mirror of
https://github.com/photonstorm/phaser
synced 2024-12-21 02:23:29 +00:00
399 lines
13 KiB
JavaScript
399 lines
13 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 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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/**
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* The Bounds component contains properties related to the bounds of the Game Object.
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*
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* @class
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*/
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Phaser.Component.Bounds = function () {};
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Phaser.Component.Bounds.prototype = {
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/**
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* The amount the Game Object is visually offset from its x coordinate.
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* This is the same as `width * anchor.x`.
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* It will only be > 0 if anchor.x is not equal to zero.
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*
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* @property {number} offsetX
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* @readOnly
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*/
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offsetX: {
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get: function () {
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return this.anchor.x * this.width;
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}
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},
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/**
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* The amount the Game Object is visually offset from its y coordinate.
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* This is the same as `height * anchor.y`.
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* It will only be > 0 if anchor.y is not equal to zero.
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*
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* @property {number} offsetY
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* @readOnly
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*/
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offsetY: {
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get: function () {
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return this.anchor.y * this.height;
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}
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},
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/**
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* The center x coordinate of the Game Object.
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* This is the same as `(x - offsetX) + (width / 2)`.
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*
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* @property {number} centerX
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*/
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centerX: {
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get: function () {
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return (this.x - this.offsetX) + (this.width * 0.5);
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},
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set: function (value) {
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this.x = (value + this.offsetX) - (this.width * 0.5);
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}
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},
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/**
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* The center y coordinate of the Game Object.
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* This is the same as `(y - offsetY) + (height / 2)`.
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*
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* @property {number} centerY
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*/
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centerY: {
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get: function () {
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return (this.y - this.offsetY) + (this.height * 0.5);
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},
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set: function (value) {
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this.y = (value + this.offsetY) - (this.height * 0.5);
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}
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},
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/**
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* The left coordinate of the Game Object.
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* This is the same as `x - offsetX`.
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*
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* @property {number} left
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*/
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left: {
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get: function () {
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return this.x - this.offsetX;
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},
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set: function (value) {
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this.x = value + this.offsetX;
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}
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},
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/**
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* The right coordinate of the Game Object.
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* This is the same as `x + width - offsetX`.
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*
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* @property {number} right
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*/
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right: {
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get: function () {
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return (this.x + this.width) - this.offsetX;
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},
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set: function (value) {
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this.x = value - (this.width) + this.offsetX;
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}
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},
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/**
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* The y coordinate of the Game Object.
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* This is the same as `y - offsetY`.
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*
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* @property {number} top
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*/
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top: {
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get: function () {
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return this.y - this.offsetY;
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},
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set: function (value) {
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this.y = value + this.offsetY;
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}
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},
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/**
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* The sum of the y and height properties.
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* This is the same as `y + height - offsetY`.
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*
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* @property {number} bottom
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*/
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bottom: {
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get: function () {
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return (this.y + this.height) - this.offsetY;
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},
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set: function (value) {
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this.y = value - (this.height) + this.offsetY;
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}
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},
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/**
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* Aligns this Game Object within another Game Object, or Rectangle, known as the
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* 'container', to one of 9 possible positions.
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*
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* The container must be a Game Object, or Phaser.Rectangle object. This can include properties
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* such as `World.bounds` or `Camera.view`, for aligning Game Objects within the world
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* and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,
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* TileSprites or Buttons.
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*
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* Please note that aligning a Sprite to another Game Object does **not** make it a child of
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* the container. It simply modifies its position coordinates so it aligns with it.
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*
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* The position constants you can use are:
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*
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* `Phaser.TOP_LEFT`, `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_CENTER`,
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* `Phaser.CENTER`, `Phaser.RIGHT_CENTER`, `Phaser.BOTTOM_LEFT`,
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* `Phaser.BOTTOM_CENTER` and `Phaser.BOTTOM_RIGHT`.
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*
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* The Game Objects are placed in such a way that their _bounds_ align with the
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* container, taking into consideration rotation, scale and the anchor property.
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* This allows you to neatly align Game Objects, irrespective of their position value.
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*
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* The optional `offsetX` and `offsetY` arguments allow you to apply extra spacing to the final
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* aligned position of the Game Object. For example:
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*
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* `sprite.alignIn(background, Phaser.BOTTOM_RIGHT, -20, -20)`
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*
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* Would align the `sprite` to the bottom-right, but moved 20 pixels in from the corner.
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* Think of the offsets as applying an adjustment to the containers bounds before the alignment takes place.
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* So providing a negative offset will 'shrink' the container bounds by that amount, and providing a positive
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* one expands it.
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*
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* @method
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* @param {Phaser.Rectangle|Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Button|Phaser.Graphics|Phaser.TileSprite} container - The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as `World.bounds` or `Camera.view`.
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* @param {integer} [position] - The position constant. One of `Phaser.TOP_LEFT` (default), `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_CENTER`, `Phaser.CENTER`, `Phaser.RIGHT_CENTER`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER` or `Phaser.BOTTOM_RIGHT`.
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* @param {integer} [offsetX=0] - A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.
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* @param {integer} [offsetY=0] - A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.
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* @return {Object} This Game Object.
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*/
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alignIn: function (container, position, offsetX, offsetY) {
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if (offsetX === undefined) { offsetX = 0; }
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if (offsetY === undefined) { offsetY = 0; }
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switch (position)
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{
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default:
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case Phaser.TOP_LEFT:
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this.left = container.left - offsetX;
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this.top = container.top - offsetY;
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break;
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case Phaser.TOP_CENTER:
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this.centerX = container.centerX + offsetX;
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this.top = container.top - offsetY;
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break;
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case Phaser.TOP_RIGHT:
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this.right = container.right + offsetX;
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this.top = container.top - offsetY;
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break;
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case Phaser.LEFT_CENTER:
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this.left = container.left - offsetX;
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this.centerY = container.centerY + offsetY;
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break;
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case Phaser.CENTER:
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this.centerX = container.centerX + offsetX;
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this.centerY = container.centerY + offsetY;
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break;
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case Phaser.RIGHT_CENTER:
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this.right = container.right + offsetX;
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this.centerY = container.centerY + offsetY;
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break;
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case Phaser.BOTTOM_LEFT:
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this.left = container.left - offsetX;
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this.bottom = container.bottom + offsetY;
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break;
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case Phaser.BOTTOM_CENTER:
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this.centerX = container.centerX + offsetX;
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this.bottom = container.bottom + offsetY;
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break;
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case Phaser.BOTTOM_RIGHT:
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this.right = container.right + offsetX;
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this.bottom = container.bottom + offsetY;
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break;
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}
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return this;
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},
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/**
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* Aligns this Game Object to the side of another Game Object, or Rectangle, known as the
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* 'parent', in one of 11 possible positions.
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*
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* The parent must be a Game Object, or Phaser.Rectangle object. This can include properties
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* such as `World.bounds` or `Camera.view`, for aligning Game Objects within the world
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* and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,
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* TileSprites or Buttons.
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*
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* Please note that aligning a Sprite to another Game Object does **not** make it a child of
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* the parent. It simply modifies its position coordinates so it aligns with it.
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*
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* The position constants you can use are:
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*
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* `Phaser.TOP_LEFT` (default), `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_TOP`,
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* `Phaser.LEFT_CENTER`, `Phaser.LEFT_BOTTOM`, `Phaser.RIGHT_TOP`, `Phaser.RIGHT_CENTER`,
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* `Phaser.RIGHT_BOTTOM`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER`
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* and `Phaser.BOTTOM_RIGHT`.
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*
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* The Game Objects are placed in such a way that their _bounds_ align with the
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* parent, taking into consideration rotation, scale and the anchor property.
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* This allows you to neatly align Game Objects, irrespective of their position value.
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*
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* The optional `offsetX` and `offsetY` arguments allow you to apply extra spacing to the final
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* aligned position of the Game Object. For example:
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*
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* `sprite.alignTo(background, Phaser.BOTTOM_RIGHT, -20, -20)`
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*
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* Would align the `sprite` to the bottom-right, but moved 20 pixels in from the corner.
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* Think of the offsets as applying an adjustment to the parents bounds before the alignment takes place.
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* So providing a negative offset will 'shrink' the parent bounds by that amount, and providing a positive
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* one expands it.
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*
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* @method
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* @param {Phaser.Rectangle|Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Button|Phaser.Graphics|Phaser.TileSprite} parent - The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as `World.bounds` or `Camera.view`.
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* @param {integer} [position] - The position constant. One of `Phaser.TOP_LEFT`, `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_TOP`, `Phaser.LEFT_CENTER`, `Phaser.LEFT_BOTTOM`, `Phaser.RIGHT_TOP`, `Phaser.RIGHT_CENTER`, `Phaser.RIGHT_BOTTOM`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER` or `Phaser.BOTTOM_RIGHT`.
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* @param {integer} [offsetX=0] - A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.
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* @param {integer} [offsetY=0] - A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.
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* @return {Object} This Game Object.
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*/
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alignTo: function (parent, position, offsetX, offsetY) {
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if (offsetX === undefined) { offsetX = 0; }
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if (offsetY === undefined) { offsetY = 0; }
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switch (position)
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{
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default:
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case Phaser.TOP_LEFT:
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this.left = parent.left - offsetX;
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this.bottom = parent.top - offsetY;
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break;
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case Phaser.TOP_CENTER:
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this.centerX = parent.centerX + offsetX;
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this.bottom = parent.top - offsetY;
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break;
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case Phaser.TOP_RIGHT:
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this.right = parent.right + offsetX;
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this.bottom = parent.top - offsetY;
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break;
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case Phaser.LEFT_TOP:
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this.right = parent.left - offsetX;
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this.top = parent.top - offsetY;
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break;
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case Phaser.LEFT_CENTER:
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this.right = parent.left - offsetX;
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this.centerY = parent.centerY + offsetY;
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break;
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case Phaser.LEFT_BOTTOM:
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this.right = parent.left - offsetX;
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this.bottom = parent.bottom + offsetY;
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break;
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case Phaser.RIGHT_TOP:
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this.left = parent.right + offsetX;
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this.top = parent.top - offsetY;
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break;
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case Phaser.RIGHT_CENTER:
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this.left = parent.right + offsetX;
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this.centerY = parent.centerY + offsetY;
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break;
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case Phaser.RIGHT_BOTTOM:
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this.left = parent.right + offsetX;
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this.bottom = parent.bottom + offsetY;
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break;
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case Phaser.BOTTOM_LEFT:
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this.left = parent.left - offsetX;
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this.top = parent.bottom + offsetY;
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break;
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case Phaser.BOTTOM_CENTER:
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this.centerX = parent.centerX + offsetX;
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this.top = parent.bottom + offsetY;
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break;
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case Phaser.BOTTOM_RIGHT:
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this.right = parent.right + offsetX;
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this.top = parent.bottom + offsetY;
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break;
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}
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return this;
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}
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};
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// Phaser.Group extensions
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Phaser.Group.prototype.alignIn = Phaser.Component.Bounds.prototype.alignIn;
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Phaser.Group.prototype.alignTo = Phaser.Component.Bounds.prototype.alignTo;
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