silver-fang-mini-game/node_modules/phaser/plugins/impact/ImpactSprite.js
2024-10-27 19:54:14 +02:00

156 lines
5.2 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../../utils/Class');
var Components = require('./components');
var Sprite = require('../../gameobjects/sprite/Sprite');
/**
* @classdesc
* An Impact Physics Sprite Game Object.
*
* A Sprite Game Object is used for the display of both static and animated images in your game.
* Sprites can have input events and physics bodies. They can also be tweened, tinted, scrolled
* and animated.
*
* The main difference between a Sprite and an Image Game Object is that you cannot animate Images.
* As such, Sprites take a fraction longer to process and have a larger API footprint due to the Animation
* Component. If you do not require animation then you can safely use Images to replace Sprites in all cases.
*
* @class ImpactSprite
* @extends Phaser.GameObjects.Sprite
* @memberof Phaser.Physics.Impact
* @constructor
* @since 3.0.0
*
* @extends Phaser.Physics.Impact.Components.Acceleration
* @extends Phaser.Physics.Impact.Components.BodyScale
* @extends Phaser.Physics.Impact.Components.BodyType
* @extends Phaser.Physics.Impact.Components.Bounce
* @extends Phaser.Physics.Impact.Components.CheckAgainst
* @extends Phaser.Physics.Impact.Components.Collides
* @extends Phaser.Physics.Impact.Components.Debug
* @extends Phaser.Physics.Impact.Components.Friction
* @extends Phaser.Physics.Impact.Components.Gravity
* @extends Phaser.Physics.Impact.Components.Offset
* @extends Phaser.Physics.Impact.Components.SetGameObject
* @extends Phaser.Physics.Impact.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.Origin
* @extends Phaser.GameObjects.Components.Pipeline
* @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.Physics.Impact.World} world - [description]
* @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} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
*/
var ImpactSprite = new Class({
Extends: Sprite,
Mixins: [
Components.Acceleration,
Components.BodyScale,
Components.BodyType,
Components.Bounce,
Components.CheckAgainst,
Components.Collides,
Components.Debug,
Components.Friction,
Components.Gravity,
Components.Offset,
Components.SetGameObject,
Components.Velocity
],
initialize:
function ImpactSprite (world, x, y, texture, frame)
{
Sprite.call(this, world.scene, x, y, texture, frame);
/**
* [description]
*
* @name Phaser.Physics.Impact.ImpactSprite#body
* @type {Phaser.Physics.Impact.Body}
* @since 3.0.0
*/
this.body = world.create(x - this.frame.centerX, y - this.frame.centerY, this.width, this.height);
this.body.parent = this;
this.body.gameObject = this;
/**
* [description]
*
* @name Phaser.Physics.Impact.ImpactSprite#size
* @type {{x: number, y: number}}
* @since 3.0.0
*/
this.size = this.body.size;
/**
* [description]
*
* @name Phaser.Physics.Impact.ImpactSprite#offset
* @type {{x: number, y: number}}
* @since 3.0.0
*/
this.offset = this.body.offset;
/**
* [description]
*
* @name Phaser.Physics.Impact.ImpactSprite#vel
* @type {{x: number, y: number}}
* @since 3.0.0
*/
this.vel = this.body.vel;
/**
* [description]
*
* @name Phaser.Physics.Impact.ImpactSprite#accel
* @type {{x: number, y: number}}
* @since 3.0.0
*/
this.accel = this.body.accel;
/**
* [description]
*
* @name Phaser.Physics.Impact.ImpactSprite#friction
* @type {{x: number, y: number}}
* @since 3.0.0
*/
this.friction = this.body.friction;
/**
* [description]
*
* @name Phaser.Physics.Impact.ImpactSprite#maxVel
* @type {{x: number, y: number}}
* @since 3.0.0
*/
this.maxVel = this.body.maxVel;
}
});
module.exports = ImpactSprite;