phaser/src/physics/arcade/ArcadeSprite.js
2018-02-09 03:44:23 +00:00

85 lines
3.3 KiB
JavaScript

var Class = require('../../utils/Class');
var Components = require('./components');
var Sprite = require('../../gameobjects/sprite/Sprite');
/**
* @classdesc
* An Arcade Physics Sprite Game Object.
*
* A Sprite Game Object is used for the display of both static and animated images in your game.
* Sprites can have input events and physics bodies. They can also be tweened, tinted, scrolled
* and animated.
*
* The main difference between a Sprite and an Image Game Object is that you cannot animate Images.
* As such, Sprites take a fraction longer to process and have a larger API footprint due to the Animation
* Component. If you do not require animation then you can safely use Images to replace Sprites in all cases.
*
* @class Sprite
* @extends Phaser.GameObjects.Sprite
* @memberOf Phaser.Physics.Arcade
* @constructor
* @since 3.0.0
*
* @extends Phaser.Physics.Arcade.Components.Acceleration
* @extends Phaser.Physics.Arcade.Components.Angular
* @extends Phaser.Physics.Arcade.Components.Bounce
* @extends Phaser.Physics.Arcade.Components.Debug
* @extends Phaser.Physics.Arcade.Components.Drag
* @extends Phaser.Physics.Arcade.Components.Enable
* @extends Phaser.Physics.Arcade.Components.Friction
* @extends Phaser.Physics.Arcade.Components.Gravity
* @extends Phaser.Physics.Arcade.Components.Immovable
* @extends Phaser.Physics.Arcade.Components.Mass
* @extends Phaser.Physics.Arcade.Components.Size
* @extends Phaser.Physics.Arcade.Components.Velocity
* @extends Phaser.GameObjects.Components.Alpha
* @extends Phaser.GameObjects.Components.Animation
* @extends Phaser.GameObjects.Components.BlendMode
* @extends Phaser.GameObjects.Components.Depth
* @extends Phaser.GameObjects.Components.Flip
* @extends Phaser.GameObjects.Components.GetBounds
* @extends Phaser.GameObjects.Components.Origin
* @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.Tint
* @extends Phaser.GameObjects.Components.Transform
* @extends Phaser.GameObjects.Components.Visible
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
* @param {number} x - The horizontal position of this Game Object in the world.
* @param {number} y - The vertical position of this Game Object in the world.
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
*/
var ArcadeSprite = new Class({
Extends: Sprite,
Mixins: [
Components.Acceleration,
Components.Angular,
Components.Bounce,
Components.Debug,
Components.Drag,
Components.Enable,
Components.Friction,
Components.Gravity,
Components.Immovable,
Components.Mass,
Components.Size,
Components.Velocity
],
initialize:
function ArcadeSprite (scene, x, y, texture, frame)
{
Sprite.call(this, scene, x, y, texture, frame);
}
});
module.exports = ArcadeSprite;