mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 17:16:03 +00:00
522 lines
15 KiB
JavaScript
522 lines
15 KiB
JavaScript
/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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/**
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* The Sprite object is the base for all textured objects that are rendered to the screen
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*
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* @class Sprite
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* @extends DisplayObjectContainer
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* @constructor
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* @param texture {Texture} The texture for this sprite
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*
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* A sprite can be created directly from an image like this :
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* var sprite = new PIXI.Sprite.fromImage('assets/image.png');
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* yourStage.addChild(sprite);
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* then obviously don't forget to add it to the stage you have already created
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*/
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PIXI.Sprite = function(texture)
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{
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PIXI.DisplayObjectContainer.call(this);
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/**
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* The anchor sets the origin point of the texture.
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* The default is 0,0 this means the texture's origin is the top left
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* Setting than anchor to 0.5,0.5 means the textures origin is centered
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* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right corner
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*
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* @property anchor
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* @type Point
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*/
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this.anchor = new PIXI.Point();
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/**
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* The texture that the sprite is using
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*
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* @property texture
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* @type Texture
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*/
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this.texture = texture || PIXI.Texture.emptyTexture;
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/**
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* The width of the sprite (this is initially set by the texture)
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*
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* @property _width
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* @type Number
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* @private
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*/
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this._width = 0;
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/**
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* The height of the sprite (this is initially set by the texture)
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*
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* @property _height
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* @type Number
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* @private
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*/
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this._height = 0;
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/**
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* The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
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*
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* @property tint
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* @type Number
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* @default 0xFFFFFF
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*/
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this.tint = 0xFFFFFF;
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/**
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* The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
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*
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* @property cachedTint
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* @private
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* @type Number
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* @default -1
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*/
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this.cachedTint = -1;
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/**
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* A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)
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*
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* @property tintedTexture
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* @type Canvas
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* @default null
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*/
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this.tintedTexture = null;
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/**
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* The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.
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*
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* Warning: You cannot have a blend mode and a filter active on the same Sprite. Doing so will render the sprite invisible.
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*
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* @property blendMode
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* @type Number
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* @default PIXI.blendModes.NORMAL;
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*/
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this.blendMode = PIXI.blendModes.NORMAL;
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/**
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* The shader that will be used to render the texture to the stage. Set to null to remove a current shader.
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*
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* @property shader
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* @type AbstractFilter
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* @default null
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*/
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this.shader = null;
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if (this.texture.baseTexture.hasLoaded)
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{
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this.onTextureUpdate();
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}
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this.renderable = true;
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};
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// constructor
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PIXI.Sprite.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
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PIXI.Sprite.prototype.constructor = PIXI.Sprite;
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/**
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* The width of the sprite, setting this will actually modify the scale to achieve the value set
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*
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* @property width
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* @type Number
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*/
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Object.defineProperty(PIXI.Sprite.prototype, 'width', {
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get: function() {
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return this.scale.x * this.texture.frame.width;
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},
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set: function(value) {
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this.scale.x = value / this.texture.frame.width;
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this._width = value;
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}
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});
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/**
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* The height of the sprite, setting this will actually modify the scale to achieve the value set
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*
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* @property height
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* @type Number
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*/
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Object.defineProperty(PIXI.Sprite.prototype, 'height', {
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get: function() {
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return this.scale.y * this.texture.frame.height;
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},
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set: function(value) {
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this.scale.y = value / this.texture.frame.height;
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this._height = value;
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}
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});
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/**
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* Sets the texture of the sprite. Be warned that this doesn't remove or destroy the previous
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* texture this Sprite was using.
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*
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* @method setTexture
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* @param texture {Texture} The PIXI texture that is displayed by the sprite
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* @param [destroy=false] {boolean} Call Texture.destroy on the current texture before replacing it with the new one?
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*/
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PIXI.Sprite.prototype.setTexture = function(texture, destroyBase)
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{
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if (destroyBase !== undefined)
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{
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this.texture.baseTexture.destroy();
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}
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// Over-ridden by loadTexture as needed
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this.texture.baseTexture.skipRender = false;
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this.texture = texture;
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this.texture.valid = true;
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this.cachedTint = -1;
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};
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/**
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* When the texture is updated, this event will fire to update the scale and frame
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*
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* @method onTextureUpdate
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* @param event
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* @private
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*/
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PIXI.Sprite.prototype.onTextureUpdate = function()
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{
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// so if _width is 0 then width was not set..
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if (this._width) this.scale.x = this._width / this.texture.frame.width;
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if (this._height) this.scale.y = this._height / this.texture.frame.height;
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};
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/**
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* Returns the bounds of the Sprite as a rectangle.
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* The bounds calculation takes the worldTransform into account.
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*
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* It is important to note that the transform is not updated when you call this method.
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* So if this Sprite is the child of a Display Object which has had its transform
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* updated since the last render pass, those changes will not yet have been applied
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* to this Sprites worldTransform. If you need to ensure that all parent transforms
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* are factored into this getBounds operation then you should call `updateTransform`
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* on the root most object in this Sprites display list first.
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*
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* @method getBounds
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* @param matrix {Matrix} the transformation matrix of the sprite
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* @return {Rectangle} the framing rectangle
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*/
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PIXI.Sprite.prototype.getBounds = function(matrix)
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{
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var width = this.texture.frame.width;
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var height = this.texture.frame.height;
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var w0 = width * (1-this.anchor.x);
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var w1 = width * -this.anchor.x;
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var h0 = height * (1-this.anchor.y);
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var h1 = height * -this.anchor.y;
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var worldTransform = matrix || this.worldTransform;
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var a = worldTransform.a;
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var b = worldTransform.b;
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var c = worldTransform.c;
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var d = worldTransform.d;
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var tx = worldTransform.tx;
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var ty = worldTransform.ty;
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var maxX = -Infinity;
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var maxY = -Infinity;
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var minX = Infinity;
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var minY = Infinity;
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if (b === 0 && c === 0)
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{
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// scale may be negative!
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if (a < 0)
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{
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a *= -1;
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var temp = w0;
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w0 = -w1;
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w1 = -temp;
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}
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if (d < 0)
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{
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d *= -1;
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var temp = h0;
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h0 = -h1;
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h1 = -temp;
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}
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// this means there is no rotation going on right? RIGHT?
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// if thats the case then we can avoid checking the bound values! yay
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minX = a * w1 + tx;
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maxX = a * w0 + tx;
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minY = d * h1 + ty;
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maxY = d * h0 + ty;
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}
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else
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{
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var x1 = a * w1 + c * h1 + tx;
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var y1 = d * h1 + b * w1 + ty;
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var x2 = a * w0 + c * h1 + tx;
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var y2 = d * h1 + b * w0 + ty;
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var x3 = a * w0 + c * h0 + tx;
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var y3 = d * h0 + b * w0 + ty;
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var x4 = a * w1 + c * h0 + tx;
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var y4 = d * h0 + b * w1 + ty;
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minX = x1 < minX ? x1 : minX;
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minX = x2 < minX ? x2 : minX;
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minX = x3 < minX ? x3 : minX;
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minX = x4 < minX ? x4 : minX;
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minY = y1 < minY ? y1 : minY;
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minY = y2 < minY ? y2 : minY;
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minY = y3 < minY ? y3 : minY;
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minY = y4 < minY ? y4 : minY;
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maxX = x1 > maxX ? x1 : maxX;
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maxX = x2 > maxX ? x2 : maxX;
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maxX = x3 > maxX ? x3 : maxX;
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maxX = x4 > maxX ? x4 : maxX;
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maxY = y1 > maxY ? y1 : maxY;
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maxY = y2 > maxY ? y2 : maxY;
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maxY = y3 > maxY ? y3 : maxY;
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maxY = y4 > maxY ? y4 : maxY;
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}
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var bounds = this._bounds;
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bounds.x = minX;
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bounds.width = maxX - minX;
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bounds.y = minY;
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bounds.height = maxY - minY;
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// store a reference so that if this function gets called again in the render cycle we do not have to recalculate
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this._currentBounds = bounds;
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return bounds;
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};
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/**
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* Renders the object using the WebGL renderer
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*
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* @method _renderWebGL
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* @param renderSession {RenderSession}
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* @param {Matrix} [matrix] - Optional matrix. If provided the Display Object will be rendered using this matrix, otherwise it will use its worldTransform.
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* @private
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*/
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PIXI.Sprite.prototype._renderWebGL = function(renderSession, matrix)
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{
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// if the sprite is not visible or the alpha is 0 then no need to render this element
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if (!this.visible || this.alpha <= 0 || !this.renderable) return;
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// They provided an alternative rendering matrix, so use it
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var wt = this.worldTransform;
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if (matrix)
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{
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wt = matrix;
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}
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// A quick check to see if this element has a mask or a filter.
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if (this._mask || this._filters)
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{
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var spriteBatch = renderSession.spriteBatch;
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// push filter first as we need to ensure the stencil buffer is correct for any masking
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if (this._filters)
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{
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spriteBatch.flush();
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renderSession.filterManager.pushFilter(this._filterBlock);
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}
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if (this._mask)
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{
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spriteBatch.stop();
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renderSession.maskManager.pushMask(this.mask, renderSession);
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spriteBatch.start();
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}
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// add this sprite to the batch
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spriteBatch.render(this);
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// now loop through the children and make sure they get rendered
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for (var i = 0; i < this.children.length; i++)
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{
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this.children[i]._renderWebGL(renderSession);
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}
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// time to stop the sprite batch as either a mask element or a filter draw will happen next
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spriteBatch.stop();
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if (this._mask) renderSession.maskManager.popMask(this._mask, renderSession);
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if (this._filters) renderSession.filterManager.popFilter();
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spriteBatch.start();
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}
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else
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{
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renderSession.spriteBatch.render(this);
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// Render children!
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for (var i = 0; i < this.children.length; i++)
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{
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this.children[i]._renderWebGL(renderSession, wt);
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}
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}
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};
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/**
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* Renders the object using the Canvas renderer
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*
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* @method _renderCanvas
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* @param renderSession {RenderSession}
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* @param {Matrix} [matrix] - Optional matrix. If provided the Display Object will be rendered using this matrix, otherwise it will use its worldTransform.
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* @private
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*/
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PIXI.Sprite.prototype._renderCanvas = function(renderSession, matrix)
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{
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// If the sprite is not visible or the alpha is 0 then no need to render this element
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if (!this.visible || this.alpha === 0 || !this.renderable || this.texture.crop.width <= 0 || this.texture.crop.height <= 0)
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{
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return;
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}
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var wt = this.worldTransform;
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// If they provided an alternative rendering matrix then use it
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if (matrix)
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{
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wt = matrix;
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}
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if (this.blendMode !== renderSession.currentBlendMode)
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{
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renderSession.currentBlendMode = this.blendMode;
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renderSession.context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode];
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}
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if (this._mask)
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{
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renderSession.maskManager.pushMask(this._mask, renderSession);
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}
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// Ignore null sources
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if (this.texture.valid)
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{
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var resolution = this.texture.baseTexture.resolution / renderSession.resolution;
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renderSession.context.globalAlpha = this.worldAlpha;
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// If smoothingEnabled is supported and we need to change the smoothing property for this texture
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if (renderSession.smoothProperty && renderSession.scaleMode !== this.texture.baseTexture.scaleMode)
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{
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renderSession.scaleMode = this.texture.baseTexture.scaleMode;
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renderSession.context[renderSession.smoothProperty] = (renderSession.scaleMode === PIXI.scaleModes.LINEAR);
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}
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// If the texture is trimmed we offset by the trim x/y, otherwise we use the frame dimensions
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var dx = (this.texture.trim) ? this.texture.trim.x - this.anchor.x * this.texture.trim.width : this.anchor.x * -this.texture.frame.width;
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var dy = (this.texture.trim) ? this.texture.trim.y - this.anchor.y * this.texture.trim.height : this.anchor.y * -this.texture.frame.height;
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var tx = (wt.tx * renderSession.resolution) + renderSession.shakeX;
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var ty = (wt.ty * renderSession.resolution) + renderSession.shakeY;
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// Allow for pixel rounding
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if (renderSession.roundPixels)
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{
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renderSession.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx | 0, ty | 0);
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dx |= 0;
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dy |= 0;
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}
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else
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{
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renderSession.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx, ty);
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}
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var cw = this.texture.crop.width;
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var ch = this.texture.crop.height;
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dx /= resolution;
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dy /= resolution;
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if (this.tint !== 0xFFFFFF)
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{
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if (this.texture.requiresReTint || this.cachedTint !== this.tint)
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{
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this.tintedTexture = PIXI.CanvasTinter.getTintedTexture(this, this.tint);
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this.cachedTint = this.tint;
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this.texture.requiresReTint = false;
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}
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renderSession.context.drawImage(this.tintedTexture, 0, 0, cw, ch, dx, dy, cw / resolution, ch / resolution);
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}
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else
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{
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var cx = this.texture.crop.x;
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var cy = this.texture.crop.y;
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renderSession.context.drawImage(this.texture.baseTexture.source, cx, cy, cw, ch, dx, dy, cw / resolution, ch / resolution);
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}
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}
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for (var i = 0; i < this.children.length; i++)
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{
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this.children[i]._renderCanvas(renderSession);
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}
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if (this._mask)
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{
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renderSession.maskManager.popMask(renderSession);
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}
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};
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// some helper functions..
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/**
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*
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* Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId
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* The frame ids are created when a Texture packer file has been loaded
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*
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* @method fromFrame
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* @static
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* @param frameId {String} The frame Id of the texture in the cache
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* @return {Sprite} A new Sprite using a texture from the texture cache matching the frameId
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*/
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PIXI.Sprite.fromFrame = function(frameId)
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{
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var texture = PIXI.TextureCache[frameId];
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if (!texture) throw new Error('The frameId "' + frameId + '" does not exist in the texture cache' + this);
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return new PIXI.Sprite(texture);
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};
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/**
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*
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* Helper function that creates a sprite that will contain a texture based on an image url
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* If the image is not in the texture cache it will be loaded
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*
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* @method fromImage
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* @static
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* @param imageId {String} The image url of the texture
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* @return {Sprite} A new Sprite using a texture from the texture cache matching the image id
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*/
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PIXI.Sprite.fromImage = function(imageId, crossorigin, scaleMode)
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{
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var texture = PIXI.Texture.fromImage(imageId, crossorigin, scaleMode);
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return new PIXI.Sprite(texture);
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};
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