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phaser

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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 Components = require('./components'); var Image = require('../../gameobjects/image/Image'); /** * @classdesc * An Arcade Physics Image is a standard Image Game Object with an Arcade Physics body and related * physics components mixed in. It is the lightest-weight physics-enabled Game Object available in * Arcade Physics, making it ideal for static scenery, collectibles, platforms, bullets, or any * non-animated object that needs to participate in physics collisions and overlap checks. * * The physics body can be either dynamic (affected by velocity, acceleration, and gravity) or * static (immovable, used for platforms and boundaries). Physics behaviour is controlled via the * mixed-in Arcade Physics components such as Velocity, Acceleration, Bounce, Gravity, and so on. * * The key difference between an Arcade Image and an Arcade Sprite is that an Arcade Image cannot * play texture-based animations. If you need frame animations, use `Phaser.Physics.Arcade.Sprite` * instead. If you only need a static or programmatically-moved object without animations, the * Arcade Image is the more efficient choice. * * You should not normally create an ArcadeImage directly. Instead, use the factory method * `this.physics.add.image()` from within a Scene, which creates the image and adds its body * to the Arcade Physics world automatically. * * @class Image * @extends Phaser.GameObjects.Image * @memberof Phaser.Physics.Arcade * @constructor * @since 3.0.0 * * @extends Phaser.Physics.Arcade.Components.Acceleration * @extends Phaser.Physics.Arcade.Components.Angular * @extends Phaser.Physics.Arcade.Components.Bounce * @extends Phaser.Physics.Arcade.Components.Collision * @extends Phaser.Physics.Arcade.Components.Debug * @extends Phaser.Physics.Arcade.Components.Drag * @extends Phaser.Physics.Arcade.Components.Enable * @extends Phaser.Physics.Arcade.Components.Friction * @extends Phaser.Physics.Arcade.Components.Gravity * @extends Phaser.Physics.Arcade.Components.Immovable * @extends Phaser.Physics.Arcade.Components.Mass * @extends Phaser.Physics.Arcade.Components.Pushable * @extends Phaser.Physics.Arcade.Components.Size * @extends Phaser.Physics.Arcade.Components.Velocity * @extends Phaser.GameObjects.Components.Alpha * @extends Phaser.GameObjects.Components.BlendMode * @extends Phaser.GameObjects.Components.Depth * @extends Phaser.GameObjects.Components.Flip * @extends Phaser.GameObjects.Components.GetBounds * @extends Phaser.GameObjects.Components.Mask * @extends Phaser.GameObjects.Components.Origin * @extends Phaser.GameObjects.Components.ScrollFactor * @extends Phaser.GameObjects.Components.Size * @extends Phaser.GameObjects.Components.Texture * @extends Phaser.GameObjects.Components.Tint * @extends Phaser.GameObjects.Components.Transform * @extends Phaser.GameObjects.Components.Visible * * @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 - The horizontal position of this Game Object in the world. * @param {number} y - The vertical position of this Game Object in the world. * @param {(string|Phaser.Textures.Texture)} texture - The key, or instance of the Texture this Game Object will use to render with, as stored in the Texture Manager. * @param {(string|number)} [frame] - An optional frame from the Texture this Game Object is rendering with. */ var ArcadeImage = new Class({ Extends: Image, Mixins: [ Components.Acceleration, Components.Angular, Components.Bounce, Components.Collision, Components.Debug, Components.Drag, Components.Enable, Components.Friction, Components.Gravity, Components.Immovable, Components.Mass, Components.Pushable, Components.Size, Components.Velocity ], initialize: function ArcadeImage (scene, x, y, texture, frame) { Image.call(this, scene, x, y, texture, frame); /** * This Game Object's Physics Body. * * @name Phaser.Physics.Arcade.Image#body * @type {?(Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody)} * @default null * @since 3.0.0 */ this.body = null; } }); module.exports = ArcadeImage;