UNPKG

@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
'use strict'; 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;