mirror of
https://github.com/wassname/phaser.git
synced 2026-06-27 16:10:15 +08:00
Testing new Image object.
This commit is contained in:
@@ -67,6 +67,7 @@ Significant API changes:
|
||||
* PIXI.Point is now aliased to Phaser.Point - saves on code duplication and works exactly the same.
|
||||
* PIXI.Rectangle is now aliased to Phaser.Rectangle - saves on code duplication and works exactly the same.
|
||||
* PIXI.Circle is now aliased to Phaser.Circle - saves on code duplication and works exactly the same.
|
||||
* Sprite.deltaX and deltaY swapped to functions: Sprite.deltaX() and Sprite.deltaY()
|
||||
|
||||
|
||||
New features:
|
||||
|
||||
@@ -129,6 +129,7 @@
|
||||
<script src="$path/src/gameobjects/GameObjectFactory.js"></script>
|
||||
<script src="$path/src/gameobjects/BitmapData.js"></script>
|
||||
<script src="$path/src/gameobjects/Sprite.js"></script>
|
||||
<script src="$path/src/gameobjects/Image.js"></script>
|
||||
<script src="$path/src/gameobjects/TileSprite.js"></script>
|
||||
<script src="$path/src/gameobjects/Text.js"></script>
|
||||
<script src="$path/src/gameobjects/BitmapText.js"></script>
|
||||
|
||||
@@ -0,0 +1,45 @@
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('pic', 'assets/pics/backscroll.png');
|
||||
|
||||
}
|
||||
|
||||
var image;
|
||||
var sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
console.log('wtf');
|
||||
|
||||
image = game.add.image(game.world.centerX, game.world.centerY, 'pic');
|
||||
image.anchor.set(0.5);
|
||||
|
||||
// sprite = game.add.sprite(game.world.centerX, game.world.centerY, 'pic');
|
||||
// sprite.anchor.set(0.5);
|
||||
|
||||
game.input.onDown.add(tint, this);
|
||||
|
||||
}
|
||||
|
||||
function tint() {
|
||||
|
||||
image.tint = Math.random() * 0xFFFFFF;
|
||||
// sprite.tint = Math.random() * 0xFFFFFF;
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
image.angle += 1;
|
||||
// sprite.angle += 1;
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
// game.debug.renderText(sprite.position.y, 32, 32);
|
||||
|
||||
}
|
||||
@@ -0,0 +1,39 @@
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('pic', 'assets/pics/backscroll.png');
|
||||
|
||||
}
|
||||
|
||||
var image;
|
||||
var image2;
|
||||
|
||||
function create() {
|
||||
|
||||
image = game.add.image(32, 50, 'pic');
|
||||
|
||||
image2 = game.add.image(32, 250, 'pic');
|
||||
|
||||
game.input.onDown.add(tint, this);
|
||||
|
||||
}
|
||||
|
||||
function tint() {
|
||||
|
||||
image.tint = Math.random() * 0xFFFFFF;
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
// image.angle += 1;
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
// game.debug.renderText(sprite.position.y, 32, 32);
|
||||
|
||||
}
|
||||
@@ -155,6 +155,28 @@ Phaser.Frame.prototype = {
|
||||
this.spriteSourceSizeH = destHeight;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Returns a Rectangle set to the dimensions of this Frame.
|
||||
*
|
||||
* @method Phaser.Frame#getRect
|
||||
* @param {Phaser.Rectangle} [out] - A rectangle to copy the frame dimensions to.
|
||||
* @return {Phaser.Rectangle} A rectangle.
|
||||
*/
|
||||
getRect: function (out) {
|
||||
|
||||
if (typeof out === 'undefined')
|
||||
{
|
||||
out = new Phaser.Rectangle(this.x, this.y, this.width, this.height);
|
||||
}
|
||||
else
|
||||
{
|
||||
out.setTo(this.x, this.y, this.width, this.height);
|
||||
}
|
||||
|
||||
return out;
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
@@ -39,6 +39,25 @@ Phaser.GameObjectFactory.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Create a new Image at the given coordinates, using the cache key and frame if set.
|
||||
*
|
||||
* @method Phaser.GameObjectFactory#image
|
||||
* @param {number} x - X position of the image.
|
||||
* @param {number} y - Y position of the image.
|
||||
* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
|
||||
* @param {string|number} [frame] - If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
|
||||
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
|
||||
* @returns {Phaser.Sprite} the newly created sprite object.
|
||||
*/
|
||||
image: function (x, y, key, frame, group) {
|
||||
|
||||
if (typeof group === 'undefined') { group = this.world; }
|
||||
|
||||
return group.add(new Phaser.Image(this.game, x, y, key, frame));
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Create a new Sprite with specific position and sprite sheet key.
|
||||
*
|
||||
|
||||
@@ -0,0 +1,500 @@
|
||||
/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2014 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* @class Phaser.Image
|
||||
*
|
||||
* @classdesc Create a new `Image` object.
|
||||
*
|
||||
* At its most basic a Sprite consists of a set of coordinates and a texture that is rendered to the canvas.
|
||||
*
|
||||
* @constructor
|
||||
* @param {Phaser.Game} game - A reference to the currently running game.
|
||||
* @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.
|
||||
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
|
||||
* @param {string|number} frame - If this Sprite 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.Image = function (game, x, y, key, frame) {
|
||||
|
||||
x = x || 0;
|
||||
y = y || 0;
|
||||
key = key || null;
|
||||
frame = frame || null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Game} game - A reference to the currently running Game.
|
||||
*/
|
||||
this.game = game;
|
||||
|
||||
/**
|
||||
* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
|
||||
* @default
|
||||
*/
|
||||
this.exists = true;
|
||||
|
||||
/**
|
||||
* @property {string} name - The user defined name given to this Sprite.
|
||||
* @default
|
||||
*/
|
||||
this.name = '';
|
||||
|
||||
/**
|
||||
* @property {number} type - The const type of this object.
|
||||
* @readonly
|
||||
*/
|
||||
this.type = Phaser.IMAGE;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
|
||||
*/
|
||||
this.events = new Phaser.Events(this);
|
||||
|
||||
/**
|
||||
* @property {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
|
||||
*/
|
||||
this.key = key;
|
||||
|
||||
this.currentFrame = new Phaser.Rectangle();
|
||||
|
||||
if (key instanceof Phaser.RenderTexture)
|
||||
{
|
||||
PIXI.Sprite.call(this, key);
|
||||
|
||||
this.currentFrame = this.game.cache.getTextureFrame(key.name);
|
||||
}
|
||||
else if (key instanceof Phaser.BitmapData)
|
||||
{
|
||||
PIXI.Sprite.call(this, key.texture, key.textureFrame);
|
||||
|
||||
this.currentFrame = key.textureFrame;
|
||||
}
|
||||
else if (key instanceof PIXI.Texture)
|
||||
{
|
||||
PIXI.Sprite.call(this, key);
|
||||
|
||||
this.currentFrame = frame;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (key === null || typeof key === 'undefined')
|
||||
{
|
||||
key = '__default';
|
||||
this.key = key;
|
||||
}
|
||||
else if (typeof key === 'string' && this.game.cache.checkImageKey(key) === false)
|
||||
{
|
||||
key = '__missing';
|
||||
this.key = key;
|
||||
}
|
||||
|
||||
PIXI.Sprite.call(this, 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
this.currentFrame = this.game.cache.getFrame(key);
|
||||
}
|
||||
}
|
||||
|
||||
// this.loadTexture(key, frame);
|
||||
|
||||
/**
|
||||
* The rectangular area from the texture that will be rendered.
|
||||
* @property {Phaser.Rectangle} textureRegion
|
||||
*/
|
||||
// this.textureRegion = new Phaser.Rectangle(this.texture.frame.x, this.texture.frame.y, this.texture.frame.width, this.texture.frame.height);
|
||||
|
||||
this.position.x = x;
|
||||
this.position.y = y;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
|
||||
*/
|
||||
this.world = new Phaser.Point(x, y);
|
||||
|
||||
/**
|
||||
* Should this Sprite be automatically culled if out of range of the camera?
|
||||
* A culled sprite has its renderable property set to 'false'.
|
||||
* Be advised this is quite an expensive operation, as it has to calculate the bounds of the object every frame, so only enable it if you really need it.
|
||||
*
|
||||
* @property {boolean} autoCull - A flag indicating if the Sprite should be automatically camera culled or not.
|
||||
* @default
|
||||
*/
|
||||
this.autoCull = false;
|
||||
|
||||
/**
|
||||
* A Sprite that is fixed to the camera ignores the position of any ancestors in the display list and uses its x/y coordinates as offsets from the top left of the camera.
|
||||
* @property {boolean} fixedToCamera - Fixes this Sprite to the Camera.
|
||||
* @default
|
||||
*/
|
||||
this.fixedToCamera = false;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Point} cameraOffset - If this Sprite is fixed to the camera then use this Point to specify how far away from the Camera x/y it's rendered.
|
||||
*/
|
||||
// this.cameraOffset = new Phaser.Point(x, y);
|
||||
|
||||
};
|
||||
|
||||
Phaser.Image.prototype = Object.create(PIXI.Sprite.prototype);
|
||||
Phaser.Image.prototype.constructor = Phaser.Image;
|
||||
|
||||
/**
|
||||
* Automatically called by World.preUpdate. Handles cache updates, lifespan checks, animation updates and physics updates.
|
||||
*
|
||||
* @method Phaser.Image#preUpdate
|
||||
* @memberof Phaser.Image
|
||||
*/
|
||||
Phaser.Image.prototype.preUpdate = function() {
|
||||
|
||||
if (!this.exists || !this.parent.exists)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (this.autoCull)
|
||||
{
|
||||
// Won't get rendered but will still get its transform updated
|
||||
this.renderable = this.game.world.camera.screenView.intersects(this.getBounds());
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Checks if the Image bounds are within the game world, otherwise false if fully outside of it.
|
||||
*
|
||||
* @method Phaser.Image#inWorld
|
||||
* @memberof Phaser.Image
|
||||
* @return {boolean} True if the Image bounds is within the game world, otherwise false if fully outside of it.
|
||||
*/
|
||||
Phaser.Image.prototype.inWorld = function() {
|
||||
|
||||
return this.game.world.bounds.intersects(this.getBounds());
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Resets the Sprite.crop value back to the frame dimensions.
|
||||
*
|
||||
* @method Phaser.Image#resetCrop
|
||||
* @memberof Phaser.Image
|
||||
Phaser.Image.prototype.resetCrop = function() {
|
||||
|
||||
this.crop = new Phaser.Rectangle(0, 0, this._cache.width, this._cache.height);
|
||||
this.texture.setFrame(this.crop);
|
||||
this.cropEnabled = false;
|
||||
|
||||
};
|
||||
*/
|
||||
|
||||
/**
|
||||
* Internal function called by the World postUpdate cycle.
|
||||
*
|
||||
* @method Phaser.Image#postUpdate
|
||||
* @memberof Phaser.Image
|
||||
*/
|
||||
Phaser.Image.prototype.postUpdate = function() {
|
||||
|
||||
if (this.key instanceof Phaser.BitmapData && this.key._dirty)
|
||||
{
|
||||
this.key.render();
|
||||
}
|
||||
|
||||
if (this.exists)
|
||||
{
|
||||
// if (this.body)
|
||||
// {
|
||||
// this.body.postUpdate();
|
||||
// }
|
||||
|
||||
if (this.fixedToCamera)
|
||||
{
|
||||
this.position.x = this.game.camera.view.x + this.cameraOffset.x;
|
||||
this.position.y = this.game.camera.view.y + this.cameraOffset.y;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Changes the Texture the Sprite is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache.
|
||||
* This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game.
|
||||
*
|
||||
* @method Phaser.Image#loadTexture
|
||||
* @memberof Phaser.Image
|
||||
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
|
||||
* @param {string|number} frame - If this Sprite 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.Image.prototype.loadTexture = function (key, frame) {
|
||||
|
||||
console.log('loadTexture');
|
||||
|
||||
this.key = key;
|
||||
|
||||
if (key instanceof Phaser.RenderTexture)
|
||||
{
|
||||
this.game.cache.getTextureFrame(key.name).clone(this.currentFrame);
|
||||
}
|
||||
else if (key instanceof Phaser.BitmapData)
|
||||
{
|
||||
this.setTexture(key.texture);
|
||||
this.currentFrame = key.textureFrame;
|
||||
}
|
||||
else if (key instanceof PIXI.Texture)
|
||||
{
|
||||
// this.currentFrame = frame;
|
||||
frame.clone(this.currentFrame);
|
||||
console.log('loadTexture 2');
|
||||
}
|
||||
else
|
||||
{
|
||||
if (typeof key === 'undefined' || this.game.cache.checkImageKey(key) === false)
|
||||
{
|
||||
key = '__default';
|
||||
this.key = key;
|
||||
}
|
||||
|
||||
if (this.game.cache.isSpriteSheet(key))
|
||||
{
|
||||
// this.animations.loadFrameData(this.game.cache.getFrameData(key));
|
||||
|
||||
// if (typeof frame !== 'undefined')
|
||||
// {
|
||||
// if (typeof frame === 'string')
|
||||
// {
|
||||
// this.frameName = frame;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// this.frame = frame;
|
||||
// }
|
||||
// }
|
||||
}
|
||||
else
|
||||
{
|
||||
console.log('loadTexture 1', this.game.cache.getFrame(key));
|
||||
|
||||
this.game.cache.getFrame(key).getRect(this.currentFrame);
|
||||
|
||||
console.log('loadTexture 1', this.currentFrame);
|
||||
|
||||
this.setTexture(PIXI.TextureCache[key]);
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Moves the sprite so its center is located on the given x and y coordinates.
|
||||
* Doesn't change the anchor point of the sprite.
|
||||
*
|
||||
* @method Phaser.Image#centerOn
|
||||
* @memberof Phaser.Image
|
||||
* @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.Image) This instance.
|
||||
Phaser.Image.prototype.centerOn = function(x, y) {
|
||||
|
||||
if (this.fixedToCamera)
|
||||
{
|
||||
this.cameraOffset.x = x + (this.cameraOffset.x - this.center.x);
|
||||
this.cameraOffset.y = y + (this.cameraOffset.y - this.center.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.x = x + (this.x - this.center.x);
|
||||
this.y = y + (this.y - this.center.y);
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
};
|
||||
*/
|
||||
|
||||
/**
|
||||
* Brings a 'dead' Sprite back to life, optionally giving it the health value specified.
|
||||
* A resurrected Sprite has its alive, exists and visible properties all set to true.
|
||||
* It will dispatch the onRevived event, you can listen to Sprite.events.onRevived for the signal.
|
||||
*
|
||||
* @method Phaser.Image#revive
|
||||
* @memberof Phaser.Image
|
||||
* @return (Phaser.Image) This instance.
|
||||
*/
|
||||
Phaser.Image.prototype.revive = function() {
|
||||
|
||||
this.alive = true;
|
||||
this.exists = true;
|
||||
this.visible = true;
|
||||
|
||||
if (this.events)
|
||||
{
|
||||
this.events.onRevived.dispatch(this);
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Kills a Sprite. A killed Sprite has its alive, exists and visible properties all set to false.
|
||||
* It will dispatch the onKilled event, you can listen to Sprite.events.onKilled for the signal.
|
||||
* Note that killing a Sprite is a way for you to quickly recycle it in a Sprite pool, it doesn't free it up from memory.
|
||||
* If you don't need this Sprite any more you should call Sprite.destroy instead.
|
||||
*
|
||||
* @method Phaser.Image#kill
|
||||
* @memberof Phaser.Image
|
||||
* @return (Phaser.Image) This instance.
|
||||
*/
|
||||
Phaser.Image.prototype.kill = function() {
|
||||
|
||||
this.alive = false;
|
||||
this.exists = false;
|
||||
this.visible = false;
|
||||
|
||||
if (this.events)
|
||||
{
|
||||
this.events.onKilled.dispatch(this);
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Destroys the Sprite. This removes it from its parent group, destroys the input, event and animation handlers if present
|
||||
* and nulls its reference to game, freeing it up for garbage collection.
|
||||
*
|
||||
* @method Phaser.Image#destroy
|
||||
* @memberof Phaser.Image
|
||||
*/
|
||||
Phaser.Image.prototype.destroy = function() {
|
||||
|
||||
if (this.filters)
|
||||
{
|
||||
this.filters = null;
|
||||
}
|
||||
|
||||
if (this.parent)
|
||||
{
|
||||
this.parent.remove(this);
|
||||
}
|
||||
|
||||
if (this.events)
|
||||
{
|
||||
this.events.destroy();
|
||||
}
|
||||
|
||||
this.alive = false;
|
||||
this.exists = false;
|
||||
this.visible = false;
|
||||
|
||||
this.game = null;
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Resets the Sprite. This places the Sprite at the given x/y world coordinates and then
|
||||
* sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state and health values.
|
||||
* If the Sprite has a physics body that too is reset.
|
||||
*
|
||||
* @method Phaser.Image#reset
|
||||
* @memberof Phaser.Image
|
||||
* @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.Image) This instance.
|
||||
*/
|
||||
Phaser.Image.prototype.reset = function(x, y) {
|
||||
|
||||
this.world.setTo(x, y);
|
||||
this.position.x = x;
|
||||
this.position.y = y;
|
||||
this.alive = true;
|
||||
this.exists = true;
|
||||
this.visible = true;
|
||||
this.renderable = true;
|
||||
this._outOfBoundsFired = false;
|
||||
|
||||
return this;
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Brings the Sprite to the top of the display list it is a child of. Sprites that are members of a Phaser.Group are only
|
||||
* bought to the top of that Group, not the entire display list.
|
||||
*
|
||||
* @method Phaser.Image#bringToTop
|
||||
* @memberof Phaser.Image
|
||||
* @return (Phaser.Image) This instance.
|
||||
*/
|
||||
Phaser.Image.prototype.bringToTop = function(child) {
|
||||
|
||||
if (typeof child === 'undefined')
|
||||
{
|
||||
if (this.parent)
|
||||
{
|
||||
this.parent.bringToTop(this);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Indicates the rotation of the Sprite, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
|
||||
* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
|
||||
* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
|
||||
* @name Phaser.Image#angle
|
||||
* @property {number} angle - Gets or sets the Sprites angle of rotation in degrees.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Image.prototype, 'angle', {
|
||||
|
||||
get: function() {
|
||||
return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation));
|
||||
},
|
||||
|
||||
set: function(value) {
|
||||
this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value));
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* @name Phaser.Image#inCamera
|
||||
* @property {boolean} inCamera - Is this sprite visible to the camera or not?
|
||||
* @readonly
|
||||
*/
|
||||
Object.defineProperty(Phaser.Image.prototype, "inCamera", {
|
||||
|
||||
get: function () {
|
||||
return this._cache.cameraVisible;
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
+38
-40
@@ -946,8 +946,8 @@ Phaser.Sprite.prototype.reset = function(x, y, health) {
|
||||
|
||||
if (typeof health === 'undefined') { health = 1; }
|
||||
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
// this.x = x;
|
||||
// this.y = y;
|
||||
this.world.setTo(x, y);
|
||||
this.position.x = this.x;
|
||||
this.position.y = this.y;
|
||||
@@ -978,9 +978,9 @@ Phaser.Sprite.prototype.reset = function(x, y, health) {
|
||||
*/
|
||||
Phaser.Sprite.prototype.bringToTop = function() {
|
||||
|
||||
if (this.group)
|
||||
if (this.parent)
|
||||
{
|
||||
this.group.bringToTop(this);
|
||||
this.parent.bringToTop(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -1014,31 +1014,29 @@ Phaser.Sprite.prototype.play = function (name, frameRate, loop, killOnComplete)
|
||||
|
||||
/**
|
||||
* Returns the delta x value. The difference between Sprite.x now and in the previous step.
|
||||
* @name Phaser.Sprite#deltaX
|
||||
* @property {number} deltaX - The delta value. Positive if the motion was to the right, negative if to the left.
|
||||
* @readonly
|
||||
*
|
||||
* @method Phaser.Sprite#deltaX
|
||||
* @memberof Phaser.Sprite
|
||||
* @return {number} The delta value. Positive if the motion was to the right, negative if to the left.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Sprite.prototype, 'deltaX', {
|
||||
Phaser.Sprite.prototype.deltaX = function () {
|
||||
|
||||
get: function() {
|
||||
return this.world.x - this._cache.prevX;
|
||||
}
|
||||
return this.world.x - this._cache.prevX;
|
||||
|
||||
});
|
||||
};
|
||||
|
||||
/**
|
||||
* Returns the delta x value. The difference between Sprite.y now and in the previous step.
|
||||
* @name Phaser.Sprite#deltaY
|
||||
* @property {number} deltaY - The delta value. Positive if the motion was downwards, negative if upwards.
|
||||
* @readonly
|
||||
*
|
||||
* @method Phaser.Sprite#deltaY
|
||||
* @memberof Phaser.Sprite
|
||||
* @return {number} The delta value. Positive if the motion was downwards, negative if upwards.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Sprite.prototype, 'deltaY', {
|
||||
Phaser.Sprite.prototype.deltaY = function () {
|
||||
|
||||
get: function() {
|
||||
return this.world.y - this._cache.prevY;
|
||||
}
|
||||
return this.world.y - this._cache.prevY;
|
||||
|
||||
});
|
||||
};
|
||||
|
||||
/**
|
||||
* Indicates the rotation of the Sprite, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
|
||||
@@ -1137,21 +1135,21 @@ Object.defineProperty(Phaser.Sprite.prototype, "worldCenterY", {
|
||||
* @name Phaser.Sprite#width
|
||||
* @property {number} width - The width of the Sprite in pixels.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Sprite.prototype, 'width', {
|
||||
// Object.defineProperty(Phaser.Sprite.prototype, 'width', {
|
||||
|
||||
get: function() {
|
||||
return this.scale.x * this.currentFrame.width;
|
||||
},
|
||||
// get: function() {
|
||||
// return this.scale.x * this.currentFrame.width;
|
||||
// },
|
||||
|
||||
set: function(value) {
|
||||
// set: function(value) {
|
||||
|
||||
this.scale.x = value / this.currentFrame.width;
|
||||
this._cache.scaleX = value / this.currentFrame.width;
|
||||
this._width = value;
|
||||
// this.scale.x = value / this.currentFrame.width;
|
||||
// this._cache.scaleX = value / this.currentFrame.width;
|
||||
// this._width = value;
|
||||
|
||||
}
|
||||
// }
|
||||
|
||||
});
|
||||
// });
|
||||
|
||||
/**
|
||||
* The height of the sprite in pixels, setting this will actually modify the scale to acheive the value desired.
|
||||
@@ -1160,21 +1158,21 @@ Object.defineProperty(Phaser.Sprite.prototype, 'width', {
|
||||
* @name Phaser.Sprite#height
|
||||
* @property {number} height - The height of the Sprite in pixels.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Sprite.prototype, 'height', {
|
||||
// Object.defineProperty(Phaser.Sprite.prototype, 'height', {
|
||||
|
||||
get: function() {
|
||||
return this.scale.y * this.currentFrame.height;
|
||||
},
|
||||
// get: function() {
|
||||
// return this.scale.y * this.currentFrame.height;
|
||||
// },
|
||||
|
||||
set: function(value) {
|
||||
// set: function(value) {
|
||||
|
||||
this.scale.y = value / this.currentFrame.height;
|
||||
this._cache.scaleY = value / this.currentFrame.height;
|
||||
this._height = value;
|
||||
// this.scale.y = value / this.currentFrame.height;
|
||||
// this._cache.scaleY = value / this.currentFrame.height;
|
||||
// this._height = value;
|
||||
|
||||
}
|
||||
// }
|
||||
|
||||
});
|
||||
// });
|
||||
|
||||
/**
|
||||
* By default a Sprite won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is
|
||||
|
||||
Reference in New Issue
Block a user