phaser/src/gameobjects/blitter/Blitter.js

295 lines
10 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var BlitterRender = require('./BlitterRender');
var Bob = require('./Bob');
var Class = require('../../utils/Class');
var Components = require('../components');
var Frame = require('../../textures/Frame');
var GameObject = require('../GameObject');
var List = require('../../structs/List');
/**
* @callback Phaser.GameObjects.Blitter.CreateCallback
*
* @param {Phaser.GameObjects.Blitter.Bob} bob - The Bob that was created by the Blitter.
* @param {integer} index - The position of the Bob within the Blitter display list.
*/
/**
* @classdesc
* A Blitter Game Object.
*
* The Blitter Game Object is a special kind of container that creates, updates and manages Bob objects.
* Bobs are designed for rendering speed rather than flexibility. They consist of a texture, or frame from a texture,
* a position and an alpha value. You cannot scale or rotate them. They use a batched drawing method for speed
* during rendering.
*
* A Blitter Game Object has one texture bound to it. Bobs created by the Blitter can use any Frame from this
* Texture to render with, but they cannot use any other Texture. It is this single texture-bind that allows
* them their speed.
*
* If you have a need to blast a large volume of frames around the screen then Blitter objects are well worth
* investigating. They are especially useful for using as a base for your own special effects systems.
*
* @class Blitter
* @extends Phaser.GameObjects.GameObject
* @memberOf Phaser.GameObjects
* @constructor
* @since 3.0.0
*
* @extends Phaser.GameObjects.Components.Alpha
* @extends Phaser.GameObjects.Components.BlendMode
* @extends Phaser.GameObjects.Components.Depth
* @extends Phaser.GameObjects.Components.Mask
* @extends Phaser.GameObjects.Components.Pipeline
* @extends Phaser.GameObjects.Components.ScaleMode
* @extends Phaser.GameObjects.Components.ScrollFactor
* @extends Phaser.GameObjects.Components.Size
* @extends Phaser.GameObjects.Components.Texture
* @extends Phaser.GameObjects.Components.Transform
* @extends Phaser.GameObjects.Components.Visible
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. It can only belong to one Scene at any given time.
* @param {number} [x=0] - The x coordinate of this Game Object in world space.
* @param {number} [y=0] - The y coordinate of this Game Object in world space.
* @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.
* @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.
*/
var Blitter = new Class({
Extends: GameObject,
Mixins: [
Components.Alpha,
Components.BlendMode,
Components.Depth,
Components.Mask,
Components.Pipeline,
Components.ScaleMode,
Components.ScrollFactor,
Components.Size,
Components.Texture,
Components.Transform,
Components.Visible,
BlitterRender
],
initialize:
function Blitter (scene, x, y, texture, frame)
{
GameObject.call(this, scene, 'Blitter');
this.setTexture(texture, frame);
this.setPosition(x, y);
this.initPipeline();
/**
* The children of this Blitter.
* This List contains all of the Bob objects created by the Blitter.
*
* @name Phaser.GameObjects.Blitter#children
* @type {Phaser.Structs.List.<Phaser.GameObjects.Blitter.Bob>}
* @since 3.0.0
*/
this.children = new List();
/**
* A transient array that holds all of the Bobs that will be rendered this frame.
* The array is re-populated whenever the dirty flag is set.
*
* @name Phaser.GameObjects.Blitter#renderList
* @type {Phaser.GameObjects.Blitter.Bob[]}
* @default []
* @private
* @since 3.0.0
*/
this.renderList = [];
/**
* Is the Blitter considered dirty?
* A 'dirty' Blitter has had its child count changed since the last frame.
*
* @name Phaser.GameObjects.Blitter#dirty
* @type {boolean}
* @since 3.0.0
*/
this.dirty = false;
},
/**
* Creates a new Bob in this Blitter.
*
* The Bob is created at the given coordinates, relative to the Blitter and uses the given frame.
* A Bob can use any frame belonging to the texture bound to the Blitter.
*
* @method Phaser.GameObjects.Blitter#create
* @since 3.0.0
*
* @param {number} x - The x position of the Bob. Bob coordinate are relative to the position of the Blitter object.
* @param {number} y - The y position of the Bob. Bob coordinate are relative to the position of the Blitter object.
* @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.
* @param {boolean} [visible=true] - Should the created Bob render or not?
* @param {integer} [index] - The position in the Blitters Display List to add the new Bob at. Defaults to the top of the list.
*
* @return {Phaser.GameObjects.Blitter.Bob} The newly created Bob object.
*/
create: function (x, y, frame, visible, index)
{
if (visible === undefined) { visible = true; }
if (index === undefined) { index = this.children.length; }
if (frame === undefined)
{
frame = this.frame;
}
else if (!(frame instanceof Frame))
{
frame = this.texture.get(frame);
}
var bob = new Bob(this, x, y, frame, visible);
this.children.addAt(bob, index, false);
this.dirty = true;
return bob;
},
/**
* Creates multiple Bob objects within this Blitter and then passes each of them to the specified callback.
*
* @method Phaser.GameObjects.Blitter#createFromCallback
* @since 3.0.0
*
* @param {Phaser.GameObjects.Blitter.CreateCallback} callback - The callback to invoke after creating a bob. It will be sent two arguments: The Bob and the index of the Bob.
* @param {integer} quantity - The quantity of Bob objects to create.
* @param {(string|integer|Phaser.Textures.Frame|string[]|integer[]|Phaser.Textures.Frame[])} [frame] - The Frame the Bobs will use. It must be part of the Blitter Texture.
* @param {boolean} [visible=true] - Should the created Bob render or not?
*
* @return {Phaser.GameObjects.Blitter.Bob[]} An array of Bob objects that were created.
*/
createFromCallback: function (callback, quantity, frame, visible)
{
var bobs = this.createMultiple(quantity, frame, visible);
for (var i = 0; i < bobs.length; i++)
{
var bob = bobs[i];
callback.call(this, bob, i);
}
return bobs;
},
/**
* Creates multiple Bobs in one call.
*
* The amount created is controlled by a combination of the `quantity` argument and the number of frames provided.
*
* If the quantity is set to 10 and you provide 2 frames, then 20 Bobs will be created. 10 with the first
* frame and 10 with the second.
*
* @method Phaser.GameObjects.Blitter#createMultiple
* @since 3.0.0
*
* @param {integer} quantity - The quantity of Bob objects to create.
* @param {(string|integer|Phaser.Textures.Frame|string[]|integer[]|Phaser.Textures.Frame[])} [frame] - The Frame the Bobs will use. It must be part of the Blitter Texture.
* @param {boolean} [visible=true] - Should the created Bob render or not?
*
* @return {Phaser.GameObjects.Blitter.Bob[]} An array of Bob objects that were created.
*/
createMultiple: function (quantity, frame, visible)
{
if (frame === undefined) { frame = this.frame.name; }
if (visible === undefined) { visible = true; }
if (!Array.isArray(frame))
{
frame = [ frame ];
}
var bobs = [];
var _this = this;
frame.forEach(function (singleFrame)
{
for (var i = 0; i < quantity; i++)
{
bobs.push(_this.create(0, 0, singleFrame, visible));
}
});
return bobs;
},
/**
* Checks if the given child can render or not, by checking its `visible` and `alpha` values.
*
* @method Phaser.GameObjects.Blitter#childCanRender
* @since 3.0.0
*
* @param {Phaser.GameObjects.Blitter.Bob} child - The Bob to check for rendering.
*
* @return {boolean} Returns `true` if the given child can render, otherwise `false`.
*/
childCanRender: function (child)
{
return (child.visible && child.alpha > 0);
},
/**
* Returns an array of Bobs to be rendered.
* If the Blitter is dirty then a new list is generated and stored in `renderList`.
*
* @method Phaser.GameObjects.Blitter#getRenderList
* @since 3.0.0
*
* @return {Phaser.GameObjects.Blitter.Bob[]} An array of Bob objects that will be rendered this frame.
*/
getRenderList: function ()
{
if (this.dirty)
{
this.renderList = this.children.list.filter(this.childCanRender, this);
this.dirty = false;
}
return this.renderList;
},
/**
* Removes all Bobs from the children List and clears the dirty flag.
*
* @method Phaser.GameObjects.Blitter#clear
* @since 3.0.0
*/
clear: function ()
{
this.children.removeAll();
this.dirty = true;
},
/**
* Internal destroy handler, called as part of the destroy process.
*
* @method Phaser.GameObjects.Blitter#preDestroy
* @protected
* @since 3.9.0
*/
preDestroy: function ()
{
this.children.destroy();
this.renderList = [];
}
});
module.exports = Blitter;