/** * @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); }