mirror of
https://github.com/wassname/phaser.git
synced 2026-07-15 01:11:26 +08:00
* Updated: event.preventDefault() has been added to all Mouse event handlers.
* Updated: Sprite.deltaX/Y removed due to non-use. prevX/Y values moved to Sprite._cache.prevX/Y. * Updated: Due to missing extends parameter the Sprite prototype was picking up functions from classes it never meant to (Button, TilemapLayer), now fully isolated.
This commit is contained in:
@@ -1,623 +0,0 @@
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Warning: Bullet is an experimental object that we don't advise using for now.
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*
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* A Bullet is like a stripped-down Sprite, useful for when you just need to get something moving around the screen quickly with little of the extra
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* features that a Sprite supports.
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* Bullet is MISSING the following:
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*
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* animation, all input events, crop support, health/damage, loadTexture
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*
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* @class Phaser.Bullet
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* @constructor
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* @param {Phaser.Game} game - Current game instance.
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* @param {number} x - X position of the new bullet.
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* @param {number} y - Y position of the new bullet.
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* @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.
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* @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.
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*/
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Phaser.Bullet = function (game, x, y, key, frame) {
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x = x || 0;
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y = y || 0;
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key = key || null;
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frame = frame || null;
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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/**
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* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
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* @default
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*/
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this.exists = true;
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/**
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* @property {boolean} alive - This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering.
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* @default
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*/
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this.alive = true;
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/**
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* @property {Description} group - Description.
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* @default
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*/
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this.group = null;
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/**
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* @property {string} name - The user defined name given to this Sprite.
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* @default
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*/
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this.name = '';
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/**
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* @property {Description} type - Description.
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*/
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this.type = Phaser.BULLET;
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/**
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* @property {number} renderOrderID - Description.
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* @default
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*/
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this.renderOrderID = -1;
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/**
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* If you would like the Sprite to have a lifespan once 'born' you can set this to a positive value. Handy for particles, bullets, etc.
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* The lifespan is decremented by game.time.elapsed each update, once it reaches zero the kill() function is called.
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* @property {number} lifespan
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* @default
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*/
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this.lifespan = 0;
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/**
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* @property {Events} events - The Signals you can subscribe to that are dispatched when certain things happen on this Sprite or its components
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*/
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this.events = new Phaser.Events(this);
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/**
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* @property {Description} key - Description.
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*/
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this.key = key;
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if (key instanceof Phaser.RenderTexture)
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{
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PIXI.Sprite.call(this, key);
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this.currentFrame = this.game.cache.getTextureFrame(key.name);
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}
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else if (key instanceof PIXI.Texture)
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{
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PIXI.Sprite.call(this, key);
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this.currentFrame = frame;
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}
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else
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{
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if (key == null || this.game.cache.checkImageKey(key) == false)
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{
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key = '__default';
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}
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PIXI.Sprite.call(this, PIXI.TextureCache[key]);
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if (this.game.cache.isSpriteSheet(key))
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{
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/*
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this.animations.loadFrameData(this.game.cache.getFrameData(key));
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if (frame !== null)
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{
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if (typeof frame === 'string')
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{
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this.frameName = frame;
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}
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else
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{
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this.frame = frame;
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}
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}
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*/
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}
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else
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{
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this.currentFrame = this.game.cache.getFrame(key);
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}
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}
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/**
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* The anchor sets the origin point of the texture.
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* The default is 0,0 this means the textures origin is the top left
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* Setting than anchor to 0.5,0.5 means the textures origin is centered
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* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
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*
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* @property {Phaser.Point} anchor
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*/
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this.anchor = new Phaser.Point();
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/**
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* @property {number} x - Description.
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*/
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this.x = x;
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/**
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* @property {number} y - Description.
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*/
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this.y = y;
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/**
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* @property {Description} position - Description.
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*/
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this.position.x = x;
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this.position.y = y;
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/**
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* Should this Sprite be automatically culled if out of range of the camera?
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* A culled sprite has its visible property set to 'false'.
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* Note that this check doesn't look at this Sprites children, which may still be in camera range.
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* So you should set autoCull to false if the Sprite will have children likely to still be in camera range.
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*
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* @property {boolean} autoCull
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* @default
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*/
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this.autoCull = false;
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/**
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* @property {Phaser.Point} scale - Replaces the PIXI.Point with a slightly more flexible one.
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*/
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this.scale = new Phaser.Point(1, 1);
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/**
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* @property {Phaser.Point} _cache - A mini cache for storing all of the calculated values.
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* @private
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*/
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this._cache = {
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dirty: false,
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// Transform cache
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a00: -1, a01: -1, a02: -1, a10: -1, a11: -1, a12: -1, id: -1,
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// Input specific transform cache
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i01: -1, i10: -1, idi: -1,
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// Bounds check
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left: null, right: null, top: null, bottom: null,
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// The previous calculated position
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x: -1, y: -1,
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// The actual scale values based on the worldTransform
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scaleX: 1, scaleY: 1,
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// The width/height of the image, based on the un-modified frame size multiplied by the final calculated scale size
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width: this.currentFrame.sourceSizeW, height: this.currentFrame.sourceSizeH,
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// The actual width/height of the image if from a trimmed atlas, multiplied by the final calculated scale size
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halfWidth: Math.floor(this.currentFrame.sourceSizeW / 2), halfHeight: Math.floor(this.currentFrame.sourceSizeH / 2),
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boundsX: 0, boundsY: 0,
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// If this sprite visible to the camera (regardless of being set to visible or not)
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cameraVisible: true
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};
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/**
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* @property {Phaser.Point} offset - Corner point defaults.
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*/
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this.offset = new Phaser.Point;
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/**
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* @property {Phaser.Point} center - Description.
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*/
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this.center = new Phaser.Point(x + Math.floor(this._cache.width / 2), y + Math.floor(this._cache.height / 2));
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/**
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* @property {Phaser.Point} topLeft - Description.
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*/
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this.topLeft = new Phaser.Point(x, y);
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/**
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* @property {Phaser.Point} topRight - Description.
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*/
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this.topRight = new Phaser.Point(x + this._cache.width, y);
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/**
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* @property {Phaser.Point} bottomRight - Description.
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*/
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this.bottomRight = new Phaser.Point(x + this._cache.width, y + this._cache.height);
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/**
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* @property {Phaser.Point} bottomLeft - Description.
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*/
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this.bottomLeft = new Phaser.Point(x, y + this._cache.height);
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/**
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* @property {Phaser.Rectangle} bounds - Description.
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*/
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this.bounds = new Phaser.Rectangle(x, y, this._cache.width, this._cache.height);
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/**
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* @property {Phaser.Physics.Arcade.Body} body - Set-up the physics body.
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*/
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this.body = new Phaser.Physics.Arcade.Body(this);
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/**
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* @property {Description} inWorld - World bounds check.
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*/
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this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds);
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/**
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* @property {number} inWorldThreshold - World bounds check.
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* @default
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*/
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this.inWorldThreshold = 0;
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/**
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* @property {boolean} outOfBoundsKill - Kills this sprite as soon as it goes outside of the World bounds.
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* @default
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*/
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this.outOfBoundsKill = false;
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/**
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* @property {boolean} _outOfBoundsFired - Description.
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* @private
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* @default
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*/
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this._outOfBoundsFired = false;
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/**
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* 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.
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* @property {boolean} fixedToCamera - Fixes this Sprite to the Camera.
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* @default
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*/
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this.fixedToCamera = false;
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};
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Phaser.Bullet.prototype = Object.create(PIXI.Sprite.prototype);
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Phaser.Bullet.prototype.constructor = Phaser.Bullet;
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/**
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* Automatically called by World.preUpdate. You can create your own update in Objects that extend Phaser.Sprite.
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* @method Phaser.Sprite.prototype.preUpdate
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*/
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Phaser.Bullet.prototype.preUpdate = function() {
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if (!this.exists)
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{
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this.renderOrderID = -1;
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return;
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}
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if (this.lifespan > 0)
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{
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this.lifespan -= this.game.time.elapsed;
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if (this.lifespan <= 0)
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{
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this.kill();
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return;
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}
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}
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this._cache.dirty = false;
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if (this.visible)
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{
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this.renderOrderID = this.game.world.currentRenderOrderID++;
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}
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this.prevX = this.x;
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this.prevY = this.y;
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// |a c tx|
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// |b d ty|
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// |0 0 1|
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if (this.worldTransform[1] != this._cache.i01 || this.worldTransform[3] != this._cache.i10)
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{
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this._cache.a00 = this.worldTransform[0]; // scaleX a
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this._cache.a01 = this.worldTransform[1]; // skewY c
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this._cache.a10 = this.worldTransform[3]; // skewX b
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this._cache.a11 = this.worldTransform[4]; // scaleY d
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this._cache.i01 = this.worldTransform[1]; // skewY c (remains non-modified for input checks)
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this._cache.i10 = this.worldTransform[3]; // skewX b (remains non-modified for input checks)
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this._cache.scaleX = Math.sqrt((this._cache.a00 * this._cache.a00) + (this._cache.a01 * this._cache.a01)); // round this off a bit?
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this._cache.scaleY = Math.sqrt((this._cache.a10 * this._cache.a10) + (this._cache.a11 * this._cache.a11)); // round this off a bit?
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this._cache.a01 *= -1;
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this._cache.a10 *= -1;
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this._cache.dirty = true;
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}
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if (this.worldTransform[2] != this._cache.a02 || this.worldTransform[5] != this._cache.a12)
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{
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this._cache.a02 = this.worldTransform[2]; // translateX tx
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||||
this._cache.a12 = this.worldTransform[5]; // translateY ty
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this._cache.dirty = true;
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}
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// Re-run the camera visibility check
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if (this._cache.dirty)
|
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{
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this._cache.cameraVisible = Phaser.Rectangle.intersects(this.game.world.camera.screenView, this.bounds, 0);
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if (this.autoCull == true)
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{
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// Won't get rendered but will still get its transform updated
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this.renderable = this._cache.cameraVisible;
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}
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||||
// Update our physics bounds
|
||||
if (this.body)
|
||||
{
|
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this.body.updateBounds(this.center.x, this.center.y, this._cache.scaleX, this._cache.scaleY);
|
||||
}
|
||||
}
|
||||
|
||||
if (this.body)
|
||||
{
|
||||
this.body.preUpdate();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Phaser.Bullet.prototype.postUpdate = function() {
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if (this.exists)
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{
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||||
// The sprite is positioned in this call, after taking into consideration motion updates and collision
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||||
if (this.body)
|
||||
{
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||||
this.body.postUpdate();
|
||||
}
|
||||
|
||||
if (this.fixedToCamera)
|
||||
{
|
||||
this._cache.x = this.game.camera.view.x + this.x;
|
||||
this._cache.y = this.game.camera.view.y + this.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
this._cache.x = this.x;
|
||||
this._cache.y = this.y;
|
||||
}
|
||||
|
||||
if (this.position.x != this._cache.x || this.position.y != this._cache.y)
|
||||
{
|
||||
this.position.x = this._cache.x;
|
||||
this.position.y = this._cache.y;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Phaser.Bullet.prototype.deltaAbsX = function () {
|
||||
return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
|
||||
}
|
||||
|
||||
Phaser.Bullet.prototype.deltaAbsY = function () {
|
||||
return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
|
||||
}
|
||||
|
||||
Phaser.Bullet.prototype.deltaX = function () {
|
||||
return this.x - this.prevX;
|
||||
}
|
||||
|
||||
Phaser.Bullet.prototype.deltaY = function () {
|
||||
return this.y - this.prevY;
|
||||
}
|
||||
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method Phaser.Bullet.prototype.revive
|
||||
*/
|
||||
Phaser.Bullet.prototype.revive = function(health) {
|
||||
|
||||
if (typeof health === 'undefined') { health = 1; }
|
||||
|
||||
this.alive = true;
|
||||
this.exists = true;
|
||||
this.visible = true;
|
||||
this.health = health;
|
||||
|
||||
this.events.onRevived.dispatch(this);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method Phaser.Bullet.prototype.kill
|
||||
*/
|
||||
Phaser.Bullet.prototype.kill = function() {
|
||||
|
||||
this.alive = false;
|
||||
this.exists = false;
|
||||
this.visible = false;
|
||||
this.events.onKilled.dispatch(this);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method Phaser.Bullet.prototype.destroy
|
||||
*/
|
||||
Phaser.Bullet.prototype.destroy = function() {
|
||||
|
||||
if (this.group)
|
||||
{
|
||||
this.group.remove(this);
|
||||
}
|
||||
|
||||
this.events.destroy();
|
||||
|
||||
this.alive = false;
|
||||
this.exists = false;
|
||||
this.visible = false;
|
||||
|
||||
this.game = null;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method Phaser.Sprite.prototype.reset
|
||||
*/
|
||||
Phaser.Bullet.prototype.reset = function(x, y) {
|
||||
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.position.x = this.x;
|
||||
this.position.y = this.y;
|
||||
this.alive = true;
|
||||
this.exists = true;
|
||||
this.visible = true;
|
||||
this.renderable = true;
|
||||
this._outOfBoundsFired = false;
|
||||
|
||||
if (this.body)
|
||||
{
|
||||
this.body.reset();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method Phaser.Sprite.prototype.updateBounds
|
||||
*/
|
||||
Phaser.Bullet.prototype.updateBounds = function() {
|
||||
|
||||
// Update the edge points
|
||||
|
||||
this.offset.setTo(this._cache.a02 - (this.anchor.x * this._cache.width), this._cache.a12 - (this.anchor.y * this._cache.height));
|
||||
|
||||
this.getLocalPosition(this.center, this.offset.x + this._cache.halfWidth, this.offset.y + this._cache.halfHeight);
|
||||
this.getLocalPosition(this.topLeft, this.offset.x, this.offset.y);
|
||||
this.getLocalPosition(this.topRight, this.offset.x + this._cache.width, this.offset.y);
|
||||
this.getLocalPosition(this.bottomLeft, this.offset.x, this.offset.y + this._cache.height);
|
||||
this.getLocalPosition(this.bottomRight, this.offset.x + this._cache.width, this.offset.y + this._cache.height);
|
||||
|
||||
this._cache.left = Phaser.Math.min(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
|
||||
this._cache.right = Phaser.Math.max(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
|
||||
this._cache.top = Phaser.Math.min(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
|
||||
this._cache.bottom = Phaser.Math.max(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
|
||||
|
||||
this.bounds.setTo(this._cache.left, this._cache.top, this._cache.right - this._cache.left, this._cache.bottom - this._cache.top);
|
||||
|
||||
// This is the coordinate the Bullet was at when the last bounds was created
|
||||
this._cache.boundsX = this._cache.x;
|
||||
this._cache.boundsY = this._cache.y;
|
||||
|
||||
if (this.inWorld == false)
|
||||
{
|
||||
// Bullet WAS out of the screen, is it still?
|
||||
this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds, this.inWorldThreshold);
|
||||
|
||||
if (this.inWorld)
|
||||
{
|
||||
// It's back again, reset the OOB check
|
||||
this._outOfBoundsFired = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Bullet WAS in the screen, has it now left?
|
||||
this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds, this.inWorldThreshold);
|
||||
|
||||
if (this.inWorld == false)
|
||||
{
|
||||
this.events.onOutOfBounds.dispatch(this);
|
||||
this._outOfBoundsFired = true;
|
||||
|
||||
if (this.outOfBoundsKill)
|
||||
{
|
||||
this.kill();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method Phaser.Bullet.prototype.getLocalPosition
|
||||
* @param {Description} p - Description.
|
||||
* @param {number} x - Description.
|
||||
* @param {number} y - Description.
|
||||
* @return {Description} Description.
|
||||
*/
|
||||
Phaser.Bullet.prototype.getLocalPosition = function(p, x, y) {
|
||||
|
||||
p.x = ((this._cache.a11 * this._cache.id * x + -this._cache.a01 * this._cache.id * y + (this._cache.a12 * this._cache.a01 - this._cache.a02 * this._cache.a11) * this._cache.id) * this._cache.scaleX) + this._cache.a02;
|
||||
p.y = ((this._cache.a00 * this._cache.id * y + -this._cache.a10 * this._cache.id * x + (-this._cache.a12 * this._cache.a00 + this._cache.a02 * this._cache.a10) * this._cache.id) * this._cache.scaleY) + this._cache.a12;
|
||||
|
||||
return p;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method Phaser.Bullet.prototype.bringToTop
|
||||
*/
|
||||
Phaser.Bullet.prototype.bringToTop = function() {
|
||||
|
||||
if (this.group)
|
||||
{
|
||||
this.group.bringToTop(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.game.world.bringToTop(this);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Indicates the rotation of the Bullet, 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 Bullet.rotation instead.
|
||||
* @name Phaser.Bullet#angle
|
||||
* @property {number} angle - Gets or sets the Bullets angle of rotation in degrees.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Bullet.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));
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* Is this sprite visible to the camera or not?
|
||||
* @returns {boolean}
|
||||
*/
|
||||
Object.defineProperty(Phaser.Bullet.prototype, "inCamera", {
|
||||
|
||||
get: function () {
|
||||
return this._cache.cameraVisible;
|
||||
}
|
||||
|
||||
});
|
||||
@@ -186,7 +186,8 @@ Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame,
|
||||
|
||||
};
|
||||
|
||||
Phaser.Button.prototype = Phaser.Utils.extend(true, Phaser.Sprite.prototype, PIXI.Sprite.prototype);
|
||||
Phaser.Button.prototype = Object.create(Phaser.Sprite.prototype);
|
||||
Phaser.Button.prototype = Phaser.Utils.extend(true, Phaser.Button.prototype, Phaser.Sprite.prototype, PIXI.Sprite.prototype);
|
||||
Phaser.Button.prototype.constructor = Phaser.Button;
|
||||
|
||||
/**
|
||||
|
||||
+29
-71
@@ -165,6 +165,11 @@ Phaser.Sprite = function (game, x, y, key, frame) {
|
||||
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'.
|
||||
@@ -196,6 +201,9 @@ Phaser.Sprite = function (game, x, y, key, frame) {
|
||||
// Bounds check
|
||||
left: null, right: null, top: null, bottom: null,
|
||||
|
||||
// delta cache
|
||||
prevX: x, prevY: y,
|
||||
|
||||
// The previous calculated position
|
||||
x: -1, y: -1,
|
||||
|
||||
@@ -307,11 +315,6 @@ Phaser.Sprite = function (game, x, y, key, frame) {
|
||||
*/
|
||||
this.cameraOffset = new Phaser.Point;
|
||||
|
||||
/**
|
||||
* @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;
|
||||
|
||||
/**
|
||||
* You can crop the Sprites texture by modifying the crop properties. For example crop.width = 50 would set the Sprite to only render 50px wide.
|
||||
* The crop is only applied if you have set Sprite.cropEnabled to true.
|
||||
@@ -374,7 +377,7 @@ Phaser.Sprite.prototype.preUpdate = function() {
|
||||
this.updateCrop();
|
||||
|
||||
// Re-run the camera visibility check
|
||||
if (this._cache.dirty || this.world.x !== this.prevX || this.world.y !== this.prevY)
|
||||
if (this._cache.dirty || this.world.x !== this._cache.prevX || this.world.y !== this._cache.prevY)
|
||||
{
|
||||
this.updateBounds();
|
||||
}
|
||||
@@ -384,7 +387,7 @@ Phaser.Sprite.prototype.preUpdate = function() {
|
||||
this.body.preUpdate();
|
||||
}
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Internal function called by preUpdate.
|
||||
@@ -394,8 +397,8 @@ Phaser.Sprite.prototype.preUpdate = function() {
|
||||
*/
|
||||
Phaser.Sprite.prototype.updateCache = function() {
|
||||
|
||||
this.prevX = this.world.x;
|
||||
this.prevY = this.world.y;
|
||||
this._cache.prevX = this.world.x;
|
||||
this._cache.prevY = this.world.y;
|
||||
|
||||
if (this.fixedToCamera)
|
||||
{
|
||||
@@ -430,7 +433,7 @@ Phaser.Sprite.prototype.updateCache = function() {
|
||||
this._cache.a02 = this.worldTransform[2]; // translateX tx
|
||||
this._cache.a12 = this.worldTransform[5]; // translateY ty
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Internal function called by preUpdate.
|
||||
@@ -457,7 +460,7 @@ Phaser.Sprite.prototype.updateAnimation = function() {
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Internal function called by preUpdate.
|
||||
@@ -486,7 +489,7 @@ Phaser.Sprite.prototype.updateCrop = function() {
|
||||
PIXI.Texture.frameUpdates.push(this.texture);
|
||||
}
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Internal function called by preUpdate.
|
||||
@@ -555,7 +558,7 @@ Phaser.Sprite.prototype.updateBounds = function() {
|
||||
this.body.updateBounds(this.center.x, this.center.y, this._cache.scaleX, this._cache.scaleY);
|
||||
}
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Gets the local position of a coordinate relative to the Sprite, factoring in rotation and scale.
|
||||
@@ -577,7 +580,7 @@ Phaser.Sprite.prototype.getLocalPosition = function(p, x, y) {
|
||||
|
||||
return p;
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Gets the local unmodified position of a coordinate relative to the Sprite, factoring in rotation and scale.
|
||||
@@ -597,8 +600,7 @@ Phaser.Sprite.prototype.getLocalUnmodifiedPosition = function(p, gx, gy) {
|
||||
|
||||
return p;
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Resets the Sprite.crop value back to the frame dimensions.
|
||||
@@ -612,7 +614,7 @@ Phaser.Sprite.prototype.resetCrop = function() {
|
||||
this.texture.setFrame(this.crop);
|
||||
this.cropEnabled = false;
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Internal function called by the World postUpdate cycle.
|
||||
@@ -647,7 +649,7 @@ Phaser.Sprite.prototype.postUpdate = function() {
|
||||
this.position.y = this._cache.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.
|
||||
@@ -701,51 +703,7 @@ Phaser.Sprite.prototype.loadTexture = function (key, frame) {
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the absolute delta x value.
|
||||
*
|
||||
* @method Phaser.Sprite#deltaAbsX
|
||||
* @memberof Phaser.Sprite
|
||||
* @return {number} The absolute delta value.
|
||||
*/
|
||||
Phaser.Sprite.prototype.deltaAbsX = function () {
|
||||
return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the absolute delta y value.
|
||||
*
|
||||
* @method Phaser.Sprite#deltaAbsY
|
||||
* @memberof Phaser.Sprite
|
||||
* @return {number} The absolute delta value.
|
||||
*/
|
||||
Phaser.Sprite.prototype.deltaAbsY = function () {
|
||||
return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the delta x value.
|
||||
*
|
||||
* @method Phaser.Sprite#deltaX
|
||||
* @memberof Phaser.Sprite
|
||||
* @return {number} The delta value.
|
||||
*/
|
||||
Phaser.Sprite.prototype.deltaX = function () {
|
||||
return this.x - this.prevX;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the delta y value.
|
||||
*
|
||||
* @method Phaser.Sprite#deltaY
|
||||
* @memberof Phaser.Sprite
|
||||
* @return {number} The delta value.
|
||||
*/
|
||||
Phaser.Sprite.prototype.deltaY = function () {
|
||||
return this.y - this.prevY;
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Moves the sprite so its center is located on the given x and y coordinates.
|
||||
@@ -763,7 +721,7 @@ Phaser.Sprite.prototype.centerOn = function(x, y) {
|
||||
this.y = y + (this.y - this.center.y);
|
||||
return this;
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Brings a 'dead' Sprite back to life, optionally giving it the health value specified.
|
||||
@@ -791,7 +749,7 @@ Phaser.Sprite.prototype.revive = function(health) {
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Kills a Sprite. A killed Sprite has its alive, exists and visible properties all set to false.
|
||||
@@ -816,7 +774,7 @@ Phaser.Sprite.prototype.kill = function() {
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Destroys the Sprite. This removes it from its parent group, destroys the input, event and animation handlers if present
|
||||
@@ -853,7 +811,7 @@ Phaser.Sprite.prototype.destroy = function() {
|
||||
|
||||
this.game = null;
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Damages the Sprite, this removes the given amount from the Sprites health property.
|
||||
@@ -878,7 +836,7 @@ Phaser.Sprite.prototype.damage = function(amount) {
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Resets the Sprite. This places the Sprite at the given x/y world coordinates and then
|
||||
@@ -915,7 +873,7 @@ Phaser.Sprite.prototype.reset = function(x, y, health) {
|
||||
|
||||
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
|
||||
@@ -938,7 +896,7 @@ Phaser.Sprite.prototype.bringToTop = function() {
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Play an animation based on the given key. The animation should previously have been added via sprite.animations.add()
|
||||
@@ -959,7 +917,7 @@ Phaser.Sprite.prototype.play = function (name, frameRate, loop, killOnComplete)
|
||||
return this.animations.play(name, frameRate, loop, killOnComplete);
|
||||
}
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* 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.
|
||||
|
||||
Reference in New Issue
Block a user