Files
phaser/Phaser/gameobjects/Sprite.ts
T

135 lines
3.6 KiB
TypeScript

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