var math = require('../math'), Texture = require('../textures/Texture'), DisplayObjectContainer = require('../display/DisplayObjectContainer'), CanvasTinter = require('../renderers/canvas/utils/CanvasTinter'), utils = require('../utils'), CONST = require('../const'); /** * The Sprite object is the base for all textured objects that are rendered to the screen * * A sprite can be created directly from an image like this: * * ```js * var sprite = new Sprite.fromImage('assets/image.png'); * ``` * * @class Sprite * @extends DisplayObjectContainer * @namespace PIXI * @param texture {Texture} The texture for this sprite */ function Sprite(texture) { DisplayObjectContainer.call(this); /** * The anchor sets the origin point of the texture. * The default is 0,0 this means the texture's origin is the top left * Setting than anchor to 0.5,0.5 means the textures origin is centered * Setting the anchor to 1,1 would mean the textures origin points will be the bottom right corner * * @member {Point} */ this.anchor = new math.Point(); /** * The texture that the sprite is using * * @member {Texture} * @private */ this._texture = null; /** * The width of the sprite (this is initially set by the texture) * * @member {number} * @private */ this._width = 0; /** * The height of the sprite (this is initially set by the texture) * * @member {number} * @private */ this._height = 0; /** * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect. * * @member {number} * @default 0xFFFFFF */ this.tint = 0xFFFFFF; /** * The blend mode to be applied to the sprite. Set to CONST.blendModes.NORMAL to remove any blend mode. * * @member {number} * @default CONST.blendModes.NORMAL; */ this.blendMode = CONST.blendModes.NORMAL; /** * The shader that will be used to render the sprite. Set to null to remove a current shader. * * @member {AbstractFilter} */ this.shader = null; this.renderable = true; // call texture setter this.texture = texture || Texture.EMPTY; } Sprite.prototype.destroy = function (destroyTexture, destroyBaseTexture) { DisplayObjectContainer.prototype.destroy.call(this); this.anchor = null; if (destroyTexture) { this._texture.destroy(destroyBaseTexture); } this._texture = null; this.shader = null; }; // constructor Sprite.prototype = Object.create(DisplayObjectContainer.prototype); Sprite.prototype.constructor = Sprite; module.exports = Sprite; Object.defineProperties(Sprite.prototype, { /** * The width of the sprite, setting this will actually modify the scale to achieve the value set * * @member * @memberof Sprite# */ width: { get: function () { return this.scale.x * this.texture.frame.width; }, set: function (value) { this.scale.x = value / this.texture.frame.width; this._width = value; } }, /** * The height of the sprite, setting this will actually modify the scale to achieve the value set * * @member * @memberof Sprite# */ height: { get: function () { return this.scale.y * this.texture.frame.height; }, set: function (value) { this.scale.y = value / this.texture.frame.height; this._height = value; } }, /** * The height of the sprite, setting this will actually modify the scale to achieve the value set * * @member * @memberof Sprite# */ texture: { get: function () { return this._texture; }, set: function (value) { if (this._texture === value) { return; } this._texture = value; this.cachedTint = 0xFFFFFF; if (value) { // wait for the texture to load if (value.baseTexture.hasLoaded) { this._onTextureUpdate(); } else { value.once('update', this._onTextureUpdate.bind(this)); } } } }, }); /** * When the texture is updated, this event will fire to update the scale and frame * * @private */ Sprite.prototype._onTextureUpdate = function () { // so if _width is 0 then width was not set.. if (this._width) { this.scale.x = this._width / this.texture.frame.width; } if (this._height) { this.scale.y = this._height / this.texture.frame.height; } }; Sprite.prototype._renderWebGL = function (renderer) { renderer.setObjectRenderer(renderer.plugins.sprite); renderer.plugins.sprite.render(this); }; /** * Returns the bounds of the Sprite as a rectangle. The bounds calculation takes the worldTransform into account. * * @param matrix {Matrix} the transformation matrix of the sprite * @return {Rectangle} the framing rectangle */ Sprite.prototype.getBounds = function (matrix) { var width = this.texture.frame.width; var height = this.texture.frame.height; var w0 = width * (1-this.anchor.x); var w1 = width * -this.anchor.x; var h0 = height * (1-this.anchor.y); var h1 = height * -this.anchor.y; var worldTransform = matrix || this.worldTransform ; var a = worldTransform.a; var b = worldTransform.b; var c = worldTransform.c; var d = worldTransform.d; var tx = worldTransform.tx; var ty = worldTransform.ty; var minX, maxX, minY, maxY; if(b === 0 && c === 0) { // scale may be negative! if (a < 0) { a *= -1; } if (d < 0) { d *= -1; } // this means there is no rotation going on right? RIGHT? // if thats the case then we can avoid checking the bound values! yay minX = a * w1 + tx; maxX = a * w0 + tx; minY = d * h1 + ty; maxY = d * h0 + ty; } else { var x1 = a * w1 + c * h1 + tx; var y1 = d * h1 + b * w1 + ty; var x2 = a * w0 + c * h1 + tx; var y2 = d * h1 + b * w0 + ty; var x3 = a * w0 + c * h0 + tx; var y3 = d * h0 + b * w0 + ty; var x4 = a * w1 + c * h0 + tx; var y4 = d * h0 + b * w1 + ty; minX = x1; minX = x2 < minX ? x2 : minX; minX = x3 < minX ? x3 : minX; minX = x4 < minX ? x4 : minX; minY = y1; minY = y2 < minY ? y2 : minY; minY = y3 < minY ? y3 : minY; minY = y4 < minY ? y4 : minY; maxX = x1; maxX = x2 > maxX ? x2 : maxX; maxX = x3 > maxX ? x3 : maxX; maxX = x4 > maxX ? x4 : maxX; maxY = y1; maxY = y2 > maxY ? y2 : maxY; maxY = y3 > maxY ? y3 : maxY; maxY = y4 > maxY ? y4 : maxY; } var bounds = this._bounds; bounds.x = minX; bounds.width = maxX - minX; bounds.y = minY; bounds.height = maxY - minY; // store a reference so that if this function gets called again in the render cycle we do not have to recalculate this._currentBounds = bounds; return bounds; }; /** * Renders the object using the Canvas renderer * * @param renderer {CanvasRenderer} The renderer */ Sprite.prototype.renderCanvas = function (renderer) { if (!this.visible || this.alpha <= 0 || this.texture.crop.width <= 0 || this.texture.crop.height <= 0) { return; } if (this.blendMode !== renderer.currentBlendMode) { renderer.currentBlendMode = this.blendMode; renderer.context.globalCompositeOperation = renderer.blendModes[renderer.currentBlendMode]; } if (this._mask) { renderer.maskManager.pushMask(this._mask, renderer); } // Ignore null sources if (this.texture.valid) { var resolution = this.texture.baseTexture.resolution / renderer.resolution; renderer.context.globalAlpha = this.worldAlpha; // If smoothingEnabled is supported and we need to change the smoothing property for this texture if (renderer.smoothProperty && renderer.scaleMode !== this.texture.baseTexture.scaleMode) { renderer.scaleMode = this.texture.baseTexture.scaleMode; renderer.context[renderer.smoothProperty] = (renderer.scaleMode === CONST.scaleModes.LINEAR); } // If the texture is trimmed we offset by the trim x/y, otherwise we use the frame dimensions var dx = (this.texture.trim) ? this.texture.trim.x - this.anchor.x * this.texture.trim.width : this.anchor.x * -this.texture._frame.width; var dy = (this.texture.trim) ? this.texture.trim.y - this.anchor.y * this.texture.trim.height : this.anchor.y * -this.texture._frame.height; // Allow for pixel rounding if (renderer.roundPixels) { renderer.context.setTransform( this.worldTransform.a, this.worldTransform.b, this.worldTransform.c, this.worldTransform.d, (this.worldTransform.tx * renderer.resolution) | 0, (this.worldTransform.ty * renderer.resolution) | 0 ); dx = dx | 0; dy = dy | 0; } else { renderer.context.setTransform( this.worldTransform.a, this.worldTransform.b, this.worldTransform.c, this.worldTransform.d, this.worldTransform.tx * renderer.resolution, this.worldTransform.ty * renderer.resolution ); } if (this.tint !== 0xFFFFFF) { if (this.cachedTint !== this.tint) { this.cachedTint = this.tint; // TODO clean up caching - how to clean up the caches? this.tintedTexture = CanvasTinter.getTintedTexture(this, this.tint); } renderer.context.drawImage( this.tintedTexture, 0, 0, this.texture.crop.width, this.texture.crop.height, dx / resolution, dy / resolution, this.texture.crop.width / resolution, this.texture.crop.height / resolution ); } else { renderer.context.drawImage( this.texture.baseTexture.source, this.texture.crop.x, this.texture.crop.y, this.texture.crop.width, this.texture.crop.height, dx / resolution, dy / resolution, this.texture.crop.width / resolution, this.texture.crop.height / resolution ); } } for (var i = 0, j = this.children.length; i < j; i++) { this.children[i].renderCanvas(renderer); } if (this._mask) { renderer.maskManager.popMask(renderer); } }; // some helper functions.. /** * Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId * The frame ids are created when a Texture packer file has been loaded * * @static * @param frameId {String} The frame Id of the texture in the cache * @return {Sprite} A new Sprite using a texture from the texture cache matching the frameId */ Sprite.fromFrame = function (frameId) { var texture = utils.TextureCache[frameId]; if (!texture) { throw new Error('The frameId "' + frameId + '" does not exist in the texture cache' + this); } return new Sprite(texture); }; /** * Helper function that creates a sprite that will contain a texture based on an image url * If the image is not in the texture cache it will be loaded * * @static * @param imageId {String} The image url of the texture * @return {Sprite} A new Sprite using a texture from the texture cache matching the image id */ Sprite.fromImage = function (imageId, crossorigin, scaleMode) { return new Sprite(Texture.fromImage(imageId, crossorigin, scaleMode)); };