|
enumerable: true,
|
|
|
|
get: function ()
|
|
{
|
|
this.updateAncestors();
|
|
|
|
return this._worldScaleX;
|
|
}
|
|
|
|
},
|
|
|
|
worldScaleY: {
|
|
|
|
enumerable: true,
|
|
|
|
get: function ()
|
|
{
|
|
this.updateAncestors();
|
|
|
|
return this._worldScaleY;
|
|
}
|
|
|
|
},
|
|
|
|
worldX: {
|
|
|
|
enumerable: true,
|
|
|
|
get: function ()
|
|
{
|
|
this.updateAncestors();
|
|
|
|
return this.world.tx;
|
|
}
|
|
|
|
},
|
|
|
|
worldY: {
|
|
|
|
enumerable: true,
|
|
|
|
get: function ()
|
|
{
|
|
this.updateAncestors();
|
|
|
|
return this.world.ty;
|
|
}
|
|
|
|
}
|
|
|
|
});
|