mirror of
https://github.com/wassname/phaser.git
synced 2026-07-29 11:24:31 +08:00
Fresh build. Added pre/post update hooks to Graphics.
This commit is contained in:
+206
-6
@@ -16,23 +16,134 @@
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*/
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Phaser.Graphics = function (game, x, y) {
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x = x || 0;
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y = y || 0;
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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 Text isn't updated by the core game loop.
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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 {string} name - The user defined name given to this object.
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* @default
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*/
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this.name = '';
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/**
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* @property {number} type - The const type of this object.
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* @default
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*/
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this.type = Phaser.GRAPHICS;
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/**
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* @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
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*/
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this.world = new Phaser.Point(x, y);
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/**
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* @property {Phaser.Events} events - The Events 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 {Phaser.InputHandler|null} input - The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
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*/
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this.input = null;
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/**
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* @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
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*/
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this.cameraOffset = new Phaser.Point();
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PIXI.Graphics.call(this);
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/**
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* @property {number} type - The Phaser Object Type.
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*/
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this.type = Phaser.GRAPHICS;
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this.position.set(x, y);
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this.position.x = x;
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this.position.y = y;
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/**
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* A small internal cache:
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* 0 = previous position.x
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* 1 = previous position.y
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* 2 = previous rotation
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* 3 = renderID
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* 4 = fresh? (0 = no, 1 = yes)
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* 5 = outOfBoundsFired (0 = no, 1 = yes)
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* 6 = exists (0 = no, 1 = yes)
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* 7 = fixed to camera (0 = no, 1 = yes)
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* @property {Int16Array} _cache
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* @private
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*/
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this._cache = new Int16Array([0, 0, 0, 0, 1, 0, 1, 0]);
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};
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Phaser.Graphics.prototype = Object.create(PIXI.Graphics.prototype);
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Phaser.Graphics.prototype.constructor = Phaser.Graphics;
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/**
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* Automatically called by World.preUpdate.
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* @method Phaser.Graphics.prototype.preUpdate
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*/
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Phaser.Graphics.prototype.preUpdate = function () {
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this._cache[0] = this.world.x;
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this._cache[1] = this.world.y;
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this._cache[2] = this.rotation;
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if (!this.exists || !this.parent.exists)
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{
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this.renderOrderID = -1;
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return false;
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}
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if (this.autoCull)
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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.game.world.camera.screenView.intersects(this.getBounds());
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}
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this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
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if (this.visible)
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{
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this._cache[3] = this.game.world.currentRenderOrderID++;
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}
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return true;
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}
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/**
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* Override and use this function in your own custom objects to handle any update requirements you may have.
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*
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* @method Phaser.Graphics#update
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* @memberof Phaser.Graphics
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*/
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Phaser.Graphics.prototype.update = function() {
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}
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/**
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* Automatically called by World.postUpdate.
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* @method Phaser.Graphics.prototype.postUpdate
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*/
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Phaser.Graphics.prototype.postUpdate = function () {
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// Fixed to Camera?
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if (this._cache[7] === 1)
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{
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this.position.x = this.game.camera.view.x + this.cameraOffset.x;
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this.position.y = this.game.camera.view.y + this.cameraOffset.y;
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}
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}
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/**
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* Destroy this Graphics instance.
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*
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@@ -47,6 +158,9 @@ Phaser.Graphics.prototype.destroy = function() {
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this.parent.remove(this);
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}
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this.exists = false;
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this.visible = false;
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this.game = null;
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}
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@@ -68,3 +182,89 @@ Phaser.Graphics.prototype.drawPolygon = function (poly) {
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this.lineTo(poly.points[0].x, poly.points[0].y);
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}
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/**
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* Indicates the rotation of the Graphics, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
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* 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.
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* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
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* @name Phaser.Graphics#angle
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* @property {number} angle - Gets or sets the angle of rotation in degrees.
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*/
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Object.defineProperty(Phaser.Graphics.prototype, 'angle', {
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get: function() {
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return Phaser.Math.radToDeg(this.rotation);
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},
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set: function(value) {
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this.rotation = Phaser.Math.degToRad(value);
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}
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});
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/**
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* By default a Graphics object won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is
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* activated for this object and it will then start to process click/touch events and more.
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*
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* @name Phaser.Graphics#inputEnabled
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* @property {boolean} inputEnabled - Set to true to allow this object to receive input events.
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*/
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Object.defineProperty(Phaser.Graphics.prototype, "inputEnabled", {
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get: function () {
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return (this.input && this.input.enabled);
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},
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set: function (value) {
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if (value)
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{
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if (this.input === null)
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{
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this.input = new Phaser.InputHandler(this);
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this.input.start();
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}
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}
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else
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{
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if (this.input && this.input.enabled)
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{
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this.input.stop();
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}
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}
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}
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});
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/**
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* An Graphics that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Graphics.cameraOffset.
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* Note that the cameraOffset values are in addition to any parent in the display list.
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* So if this Graphics was in a Group that has x: 200, then this will be added to the cameraOffset.x
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*
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* @name Phaser.Graphics#fixedToCamera
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* @property {boolean} fixedToCamera - Set to true to fix this Graphics to the Camera at its current world coordinates.
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*/
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Object.defineProperty(Phaser.Graphics.prototype, "fixedToCamera", {
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get: function () {
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return !!this._cache[7];
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},
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set: function (value) {
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if (value)
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{
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this._cache[7] = 1;
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this.cameraOffset.set(this.x, this.y);
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}
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else
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{
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this._cache[7] = 0;
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}
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}
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});
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