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pixi.js / docs / files / pixi_Sprite.js.html
@Mat Groves Mat Groves on 20 Mar 2013 10 KB Interactivity Added
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                        <h1 class="file-heading">File: pixi&#x2F;Sprite.js</h1>

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    <pre class="code prettyprint linenums">
&#x2F;**
 * @author Mat Groves http:&#x2F;&#x2F;matgroves.com&#x2F; @Doormat23
 *&#x2F;

PIXI.blendModes = {};
PIXI.blendModes.NORMAL = 0;
PIXI.blendModes.SCREEN = 1;


&#x2F;**
@class Sprite
@extends DisplayObjectContainer
@constructor
@param texture {Texture}
@type String
*&#x2F;
PIXI.Sprite = function(texture)
{
	PIXI.DisplayObjectContainer.call( this );
	
	 &#x2F;**
	 * 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
     *&#x2F;
	this.anchor = new PIXI.Point();
	
	&#x2F;**
	 * The texture that the sprite is using
	 * @property texture
	 * @type Texture
	 *&#x2F;
	this.texture = texture;
	
	&#x2F;**
	 * The blend mode of sprite.
	 * currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN
	 * @property blendMode
	 * @type uint
	 *&#x2F;
	this.blendMode = PIXI.blendModes.NORMAL;
	
	&#x2F;**
	 * The width of the sprite (this is initially set by the texture)
	 * @property width
	 * @type #Number
	 *&#x2F;
	this.width = 1;
	
	&#x2F;**
	 * The height of the sprite (this is initially set by the texture)
	 * @property height
	 * @type #Number
	 *&#x2F;
	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( &#x27;update&#x27;, this.onTextureUpdateBind );
	}
	
	this.renderable = true;
	
	
	
	&#x2F;&#x2F; [readonly] best not to toggle directly! use setInteractive()
	this.interactive = false;
	
	
	&#x2F;&#x2F; thi next bit is here for the docs...
	
	&#x2F;*
	 * MOUSE Callbacks
	 *&#x2F;
	
	&#x2F;**
	 * A callback that is used when the users clicks on the sprite with thier mouse
	 * @method click
	 * @param interactionData {InteractionData}
	 *&#x2F;
	
	&#x2F;**
	 * A callback that is used when the user clicks the mouse down over the sprite
	 * @method mousedown
	 * @param interactionData {InteractionData}
	 *&#x2F;
	 
	&#x2F;**
	 * 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}
	 *&#x2F;
	
	&#x2F;**
	 * A callback that is used when the users mouse rolls over the sprite
	 * @method mouseover
	 * @param interactionData {InteractionData}
	 *&#x2F;
	
	&#x2F;**
	 * A callback that is used when the users mouse leaves the sprite
	 * @method mouseout
	 * @param interactionData {InteractionData}
	 *&#x2F;
	
	&#x2F;*
	 * TOUCH Callbacks
	 *&#x2F;
	
	&#x2F;**
	 * 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}
	 *&#x2F;
	
	&#x2F;**
	 * A callback that is used when the user touch&#x27;s over the sprite
	 * @method touchstart
	 * @param interactionData {InteractionData}
	 *&#x2F;
	 
	&#x2F;**
	 * 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}
	 *&#x2F;
}

&#x2F;&#x2F; constructor
PIXI.Sprite.constructor = PIXI.Sprite;
PIXI.Sprite.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );

&#x2F;**
@method setTexture
@param texture {Texture} The PIXI texture that is displayed by the sprite
*&#x2F;
PIXI.Sprite.prototype.setTexture = function(texture)
{
	&#x2F;&#x2F; 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;
}

&#x2F;**
 * Indicates if the sprite will have touch and mouse interactivity. It is false by default
 * @method setInteractive
 * @param interactive {Boolean}
 *&#x2F;
PIXI.Sprite.prototype.setInteractive = function(interactive)
{
	this.interactive = interactive;
	&#x2F;&#x2F; TODO more to be done here..
	&#x2F;&#x2F; need to sort out a re-crawl!
	if(stage)stage.dirty = true;
}

&#x2F;**
 * @private
 *&#x2F;
PIXI.Sprite.prototype.onTextureUpdate = function(event)
{
	this.width   = this.texture.frame.width;
	this.height  = this.texture.frame.height;
	this.updateFrame = true;
}

&#x2F;&#x2F; some helper functions..

&#x2F;**
 * 
 * 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
 *&#x2F;
PIXI.Sprite.fromFrame = function(frameId)
{
	var texture = PIXI.TextureCache[frameId];
	if(!texture)throw new Error(&quot;The frameId &#x27;&quot;+ frameId +&quot;&#x27; does not exist in the texture cache&quot; + this);
	return new PIXI.Sprite(texture);
}

&#x2F;**
 * 
 * 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
 *&#x2F;
PIXI.Sprite.fromImage = function(imageId)
{
	var texture = PIXI.Texture.fromImage(imageId);
	return new PIXI.Sprite(texture);
}


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