@pietal.dev/engine
Version:
PIXI v8, v7, v6 compatible: inspired by Unity, reactive Game Framework: GameObject, StateMachine, CircleBody, PolygonBody, Physics, Sprite, Container, Animator, TextureAtlas, Resources loading
96 lines (95 loc) • 2.83 kB
JavaScript
var __createBinding =
(this && this.__createBinding) ||
(Object.create
? function (o, m, k, k2) {
if (k2 === undefined) k2 = k;
var desc = Object.getOwnPropertyDescriptor(m, k);
if (
!desc ||
('get' in desc ? !m.__esModule : desc.writable || desc.configurable)
) {
desc = {
enumerable: true,
get: function () {
return m[k];
}
};
}
Object.defineProperty(o, k2, desc);
}
: function (o, m, k, k2) {
if (k2 === undefined) k2 = k;
o[k2] = m[k];
});
var __setModuleDefault =
(this && this.__setModuleDefault) ||
(Object.create
? function (o, v) {
Object.defineProperty(o, 'default', { enumerable: true, value: v });
}
: function (o, v) {
o['default'] = v;
});
var __importStar =
(this && this.__importStar) ||
(function () {
var ownKeys = function (o) {
ownKeys =
Object.getOwnPropertyNames ||
function (o) {
var ar = [];
for (var k in o)
if (Object.prototype.hasOwnProperty.call(o, k)) ar[ar.length] = k;
return ar;
};
return ownKeys(o);
};
return function (mod) {
if (mod && mod.__esModule) return mod;
var result = {};
if (mod != null)
for (var k = ownKeys(mod), i = 0; i < k.length; i++)
if (k[i] !== 'default') __createBinding(result, mod, k[i]);
__setModuleDefault(result, mod);
return result;
};
})();
Object.defineProperty(exports, '__esModule', { value: true });
exports.Sprite = void 0;
const PIXI = __importStar(require('pixi.js'));
const lifecycle_1 = require('./lifecycle');
const Subject_1 = require('rxjs/internal/Subject');
class Sprite extends PIXI.Sprite {
constructor(gameObject, texture) {
super(!PIXI.VERSION.startsWith('8.') ? texture : { texture });
/**
* When Lifecycle Object is updated, it emits this subject.
* Along with updating his children, which in turn behave the same.
*/
this.update$ = new Subject_1.Subject();
/**
* When Lifecycle Object is destroyed, it emits and closes this subject.
* Along with destroying his children, which in turn behave the same.
*/
this.destroy$ = new Subject_1.Subject();
/**
* Each Lifecycle Object has label for pixi debugging.
*/
this.label = 'Sprite';
gameObject.addChild(this);
}
/**
* @param deltaTime = 1.0 for 60FPS
*/
update(deltaTime) {
this.x = this.gameObject.x;
this.y = this.gameObject.y;
lifecycle_1.Lifecycle.update(this, deltaTime);
}
destroy() {
super.destroy({ texture: false, children: true });
lifecycle_1.Lifecycle.destroy(this);
}
}
exports.Sprite = Sprite;
;