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Copy pathSprite.js
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203 lines (153 loc) · 4.2 KB
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Phaser.Sprite = function (game, x, y, key, frame) {
x = x || 0;
y = y || 0;
// if null we ought to set to the phaser logo or something :)
key = key || null;
frame = frame || null;
this.game = game;
this.exists = true;
this.active = true;
this.visible = true;
this.alive = true;
this.group = null;
this.name = '';
// this.events = new Phaser.Components.Events(this);
/**
* This manages animations of the sprite. You can modify animations through it. (see AnimationManager)
* @type AnimationManager
*/
this.animations = new Phaser.AnimationManager(this);
PIXI.DisplayObjectContainer.call(this);
/**
* The anchor sets the origin point of the texture.
* The default is 0,0 this means the textures origin is the top left
* Setting than anchor to 0.5,0.5 means the textures origin is centered
* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
*
* @property anchor
* @type Point
*/
this.anchor = new Phaser.Point();
/**
* The width of the sprite (this is initially set by the texture)
*
* @property _width
* @type Number
* @private
*/
// this._width = 0;
/**
* The height of the sprite (this is initially set by the texture)
*
* @property _height
* @type Number
* @private
*/
// this._height = 0;
/**
* The texture that the sprite is using
*
* @property texture
* @type Texture
*/
this.texture = PIXI.TextureCache[key];
if (this.game.cache.isSpriteSheet(key))
{
this.animations.loadFrameData(this.game.cache.getFrameData(key));
}
if (frame !== null)
{
if (typeof frame === 'string')
{
this.frameName = frame;
}
else
{
this.frame = frame;
}
}
/**
* The blend mode of sprite.
* currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN
*
* @property blendMode
* @type Number
*/
this.blendMode = PIXI.blendModes.NORMAL;
this._x = x;
this._y = y;
this.updateFrame = true;
this.renderable = true;
this.position.x = x;
this.position.y = y;
// Replaces the PIXI.Point with a slightly more flexible one
this.scale = new Phaser.Point(1, 1);
this.scrollFactor = new Phaser.Point(1, 1);
this.worldView = new Phaser.Rectangle(x, y, this.width, this.height);
};
Phaser.Sprite.prototype = Object.create(PIXI.Sprite.prototype);
Phaser.Sprite.prototype.constructor = Phaser.Sprite;
/**
* Automatically called after update() by the game loop for all 'alive' objects.
*/
Phaser.Sprite.prototype.update = function() {
this.animations.update();
this.worldView.setTo(this._x, this._y, this.width, this.height);
this.position.x = this._x - (this.game.world.camera.x * this.scrollFactor.x);
this.position.y = this._y - (this.game.world.camera.y * this.scrollFactor.y);
// this.checkBounds();
}
Object.defineProperty(Phaser.Sprite.prototype, 'angle', {
get: function() {
return Phaser.Math.radToDeg(this.rotation);
},
set: function(value) {
this.rotation = Phaser.Math.degToRad(value);
}
});
Object.defineProperty(Phaser.Sprite.prototype, 'x', {
get: function() {
return this._x;
},
set: function(value) {
this.worldView.x = value;
this._x = value;
}
});
Object.defineProperty(Phaser.Sprite.prototype, 'y', {
get: function() {
return this._y;
},
set: function(value) {
this.worldView.y = value;
this._y = value;
}
});
Object.defineProperty(Phaser.Sprite.prototype, "frame", {
/**
* Get the animation frame number.
*/
get: function () {
return this.animations.frame;
},
/**
* Set the animation frame by frame number.
*/
set: function (value) {
this.animations.frame = value;
}
});
Object.defineProperty(Phaser.Sprite.prototype, "frameName", {
/**
* Get the animation frame name.
*/
get: function () {
return this.animations.frameName;
},
/**
* Set the animation frame by frame name.
*/
set: function (value) {
this.animations.frameName = value;
}
});