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<h1 class="file-heading">File: pixi/Sprite.js</h1>
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<pre class="code prettyprint linenums">
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
PIXI.blendModes = {};
PIXI.blendModes.NORMAL = 0;
PIXI.blendModes.SCREEN = 1;
/**
@class Sprite
@extends DisplayObjectContainer
@constructor
@param texture {Texture}
@type String
*/
PIXI.Sprite = function(texture)
{
PIXI.DisplayObjectContainer.call( this );
/**
* The anchor sets the origin point of the texture.
* The default is 0,0 this means the textures 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
* @property anchor
* @type Point
*/
this.anchor = new PIXI.Point();
/**
* The texture that the sprite is using
* @property texture
* @type Texture
*/
this.texture = texture;
/**
* The blend mode of sprite.
* currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN
* @property blendMode
* @type uint
*/
this.blendMode = PIXI.blendModes.NORMAL;
/**
* The width of the sprite (this is initially set by the texture)
* @property width
* @type #Number
*/
this.width = 1;
/**
* The height of the sprite (this is initially set by the texture)
* @property height
* @type #Number
*/
this.height = 1;
if(texture.baseTexture.hasLoaded)
{
this.width = this.texture.frame.width;
this.height = this.texture.frame.height;
this.updateFrame = true;
}
else
{
this.onTextureUpdateBind = this.onTextureUpdate.bind(this);
this.texture.addEventListener( 'update', this.onTextureUpdateBind );
}
this.renderable = true;
// [readonly] best not to toggle directly! use setInteractive()
this.interactive = false;
// thi next bit is here for the docs...
/*
* MOUSE Callbacks
*/
/**
* A callback that is used when the users clicks on the sprite with thier mouse
* @method click
* @param interactionData {InteractionData}
*/
/**
* A callback that is used when the user clicks the mouse down over the sprite
* @method mousedown
* @param interactionData {InteractionData}
*/
/**
* A callback that is used when the user releases the mouse that was over the sprite
* for this callback to be fired the mouse must have been pressed down over the sprite
* @method mouseup
* @param interactionData {InteractionData}
*/
/**
* A callback that is used when the users mouse rolls over the sprite
* @method mouseover
* @param interactionData {InteractionData}
*/
/**
* A callback that is used when the users mouse leaves the sprite
* @method mouseout
* @param interactionData {InteractionData}
*/
/*
* TOUCH Callbacks
*/
/**
* A callback that is used when the users taps on the sprite with thier finger
* basically a touch version of click
* @method tap
* @param interactionData {InteractionData}
*/
/**
* A callback that is used when the user touch's over the sprite
* @method touchstart
* @param interactionData {InteractionData}
*/
/**
* A callback that is used when the user releases the touch that was over the sprite
* for this callback to be fired. The touch must have started over the sprite
* @method touchend
* @param interactionData {InteractionData}
*/
}
// constructor
PIXI.Sprite.constructor = PIXI.Sprite;
PIXI.Sprite.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
/**
@method setTexture
@param texture {Texture} The PIXI texture that is displayed by the sprite
*/
PIXI.Sprite.prototype.setTexture = function(texture)
{
// stop current texture;
if(this.texture.baseTexture != texture.baseTexture)
{
this.textureChange = true;
}
this.texture = texture;
this.width = texture.frame.width;
this.height = texture.frame.height;
this.updateFrame = true;
}
/**
* Indicates if the sprite will have touch and mouse interactivity. It is false by default
* @method setInteractive
* @param interactive {Boolean}
*/
PIXI.Sprite.prototype.setInteractive = function(interactive)
{
this.interactive = interactive;
// TODO more to be done here..
// need to sort out a re-crawl!
if(stage)stage.dirty = true;
}
/**
* @private
*/
PIXI.Sprite.prototype.onTextureUpdate = function(event)
{
this.width = this.texture.frame.width;
this.height = this.texture.frame.height;
this.updateFrame = true;
}
// 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
* @method fromFrame
* @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
*/
PIXI.Sprite.fromFrame = function(frameId)
{
var texture = PIXI.TextureCache[frameId];
if(!texture)throw new Error("The frameId '"+ frameId +"' does not exist in the texture cache" + this);
return new PIXI.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
* @method fromImage
* @static
* @param The image url of the texture
* @return {Sprite} A new Sprite using a texture from the texture cache matching the image id
*/
PIXI.Sprite.fromImage = function(imageId)
{
var texture = PIXI.Texture.fromImage(imageId);
return new PIXI.Sprite(texture);
}
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