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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

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/** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2026 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../../../utils/Class'); var Shape = require('../Shape'); var GridRender = require('./GridRender'); /** * @classdesc * The Grid Shape is a Game Object that can be added to a Scene, Group or Container. You can * treat it like any other Game Object in your game, such as tweening it, scaling it, or enabling * it for input or physics. It provides a quick and easy way for you to render this shape in your * game without using a texture, while still taking advantage of being fully batched in WebGL. * * A Grid Shape allows you to display a grid in your game, where you can control the size of the * grid as well as the width and height of the grid cells. You can set a fill color for each grid * cell as well as an alternate fill color. When the alternate fill color is set then the grid * cells will alternate the fill colors as they render, creating a chess-board effect. You can * also optionally have a stroke fill color. If set, this draws lines between the grid cells * in the given color. If you specify a stroke color with an alpha of zero, then it will draw * the cells spaced out, but without the lines between them. * * @class Grid * @extends Phaser.GameObjects.Shape * @memberof Phaser.GameObjects * @constructor * @since 3.13.0 * * @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time. * @param {number} [x=0] - The horizontal position of this Game Object in the world. * @param {number} [y=0] - The vertical position of this Game Object in the world. * @param {number} [width=128] - The width of the grid. * @param {number} [height=128] - The height of the grid. * @param {number} [cellWidth=32] - The width of one cell in the grid. * @param {number} [cellHeight=32] - The height of one cell in the grid. * @param {number} [fillColor] - The color the grid cells will be filled with, i.e. 0xff0000 for red. * @param {number} [fillAlpha] - The alpha the grid cells will be filled with. You can also set the alpha of the overall Shape using its `alpha` property. * @param {number} [strokeFillColor] - The color of the lines between the grid cells. See the `setStrokeStyle` method. * @param {number} [strokeFillAlpha] - The alpha of the lines between the grid cells. */ var Grid = new Class({ Extends: Shape, Mixins: [ GridRender ], initialize: function Grid (scene, x, y, width, height, cellWidth, cellHeight, fillColor, fillAlpha, strokeFillColor, strokeFillAlpha) { if (x === undefined) { x = 0; } if (y === undefined) { y = 0; } if (width === undefined) { width = 128; } if (height === undefined) { height = 128; } if (cellWidth === undefined) { cellWidth = 32; } if (cellHeight === undefined) { cellHeight = 32; } Shape.call(this, scene, 'Grid', null); /** * The width of each grid cell. * Must be a positive value. * * @name Phaser.GameObjects.Grid#cellWidth * @type {number} * @since 3.13.0 */ this.cellWidth = cellWidth; /** * The height of each grid cell. * Must be a positive value. * * @name Phaser.GameObjects.Grid#cellHeight * @type {number} * @since 3.13.0 */ this.cellHeight = cellHeight; /** * Controls whether the grid renders alternating cells using the `altFillColor` and `altFillAlpha` values. * Set this via the `setAltFillStyle` method. * * @name Phaser.GameObjects.Grid#showAltCells * @type {boolean} * @since 3.13.0 */ this.showAltCells = false; /** * The color the alternating grid cells will be filled with, i.e. 0xff0000 for red. * * @name Phaser.GameObjects.Grid#altFillColor * @type {number} * @since 3.13.0 */ this.altFillColor; /** * The alpha the alternating grid cells will be filled with. * You can also set the alpha of the overall Shape using its `alpha` property. * * @name Phaser.GameObjects.Grid#altFillAlpha * @type {number} * @since 3.13.0 */ this.altFillAlpha; /** * The padding around each cell. The effective gutter between cells is * twice this value. * * @name Phaser.GameObjects.Grid#cellPadding * @type {number} * @since 4.0.0 * @default 0.5 */ this.cellPadding = 0.5; /** * Whether to stroke on the outside edges of the Grid object. * * @name Phaser.GameObjects.Grid#strokeOutside * @type {boolean} * @since 4.0.0 * @default false */ this.strokeOutside = false; /** * Whether to stroke on the outside edges of the Grid object * when the cell is incomplete, e.g. the grid size does not * evenly fit the cell size. * * This only has an effect if `strokeOutside` is `true`. * It will affect the right and bottom edges of the grid. * * @name Phaser.GameObjects.Grid#strokeOutsideIncomplete * @type {boolean} * @since 4.0.0 * @default true */ this.strokeOutsideIncomplete = true; this.setPosition(x, y); this.setSize(width, height); this.setFillStyle(fillColor, fillAlpha); if (strokeFillColor !== undefined) { this.setStrokeStyle(1, strokeFillColor, strokeFillAlpha); } this.updateDisplayOrigin(); }, /** * Sets the fill color and alpha level that the alternating grid cells will use. * * If this method is called with no values then alternating grid cells will not be rendered in a different color. * * Also see the `setStrokeStyle` and `setFillStyle` methods. * * This call can be chained. * * @method Phaser.GameObjects.Grid#setAltFillStyle * @since 3.13.0 * * @param {number} [fillColor] - The color the alternating grid cells will be filled with, i.e. 0xff0000 for red. * @param {number} [fillAlpha=1] - The alpha the alternating grid cells will be filled with. You can also set the alpha of the overall Shape using its `alpha` property. * * @return {this} This Game Object instance. */ setAltFillStyle: function (fillColor, fillAlpha) { if (fillAlpha === undefined) { fillAlpha = 1; } if (fillColor === undefined) { this.showAltCells = false; } else { this.altFillColor = fillColor; this.altFillAlpha = fillAlpha; this.showAltCells = true; } return this; }, /** * Sets the cell padding for the grid. * The cell padding is the space around each cell, between the cells. * The effective gutter between cells is twice this value. * * If this method is called with no value then the cell padding is set to zero. * * This call can be chained. * * @method Phaser.GameObjects.Grid#setCellPadding * @since 4.0.0 * @param {number} [value] - The cell padding value. * @return {this} This Game Object instance. */ setCellPadding: function (value) { this.cellPadding = value || 0; return this; }, /** * Controls whether a stroke is drawn around the outer perimeter of the entire Grid object, * in addition to the lines drawn between cells. Optionally, you can also control whether the * outer edge is stroked on partial cells, i.e. where the grid dimensions do not divide evenly * by the cell dimensions, leaving an incomplete cell on the right or bottom edge. * * This call can be chained. * * @method Phaser.GameObjects.Grid#setStrokeOutside * @since 4.0.0 * @param {boolean} strokeOutside - Whether to stroke the outside edges of the Grid object. * @param {boolean} [strokeOutsideIncomplete] - Whether to stroke the outside edges of the Grid object when the cell is incomplete. */ setStrokeOutside: function (strokeOutside, strokeOutsideIncomplete) { this.strokeOutside = strokeOutside; if (strokeOutsideIncomplete !== undefined) { this.strokeOutsideIncomplete = strokeOutsideIncomplete; } return this; } }); module.exports = Grid;