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phaser-ce

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Phaser CE (Community Edition) is a fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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/** * @author Mat Groves http://matgroves.com/ @Doormat23 */ /** * The Sprite object is the base for all textured objects that are rendered to the screen * * @class PIXI.Sprite * @extends PIXI.DisplayObjectContainer * @constructor * @param texture {Texture} The texture for this sprite */ PIXI.Sprite = function (texture) { PIXI.DisplayObjectContainer.call(this); /** * The anchor sets the origin point of the texture. * The default (0, 0) is the top left. * (0.5, 0.5) is the center. * (1, 1) is the bottom right. * * You can modify the default values in PIXI.Sprite.defaultAnchor. * * @property anchor * @type Point */ this.anchor = new PIXI.Point(PIXI.Sprite.defaultAnchor.x, PIXI.Sprite.defaultAnchor.y); /** * The texture that the sprite is using * * @property texture * @type Texture */ this.texture = texture || PIXI.Texture.emptyTexture; /** * The width of the sprite (this is initially set by the texture) * * @property _width * @type Number * @private */ this._width = 0; /** * The height of the sprite (this is initially set by the texture) * * @property _height * @type Number * @private */ this._height = 0; /** * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF (Phaser.Color.WHITE) will remove any tint effect. * * @property tint * @type Number * @default 0xFFFFFF */ this.tint = 0xFFFFFF; /** * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect. * * @property cachedTint * @private * @type Number * @default -1 */ this.cachedTint = -1; /** * A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this) * * @property tintedTexture * @type Canvas * @default null */ this.tintedTexture = null; /** * The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. * * Warning: You cannot have a blend mode and a filter active on the same Sprite. Doing so will render the sprite invisible. * * @property blendMode * @type Number * @default PIXI.blendModes.NORMAL; */ this.blendMode = PIXI.blendModes.NORMAL; /** * The shader that will be used to render this Sprite. * Set to null to remove a current shader. * * @property shader * @type Phaser.Filter * @default null */ this.shader = null; /** * Controls if this Sprite is processed by the core Phaser game loops and Group loops (except {@link Phaser.Group#update}). * * @property exists * @type Boolean * @default true */ this.exists = true; if (this.texture.baseTexture.hasLoaded) { this.onTextureUpdate(); } this.renderable = true; }; /** * @property PIXI.Sprite.defaultAnchor - A Point-like object. * @type {{x: number, y: number}} * @default */ PIXI.Sprite.defaultAnchor = {x: 0, y: 0}; // constructor PIXI.Sprite.prototype = Object.create(PIXI.DisplayObjectContainer.prototype); PIXI.Sprite.prototype.constructor = PIXI.Sprite; /** * The width of the sprite, setting this will actually modify the scale to achieve the value set * * @property width * @type Number */ Object.defineProperty(PIXI.Sprite.prototype, 'width', { get: function () { return this.scale.x * this.texture.frame.width; }, set: function (value) { this.scale.x = value / this.texture.frame.width; this._width = value; } }); /** * The height of the sprite, setting this will actually modify the scale to achieve the value set * * @property height * @type Number */ Object.defineProperty(PIXI.Sprite.prototype, 'height', { get: function () { return this.scale.y * this.texture.frame.height; }, set: function (value) { this.scale.y = value / this.texture.frame.height; this._height = value; } }); /** * Sets the texture of the sprite. Be warned that this doesn't remove or destroy the previous * texture this Sprite was using. * * @method PIXI.Sprite#setTexture * @param texture {Texture} The PIXI texture that is displayed by the sprite * @param [destroy=false] {boolean} Call Texture.destroy on the current texture before replacing it with the new one? */ PIXI.Sprite.prototype.setTexture = function (texture, destroyBase) { if (destroyBase) { this.texture.baseTexture.destroy(); } // Over-ridden by loadTexture as needed this.texture.baseTexture.skipRender = false; this.texture = texture; this.texture.valid = true; this.cachedTint = -1; }; /** * When the texture is updated, this event will fire to update the scale and frame * * @method PIXI.Sprite#onTextureUpdate * @param event * @private */ PIXI.Sprite.prototype.onTextureUpdate = function () { // so if _width is 0 then width was not set.. if (this._width) { this.scale.x = this._width / this.texture.frame.width; } if (this._height) { this.scale.y = this._height / this.texture.frame.height; } }; /** * Returns the bounds of the Sprite as a rectangle. * The bounds calculation takes the worldTransform into account. * * The worldTransform was calculated during the last render pass and is not updated when you call this method. * If this Sprite was just created and has never been rendered, you can call `updateTransform` on the Sprite itself. * If any of the Sprite's ancestors have been positioned, scaled, or rotated since the last render pass, * those changes have not yet have been applied to this Sprite's worldTransform. Call `updateTransform` * on the root-most (highest) ancestor that was changed. * * @method PIXI.Sprite#getBounds * @param matrix {Matrix} the transformation matrix of the sprite * @return {Rectangle} the framing rectangle */ PIXI.Sprite.prototype.getBounds = function (matrix) { var width = this.texture.frame.width; var height = this.texture.frame.height; var w0 = width * (1 - this.anchor.x); var w1 = width * -this.anchor.x; var h0 = height * (1 - this.anchor.y); var h1 = height * -this.anchor.y; var worldTransform = matrix || this.worldTransform; var a = worldTransform.a; var b = worldTransform.b; var c = worldTransform.c; var d = worldTransform.d; var tx = worldTransform.tx; var ty = worldTransform.ty; var maxX = -Infinity; var maxY = -Infinity; var minX = Infinity; var minY = Infinity; if (b === 0 && c === 0) { // scale may be negative! if (a < 0) { a *= -1; var temp = w0; w0 = -w1; w1 = -temp; } if (d < 0) { d *= -1; var temp = h0; h0 = -h1; h1 = -temp; } /* * this means there is no rotation going on right? RIGHT? * if thats the case then we can avoid checking the bound values! yay */ minX = a * w1 + tx; maxX = a * w0 + tx; minY = d * h1 + ty; maxY = d * h0 + ty; } else { var x1 = a * w1 + c * h1 + tx; var y1 = d * h1 + b * w1 + ty; var x2 = a * w0 + c * h1 + tx; var y2 = d * h1 + b * w0 + ty; var x3 = a * w0 + c * h0 + tx; var y3 = d * h0 + b * w0 + ty; var x4 = a * w1 + c * h0 + tx; var y4 = d * h0 + b * w1 + ty; minX = x1 < minX ? x1 : minX; minX = x2 < minX ? x2 : minX; minX = x3 < minX ? x3 : minX; minX = x4 < minX ? x4 : minX; minY = y1 < minY ? y1 : minY; minY = y2 < minY ? y2 : minY; minY = y3 < minY ? y3 : minY; minY = y4 < minY ? y4 : minY; maxX = x1 > maxX ? x1 : maxX; maxX = x2 > maxX ? x2 : maxX; maxX = x3 > maxX ? x3 : maxX; maxX = x4 > maxX ? x4 : maxX; maxY = y1 > maxY ? y1 : maxY; maxY = y2 > maxY ? y2 : maxY; maxY = y3 > maxY ? y3 : maxY; maxY = y4 > maxY ? y4 : maxY; } var bounds = this._bounds; bounds.x = minX; bounds.width = maxX - minX; bounds.y = minY; bounds.height = maxY - minY; // store a reference so that if this function gets called again in the render cycle we do not have to recalculate this._currentBounds = bounds; return bounds; }; /** * Retrieves the non-global local bounds of the Sprite as a rectangle. The calculation takes all visible children into consideration. * * @method PIXI.Sprite#getLocalBounds * @return {Rectangle} The rectangular bounding area */ PIXI.Sprite.prototype.getLocalBounds = function () { var matrixCache = this.worldTransform; this.worldTransform = Phaser.identityMatrix; for (var i = 0; i < this.children.length; i++) { this.children[i].updateTransform(); } var bounds = this.getBounds(); this.worldTransform = matrixCache; for (i = 0; i < this.children.length; i++) { this.children[i].updateTransform(); } return bounds; }; /** * Renders the object using the WebGL renderer * * @method PIXI.Sprite#_renderWebGL * @param renderSession {RenderSession} * @param {Matrix} [matrix] - Optional matrix. If provided the Display Object will be rendered using this matrix, otherwise it will use its worldTransform. * @private */ PIXI.Sprite.prototype._renderWebGL = function (renderSession, matrix) { // if the sprite is not visible or the alpha is 0 then no need to render this element if (!this.visible || this.alpha <= 0 || !this.renderable) { return; } // They provided an alternative rendering matrix, so use it var wt = this.worldTransform; if (matrix) { wt = matrix; } // A quick check to see if this element has a mask or a filter. if (this._mask || this._filters) { var spriteBatch = renderSession.spriteBatch; // push filter first as we need to ensure the stencil buffer is correct for any masking if (this._filters) { spriteBatch.flush(); renderSession.filterManager.pushFilter(this._filterBlock); } if (this._mask) { spriteBatch.stop(); renderSession.maskManager.pushMask(this.mask, renderSession); spriteBatch.start(); } // add this sprite to the batch spriteBatch.render(this); // now loop through the children and make sure they get rendered for (var i = 0; i < this.children.length; i++) { this.children[i]._renderWebGL(renderSession); } // time to stop the sprite batch as either a mask element or a filter draw will happen next spriteBatch.stop(); if (this._mask) { renderSession.maskManager.popMask(this._mask, renderSession); } if (this._filters) { renderSession.filterManager.popFilter(); } spriteBatch.start(); } else { renderSession.spriteBatch.render(this); // Render children! for (var i = 0; i < this.children.length; i++) { this.children[i]._renderWebGL(renderSession, wt); } } }; /** * Renders the object using the Canvas renderer * * @method PIXI.Sprite#_renderCanvas * @param renderSession {RenderSession} * @param {Matrix} [matrix] - Optional matrix. If provided the Display Object will be rendered using this matrix, otherwise it will use its worldTransform. * @private */ PIXI.Sprite.prototype._renderCanvas = function (renderSession, matrix) { // If the sprite is not visible or the alpha is 0 then no need to render this element if (!this.visible || this.alpha === 0 || !this.renderable || this.texture.crop.width < 1 || this.texture.crop.height < 1) { return; } var wt = this.worldTransform; // If they provided an alternative rendering matrix then use it if (matrix) { wt = matrix; } if (this.blendMode !== renderSession.currentBlendMode) { renderSession.currentBlendMode = this.blendMode; renderSession.context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode]; } if (this._mask) { renderSession.maskManager.pushMask(this._mask, renderSession); } // Ignore null sources if (!this.texture.valid) { // Update the children and leave for (var i = 0; i < this.children.length; i++) { this.children[i]._renderCanvas(renderSession); } if (this._mask) { renderSession.maskManager.popMask(renderSession); } return; } var resolution = this.texture.baseTexture.resolution / renderSession.resolution; renderSession.context.globalAlpha = this.worldAlpha; // If smoothingEnabled is supported and we need to change the smoothing property for this texture if (renderSession.smoothProperty && renderSession.scaleMode !== this.texture.baseTexture.scaleMode) { renderSession.scaleMode = this.texture.baseTexture.scaleMode; renderSession.context[renderSession.smoothProperty] = (renderSession.scaleMode === PIXI.scaleModes.LINEAR); } // If the texture is trimmed we offset by the trim x/y, otherwise we use the frame dimensions var dx = (this.texture.trim) ? this.texture.trim.x - this.anchor.x * this.texture.trim.width : this.anchor.x * -this.texture.frame.width; var dy = (this.texture.trim) ? this.texture.trim.y - this.anchor.y * this.texture.trim.height : this.anchor.y * -this.texture.frame.height; var tx = (wt.tx * renderSession.resolution) + renderSession.shakeX; var ty = (wt.ty * renderSession.resolution) + renderSession.shakeY; var cw = this.texture.crop.width; var ch = this.texture.crop.height; if (this.texture.rotated) { var a = wt.a; var b = wt.b; var c = wt.c; var d = wt.d; var e = cw; // Offset before rotating tx = wt.c * ch + tx; ty = wt.d * ch + ty; /* * Rotate matrix by 90 degrees * We use precalculated values for sine and cosine of rad(90) */ wt.a = a * 6.123233995736766e-17 + -c; wt.b = b * 6.123233995736766e-17 + -d; wt.c = a + c * 6.123233995736766e-17; wt.d = b + d * 6.123233995736766e-17; // Update cropping dimensions. cw = ch; ch = e; } // Allow for pixel rounding if (renderSession.roundPixels) { renderSession.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx | 0, ty | 0); dx |= 0; dy |= 0; } else { renderSession.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx, ty); } dx /= resolution; dy /= resolution; cw |= 0; ch |= 0; if (!cw || !ch) { return; } if (this.tint !== 0xFFFFFF) { if (this.texture.requiresReTint || this.cachedTint !== this.tint) { this.tintedTexture = PIXI.CanvasTinter.getTintedTexture(this, this.tint); this.cachedTint = this.tint; this.texture.requiresReTint = false; } renderSession.context.drawImage(this.tintedTexture, 0, 0, cw, ch, dx, dy, cw / resolution, ch / resolution); } else { var cx = this.texture.crop.x; var cy = this.texture.crop.y; renderSession.context.drawImage(this.texture.baseTexture.source, cx, cy, cw, ch, dx, dy, cw / resolution, ch / resolution); } for (var i = 0; i < this.children.length; i++) { this.children[i]._renderCanvas(renderSession); } if (this._mask) { renderSession.maskManager.popMask(renderSession); } };