mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 19:43:28 +00:00
386 lines
9 KiB
JavaScript
386 lines
9 KiB
JavaScript
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var Class = require('../utils/Class');
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var Extend = require('../utils/object/Extend');
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/**
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* A Frame is a section of a Texture.
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*/
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var Frame = new Class({
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initialize:
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function Frame (texture, name, sourceIndex, x, y, width, height)
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{
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/**
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* @property {Phaser.Texture} texture - The Texture this frame belongs to.
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*/
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this.texture = texture;
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/**
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* @property {string} name - The name of this frame within the Texture.
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*/
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this.name = name;
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this.source = texture.source[sourceIndex];
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this.sourceIndex = sourceIndex;
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/**
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* @property {number} cutX - X position within the source image to cut from.
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*/
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this.cutX = x;
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/**
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* @property {number} cutY - Y position within the source image to cut from.
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*/
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this.cutY = y;
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/**
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* @property {number} cutWidth - The width of the area in the source image to cut.
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*/
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this.cutWidth = width;
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/**
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* @property {number} cutHeight - The height of the area in the source image to cut.
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*/
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this.cutHeight = height;
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/**
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* @property {number} x - The X rendering offset of this Frame, taking trim into account.
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*/
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this.x = 0;
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/**
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* @property {number} y - The Y rendering offset of this Frame, taking trim into account.
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*/
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this.y = 0;
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/**
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* @property {number} width - The rendering width of this Frame, taking trim into account.
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*/
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this.width = width;
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/**
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* @property {number} height - The rendering height of this Frame, taking trim into account.
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*/
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this.height = height;
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// The half sizes of this frame (to save in constant calculations in the renderer)
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this.halfWidth = Math.floor(width * 0.5);
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this.halfHeight = Math.floor(height * 0.5);
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/**
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* @property {number} width - The rendering width of this Frame, taking trim into account.
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*/
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this.centerX = Math.floor(width / 2);
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/**
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* @property {number} height - The rendering height of this Frame, taking trim into account.
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*/
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this.centerY = Math.floor(height / 2);
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/**
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* Is this frame is rotated or not in the Texture?
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* Rotation allows you to use rotated frames in texture atlas packing.
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* It has nothing to do with Sprite rotation.
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*
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* @property {boolean} rotated
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* @default
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*/
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this.rotated = false;
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// Over-rides the Renderer setting? -1 = use Renderer Setting, 0 = No rounding, 1 = Round
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this.autoRound = -1;
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/**
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* The un-modified source frame, trim and UV data.
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*
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* @private
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* @property {object} data
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*/
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this.data = {
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cut: {
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x: x,
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y: y,
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w: width,
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h: height,
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r: x + width,
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b: y + height
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},
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trim: false,
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sourceSize: {
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w: width,
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h: height
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},
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spriteSourceSize: {
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x: 0,
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y: 0,
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w: width,
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h: height
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},
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uvs: {
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x0: 0,
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y0: 0,
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x1: 0,
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y1: 0,
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x2: 0,
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y2: 0,
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x3: 0,
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y3: 0
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},
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radius: 0.5 * Math.sqrt(width * width + height * height),
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drawImage: {
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sx: x,
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sy: y,
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sWidth: width,
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sHeight: height,
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dWidth: width,
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dHeight: height
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}
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};
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this.updateUVs();
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},
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/**
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* If the frame was trimmed when added to the Texture Atlas, this records the trim and source data.
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*
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* @method Phaser.TextureFrame#setTrim
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* @param {number} actualWidth - The width of the frame before being trimmed.
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* @param {number} actualHeight - The height of the frame before being trimmed.
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* @param {number} destX - The destination X position of the trimmed frame for display.
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* @param {number} destY - The destination Y position of the trimmed frame for display.
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* @param {number} destWidth - The destination width of the trimmed frame for display.
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* @param {number} destHeight - The destination height of the trimmed frame for display.
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*/
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setTrim: function (actualWidth, actualHeight, destX, destY, destWidth, destHeight)
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{
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var data = this.data;
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var ss = data.spriteSourceSize;
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// Store actual values
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data.trim = true;
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data.sourceSize.w = actualWidth;
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data.sourceSize.h = actualHeight;
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ss.x = destX;
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ss.y = destY;
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ss.w = destWidth;
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ss.h = destHeight;
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// Adjust properties
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this.x = destX;
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this.y = destY;
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this.width = destWidth;
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this.height = destHeight;
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this.halfWidth = destWidth * 0.5;
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this.halfHeight = destHeight * 0.5;
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this.centerX = Math.floor(destWidth / 2);
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this.centerY = Math.floor(destHeight / 2);
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return this.updateUVs();
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},
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/**
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* Updates the internal WebGL UV cache and the drawImage cache.
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*
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* @method updateUVs
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* @private
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*/
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updateUVs: function ()
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{
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var cx = this.cutX;
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var cy = this.cutY;
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var cw = this.cutWidth;
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var ch = this.cutHeight;
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// Canvas data
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var cd = this.data.drawImage;
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cd.sWidth = cw;
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cd.sHeight = ch;
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cd.dWidth = cw;
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cd.dHeight = ch;
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// WebGL data
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var tw = this.source.width;
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var th = this.source.height;
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var uvs = this.data.uvs;
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uvs.x0 = cx / tw;
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uvs.y0 = cy / th;
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uvs.x1 = cx / tw;
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uvs.y1 = (cy + ch) / th;
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uvs.x2 = (cx + cw) / tw;
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uvs.y2 = (cy + ch) / th;
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uvs.x3 = (cx + cw) / tw;
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uvs.y3 = cy / th;
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return this;
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},
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/**
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* Updates the internal WebGL UV cache.
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*
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* @method updateUVsInverted
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* @private
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*/
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updateUVsInverted: function ()
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{
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var tw = this.source.width;
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var th = this.source.height;
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var uvs = this.data.uvs;
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uvs.x3 = (this.cutX + this.cutHeight) / tw;
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uvs.y3 = (this.cutY + this.cutWidth) / th;
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uvs.x2 = this.cutX / tw;
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uvs.y2 = (this.cutY + this.cutWidth) / th;
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uvs.x1 = this.cutX / tw;
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uvs.y1 = this.cutY / th;
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uvs.x0 = (this.cutX + this.cutHeight) / tw;
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uvs.y0 = this.cutY / th;
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return this;
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},
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clone: function ()
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{
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var clone = new Frame(this.texture, this.name, this.sourceIndex);
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clone.cutX = this.cutX;
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clone.cutY = this.cutY;
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clone.cutWidth = this.cutWidth;
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clone.cutHeight = this.cutHeight;
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clone.x = this.x;
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clone.y = this.y;
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clone.width = this.width;
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clone.height = this.height;
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clone.halfWidth = this.halfWidth;
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clone.halfHeight = this.halfHeight;
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clone.centerX = this.centerX;
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clone.centerY = this.centerY;
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clone.rotated = this.rotated;
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clone.data = Extend(true, clone.data, this.data);
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clone.updateUVs();
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return clone;
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},
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destroy: function ()
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{
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},
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/**
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* The width of the Frame in its un-trimmed, un-padded state, as prepared in the art package,
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* before being packed.
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*
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* @name Phaser.TextureFrame#realWidth
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* @property {any} realWidth
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*/
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realWidth: {
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get: function ()
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{
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return this.data.sourceSize.w;
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}
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},
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/**
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* The height of the Frame in its un-trimmed, un-padded state, as prepared in the art package,
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* before being packed.
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*
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* @name Phaser.TextureFrame#realHeight
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* @property {any} realHeight
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*/
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realHeight: {
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get: function ()
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{
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return this.data.sourceSize.h;
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}
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},
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/**
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* UVs
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*
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* @name Phaser.TextureFrame#uvs
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* @property {Object} uvs
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*/
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uvs: {
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get: function ()
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{
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return this.data.uvs;
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}
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},
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/**
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* The radius of the Frame (derived from sqrt(w * w + h * h) / 2)
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* @name Phaser.TextureFrame#radius
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* @property {number} radius
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*/
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radius: {
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get: function ()
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{
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return this.data.radius;
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}
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},
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/**
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* Is the Frame trimmed?
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* @name Phaser.TextureFrame#trimmed
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* @property {boolean} trimmed
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*/
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trimmed: {
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get: function ()
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{
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return this.data.trim;
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}
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},
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/**
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* Canvas Draw Image data
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*
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* @name Phaser.TextureFrame#canvasData
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* @property {Object} canvasData
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*/
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canvasData: {
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get: function ()
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{
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return this.data.drawImage;
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}
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}
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});
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module.exports = Frame;
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