UNPKG

pixi.js

Version:

<p align="center"> <a href="https://pixijs.com" target="_blank" rel="noopener noreferrer"> <img height="150" src="https://files.pixijs.download/branding/pixijs-logo-transparent-dark.svg?v=1" alt="PixiJS logo"> </a> </p> <br/> <p align="center">

501 lines (498 loc) 16.3 kB
import { Cache } from '../../assets/cache/Cache.mjs'; import { ObservablePoint } from '../../maths/point/ObservablePoint.mjs'; import { Texture } from '../../rendering/renderers/shared/texture/Texture.mjs'; import { deprecation, v8_0_0 } from '../../utils/logging/deprecation.mjs'; import { warn } from '../../utils/logging/warn.mjs'; import { Transform } from '../../utils/misc/Transform.mjs'; import { ViewContainer } from '../view/ViewContainer.mjs'; "use strict"; const _TilingSprite = class _TilingSprite extends ViewContainer { constructor(...args) { let options = args[0] || {}; if (options instanceof Texture) { options = { texture: options }; } if (args.length > 1) { 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( { _onUpdate: () => { this.onViewUpdate(); } } ); this.applyAnchorToTexture = applyAnchorToTexture; this.texture = texture; this._width = width ?? texture.width; this._height = height ?? texture.height; this._tileTransform = new 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.get(source), ...options }); } return new _TilingSprite({ texture: source, ...options }); } /** * @see {@link TilingSpriteOptions.applyAnchorToTexture} * @deprecated since 8.0.0 * @advanced */ get uvRespectAnchor() { warn("uvRespectAnchor is deprecated, please use applyAnchorToTexture instead"); return this.applyAnchorToTexture; } /** @advanced */ set uvRespectAnchor(value) { 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.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.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; export { TilingSprite }; //# sourceMappingURL=TilingSprite.mjs.map