mirror of
https://github.com/photonstorm/phaser
synced 2024-12-20 18:14:13 +00:00
342 lines
7.8 KiB
JavaScript
342 lines
7.8 KiB
JavaScript
var MATH_CONST = require('../../math/const');
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var WrapAngle = require('../../math/angle/Wrap');
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var WrapAngleDegrees = require('../../math/angle/WrapDegrees');
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// global bitmask flag for GameObject.renderMask (used by Scale)
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var _FLAG = 4; // 0100
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/**
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* Provides methods used for getting and setting the position, scale and rotation of a Game Object.
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*
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* @name Phaser.GameObjects.Components.Transform
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* @mixin
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* @since 3.0.0
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*/
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var Transform = {
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// "private" properties
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_scaleX: 1,
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_scaleY: 1,
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_rotation: 0,
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/**
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* The x position of this Game Object.
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*
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* @name Phaser.GameObjects.Components.Transform#x
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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x: 0,
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/**
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* The y position of this Game Object.
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*
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* @name Phaser.GameObjects.Components.Transform#y
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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y: 0,
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/**
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* The z position of this Game Object.
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* Note: Do not use this value to set the z-index, instead see the `depth` property.
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*
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* @name Phaser.GameObjects.Components.Transform#z
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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z: 0,
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/**
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* The w position of this Game Object.
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*
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* @name Phaser.GameObjects.Components.Transform#w
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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w: 0,
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/**
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* The horizontal scale of this Game Object.
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*
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* @name Phaser.GameObjects.Components.Transform#scaleX
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* @type {number}
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* @default 1
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* @since 3.0.0
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*/
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scaleX: {
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get: function ()
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{
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return this._scaleX;
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},
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set: function (value)
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{
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this._scaleX = value;
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if (this._scaleX === 0)
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{
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this.renderFlags &= ~_FLAG;
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}
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else
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{
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this.renderFlags |= _FLAG;
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}
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}
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},
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/**
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* The vertical scale of this Game Object.
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*
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* @name Phaser.GameObjects.Components.Transform#scaleY
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* @type {number}
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* @default 1
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* @since 3.0.0
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*/
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scaleY: {
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get: function ()
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{
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return this._scaleY;
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},
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set: function (value)
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{
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this._scaleY = value;
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if (this._scaleY === 0)
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{
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this.renderFlags &= ~_FLAG;
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}
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else
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{
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this.renderFlags |= _FLAG;
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}
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}
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},
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/**
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* The angle of this Game Object as expressed in degrees.
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*
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* Where 0 is to the right, 90 is down, 180 is left.
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*
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* If you prefer to work in radians, see the `rotation` property instead.
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*
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* @name Phaser.GameObjects.Components.Transform#angle
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* @type {integer}
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* @default 0
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* @since 3.0.0
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*/
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angle: {
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get: function ()
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{
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return WrapAngleDegrees(this._rotation * MATH_CONST.RAD_TO_DEG);
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},
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set: function (value)
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{
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// value is in degrees
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this.rotation = WrapAngleDegrees(value) * MATH_CONST.DEG_TO_RAD;
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}
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},
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/**
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* The angle of this Game Object in radians.
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*
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* If you prefer to work in degrees, see the `angle` property instead.
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*
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* @name Phaser.GameObjects.Components.Transform#rotation
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* @type {number}
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* @default 1
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* @since 3.0.0
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*/
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rotation: {
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get: function ()
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{
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return this._rotation;
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},
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set: function (value)
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{
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// value is in radians
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this._rotation = WrapAngle(value);
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}
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},
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/**
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* Sets the position of this Game Object.
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*
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* @method Phaser.GameObjects.Components.Transform.setPosition
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* @since 3.0.0
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*
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* @param {number} [x=0] - The x position of this Game Object.
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* @param {number} [y] - The y position of this Game Object. If not set it will use the `x` value.
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* @param {number} [z=0] - The z position of this Game Object.
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* @param {number} [w=0] - The w position of this Game Object.
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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*/
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setPosition: function (x, y, z, w)
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{
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if (x === undefined) { x = 0; }
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if (y === undefined) { y = x; }
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if (z === undefined) { z = 0; }
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if (w === undefined) { w = 0; }
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this.x = x;
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this.y = y;
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this.z = z;
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this.w = w;
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return this;
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},
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/**
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* Sets the rotation of this Game Object.
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*
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* @method Phaser.GameObjects.Components.Transform.setRotation
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* @since 3.0.0
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*
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* @param {number} [radians=0] - The rotation of this Game Object, in radians.
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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*/
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setRotation: function (radians)
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{
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if (radians === undefined) { radians = 0; }
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this.rotation = radians;
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return this;
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},
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/**
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* Sets the angle of this Game Object.
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*
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* @method Phaser.GameObjects.Components.Transform.setAngle
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* @since 3.0.0
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*
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* @param {number} [degrees=0] - The rotation of this Game Object, in degrees.
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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*/
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setAngle: function (degrees)
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{
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if (degrees === undefined) { degrees = 0; }
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this.angle = degrees;
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return this;
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},
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/**
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* Sets the scale of this Game Object.
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*
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* @method Phaser.GameObjects.Components.Transform.setScale
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* @since 3.0.0
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*
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* @param {number} x - The horizontal scale of this Game Object.
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* @param {number} [y] - The vertical scale of this Game Object. If not set it will use the `x` value.
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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*/
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setScale: function (x, y)
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{
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if (x === undefined) { x = 1; }
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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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return this;
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},
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/**
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* Sets the x position of this Game Object.
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*
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* @method Phaser.GameObjects.Components.Transform.setX
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* @since 3.0.0
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*
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* @param {number} [value=0] - The x position of this Game Object.
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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*/
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setX: function (value)
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{
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if (value === undefined) { value = 0; }
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this.x = value;
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return this;
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},
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/**
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* Sets the y position of this Game Object.
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*
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* @method Phaser.GameObjects.Components.Transform.setY
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* @since 3.0.0
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*
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* @param {number} [value=0] - The y position of this Game Object.
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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*/
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setY: function (value)
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{
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if (value === undefined) { value = 0; }
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this.y = value;
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return this;
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},
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/**
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* Sets the z position of this Game Object.
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*
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* @method Phaser.GameObjects.Components.Transform.setZ
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* @since 3.0.0
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*
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* @param {number} [value=0] - The z position of this Game Object.
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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*/
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setZ: function (value)
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{
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if (value === undefined) { value = 0; }
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this.z = value;
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return this;
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},
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/**
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* Sets the w position of this Game Object.
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*
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* @method Phaser.GameObjects.Components.Transform.setW
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* @since 3.0.0
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*
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* @param {number} [value=0] - The w position of this Game Object.
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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*/
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setW: function (value)
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{
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if (value === undefined) { value = 0; }
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this.w = value;
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return this;
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}
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};
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module.exports = Transform;
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