mirror of
https://github.com/wassname/phaser.git
synced 2026-06-27 16:10:15 +08:00
Tiling Sprite added
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After Width: | Height: | Size: 15 KiB |
@@ -63,6 +63,7 @@
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<script src="../src/system/Canvas.js"></script>
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<script src="../src/gameobjects/GameObjectFactory.js"></script>
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<script src="../src/gameobjects/Sprite.js"></script>
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<script src="../src/gameobjects/TileSprite.js"></script>
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<script src="../src/system/Canvas.js"></script>
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<script src="../src/system/Device.js"></script>
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@@ -0,0 +1,76 @@
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a new beginning</title>
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<?php
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require('js.php');
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?>
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</head>
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<body>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('disk', 'assets/sprites/p2.jpeg');
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}
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var s;
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var count = 0;
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function create() {
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game.world._stage.backgroundColorString = '#182d3b';
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s = game.add.tileSprite(0, 0, 512, 512, 'disk');
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// s.rotation = 0.1;
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}
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function update() {
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count += 0.005
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// s.rotation += 0.01;
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s.tileScale.x = 2 + Math.sin(count);
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s.tileScale.y = 2 + Math.cos(count);
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s.tilePosition.x += 1;
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s.tilePosition.y += 1;
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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s.x -= 4;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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s.x += 4;
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}
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
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{
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s.y -= 4;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
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{
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s.y += 4;
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}
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}
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function render() {
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// game.debug.renderSpriteCorners(s, true, true);
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}
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})();
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</script>
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</body>
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</html>
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@@ -0,0 +1,54 @@
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a new beginning</title>
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<?php
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require('js.php');
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?>
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</head>
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<body>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
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var s;
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function preload() {
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game.load.image('disk', 'assets/misc/starfield.jpg');
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}
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function create() {
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s = game.add.tileSprite(0, 0, 800, 600, 'disk');
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}
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function update() {
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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s.tilePosition.x += 8;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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s.tilePosition.x -= 8;
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}
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
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{
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s.tilePosition.y += 8;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
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{
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s.tilePosition.y -= 8;
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}
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}
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})();
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</script>
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</body>
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</html>
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@@ -21,9 +21,6 @@ Phaser.GameObjectFactory.prototype = {
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*/
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sprite: function (x, y, key, frame) {
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if (typeof key === "undefined") { key = ''; }
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if (typeof frame === "undefined") { frame = null; }
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return this.world.add(new Phaser.Sprite(this.game, x, y, key, frame));
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},
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@@ -37,20 +34,22 @@ Phaser.GameObjectFactory.prototype = {
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*/
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tween: function (obj, localReference) {
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if (typeof localReference === "undefined") { localReference = false; }
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return this.game.tweens.create(obj, localReference);
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},
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audio: function (key, volume, loop) {
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volume = volume || 1;
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loop = loop || false;
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return this.game.sound.add(key, volume, loop);
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}
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},
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tileSprite: function (x, y, width, height, key, frame) {
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return this.world.add(new Phaser.TileSprite(this.game, x, y, width, height, key, frame));
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},
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};
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@@ -70,13 +70,13 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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* @property blendMode
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* @type Number
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*/
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this.blendMode = PIXI.blendModes.NORMAL;
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// this.blendMode = PIXI.blendModes.NORMAL;
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this.x = x;
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this.y = y;
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this.updateFrame = true;
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this.renderable = true;
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// this.updateFrame = true;
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// this.renderable = true;
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this.position.x = x;
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this.position.y = y;
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@@ -355,5 +355,4 @@ Object.defineProperty(Phaser.Sprite.prototype, "inCamera", {
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return this._cache.cameraVisible;
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}
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});
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@@ -0,0 +1,380 @@
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Phaser.TileSprite = function (game, x, y, width, height, key, frame) {
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x = x || 0;
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y = y || 0;
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width = width || 256;
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height = height || 256;
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key = key || null;
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frame = frame || null;
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this.game = game;
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this.exists = true;
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this.active = true;
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this.visible = true;
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this.alive = true;
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this.group = null;
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this.name = '';
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/**
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* This manages animations of the sprite. You can modify animations through it. (see AnimationManager)
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* @type AnimationManager
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*/
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this.animations = new Phaser.AnimationManager(this);
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// Phaser.Sprite.call(this);
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PIXI.TilingSprite.call(this);
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/**
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* The texture that the sprite is using
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*
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* @property texture
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* @type Texture
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*/
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this.texture = PIXI.TextureCache[key];
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if (this.game.cache.isSpriteSheet(key))
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{
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this.animations.loadFrameData(this.game.cache.getFrameData(key));
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}
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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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* The width of the tiling sprite
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*
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* @property width
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* @type Number
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*/
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this.width = width;
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/**
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* The height of the tiling sprite
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*
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* @property height
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* @type Number
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*/
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this.height = height;
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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 autoCull
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* @type Boolean
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*/
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this.autoCull = false;
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// Replaces the PIXI.Point with a slightly more flexible one
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this.scale = new Phaser.Point(1, 1);
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// Influence of camera movement upon the position
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this.scrollFactor = new Phaser.Point(1, 1);
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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 anchor
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* @type Point
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*/
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// this.anchor = new Phaser.Point();
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/**
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* The scaling of the image that is being tiled
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*
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* @property tileScale
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* @type Point
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*/
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this.tileScale = new Phaser.Point(1,1);
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/**
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* The offset position of the image that is being tiled
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*
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* @property tilePosition
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* @type Point
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*/
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this.tilePosition = new Phaser.Point(0,0);
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this.bounds = new Phaser.Rectangle(x, y, this.width, this.height);
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this.x = x;
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this.y = y;
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this.position.x = x;
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this.position.y = y;
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// A mini cache for storing all of the calculated values
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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: 0, a02: x, a10: 0, a11: 1, a12: y, id: 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 inc. camera x/y and scrollFactor
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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: width, height: height,
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// The current frame index, used to check for bounds updates
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frameWidth: 0, frameHeight: 0,
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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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// Corner points
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this.offset = new Phaser.Point();
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this.topLeft = new Phaser.Point();
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this.topRight = new Phaser.Point();
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this.bottomRight = new Phaser.Point();
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this.bottomLeft = new Phaser.Point();
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this.bounds = new Phaser.Rectangle(x, y, this.width, this.height);
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this.getLocalPosition(this.topLeft, this.offset.x, this.offset.y);
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this.getLocalPosition(this.topRight, this.offset.x + this.width, this.offset.y);
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this.getLocalPosition(this.bottomLeft, this.offset.x, this.offset.y + this.height);
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this.getLocalPosition(this.bottomRight, this.offset.x + this.width, this.offset.y + this.height);
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};
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Phaser.TileSprite.prototype = Object.create(PIXI.TilingSprite.prototype);
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Phaser.TileSprite.prototype.constructor = Phaser.TileSprite;
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/**
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* Automatically called by the game loop.
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*/
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Phaser.TileSprite.prototype.update = function () {
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this._cache.dirty = false;
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this.animations.update();
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this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x);
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this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
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// If this sprite or the camera have moved then let's update everything
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// It may have rotated though ...
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if (this.position.x != this._cache.x || this.position.y != this._cache.y)
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{
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this.position.x = this._cache.x;
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this.position.y = this._cache.y;
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this._cache.dirty = true;
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}
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if (this.visible)
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{
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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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// Only update the values we need
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if (this.worldTransform[0] != this._cache.a00 || this.worldTransform[1] != this._cache.a01)
|
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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.scaleX = Math.sqrt((this._cache.a00 * this._cache.a00) + (this._cache.a01 * this._cache.a01));
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this._cache.a01 *= -1;
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this._cache.dirty = true;
|
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}
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// Need to test, but probably highly unlikely that a scaleX would happen without effecting the Y skew
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if (this.worldTransform[3] != this._cache.a10 || this.worldTransform[4] != this._cache.a11)
|
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{
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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.scaleY = Math.sqrt((this._cache.a10 * this._cache.a10) + (this._cache.a11 * this._cache.a11));
|
||||
this._cache.a10 *= -1;
|
||||
this._cache.dirty = true;
|
||||
}
|
||||
|
||||
if (this.worldTransform[2] != this._cache.a02 || this.worldTransform[5] != this._cache.a12)
|
||||
{
|
||||
this._cache.a02 = this.worldTransform[2]; // translateX tx
|
||||
this._cache.a12 = this.worldTransform[5]; // translateY ty
|
||||
this._cache.dirty = true;
|
||||
}
|
||||
|
||||
if (this._cache.dirty || this.texture.frame.width != this._cache.frameWidth || this.texture.frame.height != this._cache.frameHeight)
|
||||
{
|
||||
this._cache.frameWidth = this.texture.frame.width;
|
||||
this._cache.frameHeight = this.texture.frame.height;
|
||||
|
||||
this._cache.width = this.width * this._cache.scaleX;
|
||||
this._cache.height = this.height * this._cache.scaleY;
|
||||
|
||||
this._cache.dirty = true;
|
||||
}
|
||||
|
||||
if (this._cache.dirty)
|
||||
{
|
||||
this._cache.id = 1 / (this._cache.a00 * this._cache.a11 + this._cache.a01 * -this._cache.a10);
|
||||
this.updateBounds();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// We still need to work out the bounds in case the camera has moved
|
||||
// but we can't use the local or worldTransform to do it, as Pixi resets that if a Sprite is invisible.
|
||||
// So we'll compare against the cached state + new position.
|
||||
if (this._cache.dirty && this.visible == false)
|
||||
{
|
||||
this.bounds.x -= this._cache.boundsX - this._cache.x;
|
||||
this._cache.boundsX = this._cache.x;
|
||||
|
||||
this.bounds.y -= this._cache.boundsy - this._cache.y;
|
||||
this._cache.boundsY = this._cache.y;
|
||||
}
|
||||
}
|
||||
|
||||
// Re-run the camera visibility check
|
||||
if (this._cache.dirty)
|
||||
{
|
||||
this._cache.cameraVisible = Phaser.Rectangle.intersects(this.game.world.camera.screenView, this.bounds, 0);
|
||||
|
||||
if (this.autoCull == true)
|
||||
{
|
||||
this.visible = this._cache.cameraVisible;
|
||||
}
|
||||
}
|
||||
|
||||
// Check our bounds
|
||||
|
||||
}
|
||||
|
||||
Phaser.TileSprite.prototype.updateBounds = function() {
|
||||
|
||||
// Update the edge points
|
||||
|
||||
this.offset.setTo(this._cache.a02, this._cache.a12);
|
||||
|
||||
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 Sprite was at when the last bounds was created
|
||||
this._cache.boundsX = this._cache.x;
|
||||
this._cache.boundsY = this._cache.y;
|
||||
|
||||
}
|
||||
|
||||
Phaser.TileSprite.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;
|
||||
|
||||
}
|
||||
|
||||
Phaser.TileSprite.prototype.getBounds = function(rect) {
|
||||
|
||||
rect = rect || new Phaser.Rectangle;
|
||||
|
||||
var left = Phaser.Math.min(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
|
||||
var right = Phaser.Math.max(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
|
||||
var top = Phaser.Math.min(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
|
||||
var bottom = Phaser.Math.max(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
|
||||
|
||||
rect.x = left;
|
||||
rect.y = top;
|
||||
rect.width = right - left;
|
||||
rect.height = bottom - top;
|
||||
|
||||
return rect;
|
||||
|
||||
}
|
||||
|
||||
Object.defineProperty(Phaser.TileSprite.prototype, 'angle', {
|
||||
|
||||
get: function() {
|
||||
return Phaser.Math.radToDeg(this.rotation);
|
||||
},
|
||||
|
||||
set: function(value) {
|
||||
this.rotation = Phaser.Math.degToRad(value);
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
Object.defineProperty(Phaser.TileSprite.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.TileSprite.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;
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
Object.defineProperty(Phaser.TileSprite.prototype, "inCamera", {
|
||||
|
||||
/**
|
||||
* Is this sprite visible to the camera or not?
|
||||
*/
|
||||
get: function () {
|
||||
return this._cache.cameraVisible;
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
@@ -474,7 +474,7 @@ Phaser.Loader.prototype = {
|
||||
|
||||
this.onFileError.dispatch(key);
|
||||
|
||||
throw new Error("Phaser.Loader error loading file: " + key);
|
||||
console.warn("Phaser.Loader error loading file: " + key);
|
||||
|
||||
this.nextFile(key, false);
|
||||
|
||||
@@ -488,7 +488,7 @@ Phaser.Loader.prototype = {
|
||||
|
||||
if (!this._fileList[key])
|
||||
{
|
||||
throw new Error('Phaser.Loader fileComplete invalid key ' + key);
|
||||
console.warn('Phaser.Loader fileComplete invalid key ' + key);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user