mirror of
https://github.com/wassname/phaser.git
synced 2026-07-24 13:10:53 +08:00
Sprite.loadTexture added.
This commit is contained in:
+12
-1
@@ -154,10 +154,21 @@ Phaser.Camera.prototype = {
|
||||
break;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Move the camera focus on a display object instantly.
|
||||
* @method Phaser.Camera#focusOn
|
||||
* @param {any} displayObject - The display object to focus the camera on. Must have visible x/y properties.
|
||||
*/
|
||||
focusOn: function (displayObject) {
|
||||
|
||||
this.setPosition(Math.round(displayObject.x - this.view.halfWidth), Math.round(displayObject.y - this.view.halfHeight));
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Move the camera focus to a location instantly.
|
||||
* Move the camera focus on a location instantly.
|
||||
* @method Phaser.Camera#focusOnXY
|
||||
* @param {number} x - X position.
|
||||
* @param {number} y - Y position.
|
||||
|
||||
@@ -263,6 +263,11 @@ Phaser.Sprite = function (game, x, y, key, frame) {
|
||||
*/
|
||||
this.body = new Phaser.Physics.Arcade.Body(this);
|
||||
|
||||
/**
|
||||
* @property {number} health - Health value. Used in combination with damage() to allow for quick killing of Sprites.
|
||||
*/
|
||||
this.health = 1;
|
||||
|
||||
/**
|
||||
* @property {Description} velocity - Description.
|
||||
*/
|
||||
@@ -349,6 +354,7 @@ Phaser.Sprite.prototype.preUpdate = function() {
|
||||
this.prevY = this.y;
|
||||
|
||||
this.updateCache();
|
||||
this.updateAnimation();
|
||||
|
||||
// Re-run the camera visibility check
|
||||
if (this._cache.dirty)
|
||||
@@ -407,7 +413,10 @@ Phaser.Sprite.prototype.updateCache = function() {
|
||||
this._cache.dirty = true;
|
||||
}
|
||||
|
||||
// Frame updated?
|
||||
}
|
||||
|
||||
Phaser.Sprite.prototype.updateAnimation = function() {
|
||||
|
||||
if (this.currentFrame && this.currentFrame.uuid != this._cache.frameID)
|
||||
{
|
||||
this._cache.frameWidth = this.texture.frame.width;
|
||||
@@ -461,6 +470,47 @@ Phaser.Sprite.prototype.postUpdate = function() {
|
||||
|
||||
}
|
||||
|
||||
Phaser.Sprite.prototype.loadTexture = function (key, frame) {
|
||||
|
||||
this.key = key;
|
||||
|
||||
if (key instanceof Phaser.RenderTexture)
|
||||
{
|
||||
this.currentFrame = this.game.cache.getTextureFrame(key.name);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (key == null || this.game.cache.checkImageKey(key) == false)
|
||||
{
|
||||
key = '__default';
|
||||
}
|
||||
|
||||
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.updateAnimation();
|
||||
|
||||
}
|
||||
|
||||
Phaser.Sprite.prototype.deltaAbsX = function () {
|
||||
return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
|
||||
}
|
||||
@@ -497,11 +547,15 @@ Phaser.Sprite.prototype.centerOn = function(x, y) {
|
||||
*
|
||||
* @method Phaser.Sprite.prototype.revive
|
||||
*/
|
||||
Phaser.Sprite.prototype.revive = function() {
|
||||
Phaser.Sprite.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);
|
||||
|
||||
}
|
||||
@@ -520,12 +574,33 @@ Phaser.Sprite.prototype.kill = function() {
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method Phaser.Sprite.prototype.kill
|
||||
*/
|
||||
Phaser.Sprite.prototype.damage = function(amount) {
|
||||
|
||||
if (this.alive)
|
||||
{
|
||||
this.health -= amount;
|
||||
|
||||
if (this.health < 0)
|
||||
{
|
||||
this.kill();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method Phaser.Sprite.prototype.reset
|
||||
*/
|
||||
Phaser.Sprite.prototype.reset = function(x, y) {
|
||||
Phaser.Sprite.prototype.reset = function(x, y, health) {
|
||||
|
||||
if (typeof health === 'undefined') { health = 1; }
|
||||
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
@@ -536,7 +611,13 @@ Phaser.Sprite.prototype.reset = function(x, y) {
|
||||
this.visible = true;
|
||||
this.renderable = true;
|
||||
this._outOfBoundsFired = false;
|
||||
this.body.reset();
|
||||
|
||||
this.health = health;
|
||||
|
||||
if (this.body)
|
||||
{
|
||||
this.body.reset();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -741,6 +822,18 @@ Object.defineProperty(Phaser.Sprite.prototype, "inCamera", {
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
*
|
||||
* @returns {boolean}
|
||||
*/
|
||||
Object.defineProperty(Phaser.Sprite.prototype, "worldX", {
|
||||
|
||||
get: function () {
|
||||
return 1;
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* Get the input enabled state of this Sprite.
|
||||
* @returns {Description}
|
||||
|
||||
@@ -883,7 +883,7 @@ Phaser.Physics.Arcade.prototype = {
|
||||
{
|
||||
if (separate)
|
||||
{
|
||||
console.log('x over', this._overlap);
|
||||
// console.log('x over', this._overlap);
|
||||
object.x = object.x - this._overlap;
|
||||
|
||||
if (object.bounce.x == 0)
|
||||
@@ -960,7 +960,7 @@ Phaser.Physics.Arcade.prototype = {
|
||||
|
||||
if (this._overlap != 0)
|
||||
{
|
||||
console.log('y over', this._overlap);
|
||||
// console.log('y over', this._overlap);
|
||||
|
||||
if (separate)
|
||||
{
|
||||
|
||||
@@ -105,8 +105,10 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
|
||||
this.embedded = false;
|
||||
|
||||
this.preX = (this.sprite.localTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
||||
this.preY = (this.sprite.localTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
|
||||
// this.preX = (this.sprite.localTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
||||
// this.preY = (this.sprite.localTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
|
||||
this.preX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
||||
this.preY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
|
||||
this.preRotation = this.sprite.angle;
|
||||
|
||||
this.x = this.preX;
|
||||
@@ -221,12 +223,16 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
this.angularVelocity = 0;
|
||||
this.angularAcceleration = 0;
|
||||
|
||||
this.preX = (this.sprite.localTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
||||
this.preY = (this.sprite.localTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
|
||||
// this.preX = (this.sprite.localTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
||||
// this.preY = (this.sprite.localTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
|
||||
this.preX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
||||
this.preY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
|
||||
this.preRotation = this.sprite.angle;
|
||||
|
||||
this.x = (this.sprite.localTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
||||
this.y = (this.sprite.localTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
|
||||
// this.x = (this.sprite.localTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
||||
// this.y = (this.sprite.localTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
|
||||
this.x = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
||||
this.y = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
|
||||
this.rotation = this.sprite.angle;
|
||||
|
||||
},
|
||||
|
||||
@@ -460,6 +460,7 @@ Phaser.Utils.Debug.prototype = {
|
||||
this.line('angle: ' + sprite.angle.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1));
|
||||
this.line('visible: ' + sprite.visible + ' in camera: ' + sprite.inCamera);
|
||||
this.line('body x: ' + sprite.body.x.toFixed(1) + ' y: ' + sprite.body.y.toFixed(1));
|
||||
this.stop();
|
||||
|
||||
// 0 = scaleX
|
||||
// 1 = skewY
|
||||
@@ -510,6 +511,7 @@ Phaser.Utils.Debug.prototype = {
|
||||
this.line('scaleY: ' + sprite.worldTransform[4]);
|
||||
this.line('transX: ' + sprite.worldTransform[2]);
|
||||
this.line('transY: ' + sprite.worldTransform[5]);
|
||||
this.stop();
|
||||
|
||||
},
|
||||
|
||||
@@ -539,6 +541,49 @@ Phaser.Utils.Debug.prototype = {
|
||||
this.line('scaleY: ' + sprite.localTransform[4]);
|
||||
this.line('transX: ' + sprite.localTransform[2]);
|
||||
this.line('transY: ' + sprite.localTransform[5]);
|
||||
this.stop();
|
||||
|
||||
},
|
||||
|
||||
renderSpriteCoords: function (sprite, x, y, color) {
|
||||
|
||||
if (this.context == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
color = color || 'rgb(255, 255, 255)';
|
||||
|
||||
this.start(x, y, color);
|
||||
|
||||
this.line(sprite.name);
|
||||
this.line('x: ' + sprite.x);
|
||||
this.line('y: ' + sprite.y);
|
||||
this.line('local x: ' + sprite.localTransform[2]);
|
||||
this.line('local y: ' + sprite.localTransform[5]);
|
||||
this.line('world x: ' + sprite.worldTransform[2]);
|
||||
this.line('world y: ' + sprite.worldTransform[5]);
|
||||
|
||||
this.stop();
|
||||
|
||||
},
|
||||
|
||||
renderGroupInfo: function (group, x, y, color) {
|
||||
|
||||
if (this.context == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
color = color || 'rgb(255, 255, 255)';
|
||||
|
||||
this.start(x, y, color);
|
||||
|
||||
this.line('Group (size: ' + group.length + ')');
|
||||
this.line('x: ' + group.x);
|
||||
this.line('y: ' + group.y);
|
||||
|
||||
this.stop();
|
||||
|
||||
},
|
||||
|
||||
|
||||
Reference in New Issue
Block a user