mirror of
https://github.com/wassname/phaser.git
synced 2026-07-05 17:30:19 +08:00
Making some major changes to Camera and World.
This commit is contained in:
+28
-55
@@ -184,11 +184,6 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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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} scrollFactor - Influence of camera movement upon the position.
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*/
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this.scrollFactor = 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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@@ -206,7 +201,7 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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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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// 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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@@ -345,24 +340,21 @@ Phaser.Sprite.prototype.preUpdate = function() {
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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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if (this.worldTransform[0] != this._cache.a00 || this.worldTransform[1] != this._cache.a01 || this.worldTransform[3] != this._cache.a10 || this.worldTransform[4] != this._cache.a11)
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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.i01 = 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)); // round this off a bit?
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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.i10 = this.worldTransform[3]; // skewX b
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this._cache.a11 = this.worldTransform[4]; // scaleY d
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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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@@ -410,7 +402,10 @@ Phaser.Sprite.prototype.preUpdate = function() {
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this.body.updateBounds(this.center.x, this.center.y, this._cache.scaleX, this._cache.scaleY);
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}
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this.body.preUpdate();
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if (this.body)
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{
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this.body.preUpdate();
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}
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}
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@@ -419,16 +414,19 @@ Phaser.Sprite.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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// this.body.postUpdate();
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if (this.body)
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{
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this.body.postUpdate();
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}
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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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this._cache.x = this.x;
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this._cache.y = this.y;
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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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// }
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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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}
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}
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}
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@@ -501,8 +499,8 @@ Phaser.Sprite.prototype.reset = function(x, y) {
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this.x = x;
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this.y = y;
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this.position.x = this.x - (this.game.world.camera.x * this.scrollFactor.x);
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this.position.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
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this.position.x = this.x;
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this.position.y = this.y;
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this.alive = true;
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this.exists = true;
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this.visible = true;
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@@ -618,31 +616,6 @@ Phaser.Sprite.prototype.bringToTop = function() {
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}
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/**
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* Description.
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*
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* @method Phaser.Sprite.prototype.bringToTop
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* @param {Phaser.Rectangle} rect - Description.
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* @return {Phaser.Rectangle} Description.
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*/
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Phaser.Sprite.prototype.getBounds = function(rect) {
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rect = rect || new Phaser.Rectangle;
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var left = Phaser.Math.min(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
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var right = Phaser.Math.max(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
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var top = Phaser.Math.min(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
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var bottom = Phaser.Math.max(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
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rect.x = left;
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rect.y = top;
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rect.width = right - left;
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rect.height = bottom - top;
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return rect;
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}
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/**
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* Play an animation based on the given key. The animation should previously have been added via sprite.animations.add()
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* If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself.
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@@ -748,10 +721,10 @@ Object.defineProperty(Phaser.Sprite.prototype, "crop", {
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this._cropUUID = this.game.rnd.uuid();
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PIXI.TextureCache[this._cropUUID] = new PIXI.Texture(PIXI.BaseTextureCache[this.key], {
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x: value.x,
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y: value.y,
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width: value.width,
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height: value.height
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x: Math.floor(value.x),
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y: Math.floor(value.y),
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width: Math.floor(value.width),
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height: Math.floor(value.height)
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});
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}
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else
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