mirror of
https://github.com/photonstorm/phaser
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136 lines
4.8 KiB
JavaScript
136 lines
4.8 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var AnimationComponent = require('../../gameobjects/components/Animation');
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var Class = require('../../utils/Class');
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var Components = require('./components');
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var GameObject = require('../../gameobjects/GameObject');
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var GetFastValue = require('../../utils/object/GetFastValue');
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var Pipeline = require('../../gameobjects/components/Pipeline');
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var Sprite = require('../../gameobjects/sprite/Sprite');
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var Vector2 = require('../../math/Vector2');
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/**
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* @classdesc
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* A Matter Physics Sprite Game Object.
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*
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* A Sprite Game Object is used for the display of both static and animated images in your game.
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* Sprites can have input events and physics bodies. They can also be tweened, tinted, scrolled
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* and animated.
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*
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* The main difference between a Sprite and an Image Game Object is that you cannot animate Images.
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* As such, Sprites take a fraction longer to process and have a larger API footprint due to the Animation
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* Component. If you do not require animation then you can safely use Images to replace Sprites in all cases.
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*
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* @class Sprite
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* @extends Phaser.GameObjects.Sprite
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* @memberof Phaser.Physics.Matter
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* @constructor
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* @since 3.0.0
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*
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* @extends Phaser.Physics.Matter.Components.Bounce
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* @extends Phaser.Physics.Matter.Components.Collision
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* @extends Phaser.Physics.Matter.Components.Force
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* @extends Phaser.Physics.Matter.Components.Friction
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* @extends Phaser.Physics.Matter.Components.Gravity
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* @extends Phaser.Physics.Matter.Components.Mass
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* @extends Phaser.Physics.Matter.Components.Sensor
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* @extends Phaser.Physics.Matter.Components.SetBody
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* @extends Phaser.Physics.Matter.Components.Sleep
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* @extends Phaser.Physics.Matter.Components.Static
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* @extends Phaser.Physics.Matter.Components.Transform
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* @extends Phaser.Physics.Matter.Components.Velocity
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* @extends Phaser.GameObjects.Components.Alpha
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* @extends Phaser.GameObjects.Components.BlendMode
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* @extends Phaser.GameObjects.Components.Depth
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* @extends Phaser.GameObjects.Components.Flip
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* @extends Phaser.GameObjects.Components.GetBounds
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* @extends Phaser.GameObjects.Components.Origin
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* @extends Phaser.GameObjects.Components.Pipeline
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* @extends Phaser.GameObjects.Components.ScrollFactor
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* @extends Phaser.GameObjects.Components.Size
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* @extends Phaser.GameObjects.Components.Texture
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* @extends Phaser.GameObjects.Components.Tint
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* @extends Phaser.GameObjects.Components.Transform
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* @extends Phaser.GameObjects.Components.Visible
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*
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* @param {Phaser.Physics.Matter.World} world - A reference to the Matter.World instance that this body belongs to.
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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* @param {Phaser.Types.Physics.Matter.MatterBodyConfig} [options] - An optional Body configuration object that is used to set initial Body properties on creation.
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*/
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var MatterSprite = new Class({
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Extends: Sprite,
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Mixins: [
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Components.Bounce,
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Components.Collision,
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Components.Force,
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Components.Friction,
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Components.Gravity,
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Components.Mass,
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Components.Sensor,
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Components.SetBody,
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Components.Sleep,
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Components.Static,
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Components.Transform,
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Components.Velocity,
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Pipeline
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],
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initialize:
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function MatterSprite (world, x, y, texture, frame, options)
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{
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GameObject.call(this, world.scene, 'Sprite');
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this.anims = new AnimationComponent(this);
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this.setTexture(texture, frame);
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this.setSizeToFrame();
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this.setOrigin();
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/**
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* A reference to the Matter.World instance that this body belongs to.
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*
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* @name Phaser.Physics.Matter.Sprite#world
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* @type {Phaser.Physics.Matter.World}
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* @since 3.0.0
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*/
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this.world = world;
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/**
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* An internal temp vector used for velocity and force calculations.
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*
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* @name Phaser.Physics.Matter.Sprite#_tempVec2
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* @type {Phaser.Math.Vector2}
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* @private
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* @since 3.0.0
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*/
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this._tempVec2 = new Vector2(x, y);
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var shape = GetFastValue(options, 'shape', null);
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if (shape)
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{
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this.setBody(shape, options);
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}
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else
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{
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this.setRectangle(this.width, this.height, options);
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}
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this.setPosition(x, y);
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this.initPipeline('TextureTintPipeline');
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}
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});
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module.exports = MatterSprite;
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