phaser/Phaser/gameobjects/Sprite.ts

430 lines
No EOL
17 KiB
TypeScript

/// <reference path="../Game.ts" />
/// <reference path="../AnimationManager.ts" />
/// <reference path="GameObject.ts" />
/// <reference path="../system/Camera.ts" />
/**
* Phaser - Sprite
*
* The Sprite GameObject is an extension of the core GameObject that includes support for animation and dynamic textures.
* It's probably the most used GameObject of all.
*/
module Phaser {
export class Sprite extends GameObject {
/**
* Sprite constructor
* Create a new <code>Sprite</code>.
*
* @param game {Phaser.Game} Current game instance.
* @param x {number} Optional, the initial x position of the sprite.
* @param y {number} Optional, the initial y position of the sprite.
* @param key {string} Optional, Key of the graphic you want to load for this sprite.
*/
constructor(game: Game, x?: number = 0, y?: number = 0, key?: string = null) {
super(game, x, y);
this._texture = null;
this.animations = new AnimationManager(this._game, this);
if (key !== null)
{
this.loadGraphic(key);
}
else
{
this.bounds.width = 16;
this.bounds.height = 16;
}
}
/**
* Texture of this sprite to be rendered.
*/
private _texture;
/**
* Texture of this sprite is DynamicTexture? (default to false)
* @type {boolean}
*/
private _dynamicTexture: bool = false;
// local rendering related temp vars to help avoid gc spikes
private _sx: number = 0;
private _sy: number = 0;
private _sw: number = 0;
private _sh: number = 0;
private _dx: number = 0;
private _dy: number = 0;
private _dw: number = 0;
private _dh: number = 0;
/**
* This manages animations of the sprite. You can modify animations though it. (see AnimationManager)
* @type AnimationManager
*/
public animations: AnimationManager;
/**
* Render bound of this sprite for debugging? (default to false)
* @type {boolean}
*/
public renderDebug: bool = false;
/**
* Color of bound when render debug. (see renderDebug) Format is a css color string.
* @type {string}
*/
public renderDebugColor: string = 'rgba(0,255,0,0.5)';
/**
* Color of points when render debug. (see renderDebug) Format is a css color string.
* @type {string}
*/
public renderDebugPointColor: string = 'rgba(255,255,255,1)';
/**
* Flip the graphic vertically? (default to false)
* @type {boolean}
*/
public flipped: bool = false;
/**
* Load graphic for this sprite. (graphic can be SpriteSheet of Texture)
* @param key {string} Key of the graphic you want to load for this sprite.
* @return {Sprite} Sprite instance itself.
*/
public loadGraphic(key: string): Sprite {
if (this._game.cache.getImage(key) !== null)
{
if (this._game.cache.isSpriteSheet(key) == false)
{
this._texture = this._game.cache.getImage(key);
this.bounds.width = this._texture.width;
this.bounds.height = this._texture.height;
}
else
{
this._texture = this._game.cache.getImage(key);
this.animations.loadFrameData(this._game.cache.getFrameData(key));
}
this._dynamicTexture = false;
}
return this;
}
/**
* Load a DynamicTexture as its texture.
* @param texture {DynamicTexture} The texture object to be used by this sprite.
* @return {Sprite} Sprite instance itself.
*/
public loadDynamicTexture(texture: DynamicTexture): Sprite {
this._texture = texture;
this.bounds.width = this._texture.width;
this.bounds.height = this._texture.height;
this._dynamicTexture = true;
return this;
}
/**
* This function creates a flat colored square image dynamically.
* @param width {number} The width of the sprite you want to generate.
* @param height {number} The height of the sprite you want to generate.
* @param color {number} Optional, specifies the color of the generated block. (format is 0xAARRGGBB)
* @return {Sprite} Sprite instance itself.
*/
public makeGraphic(width: number, height: number, color: number = 0xffffffff): Sprite {
this._texture = null;
this.width = width;
this.height = height;
this._dynamicTexture = false;
return this;
}
/**
* Check whether this object is visible in a specific camera rectangle.
* @param camera {Rectangle} The rectangle you want to check.
* @return {boolean} Return true if bounds of this sprite intersects the given rectangle, otherwise return false.
*/
public inCamera(camera: Rectangle): bool {
if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0)
{
this._dx = this.bounds.x - (camera.x * this.scrollFactor.x);
this._dy = this.bounds.y - (camera.y * this.scrollFactor.x);
this._dw = this.bounds.width * this.scale.x;
this._dh = this.bounds.height * this.scale.y;
return (camera.right > this._dx) && (camera.x < this._dx + this._dw) && (camera.bottom > this._dy) && (camera.y < this._dy + this._dh);
}
else
{
return camera.intersects(this.bounds, this.bounds.length);
}
}
/**
* Automatically called after update() by the game loop, this function just update animations.
*/
public postUpdate() {
this.animations.update();
super.postUpdate();
}
public set frame(value: number) {
this.animations.frame = value;
}
public get frame(): number {
return this.animations.frame;
}
public set frameName(value: string) {
this.animations.frameName = value;
}
public get frameName(): string {
return this.animations.frameName;
}
/**
* Render this sprite to specific camera. Called by game loop after update().
* @param camera {Camera} Camera this sprite will be rendered to.
* @cameraOffsetX {number} X offset to the camera.
* @cameraOffsetY {number} Y offset to the camera.
* @return {boolean} Return false if not rendered, otherwise return true.
*/
public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number): bool {
// Render checks
if (this.visible == false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.cameraBlacklist.indexOf(camera.ID) !== -1 || this.inCamera(camera.worldView) == false)
{
return false;
}
// Alpha
if (this.alpha !== 1)
{
var globalAlpha = this._game.stage.context.globalAlpha;
this._game.stage.context.globalAlpha = this.alpha;
}
this._sx = 0;
this._sy = 0;
this._sw = this.bounds.width;
this._sh = this.bounds.height;
this._dx = cameraOffsetX + (this.bounds.topLeft.x - camera.worldView.x);
this._dy = cameraOffsetY + (this.bounds.topLeft.y - camera.worldView.y);
this._dw = this.bounds.width * this.scale.x;
this._dh = this.bounds.height * this.scale.y;
if (this.align == GameObject.ALIGN_TOP_CENTER)
{
this._dx -= this.bounds.halfWidth * this.scale.x;
}
else if (this.align == GameObject.ALIGN_TOP_RIGHT)
{
this._dx -= this.bounds.width * this.scale.x;
}
else if (this.align == GameObject.ALIGN_CENTER_LEFT)
{
this._dy -= this.bounds.halfHeight * this.scale.y;
}
else if (this.align == GameObject.ALIGN_CENTER)
{
this._dx -= this.bounds.halfWidth * this.scale.x;
this._dy -= this.bounds.halfHeight * this.scale.y;
}
else if (this.align == GameObject.ALIGN_CENTER_RIGHT)
{
this._dx -= this.bounds.width * this.scale.x;
this._dy -= this.bounds.halfHeight * this.scale.y;
}
else if (this.align == GameObject.ALIGN_BOTTOM_LEFT)
{
this._dy -= this.bounds.height * this.scale.y;
}
else if (this.align == GameObject.ALIGN_BOTTOM_CENTER)
{
this._dx -= this.bounds.halfWidth * this.scale.x;
this._dy -= this.bounds.height * this.scale.y;
}
else if (this.align == GameObject.ALIGN_BOTTOM_RIGHT)
{
this._dx -= this.bounds.width * this.scale.x;
this._dy -= this.bounds.height * this.scale.y;
}
if (this._dynamicTexture == false && this.animations.currentFrame !== null)
{
this._sx = this.animations.currentFrame.x;
this._sy = this.animations.currentFrame.y;
if (this.animations.currentFrame.trimmed)
{
this._dx += this.animations.currentFrame.spriteSourceSizeX;
this._dy += this.animations.currentFrame.spriteSourceSizeY;
}
}
// Apply camera difference
if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0)
{
this._dx -= (camera.worldView.x * this.scrollFactor.x);
this._dy -= (camera.worldView.y * this.scrollFactor.y);
}
// Rotation - needs to work from origin point really, but for now from center
if (this.angle !== 0 || this.rotationOffset !== 0 || this.flipped == true)
{
this._game.stage.context.save();
this._game.stage.context.translate(this._dx + (this._dw / 2), this._dy + (this._dh / 2));
if (this.renderRotation == true && (this.angle !== 0 || this.rotationOffset !== 0))
{
this._game.stage.context.rotate((this.rotationOffset + this.angle) * (Math.PI / 180));
}
this._dx = -(this._dw / 2);
this._dy = -(this._dh / 2);
if (this.flipped == true)
{
this._game.stage.context.scale(-1, 1);
}
}
this._sx = Math.round(this._sx);
this._sy = Math.round(this._sy);
this._sw = Math.round(this._sw);
this._sh = Math.round(this._sh);
this._dx = Math.round(this._dx);
this._dy = Math.round(this._dy);
this._dw = Math.round(this._dw);
this._dh = Math.round(this._dh);
if (this._texture != null)
{
if (this._dynamicTexture)
{
this._game.stage.context.drawImage(
this._texture.canvas, // Source Image
this._sx, // Source X (location within the source image)
this._sy, // Source Y
this._sw, // Source Width
this._sh, // Source Height
this._dx, // Destination X (where on the canvas it'll be drawn)
this._dy, // Destination Y
this._dw, // Destination Width (always same as Source Width unless scaled)
this._dh // Destination Height (always same as Source Height unless scaled)
);
}
else
{
this._game.stage.context.drawImage(
this._texture, // Source Image
this._sx, // Source X (location within the source image)
this._sy, // Source Y
this._sw, // Source Width
this._sh, // Source Height
this._dx, // Destination X (where on the canvas it'll be drawn)
this._dy, // Destination Y
this._dw, // Destination Width (always same as Source Width unless scaled)
this._dh // Destination Height (always same as Source Height unless scaled)
);
}
}
else
{
this._game.stage.context.fillStyle = 'rgb(255,255,255)';
this._game.stage.context.fillRect(this._dx, this._dy, this._dw, this._dh);
}
if (this.flipped === true || this.rotation !== 0 || this.rotationOffset !== 0)
{
//this._game.stage.context.translate(0, 0);
this._game.stage.context.restore();
}
if (this.renderDebug)
{
this.renderBounds(camera, cameraOffsetX, cameraOffsetY);
}
if (globalAlpha > -1)
{
this._game.stage.context.globalAlpha = globalAlpha;
}
return true;
}
/**
* Renders the bounding box around this Sprite and the contact points. Useful for visually debugging.
* @param camera {Camera} Camera the bound will be rendered to.
* @param cameraOffsetX {number} X offset of bound to the camera.
* @param cameraOffsetY {number} Y offset of bound to the camera.
*/
private renderBounds(camera:Camera, cameraOffsetX:number, cameraOffsetY:number) {
this._dx = cameraOffsetX + (this.bounds.topLeft.x - camera.worldView.x);
this._dy = cameraOffsetY + (this.bounds.topLeft.y - camera.worldView.y);
this._game.stage.context.fillStyle = this.renderDebugColor;
this._game.stage.context.fillRect(this._dx, this._dy, this._dw, this._dh);
this._game.stage.context.fillStyle = this.renderDebugPointColor;
var hw = this.bounds.halfWidth * this.scale.x;
var hh = this.bounds.halfHeight * this.scale.y;
var sw = (this.bounds.width * this.scale.x) - 1;
var sh = (this.bounds.height * this.scale.y) - 1;
this._game.stage.context.fillRect(this._dx, this._dy, 1, 1); // top left
this._game.stage.context.fillRect(this._dx + hw, this._dy, 1, 1); // top center
this._game.stage.context.fillRect(this._dx + sw, this._dy, 1, 1); // top right
this._game.stage.context.fillRect(this._dx, this._dy + hh, 1, 1); // left center
this._game.stage.context.fillRect(this._dx + hw, this._dy + hh, 1, 1); // center
this._game.stage.context.fillRect(this._dx + sw, this._dy + hh, 1, 1); // right center
this._game.stage.context.fillRect(this._dx, this._dy + sh, 1, 1); // bottom left
this._game.stage.context.fillRect(this._dx + hw, this._dy + sh, 1, 1); // bottom center
this._game.stage.context.fillRect(this._dx + sw, this._dy + sh, 1, 1); // bottom right
}
/**
* Render debug infos. (including name, bounds info, position and some other properties)
* @param x {number} X position of the debug info to be rendered.
* @param y {number} Y position of the debug info to be rendered.
* @param color {number} Optional, color of the debug info to be rendered. (format is css color string)
*/
public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
this._game.stage.context.fillStyle = color;
this._game.stage.context.fillText('Sprite: ' + this.name + ' (' + this.bounds.width + ' x ' + this.bounds.height + ')', x, y);
this._game.stage.context.fillText('x: ' + this.bounds.x.toFixed(1) + ' y: ' + this.bounds.y.toFixed(1) + ' rotation: ' + this.angle.toFixed(1), x, y + 14);
this._game.stage.context.fillText('dx: ' + this._dx.toFixed(1) + ' dy: ' + this._dy.toFixed(1) + ' dw: ' + this._dw.toFixed(1) + ' dh: ' + this._dh.toFixed(1), x, y + 28);
this._game.stage.context.fillText('sx: ' + this._sx.toFixed(1) + ' sy: ' + this._sy.toFixed(1) + ' sw: ' + this._sw.toFixed(1) + ' sh: ' + this._sh.toFixed(1), x, y + 42);
}
}
}