mirror of
https://github.com/photonstorm/phaser
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108 lines
3.1 KiB
JavaScript
108 lines
3.1 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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* Sprites are the lifeblood of your game, used for nearly everything visual.
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*
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* At its most basic a Sprite consists of a set of coordinates and a texture that is rendered to the canvas.
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* They also contain additional properties allowing for physics motion (via Sprite.body), input handling (via Sprite.input),
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* events (via Sprite.events), animation (via Sprite.animations), camera culling and more. Please see the Examples for use cases.
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*
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* @class Phaser.GameObject.Sprite
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* @constructor
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* @extends Phaser.GameObject
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {number} x - The x coordinate (in world space) to position the Sprite at.
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* @param {number} y - The y coordinate (in world space) to position the Sprite at.
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* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
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*/
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Phaser.GameObject.Sprite = function (game, x, y, key, frame)
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{
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this.game = game;
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var _texture = game.textures.get(key);
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var _frame = _texture.get(frame);
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Phaser.GameObject.call(this, game, x, y, _texture, _frame);
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/**
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* @property {number} type - The const type of this object.
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* @readonly
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*/
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this.type = Phaser.SPRITE;
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/**
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* @property {number} physicsType - The const physics body type of this object.
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* @readonly
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*/
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this.physicsType = Phaser.SPRITE;
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this.children = new Phaser.Component.Children(this);
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};
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Phaser.GameObject.Sprite.prototype = Object.create(Phaser.GameObject.prototype);
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Phaser.GameObject.Sprite.prototype.constructor = Phaser.GameObject.Sprite;
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/**
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* Automatically called by World.preUpdate.
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*
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* @method Phaser.Sprite#preUpdate
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* @memberof Phaser.Sprite
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*/
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Phaser.GameObject.Sprite.prototype.preUpdate = function ()
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{
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if (this.parent)
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{
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this.color.worldAlpha = this.parent.color.worldAlpha;
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}
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this.children.preUpdate();
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};
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// Phaser.GameObject.Sprite.prototype.update = function ()
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// {
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// };
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// Phaser.GameObject.Sprite.prototype.postUpdate = function ()
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// {
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// };
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Object.defineProperties(Phaser.GameObject.Sprite.prototype, {
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width: {
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enumerable: true,
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get: function ()
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{
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return this.transform._scaleX * this.frame.realWidth;
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},
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set: function (value)
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{
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this.scaleX = value / this.frame.realWidth;
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}
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},
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height: {
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enumerable: true,
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get: function ()
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{
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return this.transform._scaleY * this.frame.realHeight;
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},
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set: function (value)
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{
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this.scaleY = value / this.frame.realHeight;
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}
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}
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});
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