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ff38588285
Do this by overwriting this.body in ArcadeSprite constructor.
100 lines
3.8 KiB
JavaScript
100 lines
3.8 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 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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var Class = require('../../utils/Class');
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var Components = require('./components');
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var Sprite = require('../../gameobjects/sprite/Sprite');
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/**
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* @classdesc
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* An Arcade Physics Sprite Game Object.
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*
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* A Sprite Game Object is used for the display of both static and animated images in your game.
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* Sprites can have input events and physics bodies. They can also be tweened, tinted, scrolled
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* and animated.
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*
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* The main difference between a Sprite and an Image Game Object is that you cannot animate Images.
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* As such, Sprites take a fraction longer to process and have a larger API footprint due to the Animation
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* Component. If you do not require animation then you can safely use Images to replace Sprites in all cases.
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*
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* @class Sprite
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* @extends Phaser.GameObjects.Sprite
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* @memberOf Phaser.Physics.Arcade
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* @constructor
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* @since 3.0.0
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*
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* @extends Phaser.Physics.Arcade.Components.Acceleration
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* @extends Phaser.Physics.Arcade.Components.Angular
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* @extends Phaser.Physics.Arcade.Components.Bounce
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* @extends Phaser.Physics.Arcade.Components.Debug
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* @extends Phaser.Physics.Arcade.Components.Drag
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* @extends Phaser.Physics.Arcade.Components.Enable
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* @extends Phaser.Physics.Arcade.Components.Friction
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* @extends Phaser.Physics.Arcade.Components.Gravity
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* @extends Phaser.Physics.Arcade.Components.Immovable
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* @extends Phaser.Physics.Arcade.Components.Mass
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* @extends Phaser.Physics.Arcade.Components.Size
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* @extends Phaser.Physics.Arcade.Components.Velocity
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* @extends Phaser.GameObjects.Components.Alpha
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* @extends Phaser.GameObjects.Components.BlendMode
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* @extends Phaser.GameObjects.Components.Depth
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* @extends Phaser.GameObjects.Components.Flip
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* @extends Phaser.GameObjects.Components.GetBounds
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* @extends Phaser.GameObjects.Components.Origin
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* @extends Phaser.GameObjects.Components.Pipeline
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* @extends Phaser.GameObjects.Components.ScaleMode
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* @extends Phaser.GameObjects.Components.ScrollFactor
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* @extends Phaser.GameObjects.Components.Size
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* @extends Phaser.GameObjects.Components.Texture
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* @extends Phaser.GameObjects.Components.Tint
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* @extends Phaser.GameObjects.Components.Transform
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* @extends Phaser.GameObjects.Components.Visible
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*
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* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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*/
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var ArcadeSprite = new Class({
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Extends: Sprite,
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Mixins: [
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Components.Acceleration,
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Components.Angular,
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Components.Bounce,
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Components.Debug,
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Components.Drag,
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Components.Enable,
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Components.Friction,
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Components.Gravity,
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Components.Immovable,
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Components.Mass,
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Components.Size,
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Components.Velocity
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],
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initialize:
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function ArcadeSprite (scene, x, y, texture, frame)
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{
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Sprite.call(this, scene, x, y, texture, frame);
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/**
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* If this Game Object is enabled for physics then this property will contain a reference to a Physics Body.
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*
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* @name Phaser.Physics.Arcade.Sprite#body
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* @type {?Phaser.Physics.Arcade.Body}
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* @default null
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* @since 3.0.0
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*/
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this.body = null;
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}
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});
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module.exports = ArcadeSprite;
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