mirror of
https://github.com/photonstorm/phaser
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373 lines
10 KiB
JavaScript
373 lines
10 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 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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var Class = require('../../utils/Class');
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/**
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* @classdesc
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* A Bob Game Object.
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*
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* A Bob belongs to a Blitter Game Object. The Blitter is responsible for managing and rendering this object.
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*
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* A Bob has a position, alpha value and a frame from a texture that it uses to render with. You can also toggle
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* the flipped and visible state of the Bob. The Frame the Bob uses to render can be changed dynamically, but it
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* must be a Frame within the Texture used by the parent Blitter.
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*
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* Bob positions are relative to the Blitter parent. So if you move the Blitter parent, all Bob children will
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* have their positions impacted by this change as well.
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*
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* You can manipulate Bob objects directly from your game code, but the creation and destruction of them should be
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* handled via the Blitter parent.
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*
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* @class Bob
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* @memberof Phaser.GameObjects.Blitter
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* @constructor
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.Blitter} blitter - The parent Blitter object is responsible for updating this Bob.
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* @param {number} x - The horizontal position of this Game Object in the world, relative to the parent Blitter position.
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* @param {number} y - The vertical position of this Game Object in the world, relative to the parent Blitter position.
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* @param {(string|integer)} frame - The Frame this Bob will render with, as defined in the Texture the parent Blitter is using.
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* @param {boolean} visible - Should the Bob render visible or not to start with?
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*/
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var Bob = new Class({
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initialize:
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function Bob (blitter, x, y, frame, visible)
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{
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/**
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* The Blitter object that this Bob belongs to.
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*
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* @name Phaser.GameObjects.Blitter.Bob#parent
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* @type {Phaser.GameObjects.Blitter}
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* @since 3.0.0
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*/
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this.parent = blitter;
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/**
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* The x position of this Bob, relative to the x position of the Blitter.
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*
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* @name Phaser.GameObjects.Blitter.Bob#x
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* @type {number}
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* @since 3.0.0
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*/
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this.x = x;
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/**
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* The y position of this Bob, relative to the y position of the Blitter.
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*
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* @name Phaser.GameObjects.Blitter.Bob#y
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* @type {number}
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* @since 3.0.0
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*/
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this.y = y;
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/**
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* The frame that the Bob uses to render with.
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* To change the frame use the `Bob.setFrame` method.
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*
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* @name Phaser.GameObjects.Blitter.Bob#frame
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* @type {Phaser.Textures.Frame}
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* @protected
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* @since 3.0.0
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*/
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this.frame = frame;
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/**
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* A blank object which can be used to store data related to this Bob in.
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*
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* @name Phaser.GameObjects.Blitter.Bob#data
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* @type {object}
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* @default {}
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* @since 3.0.0
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*/
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this.data = {};
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/**
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* The visible state of this Bob.
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*
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* @name Phaser.GameObjects.Blitter.Bob#_visible
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* @type {boolean}
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* @private
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* @since 3.0.0
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*/
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this._visible = visible;
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/**
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* The alpha value of this Bob.
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*
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* @name Phaser.GameObjects.Blitter.Bob#_alpha
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* @type {number}
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* @private
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* @default 1
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* @since 3.0.0
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*/
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this._alpha = 1;
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/**
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* The horizontally flipped state of the Bob.
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* A Bob that is flipped horizontally will render inversed on the horizontal axis.
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* Flipping always takes place from the middle of the texture.
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*
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* @name Phaser.GameObjects.Blitter.Bob#flipX
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* @type {boolean}
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* @since 3.0.0
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*/
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this.flipX = false;
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/**
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* The vertically flipped state of the Bob.
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* A Bob that is flipped vertically will render inversed on the vertical axis (i.e. upside down)
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* Flipping always takes place from the middle of the texture.
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*
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* @name Phaser.GameObjects.Blitter.Bob#flipY
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* @type {boolean}
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* @since 3.0.0
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*/
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this.flipY = false;
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},
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/**
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* Changes the Texture Frame being used by this Bob.
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* The frame must be part of the Texture the parent Blitter is using.
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* If no value is given it will use the default frame of the Blitter parent.
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*
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* @method Phaser.GameObjects.Blitter.Bob#setFrame
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* @since 3.0.0
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*
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* @param {(string|integer|Phaser.Textures.Frame)} [frame] - The frame to be used during rendering.
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*
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* @return {Phaser.GameObjects.Blitter.Bob} This Bob Game Object.
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*/
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setFrame: function (frame)
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{
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if (frame === undefined)
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{
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this.frame = this.parent.frame;
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}
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else
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{
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this.frame = this.parent.texture.get(frame);
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}
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return this;
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},
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/**
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* Resets the horizontal and vertical flipped state of this Bob back to their default un-flipped state.
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*
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* @method Phaser.GameObjects.Blitter.Bob#resetFlip
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* @since 3.0.0
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*
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* @return {Phaser.GameObjects.Blitter.Bob} This Bob Game Object.
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*/
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resetFlip: function ()
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{
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this.flipX = false;
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this.flipY = false;
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return this;
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},
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/**
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* Resets this Bob.
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*
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* Changes the position to the values given, and optionally changes the frame.
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*
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* Also resets the flipX and flipY values, sets alpha back to 1 and visible to true.
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*
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* @method Phaser.GameObjects.Blitter.Bob#reset
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* @since 3.0.0
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*
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* @param {number} x - The x position of the Bob. Bob coordinate are relative to the position of the Blitter object.
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* @param {number} y - The y position of the Bob. Bob coordinate are relative to the position of the Blitter object.
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* @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.
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*
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* @return {Phaser.GameObjects.Blitter.Bob} This Bob Game Object.
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*/
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reset: function (x, y, frame)
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{
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this.x = x;
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this.y = y;
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this.flipX = false;
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this.flipY = false;
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this._alpha = 1;
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this._visible = true;
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this.parent.dirty = true;
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if (frame)
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{
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this.setFrame(frame);
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}
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return this;
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},
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/**
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* Sets the horizontal flipped state of this Bob.
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*
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* @method Phaser.GameObjects.Blitter.Bob#setFlipX
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* @since 3.0.0
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*
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* @param {boolean} value - The flipped state. `false` for no flip, or `true` to be flipped.
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*
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* @return {Phaser.GameObjects.Blitter.Bob} This Bob Game Object.
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*/
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setFlipX: function (value)
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{
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this.flipX = value;
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return this;
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},
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/**
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* Sets the vertical flipped state of this Bob.
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*
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* @method Phaser.GameObjects.Blitter.Bob#setFlipY
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* @since 3.0.0
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*
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* @param {boolean} value - The flipped state. `false` for no flip, or `true` to be flipped.
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*
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* @return {Phaser.GameObjects.Blitter.Bob} This Bob Game Object.
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*/
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setFlipY: function (value)
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{
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this.flipY = value;
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return this;
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},
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/**
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* Sets the horizontal and vertical flipped state of this Bob.
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*
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* @method Phaser.GameObjects.Blitter.Bob#setFlip
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* @since 3.0.0
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*
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* @param {boolean} x - The horizontal flipped state. `false` for no flip, or `true` to be flipped.
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* @param {boolean} y - The horizontal flipped state. `false` for no flip, or `true` to be flipped.
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*
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* @return {Phaser.GameObjects.Blitter.Bob} This Bob Game Object.
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*/
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setFlip: function (x, y)
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{
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this.flipX = x;
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this.flipY = y;
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return this;
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},
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/**
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* Sets the visibility of this Bob.
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*
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* An invisible Bob will skip rendering.
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*
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* @method Phaser.GameObjects.Blitter.Bob#setVisible
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* @since 3.0.0
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*
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* @param {boolean} value - The visible state of the Game Object.
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*
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* @return {Phaser.GameObjects.Blitter.Bob} This Bob Game Object.
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*/
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setVisible: function (value)
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{
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this.visible = value;
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return this;
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},
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/**
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* Set the Alpha level of this Bob. The alpha controls the opacity of the Game Object as it renders.
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* Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.
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*
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* A Bob with alpha 0 will skip rendering.
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*
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* @method Phaser.GameObjects.Blitter.Bob#setAlpha
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* @since 3.0.0
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*
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* @param {number} value - The alpha value used for this Bob. Between 0 and 1.
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*
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* @return {Phaser.GameObjects.Blitter.Bob} This Bob Game Object.
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*/
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setAlpha: function (value)
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{
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this.alpha = value;
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return this;
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},
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/**
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* Destroys this Bob instance.
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* Removes itself from the Blitter and clears the parent, frame and data properties.
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*
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* @method Phaser.GameObjects.Blitter.Bob#destroy
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* @since 3.0.0
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*/
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destroy: function ()
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{
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this.parent.dirty = true;
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this.parent.children.remove(this);
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this.parent = undefined;
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this.frame = undefined;
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this.data = undefined;
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},
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/**
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* The visible state of the Bob.
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*
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* An invisible Bob will skip rendering.
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*
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* @name Phaser.GameObjects.Blitter.Bob#visible
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* @type {boolean}
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* @since 3.0.0
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*/
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visible: {
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get: function ()
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{
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return this._visible;
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},
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set: function (value)
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{
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this._visible = value;
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this.parent.dirty = true;
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}
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},
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/**
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* The alpha value of the Bob, between 0 and 1.
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*
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* A Bob with alpha 0 will skip rendering.
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*
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* @name Phaser.GameObjects.Blitter.Bob#alpha
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* @type {number}
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* @since 3.0.0
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*/
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alpha: {
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get: function ()
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{
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return this._alpha;
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},
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set: function (value)
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{
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this._alpha = value;
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this.parent.dirty = true;
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}
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}
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});
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module.exports = Bob;
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