mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 13:13:43 +00:00
263 lines
10 KiB
JavaScript
263 lines
10 KiB
JavaScript
/// <reference path="../_definitions.ts" />
|
|
/**
|
|
* Phaser - Sprite
|
|
*/
|
|
var Phaser;
|
|
(function (Phaser) {
|
|
var Sprite = (function () {
|
|
/**
|
|
* Create a new <code>Sprite</code>.
|
|
*
|
|
* @param game {Phaser.Game} Current game instance.
|
|
* @param [x] {number} the initial x position of the sprite.
|
|
* @param [y] {number} the initial y position of the sprite.
|
|
* @param [key] {string} Key of the graphic you want to load for this sprite.
|
|
*/
|
|
function Sprite(game, x, y, key, frame) {
|
|
if (typeof x === "undefined") { x = 0; }
|
|
if (typeof y === "undefined") { y = 0; }
|
|
if (typeof key === "undefined") { key = null; }
|
|
if (typeof frame === "undefined") { frame = null; }
|
|
/**
|
|
* A bool representing if the Sprite has been modified in any way via a scale, rotate, flip or skew.
|
|
*/
|
|
this.modified = false;
|
|
/**
|
|
* x value of the object.
|
|
*/
|
|
this.x = 0;
|
|
/**
|
|
* y value of the object.
|
|
*/
|
|
this.y = 0;
|
|
/**
|
|
* z order value of the object.
|
|
*/
|
|
this.z = -1;
|
|
/**
|
|
* Render iteration counter
|
|
*/
|
|
this.renderOrderID = 0;
|
|
this.game = game;
|
|
this.type = Phaser.Types.SPRITE;
|
|
this.exists = true;
|
|
this.active = true;
|
|
this.visible = true;
|
|
this.alive = true;
|
|
this.x = x;
|
|
this.y = y;
|
|
this.z = -1;
|
|
this.group = null;
|
|
this.name = '';
|
|
this.events = new Phaser.Components.Events(this);
|
|
this.animations = new Phaser.Components.AnimationManager(this);
|
|
this.input = new Phaser.Components.InputHandler(this);
|
|
this.texture = new Phaser.Display.Texture(this);
|
|
this.transform = new Phaser.Components.TransformManager(this);
|
|
if(key !== null) {
|
|
this.texture.loadImage(key, false);
|
|
} else {
|
|
this.texture.opaque = true;
|
|
}
|
|
if(frame !== null) {
|
|
if(typeof frame == 'string') {
|
|
this.frameName = frame;
|
|
} else {
|
|
this.frame = frame;
|
|
}
|
|
}
|
|
this.worldView = new Phaser.Rectangle(x, y, this.width, this.height);
|
|
this.cameraView = new Phaser.Rectangle(x, y, this.width, this.height);
|
|
this.transform.setCache();
|
|
this.body = new Phaser.Physics.Body(this, 0);
|
|
this.outOfBounds = false;
|
|
this.outOfBoundsAction = Phaser.Types.OUT_OF_BOUNDS_PERSIST;
|
|
// Handy proxies
|
|
this.scale = this.transform.scale;
|
|
this.alpha = this.texture.alpha;
|
|
this.origin = this.transform.origin;
|
|
this.crop = this.texture.crop;
|
|
}
|
|
Object.defineProperty(Sprite.prototype, "rotation", {
|
|
get: /**
|
|
* The rotation of the sprite in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
|
|
*/
|
|
function () {
|
|
return this.transform.rotation;
|
|
},
|
|
set: /**
|
|
* Set the rotation of the sprite in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
|
|
* The value is automatically wrapped to be between 0 and 360.
|
|
*/
|
|
function (value) {
|
|
this.transform.rotation = this.game.math.wrap(value, 360, 0);
|
|
if(this.body) {
|
|
//this.body.angle = this.game.math.degreesToRadians(this.game.math.wrap(value, 360, 0));
|
|
}
|
|
},
|
|
enumerable: true,
|
|
configurable: true
|
|
});
|
|
Sprite.prototype.bringToTop = /**
|
|
* Brings this Sprite to the top of its current Group, if set.
|
|
*/
|
|
function () {
|
|
if(this.group) {
|
|
this.group.bringToTop(this);
|
|
}
|
|
};
|
|
Object.defineProperty(Sprite.prototype, "alpha", {
|
|
get: /**
|
|
* The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque.
|
|
*/
|
|
function () {
|
|
return this.texture.alpha;
|
|
},
|
|
set: /**
|
|
* The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque.
|
|
*/
|
|
function (value) {
|
|
this.texture.alpha = value;
|
|
},
|
|
enumerable: true,
|
|
configurable: true
|
|
});
|
|
Object.defineProperty(Sprite.prototype, "frame", {
|
|
get: /**
|
|
* Get the animation frame number.
|
|
*/
|
|
function () {
|
|
return this.animations.frame;
|
|
},
|
|
set: /**
|
|
* Set the animation frame by frame number.
|
|
*/
|
|
function (value) {
|
|
this.animations.frame = value;
|
|
},
|
|
enumerable: true,
|
|
configurable: true
|
|
});
|
|
Object.defineProperty(Sprite.prototype, "frameName", {
|
|
get: /**
|
|
* Get the animation frame name.
|
|
*/
|
|
function () {
|
|
return this.animations.frameName;
|
|
},
|
|
set: /**
|
|
* Set the animation frame by frame name.
|
|
*/
|
|
function (value) {
|
|
this.animations.frameName = value;
|
|
},
|
|
enumerable: true,
|
|
configurable: true
|
|
});
|
|
Object.defineProperty(Sprite.prototype, "width", {
|
|
get: function () {
|
|
return this.texture.width * this.transform.scale.x;
|
|
},
|
|
set: function (value) {
|
|
this.transform.scale.x = value / this.texture.width;
|
|
},
|
|
enumerable: true,
|
|
configurable: true
|
|
});
|
|
Object.defineProperty(Sprite.prototype, "height", {
|
|
get: function () {
|
|
return this.texture.height * this.transform.scale.y;
|
|
},
|
|
set: function (value) {
|
|
this.transform.scale.y = value / this.texture.height;
|
|
},
|
|
enumerable: true,
|
|
configurable: true
|
|
});
|
|
Sprite.prototype.preUpdate = /**
|
|
* Pre-update is called right before update() on each object in the game loop.
|
|
*/
|
|
function () {
|
|
this.transform.update();
|
|
if(this.transform.scrollFactor.x != 1 && this.transform.scrollFactor.x != 0) {
|
|
this.worldView.x = (this.x * this.transform.scrollFactor.x) - (this.width * this.transform.origin.x);
|
|
} else {
|
|
this.worldView.x = this.x - (this.width * this.transform.origin.x);
|
|
}
|
|
if(this.transform.scrollFactor.y != 1 && this.transform.scrollFactor.y != 0) {
|
|
this.worldView.y = (this.y * this.transform.scrollFactor.y) - (this.height * this.transform.origin.y);
|
|
} else {
|
|
this.worldView.y = this.y - (this.height * this.transform.origin.y);
|
|
}
|
|
this.worldView.width = this.width;
|
|
this.worldView.height = this.height;
|
|
if(this.modified == false && (!this.transform.scale.equals(1) || !this.transform.skew.equals(0) || this.transform.rotation != 0 || this.transform.rotationOffset != 0 || this.texture.flippedX || this.texture.flippedY)) {
|
|
this.modified = true;
|
|
}
|
|
};
|
|
Sprite.prototype.update = /**
|
|
* Override this function to update your sprites position and appearance.
|
|
*/
|
|
function () {
|
|
};
|
|
Sprite.prototype.postUpdate = /**
|
|
* Automatically called after update() by the game loop for all 'alive' objects.
|
|
*/
|
|
function () {
|
|
this.animations.update();
|
|
this.checkBounds();
|
|
//this.transform.centerOn(this.body.aabb.pos.x, this.body.aabb.pos.y);
|
|
if(this.modified == true && this.transform.scale.equals(1) && this.transform.skew.equals(0) && this.transform.rotation == 0 && this.transform.rotationOffset == 0 && this.texture.flippedX == false && this.texture.flippedY == false) {
|
|
this.modified = false;
|
|
}
|
|
};
|
|
Sprite.prototype.checkBounds = function () {
|
|
if(Phaser.RectangleUtils.intersects(this.worldView, this.game.world.bounds)) {
|
|
this.outOfBounds = false;
|
|
} else {
|
|
if(this.outOfBounds == false) {
|
|
this.events.onOutOfBounds.dispatch(this);
|
|
}
|
|
this.outOfBounds = true;
|
|
if(this.outOfBoundsAction == Phaser.Types.OUT_OF_BOUNDS_KILL) {
|
|
this.kill();
|
|
} else if(this.outOfBoundsAction == Phaser.Types.OUT_OF_BOUNDS_DESTROY) {
|
|
this.destroy();
|
|
}
|
|
}
|
|
};
|
|
Sprite.prototype.destroy = /**
|
|
* Clean up memory.
|
|
*/
|
|
function () {
|
|
this.input.destroy();
|
|
};
|
|
Sprite.prototype.kill = /**
|
|
* Handy for "killing" game objects.
|
|
* Default behavior is to flag them as nonexistent AND dead.
|
|
* However, if you want the "corpse" to remain in the game,
|
|
* like to animate an effect or whatever, you should override this,
|
|
* setting only alive to false, and leaving exists true.
|
|
*/
|
|
function (removeFromGroup) {
|
|
if (typeof removeFromGroup === "undefined") { removeFromGroup = false; }
|
|
this.alive = false;
|
|
this.exists = false;
|
|
if(removeFromGroup && this.group) {
|
|
//this.group.remove(this);
|
|
}
|
|
this.events.onKilled.dispatch(this);
|
|
};
|
|
Sprite.prototype.revive = /**
|
|
* Handy for bringing game objects "back to life". Just sets alive and exists back to true.
|
|
* In practice, this is most often called by <code>Object.reset()</code>.
|
|
*/
|
|
function () {
|
|
this.alive = true;
|
|
this.exists = true;
|
|
this.events.onRevived.dispatch(this);
|
|
};
|
|
return Sprite;
|
|
})();
|
|
Phaser.Sprite = Sprite;
|
|
})(Phaser || (Phaser = {}));
|