mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 03:53:28 +00:00
238 lines
7.2 KiB
JavaScript
238 lines
7.2 KiB
JavaScript
var BlitterRender = require('./BlitterRender');
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var Bob = require('./Bob');
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var Class = require('../../utils/Class');
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var Components = require('../components');
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var DisplayList = require('../DisplayList');
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var Frame = require('../../textures/Frame');
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var GameObject = require('../GameObject');
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/**
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* A Blitter Game Object.
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*
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* The Blitter Game Object is a special type of Container, that contains Blitter.Bob objects.
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* These objects can be thought of as just texture frames with a position and nothing more.
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* Bobs don't have any update methods, or the ability to have children, or any kind of special effects.
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* They are essentially just super-fast texture frame renderers, and the Blitter object creates and manages them.
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*
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* @class Blitter
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* @extends Phaser.GameObjects.GameObject
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* @memberOf Phaser.GameObjects
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* @constructor
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* @since 3.0.0
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*
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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.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.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. It can only belong to one Scene at any given time.
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* @param {number} [x=0] - The x coordinate of this Game Object in world space.
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* @param {number} [y=0] - The y coordinate of this Game Object in world space.
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* @param {string} [texture='__DEFAULT'] - The key of the texture this Game Object will use for rendering. The Texture must already exist in the Texture Manager.
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* @param {string|integer} [frame=0] - The Frame of the Texture that this Game Object will use. Only set if the Texture has multiple frames, such as a Texture Atlas or Sprite Sheet.
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*/
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var Blitter = new Class({
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Extends: GameObject,
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Mixins: [
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Components.Alpha,
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Components.BlendMode,
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Components.Depth,
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Components.Pipeline,
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Components.ScaleMode,
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Components.ScrollFactor,
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Components.Size,
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Components.Texture,
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Components.Transform,
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Components.Visible,
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BlitterRender
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],
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initialize:
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function Blitter (scene, x, y, texture, frame)
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{
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GameObject.call(this, scene, 'Blitter');
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this.setTexture(texture, frame);
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this.setPosition(x, y);
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this.initPipeline('TextureTintPipeline');
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/**
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* [description]
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*
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* @name Phaser.GameObjects.Blitter#children
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* @type {Phaser.GameObjects.DisplayList}
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* @since 3.0.0
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*/
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this.children = new DisplayList();
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/**
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* [description]
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*
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* @name Phaser.GameObjects.Blitter#renderList
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* @type {array}
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* @default []
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* @since 3.0.0
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*/
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this.renderList = [];
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this.dirty = false;
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},
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/**
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* [description]
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*
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* @method Phaser.GameObjects.Blitter#create
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* @since 3.0.0
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*
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* @param {number} x - The x position of the Bob. Bob coordinate are relative to the position of the Blitter object.
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* @param {number} y - The y position of the Bob. Bob coordinate are relative to the position of the Blitter object.
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* @param {string|integer|Phaser.Textures.Frame} [frame] - The Frame the Bob will use. It _must_ be part of the Texture the parent Blitter object is using.
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* @param {boolean} [visible=true] - Should the created Bob render or not?
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* @param {integer} [index] - The position in the Blitters Display List to add the new Bob at. Defaults to the top of the list.
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*
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* @return {Phaser.GameObjects.Blitter.Bob} The newly created Bob object.
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*/
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create: function (x, y, frame, visible, index)
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{
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if (visible === undefined) { visible = true; }
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if (index === undefined) { index = this.children.length; }
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if (frame === undefined)
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{
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frame = this.frame;
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}
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else if (!(frame instanceof Frame))
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{
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frame = this.texture.get(frame);
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}
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var bob = new Bob(this, x, y, frame, visible);
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this.children.addAt(bob, index, false);
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this.dirty = true;
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return bob;
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},
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/**
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* [description]
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*
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* @method Phaser.GameObjects.Blitter#createFromCallback
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* @since 3.0.0
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*
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* @param {function} callback - The callback to invoke after creating a bob. It will be sent two arguments: The Bob and the index of the Bob.
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* @param {integer} quantity - The quantity of Bob objects to create.
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* @param {string} [frame] - The Frame the Bobs will use. It must be part of the Blitter Texture.
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* @param {boolean} [visible=true] - [description]
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*
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* @return {Phaser.GameObjects.Blitter.Bob[]} An array of Bob objects that were created.
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*/
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createFromCallback: function (callback, quantity, frame, visible)
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{
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var bobs = this.createMultiple(quantity, frame, visible);
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for (var i = 0; i < bobs.length; i++)
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{
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var bob = bobs[i];
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callback.call(this, bob, i);
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}
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return bobs;
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},
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/**
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* [description]
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*
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* @method Phaser.GameObjects.Blitter#createMultiple
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* @since 3.0.0
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*
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* @param {integer} quantity - The quantity of Bob objects to create.
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* @param {string} [frame] - The Frame the Bobs will use. It must be part of the Blitter Texture.
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* @param {boolean} [visible=true] - [description]
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*
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* @return {Phaser.GameObjects.Blitter.Bob[]} An array of Bob objects that were created.
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*/
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createMultiple: function (quantity, frame, visible)
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{
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if (frame === undefined) { frame = this.frame.name; }
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if (visible === undefined) { visible = true; }
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if (!Array.isArray(frame))
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{
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frame = [ frame ];
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}
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var bobs = [];
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var _this = this;
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frame.forEach(function (singleFrame)
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{
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for (var i = 0; i < quantity; i++)
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{
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bobs.push(_this.create(0, 0, singleFrame, visible));
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}
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});
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return bobs;
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},
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/**
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* [description]
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*
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* @method Phaser.GameObjects.Blitter#childCanRender
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.Blitter.Bob} child - [description]
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*
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* @return {boolean} [description]
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*/
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childCanRender: function (child)
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{
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return (child.visible && child.alpha > 0);
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},
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/**
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* [description]
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*
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* @method Phaser.GameObjects.Blitter#getRenderList
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* @since 3.0.0
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*
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* @return {[type]} [description]
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*/
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getRenderList: function ()
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{
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if (this.dirty)
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{
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this.renderList = this.children.list.filter(this.childCanRender, this);
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this.dirty = false;
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}
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return this.renderList;
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},
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/**
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* [description]
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*
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* @method Phaser.GameObjects.Blitter#clear
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* @since 3.0.0
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*/
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clear: function ()
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{
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this.children.removeAll();
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this.dirty = true;
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}
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});
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module.exports = Blitter;
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