phaser/src/gameobjects/tilesprite/TileSprite.js
Richard Davey 729020477a New Game Objects structure in place, and starting to take shape.
Moved BitmapData and RenderTexture into the textures folder for now.

All Game Objects now have their own sub-folder, with their Factory and renderer functions alongside them, plus any other files they need.

New Factory class added. Currently hooked into `game.factory` for testing, but will swap to `game.add` when complete.
2016-10-08 03:05:42 +01:00

542 lines
16 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A TileSprite is a Sprite that has a repeating texture. The texture can be scrolled and scaled independently of the TileSprite itself.
* Textures will automatically wrap and are designed so that you can create game backdrops using seamless textures as a source.
*
* TileSprites have no input handler or physics bodies by default, both need enabling in the same way as for normal Sprites.
*
* You shouldn't ever create a TileSprite any larger than your actual screen size. If you want to create a large repeating background
* that scrolls across the whole map of your game, then you create a TileSprite that fits the screen size and then use the `tilePosition`
* property to scroll the texture as the player moves. If you create a TileSprite that is thousands of pixels in size then it will
* consume huge amounts of memory and cause performance issues. Remember: use `tilePosition` to scroll your texture and `tileScale` to
* adjust the scale of the texture - don't resize the sprite itself or make it larger than it needs.
*
* An important note about texture dimensions:
*
* When running under Canvas a TileSprite can use any texture size without issue. When running under WebGL the texture should ideally be
* a power of two in size (i.e. 4, 8, 16, 32, 64, 128, 256, 512, etc pixels width by height). If the texture isn't a power of two
* it will be rendered to a blank canvas that is the correct size, which means you may have 'blank' areas appearing to the right and
* bottom of your frame. To avoid this ensure your textures are perfect powers of two.
*
* TileSprites support animations in the same way that Sprites do. You add and play animations using the AnimationManager. However
* if your game is running under WebGL please note that each frame of the animation must be a power of two in size, or it will receive
* additional padding to enforce it to be so.
*
* @class Phaser.GameObjects.TileSprite
* @constructor
* @extends PIXI.Sprite
* @extends Phaser.Component.Core
* @extends Phaser.Component.Angle
* @extends Phaser.Component.Animation
* @extends Phaser.Component.AutoCull
* @extends Phaser.Component.Bounds
* @extends Phaser.Component.BringToTop
* @extends Phaser.Component.Destroy
* @extends Phaser.Component.FixedToCamera
* @extends Phaser.Component.Health
* @extends Phaser.Component.InCamera
* @extends Phaser.Component.InputEnabled
* @extends Phaser.Component.InWorld
* @extends Phaser.Component.LifeSpan
* @extends Phaser.Component.LoadTexture
* @extends Phaser.Component.Overlap
* @extends Phaser.Component.PhysicsBody
* @extends Phaser.Component.Reset
* @extends Phaser.Component.Smoothed
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} [x=0] - The x coordinate (in world space) to position the TileSprite at.
* @param {number} [y=0] - The y coordinate (in world space) to position the TileSprite at.
* @param {number} [width=256] - The width of the TileSprite.
* @param {number} [height=256] - The height of the TileSprite.
* @param {string|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the TileSprite during rendering. It can be a string which is a reference to the Phaser Image Cache entry, or an instance of a PIXI.Texture or BitmapData.
* @param {string|number} frame - If this TileSprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
*/
Phaser.GameObjects.TileSprite = function (game, x, y, width, height, key, frame) {
x = x || 0;
y = y || 0;
width = width || 256;
height = height || 256;
key = key || null;
frame = frame || null;
var def = game.cache.getImage('__default', true);
PIXI.Sprite.call(this, new PIXI.Texture(def.base), width, height);
/**
* @property {number} type - The const type of this object.
* @readonly
*/
this.type = Phaser.TILESPRITE;
/**
* @property {number} physicsType - The const physics body type of this object.
* @readonly
*/
this.physicsType = Phaser.SPRITE;
/**
* @property {Phaser.Point} _scroll - Internal cache var.
* @private
*/
this._scroll = new Phaser.Point();
/**
* @property {Phaser.Point} tileScale - The scale applied to the image being tiled.
*/
this.tileScale = new Phaser.Point(1, 1);
/**
* @property {Phaser.Point} tileScaleOffset - The scale offset applied to the image being tiled.
*/
this.tileScaleOffset = new Phaser.Point(1, 1);
/**
* @property {Phaser.Point} tilePosition - The offset position of the image being tiled.
*/
this.tilePosition = new Phaser.Point();
/**
* If enabled a green rectangle will be drawn behind the generated tiling texture,
* allowing you to visually debug the texture being used.
*
* @property {boolean} textureDebug
*/
this.textureDebug = false;
/**
* The CanvasBuffer object that the tiled texture is drawn to.
*
* @property {PIXI.CanvasBuffer} canvasBuffer
*/
this.canvasBuffer = null;
/**
* An internal Texture object that holds the tiling texture that was generated from TilingSprite.texture.
*
* @property {PIXI.Texture} tilingTexture
*/
this.tilingTexture = null;
/**
* The Context fill pattern that is used to draw the TilingSprite in Canvas mode only (will be null in WebGL).
*
* @property {object} tilePattern
*/
this.tilePattern = null;
/**
* If true the TileSprite will run `generateTexture` on its **next** render pass.
* This is set by the likes of Phaser.LoadTexture.setFrame.
*
* @property {boolean} refreshTexture
*/
this.refreshTexture = true;
this.frameWidth = 0;
this.frameHeight = 0;
this._width = width;
this._height = height;
Phaser.Component.Core.init.call(this, game, x, y, key, frame);
};
Phaser.GameObjects.TileSprite.prototype = Object.create(PIXI.Sprite.prototype);
Phaser.GameObjects.TileSprite.prototype.constructor = Phaser.GameObjects.TileSprite;
Phaser.Component.Core.install.call(Phaser.GameObjects.TileSprite.prototype, [
'Angle',
'Animation',
'AutoCull',
'Bounds',
'BringToTop',
'Destroy',
'FixedToCamera',
'Health',
'InCamera',
'InputEnabled',
'InWorld',
'LifeSpan',
'LoadTexture',
'Overlap',
'PhysicsBody',
'Reset',
'Smoothed'
]);
Phaser.GameObjects.TileSprite.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate;
Phaser.GameObjects.TileSprite.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate;
Phaser.GameObjects.TileSprite.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
Phaser.GameObjects.TileSprite.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;
/**
* Automatically called by World.preUpdate.
*
* @method Phaser.GameObjects.TileSprite#preUpdate
* @memberof Phaser.GameObjects.TileSprite
* @return {boolean}
*/
Phaser.GameObjects.TileSprite.prototype.preUpdate = function () {
if (this._scroll.x !== 0)
{
this.tilePosition.x += this._scroll.x * this.game.time.physicsElapsed;
}
if (this._scroll.y !== 0)
{
this.tilePosition.y += this._scroll.y * this.game.time.physicsElapsed;
}
if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())
{
return false;
}
return this.preUpdateCore();
};
/**
* Sets this TileSprite to automatically scroll in the given direction until stopped via TileSprite.stopScroll().
* The scroll speed is specified in pixels per second.
* A negative x value will scroll to the left. A positive x value will scroll to the right.
* A negative y value will scroll up. A positive y value will scroll down.
*
* @method Phaser.GameObjects.TileSprite#autoScroll
* @memberof Phaser.GameObjects.TileSprite
* @param {number} x - Horizontal scroll speed in pixels per second.
* @param {number} y - Vertical scroll speed in pixels per second.
* @return {Phaser.GameObjects.TileSprite} This instance.
*/
Phaser.GameObjects.TileSprite.prototype.autoScroll = function (x, y) {
this._scroll.set(x, y);
return this;
};
/**
* Stops an automatically scrolling TileSprite.
*
* @method Phaser.GameObjects.TileSprite#stopScroll
* @memberof Phaser.GameObjects.TileSprite
* @return {Phaser.GameObjects.TileSprite} This instance.
*/
Phaser.GameObjects.TileSprite.prototype.stopScroll = function () {
this._scroll.set(0, 0);
return this;
};
/**
* Destroys the TileSprite. This removes it from its parent group, destroys the event and animation handlers if present
* and nulls its reference to game, freeing it up for garbage collection.
*
* @method Phaser.GameObjects.TileSprite#destroy
* @memberof Phaser.GameObjects.TileSprite
* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
*/
Phaser.GameObjects.TileSprite.prototype.destroy = function (destroyChildren) {
Phaser.Component.Destroy.prototype.destroy.call(this, destroyChildren);
PIXI.Sprite.prototype.destroy.call(this);
if (this.canvasBuffer)
{
this.canvasBuffer.destroy();
this.canvasBuffer = null;
}
this.tileScale = null;
this.tileScaleOffset = null;
this.tilePosition = null;
if (this.tilingTexture)
{
this.tilingTexture.destroy(true);
this.tilingTexture = null;
}
};
/**
* Resets the TileSprite. This places the TileSprite at the given x/y world coordinates, resets the tilePosition and then
* sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state.
* If the TileSprite has a physics body that too is reset.
*
* @method Phaser.GameObjects.TileSprite#reset
* @memberof Phaser.GameObjects.TileSprite
* @param {number} x - The x coordinate (in world space) to position the Sprite at.
* @param {number} y - The y coordinate (in world space) to position the Sprite at.
* @return {Phaser.GameObjects.TileSprite} This instance.
*/
Phaser.GameObjects.TileSprite.prototype.reset = function (x, y) {
Phaser.Component.Reset.prototype.reset.call(this, x, y);
this.tilePosition.x = 0;
this.tilePosition.y = 0;
return this;
};
/**
* Changes the texture being rendered by this TileSprite.
* Causes a texture refresh to take place on the next render.
*
* @method Phaser.GameObjects.TileSprite#setTexture
* @memberof Phaser.GameObjects.TileSprite
* @param {PIXI.Texture} texture - The texture to apply to this TileSprite.
* @return {Phaser.GameObjects.TileSprite} This instance.
*/
Phaser.GameObjects.TileSprite.prototype.setTexture = function (texture) {
if (this.texture !== texture)
{
this.texture = texture;
this.refreshTexture = true;
this.cachedTint = 0xFFFFFF;
}
return this;
};
/**
* Override the Sprite method.
*
* @private
* @method Phaser.GameObjects.TileSprite#onTextureUpdate
* @memberof Phaser.GameObjects.TileSprite
*/
Phaser.GameObjects.TileSprite.prototype.onTextureUpdate = function () {
// overriding the sprite version of this!
};
/**
* Internal method that generates a new tiling texture.
*
* @method Phaser.GameObjects.TileSprite#generateTilingTexture
* @memberof Phaser.GameObjects.TileSprite
* @param {boolean} forcePowerOfTwo - Whether we want to force the texture to be a power of two
*/
Phaser.GameObjects.TileSprite.prototype.generateTilingTexture = function (forcePowerOfTwo) {
if (!this.texture.baseTexture.hasLoaded)
{
return;
}
var texture = this.texture;
var frame = texture.frame;
var targetWidth = this._frame.sourceSizeW || this._frame.width;
var targetHeight = this._frame.sourceSizeH || this._frame.height;
var dx = 0;
var dy = 0;
if (this._frame.trimmed)
{
dx = this._frame.spriteSourceSizeX;
dy = this._frame.spriteSourceSizeY;
}
if (forcePowerOfTwo)
{
targetWidth = Phaser.Math.getNextPowerOfTwo(targetWidth);
targetHeight = Phaser.Math.getNextPowerOfTwo(targetHeight);
}
if (this.canvasBuffer)
{
this.canvasBuffer.resize(targetWidth, targetHeight);
this.tilingTexture.baseTexture.width = targetWidth;
this.tilingTexture.baseTexture.height = targetHeight;
this.tilingTexture.needsUpdate = true;
}
else
{
this.canvasBuffer = new PIXI.CanvasBuffer(targetWidth, targetHeight);
this.tilingTexture = PIXI.Texture.fromCanvas(this.canvasBuffer.canvas);
this.tilingTexture.isTiling = true;
this.tilingTexture.needsUpdate = true;
}
if (this.textureDebug)
{
this.canvasBuffer.context.strokeStyle = '#00ff00';
this.canvasBuffer.context.strokeRect(0, 0, targetWidth, targetHeight);
}
// If a sprite sheet we need this:
var w = texture.crop.width;
var h = texture.crop.height;
if (w !== targetWidth || h !== targetHeight)
{
w = targetWidth;
h = targetHeight;
}
this.canvasBuffer.context.drawImage(
texture.baseTexture.source,
texture.crop.x,
texture.crop.y,
texture.crop.width,
texture.crop.height,
dx,
dy,
w,
h
);
this.tileScaleOffset.x = frame.width / targetWidth;
this.tileScaleOffset.y = frame.height / targetHeight;
this.refreshTexture = false;
this.tilingTexture.baseTexture._powerOf2 = true;
};
/**
* Returns the framing rectangle of the Tile Sprite.
*
* @method Phaser.GameObjects.TileSprite#getBounds
* @memberof Phaser.GameObjects.TileSprite
* @return {Phaser.Rectangle} The bounds of the Tile Sprite.
*/
Phaser.GameObjects.TileSprite.prototype.getBounds = function () {
var width = this._width;
var height = this._height;
var w0 = width * (1 - this.anchor.x);
var w1 = width * -this.anchor.x;
var h0 = height * (1 - this.anchor.y);
var h1 = height * -this.anchor.y;
var worldTransform = this.worldTransform;
var a = worldTransform.a;
var b = worldTransform.b;
var c = worldTransform.c;
var d = worldTransform.d;
var tx = worldTransform.tx;
var ty = worldTransform.ty;
var x1 = (a * w1) + (c * h1) + tx;
var y1 = (d * h1) + (b * w1) + ty;
var x2 = (a * w0) + (c * h1) + tx;
var y2 = (d * h1) + (b * w0) + ty;
var x3 = (a * w0) + (c * h0) + tx;
var y3 = (d * h0) + (b * w0) + ty;
var x4 = a * w1 + c * h0 + tx;
var y4 = d * h0 + b * w1 + ty;
var maxX = -Infinity;
var maxY = -Infinity;
var minX = Infinity;
var minY = Infinity;
minX = x1 < minX ? x1 : minX;
minX = x2 < minX ? x2 : minX;
minX = x3 < minX ? x3 : minX;
minX = x4 < minX ? x4 : minX;
minY = y1 < minY ? y1 : minY;
minY = y2 < minY ? y2 : minY;
minY = y3 < minY ? y3 : minY;
minY = y4 < minY ? y4 : minY;
maxX = x1 > maxX ? x1 : maxX;
maxX = x2 > maxX ? x2 : maxX;
maxX = x3 > maxX ? x3 : maxX;
maxX = x4 > maxX ? x4 : maxX;
maxY = y1 > maxY ? y1 : maxY;
maxY = y2 > maxY ? y2 : maxY;
maxY = y3 > maxY ? y3 : maxY;
maxY = y4 > maxY ? y4 : maxY;
// TODO: This is surely always undefined? As it's not set anywhere in the parent objects
var bounds = this._bounds;
bounds.x = minX;
bounds.width = maxX - minX;
bounds.y = minY;
bounds.height = maxY - minY;
// store a reference so that if this function gets called again in the render cycle we do not have to recalculate
this._currentBounds = bounds;
return bounds;
};
/**
* The width of the sprite, setting this will actually modify the scale to achieve the value set
*
* @property width
* @type Number
*/
Object.defineProperty(Phaser.GameObjects.TileSprite.prototype, 'width', {
get: function () {
return this._width;
},
set: function (value) {
this._width = value;
}
});
/**
* The height of the TilingSprite, setting this will actually modify the scale to achieve the value set
*
* @property height
* @type Number
*/
Object.defineProperty(Phaser.GameObjects.TileSprite.prototype, 'height', {
get: function () {
return this._height;
},
set: function (value) {
this._height = value;
}
});