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135 lines
3.6 KiB
TypeScript
135 lines
3.6 KiB
TypeScript
/// <reference path="../Game.ts" />
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/// <reference path="../core/Rectangle.ts" />
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/// <reference path="../components/animation/AnimationManager.ts" />
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/// <reference path="../components/sprite/Position.ts" />
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/// <reference path="../components/sprite/Texture.ts" />
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/**
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* Phaser - Sprite
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*
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*/
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module Phaser {
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export class Sprite {
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/**
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* Create a new <code>Sprite</code>.
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*
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* @param game {Phaser.Game} Current game instance.
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* @param [x] {number} the initial x position of the sprite.
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* @param [y] {number} the initial y position of the sprite.
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* @param [key] {string} Key of the graphic you want to load for this sprite.
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* @param [width] {number} The width of the object.
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* @param [height] {number} The height of the object.
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*/
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constructor(game: Game, x?: number = 0, y?: number = 0, key?: string = null, width?: number = 16, height?: number = 16) {
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this.game = game;
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this.type = Phaser.Types.SPRITE;
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this.render = game.renderer.renderSprite;
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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.scrollFactor = new Phaser.Vec2(1, 1);
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this.scale = new Phaser.Vec2(1, 1);
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this.position = new Phaser.Components.Position(this, x, y);
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this.texture = new Phaser.Components.Texture(this, key, game.stage.canvas, game.stage.context);
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}
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/**
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* Reference to the main game object
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*/
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public game: Game;
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/**
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* The type of game object.
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*/
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public type: number;
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/**
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* Reference to the Renderer.renderSprite method. Can be overriden by custom classes.
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*/
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public render;
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/**
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* Controls if both <code>update</code> and render are called by the core game loop.
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*/
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public exists: bool;
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/**
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* Controls if <code>update()</code> is automatically called by the core game loop.
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*/
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public active: bool;
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/**
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* Controls if this Sprite is rendered or skipped during the core game loop.
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*/
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public visible: bool;
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/**
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*
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*/
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public alive: bool;
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/**
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* The position of the Sprite in world and screen coordinates.
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*/
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public position: Phaser.Components.Position;
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/**
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* The texture used to render the Sprite.
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*/
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public texture: Phaser.Components.Texture;
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/**
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* The frame boundary around this Sprite.
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* For non-animated sprites this matches the loaded texture dimensions.
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* For animated sprites it will be updated as part of the animation loop, changing to the dimensions of the current animation frame.
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*/
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public frameBounds: Phaser.Rectangle;
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public scale: Phaser.Vec2;
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public scrollFactor: Phaser.Vec2;
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/**
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* x value of the object.
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*/
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public get x(): number {
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return this.position.world.x;
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}
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public set x(value: number) {
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this.position.world.x = value;
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}
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/**
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* y value of the object.
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*/
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public get y(): number {
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return this.position.world.y;
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}
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public set y(value: number) {
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this.position.world.y = value;
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}
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/**
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* z value of the object.
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*/
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public get z(): number {
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return this.position.z;
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}
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public set z(value: number) {
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this.position.z = value;
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}
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}
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} |