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awayjs-display

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import ITraverser from "../ITraverser"; import IAnimator from "../animators/IAnimator"; import Graphics from "../graphics/Graphics"; import DisplayObjectContainer from "../display/DisplayObjectContainer"; import MaterialBase from "../materials/MaterialBase"; import Style from "../base/Style"; /** * Sprite is an instance of a Graphics, augmenting it with a presence in the scene graph, a material, and an animation * state. It consists out of Graphices, which in turn correspond to SubGeometries. Graphices allow different parts * of the graphics to be assigned different materials. */ declare class Sprite extends DisplayObjectContainer { private static _sprites; static assetType: string; private _center; _graphics: Graphics; private _onGraphicsInvalidateDelegate; private _tempPoint; /** * */ readonly assetType: string; /** * Specifies the Graphics object belonging to this Sprite object, where * drawing commands can occur. */ readonly graphics: Graphics; /** * Defines the animator of the graphics object. Default value is <code>null</code>. */ animator: IAnimator; /** * The material with which to render the Sprite. */ material: MaterialBase; /** * */ style: Style; /** * Create a new Sprite object. * * @param material [optional] The material with which to render the Sprite. */ constructor(material?: MaterialBase); /** * */ bakeTransformations(): void; /** * @inheritDoc */ dispose(): void; /** * @inheritDoc */ disposeValues(): void; /** * Clones this Sprite instance along with all it's children, while re-using the same * material, graphics and animation set. The returned result will be a copy of this sprite, * containing copies of all of it's children. * * Properties that are re-used (i.e. not cloned) by the new copy include name, * graphics, and material. Properties that are cloned or created anew for the copy * include subSpritees, children of the sprite, and the animator. * * If you want to copy just the sprite, reusing it's graphics and material while not * cloning it's children, the simplest way is to create a new sprite manually: * * <code> * var clone : Sprite = new Sprite(original.graphics, original.material); * </code> */ clone(): Sprite; copyTo(sprite: Sprite): void; /** * //TODO * * @protected */ _pUpdateBoxBounds(): void; _pUpdateSphereBounds(): void; /** * //TODO * * @private */ private _onGraphicsInvalidate(event); /** * * @param renderer * * @internal */ _acceptTraverser(traverser: ITraverser): void; _hitTestPointInternal(x: number, y: number, shapeFlag: boolean, masksFlag: boolean): boolean; clear(): void; } export default Sprite;