pixi.js
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503 lines (499 loc) • 16.4 kB
JavaScript
'use strict';
var Cache = require('../../assets/cache/Cache.js');
var ObservablePoint = require('../../maths/point/ObservablePoint.js');
var Texture = require('../../rendering/renderers/shared/texture/Texture.js');
var deprecation = require('../../utils/logging/deprecation.js');
var warn = require('../../utils/logging/warn.js');
var Transform = require('../../utils/misc/Transform.js');
var ViewContainer = require('../view/ViewContainer.js');
"use strict";
const _TilingSprite = class _TilingSprite extends ViewContainer.ViewContainer {
constructor(...args) {
let options = args[0] || {};
if (options instanceof Texture.Texture) {
options = { texture: options };
}
if (args.length > 1) {
deprecation.deprecation(deprecation.v8_0_0, "use new TilingSprite({ texture, width:100, height:100 }) instead");
options.width = args[1];
options.height = args[2];
}
options = { ..._TilingSprite.defaultOptions, ...options };
const {
texture,
anchor,
tilePosition,
tileScale,
tileRotation,
width,
height,
applyAnchorToTexture,
roundPixels,
...rest
} = options ?? {};
super({
label: "TilingSprite",
...rest
});
/** @internal */
this.renderPipeId = "tilingSprite";
/** @advanced */
this.batched = true;
this.allowChildren = false;
this._anchor = new ObservablePoint.ObservablePoint(
{
_onUpdate: () => {
this.onViewUpdate();
}
}
);
this.applyAnchorToTexture = applyAnchorToTexture;
this.texture = texture;
this._width = width ?? texture.width;
this._height = height ?? texture.height;
this._tileTransform = new Transform.Transform({
observer: {
_onUpdate: () => this.onViewUpdate()
}
});
if (anchor)
this.anchor = anchor;
this.tilePosition = tilePosition;
this.tileScale = tileScale;
this.tileRotation = tileRotation;
this.roundPixels = roundPixels ?? false;
}
/**
* Creates a new tiling sprite based on a source texture or image path.
* This is a convenience method that automatically creates and manages textures.
* @example
* ```ts
* // Create a new tiling sprite from an image path
* const pattern = TilingSprite.from('pattern.png');
* pattern.width = 300; // Set the width of the tiling area
* pattern.height = 200; // Set the height of the tiling area
*
* // Create from options
* const texture = Texture.from('pattern.png');
* const pattern = TilingSprite.from(texture, {
* width: 300,
* height: 200,
* tileScale: { x: 0.5, y: 0.5 }
* });
* ```
* @param source - The source to create the sprite from. Can be a path to an image or a texture
* @param options - Additional options for the tiling sprite
* @returns A new tiling sprite based on the source
* @see {@link Texture.from} For texture creation details
* @see {@link Assets} For asset loading and management
*/
static from(source, options = {}) {
if (typeof source === "string") {
return new _TilingSprite({
texture: Cache.Cache.get(source),
...options
});
}
return new _TilingSprite({
texture: source,
...options
});
}
/**
* @see {@link TilingSpriteOptions.applyAnchorToTexture}
* @deprecated since 8.0.0
* @advanced
*/
get uvRespectAnchor() {
warn.warn("uvRespectAnchor is deprecated, please use applyAnchorToTexture instead");
return this.applyAnchorToTexture;
}
/** @advanced */
set uvRespectAnchor(value) {
warn.warn("uvRespectAnchor is deprecated, please use applyAnchorToTexture instead");
this.applyAnchorToTexture = value;
}
/**
* Changes frame clamping in corresponding textureMatrix
* Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas
* @default 0.5
* @type {number}
* @advanced
*/
get clampMargin() {
return this._texture.textureMatrix.clampMargin;
}
/** @advanced */
set clampMargin(value) {
this._texture.textureMatrix.clampMargin = value;
}
/**
* The anchor sets the origin point of the sprite. The default value is taken from the {@link Texture}
* and passed to the constructor.
*
* - The default is `(0,0)`, this means the sprite's origin is the top left.
* - Setting the anchor to `(0.5,0.5)` means the sprite's origin is centered.
* - Setting the anchor to `(1,1)` would mean the sprite's origin point will be the bottom right corner.
*
* If you pass only single parameter, it will set both x and y to the same value as shown in the example below.
* @example
* ```ts
* // Center the anchor point
* sprite.anchor = 0.5; // Sets both x and y to 0.5
* sprite.position.set(400, 300); // Sprite will be centered at this position
*
* // Set specific x/y anchor points
* sprite.anchor = {
* x: 1, // Right edge
* y: 0 // Top edge
* };
*
* // Using individual coordinates
* sprite.anchor.set(0.5, 1); // Center-bottom
*
* // For rotation around center
* sprite.anchor.set(0.5);
* sprite.rotation = Math.PI / 4; // 45 degrees around center
*
* // For scaling from center
* sprite.anchor.set(0.5);
* sprite.scale.set(2); // Scales from center point
* ```
*/
get anchor() {
return this._anchor;
}
set anchor(value) {
typeof value === "number" ? this._anchor.set(value) : this._anchor.copyFrom(value);
}
/**
* The offset of the tiling texture.
* Used to scroll or position the repeated pattern.
* @example
* ```ts
* // Offset the tiling pattern by 100 pixels in both x and y directions
* tilingSprite.tilePosition = { x: 100, y: 100 };
* ```
* @default {x: 0, y: 0}
*/
get tilePosition() {
return this._tileTransform.position;
}
set tilePosition(value) {
this._tileTransform.position.copyFrom(value);
}
/**
* Scale of the tiling texture.
* Affects the size of each repeated instance of the texture.
* @example
* ```ts
* // Scale the texture by 1.5 in both x and y directions
* tilingSprite.tileScale = { x: 1.5, y: 1.5 };
* ```
* @default {x: 1, y: 1}
*/
get tileScale() {
return this._tileTransform.scale;
}
set tileScale(value) {
typeof value === "number" ? this._tileTransform.scale.set(value) : this._tileTransform.scale.copyFrom(value);
}
set tileRotation(value) {
this._tileTransform.rotation = value;
}
/**
* Rotation of the tiling texture in radians.
* This controls the rotation applied to the texture before tiling.
* @example
* ```ts
* // Rotate the texture by 45 degrees (in radians)
* tilingSprite.tileRotation = Math.PI / 4; // 45 degrees
* ```
* @default 0
*/
get tileRotation() {
return this._tileTransform.rotation;
}
/**
* The transform object that controls the tiling texture's position, scale, and rotation.
* This transform is independent of the sprite's own transform properties.
* @example
* ```ts
* // Access transform properties directly
* sprite.tileTransform.position.set(100, 50);
* sprite.tileTransform.scale.set(2);
* sprite.tileTransform.rotation = Math.PI / 4;
*
* // Create smooth scrolling animation
* app.ticker.add(() => {
* sprite.tileTransform.position.x += 1;
* sprite.tileTransform.rotation += 0.01;
* });
*
* // Reset transform
* sprite.tileTransform.position.set(0);
* sprite.tileTransform.scale.set(1);
* sprite.tileTransform.rotation = 0;
* ```
* @returns {Transform} The transform object for the tiling texture
* @see {@link Transform} For transform operations
* @see {@link TilingSprite#tilePosition} For position control
* @see {@link TilingSprite#tileScale} For scale control
* @see {@link TilingSprite#tileRotation} For rotation control
* @advanced
*/
get tileTransform() {
return this._tileTransform;
}
set texture(value) {
value || (value = Texture.Texture.EMPTY);
const currentTexture = this._texture;
if (currentTexture === value)
return;
if (currentTexture && currentTexture.dynamic)
currentTexture.off("update", this.onViewUpdate, this);
if (value.dynamic)
value.on("update", this.onViewUpdate, this);
this._texture = value;
this.onViewUpdate();
}
/**
* The texture to use for tiling.
* This is the image that will be repeated across the sprite.
* @example
* ```ts
* // Use a texture from the asset cache
* tilingSprite.texture = Texture.from('assets/pattern.png');
* ```
* @default Texture.WHITE
*/
get texture() {
return this._texture;
}
/**
* The width of the tiling area. This defines how wide the area is that the texture will be tiled across.
* @example
* ```ts
* // Create a tiling sprite
* const sprite = new TilingSprite({
* texture: Texture.from('pattern.png'),
* width: 500,
* height: 300
* });
*
* // Adjust width dynamically
* sprite.width = 800; // Expands tiling area
*
* // Update on resize
* window.addEventListener('resize', () => {
* sprite.width = app.screen.width;
* });
* ```
* @see {@link TilingSprite#setSize} For setting both width and height efficiently
* @see {@link TilingSprite#height} For setting height
*/
set width(value) {
this._width = value;
this.onViewUpdate();
}
get width() {
return this._width;
}
set height(value) {
this._height = value;
this.onViewUpdate();
}
/**
* The height of the tiling area. This defines how tall the area is that the texture will be tiled across.
* @example
* ```ts
* // Create a tiling sprite
* const sprite = new TilingSprite({
* texture: Texture.from('pattern.png'),
* width: 500,
* height: 300
* });
*
* // Adjust width dynamically
* sprite.height = 800; // Expands tiling area
*
* // Update on resize
* window.addEventListener('resize', () => {
* sprite.height = app.screen.height;
* });
* ```
* @see {@link TilingSprite#setSize} For setting both width and height efficiently
* @see {@link TilingSprite#width} For setting width
*/
get height() {
return this._height;
}
/**
* Sets the size of the TilingSprite to the specified width and height.
* This is faster than setting width and height separately as it only triggers one update.
* @example
* ```ts
* // Set specific dimensions
* sprite.setSize(300, 200); // Width: 300, Height: 200
*
* // Set uniform size (square)
* sprite.setSize(400); // Width: 400, Height: 400
*
* // Set size using object
* sprite.setSize({
* width: 500,
* height: 300
* });
* ```
* @param value - This can be either a number for uniform sizing or a Size object with width/height properties
* @param height - The height to set. Defaults to the value of `width` if not provided
* @see {@link TilingSprite#width} For setting width only
* @see {@link TilingSprite#height} For setting height only
*/
setSize(value, height) {
if (typeof value === "object") {
height = value.height ?? value.width;
value = value.width;
}
this._width = value;
this._height = height ?? value;
this.onViewUpdate();
}
/**
* Retrieves the size of the TilingSprite as a {@link Size} object.
* This method is more efficient than getting width and height separately as it only allocates one object.
* @example
* ```ts
* // Get basic size
* const size = sprite.getSize();
* console.log(`Size: ${size.width}x${size.height}`);
*
* // Reuse existing size object
* const reuseSize = { width: 0, height: 0 };
* sprite.getSize(reuseSize);
* ```
* @param out - Optional object to store the size in, to avoid allocating a new object
* @returns The size of the TilingSprite
* @see {@link TilingSprite#width} For getting just the width
* @see {@link TilingSprite#height} For getting just the height
* @see {@link TilingSprite#setSize} For setting both width and height efficiently
*/
getSize(out) {
out || (out = {});
out.width = this._width;
out.height = this._height;
return out;
}
/** @private */
updateBounds() {
const bounds = this._bounds;
const anchor = this._anchor;
const width = this._width;
const height = this._height;
bounds.minX = -anchor._x * width;
bounds.maxX = bounds.minX + width;
bounds.minY = -anchor._y * height;
bounds.maxY = bounds.minY + height;
}
/**
* Checks if the object contains the given point in local coordinates.
* Takes into account the anchor offset when determining boundaries.
* @example
* ```ts
* // Create a tiling sprite
* const sprite = new TilingSprite({
* texture: Texture.from('pattern.png'),
* width: 200,
* height: 100,
* anchor: 0.5 // Center anchor
* });
*
* // Basic point check
* const contains = sprite.containsPoint({ x: 50, y: 25 });
* console.log('Point is inside:', contains);
*
* // Check with different anchors
* sprite.anchor.set(0); // Top-left anchor
* console.log('Contains point:', sprite.containsPoint({ x: 150, y: 75 }));
* ```
* @param point - The point to check in local coordinates
* @returns True if the point is within the sprite's bounds
* @see {@link TilingSprite#toLocal} For converting global coordinates to local
* @see {@link TilingSprite#anchor} For understanding boundary calculations
*/
containsPoint(point) {
const width = this._width;
const height = this._height;
const x1 = -width * this._anchor._x;
let y1 = 0;
if (point.x >= x1 && point.x <= x1 + width) {
y1 = -height * this._anchor._y;
if (point.y >= y1 && point.y <= y1 + height)
return true;
}
return false;
}
/**
* Destroys this sprite renderable and optionally its texture.
* @param options - Options parameter. A boolean will act as if all options
* have been set to that value
* @example
* tilingSprite.destroy();
* tilingSprite.destroy(true);
* tilingSprite.destroy({ texture: true, textureSource: true });
*/
destroy(options = false) {
super.destroy(options);
this._anchor = null;
this._tileTransform = null;
this._bounds = null;
const destroyTexture = typeof options === "boolean" ? options : options?.texture;
if (destroyTexture) {
const destroyTextureSource = typeof options === "boolean" ? options : options?.textureSource;
this._texture.destroy(destroyTextureSource);
}
this._texture = null;
}
};
/**
* Default options used when creating a TilingSprite instance.
* These values are used as fallbacks when specific options are not provided.
* @example
* ```ts
* // Override default options globally
* TilingSprite.defaultOptions.texture = Texture.from('defaultPattern.png');
* TilingSprite.defaultOptions.tileScale = { x: 2, y: 2 };
*
* // Create sprite using default options
* const sprite = new TilingSprite();
* // Will use defaultPattern.png and scale 2x
* ```
* @type {TilingSpriteOptions}
* @see {@link TilingSpriteOptions} For all available options
* @see {@link TilingSprite.from} For creating sprites with custom options
* @see {@link Texture.EMPTY} For the default empty texture
*/
_TilingSprite.defaultOptions = {
/** The texture to use for the sprite. */
texture: Texture.Texture.EMPTY,
/** The anchor point of the sprite */
anchor: { x: 0, y: 0 },
/** The offset of the image that is being tiled. */
tilePosition: { x: 0, y: 0 },
/** Scaling of the image that is being tiled. */
tileScale: { x: 1, y: 1 },
/** The rotation of the image that is being tiled. */
tileRotation: 0,
/**
* Flags whether the tiling pattern should originate from the origin instead of the top-left corner in
* local space.
*
* This will make the texture coordinates assigned to each vertex dependent on the value of the anchor. Without
* this, the top-left corner always gets the (0, 0) texture coordinate.
* @default false
*/
applyAnchorToTexture: false
};
let TilingSprite = _TilingSprite;
exports.TilingSprite = TilingSprite;
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