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phaser-multires

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>Phaser Source: src/gameobjects/components/Bounds.js</title> <!--[if lt IE 9]> <script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script> <![endif]--> <link type="text/css" rel="stylesheet" href="styles/default.css"> <link type="text/css" rel="stylesheet" href="styles/sunlight.default.css"> <link type="text/css" rel="stylesheet" href="styles/site.cerulean.css"> </head> <body> <div class="container-fluid"> <div class="navbar navbar-fixed-top navbar-inverse"> <div style="position: absolute; width: 143px; height: 31px; right: 10px; top: 10px; z-index: 1050"><a href="http://phaser.io"><img src="img/phaser.png" border="0" /></a></div> <div class="navbar-inner"> <a class="brand" href="index.html">Phaser API</a> <ul class="nav"> <li class="dropdown"> <a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b class="caret"></b></a> <ul class="dropdown-menu "> <li 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href="Phaser.Component.Overlap.html">Overlap</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.PhysicsBody.html">PhysicsBody</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Reset.html">Reset</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.ScaleMinMax.html">ScaleMinMax</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Smoothed.html">Smoothed</a> </li> <li class="class-depth-1"> <a href="Phaser.Create.html">Create</a> </li> <li class="class-depth-1"> <a href="Phaser.Creature.html">Creature</a> </li> <li class="class-depth-1"> <a href="Phaser.Device.html">Device</a> </li> <li class="class-depth-1"> <a href="Phaser.DeviceButton.html">DeviceButton</a> </li> <li class="class-depth-1"> <a href="Phaser.DOM.html">DOM</a> </li> <li class="class-depth-1"> <a href="Phaser.Easing.html">Easing</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Back.html">Back</a> </li> <li class="class-depth-2"> <a 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href="Phaser.Filter.html">Filter</a> </li> <li class="class-depth-1"> <a href="Phaser.FlexGrid.html">FlexGrid</a> </li> <li class="class-depth-1"> <a href="Phaser.FlexLayer.html">FlexLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.Frame.html">Frame</a> </li> <li class="class-depth-1"> <a href="Phaser.FrameData.html">FrameData</a> </li> <li class="class-depth-1"> <a href="Phaser.Game.html">Game</a> </li> <li class="class-depth-1"> <a href="Phaser.GameObjectCreator.html">GameObjectCreator</a> </li> <li class="class-depth-1"> <a href="Phaser.GameObjectFactory.html">GameObjectFactory</a> </li> <li class="class-depth-1"> <a href="Phaser.Gamepad.html">Gamepad</a> </li> <li class="class-depth-1"> <a href="Phaser.Graphics.html">Graphics</a> </li> <li class="class-depth-1"> <a href="Phaser.Group.html">Group</a> </li> <li class="class-depth-1"> <a href="Phaser.Image.html">Image</a> </li> <li class="class-depth-1"> <a href="Phaser.ImageCollection.html">ImageCollection</a> </li> <li class="class-depth-1"> <a href="Phaser.Input.html">Input</a> </li> <li class="class-depth-1"> <a href="Phaser.InputHandler.html">InputHandler</a> </li> <li class="class-depth-1"> <a href="Phaser.Key.html">Key</a> </li> <li class="class-depth-1"> <a href="Phaser.Keyboard.html">Keyboard</a> </li> <li class="class-depth-1"> <a href="Phaser.Line.html">Line</a> </li> <li class="class-depth-1"> <a href="Phaser.LinkedList.html">LinkedList</a> </li> <li class="class-depth-1"> <a href="Phaser.Loader.html">Loader</a> </li> <li class="class-depth-1"> <a href="Phaser.LoaderParser.html">LoaderParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Math.html">Math</a> </li> <li class="class-depth-1"> <a href="Phaser.Matrix.html">Matrix</a> </li> <li class="class-depth-1"> <a href="Phaser.Mouse.html">Mouse</a> </li> <li class="class-depth-1"> <a href="Phaser.MSPointer.html">MSPointer</a> </li> <li class="class-depth-1"> <a href="Phaser.Net.html">Net</a> </li> <li class="class-depth-1"> <a href="Phaser.Particle.html">Particle</a> </li> <li class="class-depth-1"> <a href="Phaser.Particles.html">Particles</a> </li> <li class="class-depth-2"> <a href="Phaser.Particles.Arcade.html">Arcade</a> </li> <li class="class-depth-3"> <a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a> </li> <li class="class-depth-1"> <a href="Phaser.Physics.html">Physics</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.Arcade.html">Arcade</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Arcade.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.Ninja.html">Ninja</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.AABB.html">AABB</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Circle.html">Circle</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Tile.html">Tile</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.P2.html">P2</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Material.html">Material</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Spring.html">Spring</a> </li> <li class="class-depth-1"> <a href="Phaser.Plugin.html">Plugin</a> </li> <li class="class-depth-1"> <a href="Phaser.PluginManager.html">PluginManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Point.html">Point</a> </li> <li class="class-depth-1"> <a href="Phaser.Pointer.html">Pointer</a> </li> <li class="class-depth-1"> <a href="Phaser.PointerMode.html">PointerMode</a> </li> <li class="class-depth-1"> <a href="Phaser.Polygon.html">Polygon</a> </li> <li class="class-depth-1"> <a href="Phaser.QuadTree.html">QuadTree</a> </li> <li class="class-depth-1"> <a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a> </li> <li class="class-depth-1"> <a href="Phaser.Rectangle.html">Rectangle</a> </li> <li class="class-depth-1"> <a href="Phaser.RenderTexture.html">RenderTexture</a> </li> <li class="class-depth-1"> <a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a> </li> <li class="class-depth-1"> <a href="Phaser.RetroFont.html">RetroFont</a> </li> <li class="class-depth-1"> <a href="Phaser.Rope.html">Rope</a> </li> <li class="class-depth-1"> <a href="Phaser.RoundedRectangle.html">RoundedRectangle</a> </li> <li class="class-depth-1"> <a href="Phaser.ScaleManager.html">ScaleManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Signal.html">Signal</a> </li> <li class="class-depth-1"> 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class="class-depth-1"> <a href="Phaser.TilemapParser.html">TilemapParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Tileset.html">Tileset</a> </li> <li class="class-depth-1"> <a href="Phaser.TileSprite.html">TileSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.Time.html">Time</a> </li> <li class="class-depth-1"> <a href="Phaser.Timer.html">Timer</a> </li> <li class="class-depth-1"> <a href="Phaser.TimerEvent.html">TimerEvent</a> </li> <li class="class-depth-1"> <a href="Phaser.Touch.html">Touch</a> </li> <li class="class-depth-1"> <a href="Phaser.Tween.html">Tween</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenData.html">TweenData</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenManager.html">TweenManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Utils.html">Utils</a> </li> <li class="class-depth-2"> <a href="Phaser.Utils.Debug.html">Debug</a> </li> <li class="class-depth-1"> <a href="Phaser.Video.html">Video</a> </li> <li 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href="PIXI.PrimitiveShader.html">PrimitiveShader</a> </li> <li class="class-depth-1"> <a href="PIXI.RenderTexture.html">RenderTexture</a> </li> <li class="class-depth-1"> <a href="PIXI.Rope.html">Rope</a> </li> <li class="class-depth-1"> <a href="PIXI.Sprite.html">Sprite</a> </li> <li class="class-depth-1"> <a href="PIXI.SpriteBatch.html">SpriteBatch</a> </li> <li class="class-depth-1"> <a href="PIXI.Strip.html">Strip</a> </li> <li class="class-depth-1"> <a href="PIXI.StripShader.html">StripShader</a> </li> <li class="class-depth-1"> <a href="PIXI.Texture.html">Texture</a> </li> <li class="class-depth-1"> <a href="PIXI.TilingSprite.html">TilingSprite</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a> </li> <li class="class-depth-1"> <a 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href="http://phaser.io/community/twitter">Twitter</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/slack">Slack</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/donate">Donate</a></li> <li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li> </ul> </li> </ul> </div> </div> <div class="row-fluid"> <div class="span12"> <div id="main"> <h1 class="page-title">Source: src/gameobjects/components/Bounds.js</h1> <section> <article> <pre class="sunlight-highlight-javascript linenums">/** * @author Richard Davey &lt;rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Bounds component contains properties related to the bounds of the Game Object. * * @class */ Phaser.Component.Bounds = function () {}; Phaser.Component.Bounds.prototype = { /** * The amount the Game Object is visually offset from its x coordinate. * This is the same as `width * anchor.x`. * It will only be > 0 if anchor.x is not equal to zero. * * @property {number} offsetX * @readOnly */ offsetX: { get: function () { return this.anchor.x * this.width; } }, /** * The amount the Game Object is visually offset from its y coordinate. * This is the same as `height * anchor.y`. * It will only be > 0 if anchor.y is not equal to zero. * * @property {number} offsetY * @readOnly */ offsetY: { get: function () { return this.anchor.y * this.height; } }, /** * The center x coordinate of the Game Object. * This is the same as `(x - offsetX) + (width / 2)`. * * @property {number} centerX */ centerX: { get: function () { return (this.x - this.offsetX) + (this.width * 0.5); }, set: function (value) { this.x = (value + this.offsetX) - (this.width * 0.5); } }, /** * The center y coordinate of the Game Object. * This is the same as `(y - offsetY) + (height / 2)`. * * @property {number} centerY */ centerY: { get: function () { return (this.y - this.offsetY) + (this.height * 0.5); }, set: function (value) { this.y = (value + this.offsetY) - (this.height * 0.5); } }, /** * The left coordinate of the Game Object. * This is the same as `x - offsetX`. * * @property {number} left */ left: { get: function () { return this.x - this.offsetX; }, set: function (value) { this.x = value + this.offsetX; } }, /** * The right coordinate of the Game Object. * This is the same as `x + width - offsetX`. * * @property {number} right */ right: { get: function () { return (this.x + this.width) - this.offsetX; }, set: function (value) { this.x = value - (this.width) + this.offsetX; } }, /** * The y coordinate of the Game Object. * This is the same as `y - offsetY`. * * @property {number} top */ top: { get: function () { return this.y - this.offsetY; }, set: function (value) { this.y = value + this.offsetY; } }, /** * The sum of the y and height properties. * This is the same as `y + height - offsetY`. * * @property {number} bottom */ bottom: { get: function () { return (this.y + this.height) - this.offsetY; }, set: function (value) { this.y = value - (this.height) + this.offsetY; } }, /** * Aligns this Game Object within another Game Object, or Rectangle, known as the * 'container', to one of 9 possible positions. * * The container must be a Game Object, or Phaser.Rectangle object. This can include properties * such as `World.bounds` or `Camera.view`, for aligning Game Objects within the world * and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText, * TileSprites or Buttons. * * Please note that aligning a Sprite to another Game Object does **not** make it a child of * the container. It simply modifies its position coordinates so it aligns with it. * * The position constants you can use are: * * `Phaser.TOP_LEFT`, `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_CENTER`, * `Phaser.CENTER`, `Phaser.RIGHT_CENTER`, `Phaser.BOTTOM_LEFT`, * `Phaser.BOTTOM_CENTER` and `Phaser.BOTTOM_RIGHT`. * * The Game Objects are placed in such a way that their _bounds_ align with the * container, taking into consideration rotation, scale and the anchor property. * This allows you to neatly align Game Objects, irrespective of their position value. * * The optional `offsetX` and `offsetY` arguments allow you to apply extra spacing to the final * aligned position of the Game Object. For example: * * `sprite.alignIn(background, Phaser.BOTTOM_RIGHT, -20, -20)` * * Would align the `sprite` to the bottom-right, but moved 20 pixels in from the corner. * Think of the offsets as applying an adjustment to the containers bounds before the alignment takes place. * So providing a negative offset will 'shrink' the container bounds by that amount, and providing a positive * one expands it. * * @method * @param {Phaser.Rectangle|Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Button|Phaser.Graphics|Phaser.TileSprite} container - The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as `World.bounds` or `Camera.view`. * @param {integer} [position] - The position constant. One of `Phaser.TOP_LEFT` (default), `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_CENTER`, `Phaser.CENTER`, `Phaser.RIGHT_CENTER`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER` or `Phaser.BOTTOM_RIGHT`. * @param {integer} [offsetX=0] - A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it. * @param {integer} [offsetY=0] - A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it. * @return {Object} This Game Object. */ alignIn: function (container, position, offsetX, offsetY) { if (offsetX === undefined) { offsetX = 0; } if (offsetY === undefined) { offsetY = 0; } switch (position) { default: case Phaser.TOP_LEFT: this.left = container.left - offsetX; this.top = container.top - offsetY; break; case Phaser.TOP_CENTER: this.centerX = container.centerX + offsetX; this.top = container.top - offsetY; break; case Phaser.TOP_RIGHT: this.right = container.right + offsetX; this.top = container.top - offsetY; break; case Phaser.LEFT_CENTER: this.left = container.left - offsetX; this.centerY = container.centerY + offsetY; break; case Phaser.CENTER: this.centerX = container.centerX + offsetX; this.centerY = container.centerY + offsetY; break; case Phaser.RIGHT_CENTER: this.right = container.right + offsetX; this.centerY = container.centerY + offsetY; break; case Phaser.BOTTOM_LEFT: this.left = container.left - offsetX; this.bottom = container.bottom + offsetY; break; case Phaser.BOTTOM_CENTER: this.centerX = container.centerX + offsetX; this.bottom = container.bottom + offsetY; break; case Phaser.BOTTOM_RIGHT: this.right = container.right + offsetX; this.bottom = container.bottom + offsetY; break; } return this; }, /** * Aligns this Game Object to the side of another Game Object, or Rectangle, known as the * 'parent', in one of 11 possible positions. * * The parent must be a Game Object, or Phaser.Rectangle object. This can include properties * such as `World.bounds` or `Camera.view`, for aligning Game Objects within the world * and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText, * TileSprites or Buttons. * * Please note that aligning a Sprite to another Game Object does **not** make it a child of * the parent. It simply modifies its position coordinates so it aligns with it. * * The position constants you can use are: * * `Phaser.TOP_LEFT` (default), `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_TOP`, * `Phaser.LEFT_CENTER`, `Phaser.LEFT_BOTTOM`, `Phaser.RIGHT_TOP`, `Phaser.RIGHT_CENTER`, * `Phaser.RIGHT_BOTTOM`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER` * and `Phaser.BOTTOM_RIGHT`. * * The Game Objects are placed in such a way that their _bounds_ align with the * parent, taking into consideration rotation, scale and the anchor property. * This allows you to neatly align Game Objects, irrespective of their position value. * * The optional `offsetX` and `offsetY` arguments allow you to apply extra spacing to the final * aligned position of the Game Object. For example: * * `sprite.alignTo(background, Phaser.BOTTOM_RIGHT, -20, -20)` * * Would align the `sprite` to the bottom-right, but moved 20 pixels in from the corner. * Think of the offsets as applying an adjustment to the parents bounds before the alignment takes place. * So providing a negative offset will 'shrink' the parent bounds by that amount, and providing a positive * one expands it. * * @method * @param {Phaser.Rectangle|Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Button|Phaser.Graphics|Phaser.TileSprite} parent - The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as `World.bounds` or `Camera.view`. * @param {integer} [position] - The position constant. One of `Phaser.TOP_LEFT`, `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_TOP`, `Phaser.LEFT_CENTER`, `Phaser.LEFT_BOTTOM`, `Phaser.RIGHT_TOP`, `Phaser.RIGHT_CENTER`, `Phaser.RIGHT_BOTTOM`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER` or `Phaser.BOTTOM_RIGHT`. * @param {integer} [offsetX=0] - A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it. * @param {integer} [offsetY=0] - A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it. * @return {Object} This Game Object. */ alignTo: function (parent, position, offsetX, offsetY) { if (offsetX === undefined) { offsetX = 0; } if (offsetY === undefined) { offsetY = 0; } switch (position) { default: case Phaser.TOP_LEFT: this.left = parent.left - offsetX; this.bottom = parent.top - offsetY; break; case Phaser.TOP_CENTER: this.centerX = parent.centerX + offsetX; this.bottom = parent.top - offsetY; break; case Phaser.TOP_RIGHT: this.right = parent.right + offsetX; this.bottom = parent.top - offsetY; break; case Phaser.LEFT_TOP: this.right = parent.left - offsetX; this.top = parent.top - offsetY; break; case Phaser.LEFT_CENTER: this.right = parent.left - offsetX; this.centerY = parent.centerY + offsetY; break; case Phaser.LEFT_BOTTOM: this.right = parent.left - offsetX; this.bottom = parent.bottom + offsetY; break; case Phaser.RIGHT_TOP: this.left = parent.right + offsetX; this.top = parent.top - offsetY; break; case Phaser.RIGHT_CENTER: this.left = parent.right + offsetX; this.centerY = parent.centerY + offsetY; break; case Phaser.RIGHT_BOTTOM: this.left = parent.right + offsetX; this.bottom = parent.bottom + offsetY; break; case Phaser.BOTTOM_LEFT: this.left = parent.left - offsetX; this.top = parent.bottom + offsetY; break; case Phaser.BOTTOM_CENTER: this.centerX = parent.centerX + offsetX; this.top = parent.bottom + offsetY; break; case Phaser.BOTTOM_RIGHT: this.right = parent.right + offsetX; this.top = parent.bottom + offsetY; break; } return this; } }; </pre> </article> </section> </div> <div class="clearfix"></div> <footer> <span class="copyright"> Phaser Copyright © 2012-2016 Photon Storm Ltd. </span> <br /> <span class="jsdoc-message"> Documentation generated by