phaser/src/textures/Frame.js
2018-01-09 21:43:56 +00:00

386 lines
9 KiB
JavaScript

var Class = require('../utils/Class');
var Extend = require('../utils/object/Extend');
/**
* A Frame is a section of a Texture.
*/
var Frame = new Class({
initialize:
function Frame (texture, name, sourceIndex, x, y, width, height)
{
/**
* @property {Phaser.Texture} texture - The Texture this frame belongs to.
*/
this.texture = texture;
/**
* @property {string} name - The name of this frame within the Texture.
*/
this.name = name;
this.source = texture.source[sourceIndex];
this.sourceIndex = sourceIndex;
/**
* @property {number} cutX - X position within the source image to cut from.
*/
this.cutX = x;
/**
* @property {number} cutY - Y position within the source image to cut from.
*/
this.cutY = y;
/**
* @property {number} cutWidth - The width of the area in the source image to cut.
*/
this.cutWidth = width;
/**
* @property {number} cutHeight - The height of the area in the source image to cut.
*/
this.cutHeight = height;
/**
* @property {number} x - The X rendering offset of this Frame, taking trim into account.
*/
this.x = 0;
/**
* @property {number} y - The Y rendering offset of this Frame, taking trim into account.
*/
this.y = 0;
/**
* @property {number} width - The rendering width of this Frame, taking trim into account.
*/
this.width = width;
/**
* @property {number} height - The rendering height of this Frame, taking trim into account.
*/
this.height = height;
// The half sizes of this frame (to save in constant calculations in the renderer)
this.halfWidth = Math.floor(width * 0.5);
this.halfHeight = Math.floor(height * 0.5);
/**
* @property {number} width - The rendering width of this Frame, taking trim into account.
*/
this.centerX = Math.floor(width / 2);
/**
* @property {number} height - The rendering height of this Frame, taking trim into account.
*/
this.centerY = Math.floor(height / 2);
/**
* Is this frame is rotated or not in the Texture?
* Rotation allows you to use rotated frames in texture atlas packing.
* It has nothing to do with Sprite rotation.
*
* @property {boolean} rotated
* @default
*/
this.rotated = false;
// Over-rides the Renderer setting? -1 = use Renderer Setting, 0 = No rounding, 1 = Round
this.autoRound = -1;
/**
* The un-modified source frame, trim and UV data.
*
* @private
* @property {object} data
*/
this.data = {
cut: {
x: x,
y: y,
w: width,
h: height,
r: x + width,
b: y + height
},
trim: false,
sourceSize: {
w: width,
h: height
},
spriteSourceSize: {
x: 0,
y: 0,
w: width,
h: height
},
uvs: {
x0: 0,
y0: 0,
x1: 0,
y1: 0,
x2: 0,
y2: 0,
x3: 0,
y3: 0
},
radius: 0.5 * Math.sqrt(width * width + height * height),
drawImage: {
sx: x,
sy: y,
sWidth: width,
sHeight: height,
dWidth: width,
dHeight: height
}
};
this.updateUVs();
},
/**
* If the frame was trimmed when added to the Texture Atlas, this records the trim and source data.
*
* @method Phaser.TextureFrame#setTrim
* @param {number} actualWidth - The width of the frame before being trimmed.
* @param {number} actualHeight - The height of the frame before being trimmed.
* @param {number} destX - The destination X position of the trimmed frame for display.
* @param {number} destY - The destination Y position of the trimmed frame for display.
* @param {number} destWidth - The destination width of the trimmed frame for display.
* @param {number} destHeight - The destination height of the trimmed frame for display.
*/
setTrim: function (actualWidth, actualHeight, destX, destY, destWidth, destHeight)
{
var data = this.data;
var ss = data.spriteSourceSize;
// Store actual values
data.trim = true;
data.sourceSize.w = actualWidth;
data.sourceSize.h = actualHeight;
ss.x = destX;
ss.y = destY;
ss.w = destWidth;
ss.h = destHeight;
// Adjust properties
this.x = destX;
this.y = destY;
this.width = destWidth;
this.height = destHeight;
this.halfWidth = destWidth * 0.5;
this.halfHeight = destHeight * 0.5;
this.centerX = Math.floor(destWidth / 2);
this.centerY = Math.floor(destHeight / 2);
return this.updateUVs();
},
/**
* Updates the internal WebGL UV cache and the drawImage cache.
*
* @method updateUVs
* @private
*/
updateUVs: function ()
{
var cx = this.cutX;
var cy = this.cutY;
var cw = this.cutWidth;
var ch = this.cutHeight;
// Canvas data
var cd = this.data.drawImage;
cd.sWidth = cw;
cd.sHeight = ch;
cd.dWidth = cw;
cd.dHeight = ch;
// WebGL data
var tw = this.source.width;
var th = this.source.height;
var uvs = this.data.uvs;
uvs.x0 = cx / tw;
uvs.y0 = cy / th;
uvs.x1 = cx / tw;
uvs.y1 = (cy + ch) / th;
uvs.x2 = (cx + cw) / tw;
uvs.y2 = (cy + ch) / th;
uvs.x3 = (cx + cw) / tw;
uvs.y3 = cy / th;
return this;
},
/**
* Updates the internal WebGL UV cache.
*
* @method updateUVsInverted
* @private
*/
updateUVsInverted: function ()
{
var tw = this.source.width;
var th = this.source.height;
var uvs = this.data.uvs;
uvs.x3 = (this.cutX + this.cutHeight) / tw;
uvs.y3 = (this.cutY + this.cutWidth) / th;
uvs.x2 = this.cutX / tw;
uvs.y2 = (this.cutY + this.cutWidth) / th;
uvs.x1 = this.cutX / tw;
uvs.y1 = this.cutY / th;
uvs.x0 = (this.cutX + this.cutHeight) / tw;
uvs.y0 = this.cutY / th;
return this;
},
clone: function ()
{
var clone = new Frame(this.texture, this.name, this.sourceIndex);
clone.cutX = this.cutX;
clone.cutY = this.cutY;
clone.cutWidth = this.cutWidth;
clone.cutHeight = this.cutHeight;
clone.x = this.x;
clone.y = this.y;
clone.width = this.width;
clone.height = this.height;
clone.halfWidth = this.halfWidth;
clone.halfHeight = this.halfHeight;
clone.centerX = this.centerX;
clone.centerY = this.centerY;
clone.rotated = this.rotated;
clone.data = Extend(true, clone.data, this.data);
clone.updateUVs();
return clone;
},
destroy: function ()
{
},
/**
* The width of the Frame in its un-trimmed, un-padded state, as prepared in the art package,
* before being packed.
*
* @name Phaser.TextureFrame#realWidth
* @property {any} realWidth
*/
realWidth: {
get: function ()
{
return this.data.sourceSize.w;
}
},
/**
* The height of the Frame in its un-trimmed, un-padded state, as prepared in the art package,
* before being packed.
*
* @name Phaser.TextureFrame#realHeight
* @property {any} realHeight
*/
realHeight: {
get: function ()
{
return this.data.sourceSize.h;
}
},
/**
* UVs
*
* @name Phaser.TextureFrame#uvs
* @property {Object} uvs
*/
uvs: {
get: function ()
{
return this.data.uvs;
}
},
/**
* The radius of the Frame (derived from sqrt(w * w + h * h) / 2)
* @name Phaser.TextureFrame#radius
* @property {number} radius
*/
radius: {
get: function ()
{
return this.data.radius;
}
},
/**
* Is the Frame trimmed?
* @name Phaser.TextureFrame#trimmed
* @property {boolean} trimmed
*/
trimmed: {
get: function ()
{
return this.data.trim;
}
},
/**
* Canvas Draw Image data
*
* @name Phaser.TextureFrame#canvasData
* @property {Object} canvasData
*/
canvasData: {
get: function ()
{
return this.data.drawImage;
}
}
});
module.exports = Frame;