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@mai3/phaser-sdk

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A UI component library based on the Phaser game engine

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var __extends = (this && this.__extends) || (function () { var extendStatics = function (d, b) { extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; }; return extendStatics(d, b); }; return function (d, b) { if (typeof b !== "function" && b !== null) throw new TypeError("Class extends value " + String(b) + " is not a constructor or null"); extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); import { Container } from "./Container"; var ProgressBar = /** @class */ (function (_super) { __extends(ProgressBar, _super); function ProgressBar(scene, config) { var _this = _super.call(this, scene, config) || this; _this._value = 0; _this._config = config; _this.Type = 'ProgressBar'; _this.initializeProgressBar(); return _this; } ProgressBar.prototype.initializeProgressBar = function () { var _a, _b, _c; if (this.bar) { this.bar.destroy(); this.bar = undefined; } if (this.fill) { this.fill.destroy(); this.fill = undefined; } this.createBar(); this.createFill(); this.setDepth((_b = (_a = this._config) === null || _a === void 0 ? void 0 : _a.depth) !== null && _b !== void 0 ? _b : 1); this.value = Math.min(1, Math.max(0, (_c = this._config.process) !== null && _c !== void 0 ? _c : 0)); this.value = Number(this.value.toFixed(2)); this.updateProgress(this.value); this.setScrollFactor(this._config.isScrollFactor ? 0 : 1); }; ProgressBar.prototype.createBar = function () { var _a; var _b = (_a = this._config.barTexture) !== null && _a !== void 0 ? _a : {}, _c = _b.x, x = _c === void 0 ? 0 : _c, _d = _b.y, y = _d === void 0 ? 0 : _d, _e = _b.key, key = _e === void 0 ? '' : _e, _f = _b.width, width = _f === void 0 ? 0 : _f, _g = _b.height, height = _g === void 0 ? 0 : _g; this.bar = this.createImage(x, y, key, width, height); this.addChildAt(this.bar, 0); }; ProgressBar.prototype.createFill = function () { var _a; var _b = (_a = this._config.fillTexture) !== null && _a !== void 0 ? _a : {}, _c = _b.x, x = _c === void 0 ? 0 : _c, _d = _b.y, y = _d === void 0 ? 0 : _d, _e = _b.key, key = _e === void 0 ? '' : _e, _f = _b.width, width = _f === void 0 ? 0 : _f, _g = _b.height, height = _g === void 0 ? 0 : _g; this.fill = this.createImage(x, y, key, width, height); this.addChildAt(this.fill, 1); }; ProgressBar.prototype.createImage = function (x, y, key, width, height) { var image = this.scene.add.image(x, y, key); image.setOrigin(0); image.setDisplaySize(width, height); return image; }; ProgressBar.prototype.updateProgress = function (progress) { var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s, _t; var barWidth = (_b = (_a = this._config.barTexture) === null || _a === void 0 ? void 0 : _a.width) !== null && _b !== void 0 ? _b : 0; var fillOffset = (_d = (_c = this._config.fillTexture) === null || _c === void 0 ? void 0 : _c.x) !== null && _d !== void 0 ? _d : 0; var realWidth = barWidth - fillOffset * 2; if (this._config.flipX) { // Progress bar from right to left (_e = this.fill) === null || _e === void 0 ? void 0 : _e.setDisplaySize(progress * realWidth, (_g = (_f = this._config.fillTexture) === null || _f === void 0 ? void 0 : _f.height) !== null && _g !== void 0 ? _g : 0); var rightEdge = barWidth - fillOffset; var newX = rightEdge - (progress * realWidth); (_h = this.fill) === null || _h === void 0 ? void 0 : _h.setPosition(newX, (_k = (_j = this._config.fillTexture) === null || _j === void 0 ? void 0 : _j.y) !== null && _k !== void 0 ? _k : 0); } else { // Progress bar from left to right (_l = this.fill) === null || _l === void 0 ? void 0 : _l.setDisplaySize(progress * realWidth, (_o = (_m = this._config.fillTexture) === null || _m === void 0 ? void 0 : _m.height) !== null && _o !== void 0 ? _o : 0); (_p = this.fill) === null || _p === void 0 ? void 0 : _p.setPosition((_r = (_q = this._config.fillTexture) === null || _q === void 0 ? void 0 : _q.x) !== null && _r !== void 0 ? _r : 0, (_t = (_s = this._config.fillTexture) === null || _s === void 0 ? void 0 : _s.y) !== null && _t !== void 0 ? _t : 0); } this.updateConfig(this._config); this.RefreshBounds(); }; Object.defineProperty(ProgressBar.prototype, "value", { get: function () { return this._value; }, set: function (value) { this._value = value; }, enumerable: false, configurable: true }); ProgressBar.prototype.reDraw = function (newConfig) { this._config = newConfig; this._config.barTexture.width = this._config.width; this._config.barTexture.height = this._config.height; this.initializeProgressBar(); }; ProgressBar.prototype.destroy = function (fromScene) { var _a, _b; (_a = this.bar) === null || _a === void 0 ? void 0 : _a.destroy(); this.bar = undefined; (_b = this.fill) === null || _b === void 0 ? void 0 : _b.destroy(); this.fill = undefined; _super.prototype.destroy.call(this, fromScene); }; return ProgressBar; }(Container)); export { ProgressBar };