mirror of
https://github.com/logsol/chuck.js.git
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466 lines
12 KiB
JavaScript
466 lines
12 KiB
JavaScript
/**
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* @author Mat Groves http://matgroves.com/
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*/
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/**
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* A tiling sprite is a fast way of rendering a tiling image
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*
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* @class TilingSprite
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* @extends Sprite
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* @constructor
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* @param texture {Texture} the texture of the tiling sprite
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* @param width {Number} the width of the tiling sprite
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* @param height {Number} the height of the tiling sprite
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*/
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PIXI.TilingSprite = function(texture, width, height)
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{
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PIXI.Sprite.call( this, texture);
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/**
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* The with of the tiling sprite
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*
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* @property width
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* @type Number
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*/
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this._width = width || 100;
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/**
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* The height of the tiling sprite
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*
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* @property height
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* @type Number
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*/
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this._height = height || 100;
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/**
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* The scaling of the image that is being tiled
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*
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* @property tileScale
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* @type Point
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*/
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this.tileScale = new PIXI.Point(1,1);
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/**
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* A point that represents the scale of the texture object
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*
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* @property tileScaleOffset
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* @type Point
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*/
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this.tileScaleOffset = new PIXI.Point(1,1);
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/**
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* The offset position of the image that is being tiled
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*
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* @property tilePosition
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* @type Point
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*/
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this.tilePosition = new PIXI.Point(0,0);
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/**
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* Whether this sprite is renderable or not
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*
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* @property renderable
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* @type Boolean
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* @default true
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*/
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this.renderable = true;
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/**
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* The tint applied to the sprite. This is a hex value
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*
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* @property tint
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* @type Number
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* @default 0xFFFFFF
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*/
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this.tint = 0xFFFFFF;
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/**
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* The blend mode to be applied to the sprite
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*
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* @property blendMode
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* @type Number
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* @default PIXI.blendModes.NORMAL;
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*/
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this.blendMode = PIXI.blendModes.NORMAL;
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};
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// constructor
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PIXI.TilingSprite.prototype = Object.create(PIXI.Sprite.prototype);
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PIXI.TilingSprite.prototype.constructor = PIXI.TilingSprite;
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/**
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* The width of the sprite, setting this will actually modify the scale to achieve the value set
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*
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* @property width
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* @type Number
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*/
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Object.defineProperty(PIXI.TilingSprite.prototype, 'width', {
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get: function() {
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return this._width;
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},
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set: function(value) {
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this._width = value;
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}
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});
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/**
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* The height of the TilingSprite, setting this will actually modify the scale to achieve the value set
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*
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* @property height
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* @type Number
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*/
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Object.defineProperty(PIXI.TilingSprite.prototype, 'height', {
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get: function() {
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return this._height;
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},
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set: function(value) {
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this._height = value;
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}
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});
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PIXI.TilingSprite.prototype.setTexture = function(texture)
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{
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if (this.texture === texture) return;
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this.texture = texture;
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this.refreshTexture = true;
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this.cachedTint = 0xFFFFFF;
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};
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/**
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* Renders the object using the WebGL renderer
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*
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* @method _renderWebGL
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* @param renderSession {RenderSession}
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* @private
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*/
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PIXI.TilingSprite.prototype._renderWebGL = function(renderSession)
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{
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if (this.visible === false || this.alpha === 0) return;
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var i,j;
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if (this._mask)
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{
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renderSession.spriteBatch.stop();
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renderSession.maskManager.pushMask(this.mask, renderSession);
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renderSession.spriteBatch.start();
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}
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if (this._filters)
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{
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renderSession.spriteBatch.flush();
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renderSession.filterManager.pushFilter(this._filterBlock);
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}
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if (!this.tilingTexture || this.refreshTexture)
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{
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this.generateTilingTexture(true);
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if (this.tilingTexture && this.tilingTexture.needsUpdate)
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{
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//TODO - tweaking
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PIXI.updateWebGLTexture(this.tilingTexture.baseTexture, renderSession.gl);
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this.tilingTexture.needsUpdate = false;
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// this.tilingTexture._uvs = null;
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}
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}
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else
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{
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renderSession.spriteBatch.renderTilingSprite(this);
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}
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// simple render children!
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for (i=0,j=this.children.length; i<j; i++)
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{
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this.children[i]._renderWebGL(renderSession);
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}
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renderSession.spriteBatch.stop();
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if (this._filters) renderSession.filterManager.popFilter();
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if (this._mask) renderSession.maskManager.popMask(this._mask, renderSession);
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renderSession.spriteBatch.start();
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};
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/**
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* Renders the object using the Canvas renderer
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*
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* @method _renderCanvas
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* @param renderSession {RenderSession}
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* @private
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*/
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PIXI.TilingSprite.prototype._renderCanvas = function(renderSession)
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{
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if (this.visible === false || this.alpha === 0)return;
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var context = renderSession.context;
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if (this._mask)
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{
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renderSession.maskManager.pushMask(this._mask, context);
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}
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context.globalAlpha = this.worldAlpha;
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var transform = this.worldTransform;
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var i,j;
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var resolution = renderSession.resolution;
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context.setTransform(transform.a * resolution,
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transform.b * resolution,
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transform.c * resolution,
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transform.d * resolution,
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transform.tx * resolution,
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transform.ty * resolution);
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if (!this.__tilePattern || this.refreshTexture)
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{
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this.generateTilingTexture(false);
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if (this.tilingTexture)
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{
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this.__tilePattern = context.createPattern(this.tilingTexture.baseTexture.source, 'repeat');
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}
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else
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{
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return;
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}
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}
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// check blend mode
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if (this.blendMode !== renderSession.currentBlendMode)
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{
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renderSession.currentBlendMode = this.blendMode;
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context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode];
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}
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var tilePosition = this.tilePosition;
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var tileScale = this.tileScale;
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tilePosition.x %= this.tilingTexture.baseTexture.width;
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tilePosition.y %= this.tilingTexture.baseTexture.height;
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// offset - make sure to account for the anchor point..
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context.scale(tileScale.x,tileScale.y);
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context.translate(tilePosition.x + (this.anchor.x * -this._width), tilePosition.y + (this.anchor.y * -this._height));
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context.fillStyle = this.__tilePattern;
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context.fillRect(-tilePosition.x,
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-tilePosition.y,
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this._width / tileScale.x,
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this._height / tileScale.y);
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context.scale(1 / tileScale.x, 1 / tileScale.y);
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context.translate(-tilePosition.x + (this.anchor.x * this._width), -tilePosition.y + (this.anchor.y * this._height));
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if (this._mask)
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{
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renderSession.maskManager.popMask(renderSession.context);
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}
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for (i=0,j=this.children.length; i<j; i++)
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{
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this.children[i]._renderCanvas(renderSession);
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}
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};
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/**
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* Returns the framing rectangle of the sprite as a PIXI.Rectangle object
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*
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* @method getBounds
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* @return {Rectangle} the framing rectangle
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*/
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PIXI.TilingSprite.prototype.getBounds = function()
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{
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var width = this._width;
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var height = this._height;
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var w0 = width * (1-this.anchor.x);
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var w1 = width * -this.anchor.x;
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var h0 = height * (1-this.anchor.y);
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var h1 = height * -this.anchor.y;
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var worldTransform = this.worldTransform;
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var a = worldTransform.a;
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var b = worldTransform.b;
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var c = worldTransform.c;
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var d = worldTransform.d;
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var tx = worldTransform.tx;
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var ty = worldTransform.ty;
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var x1 = a * w1 + c * h1 + tx;
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var y1 = d * h1 + b * w1 + ty;
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var x2 = a * w0 + c * h1 + tx;
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var y2 = d * h1 + b * w0 + ty;
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var x3 = a * w0 + c * h0 + tx;
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var y3 = d * h0 + b * w0 + ty;
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var x4 = a * w1 + c * h0 + tx;
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var y4 = d * h0 + b * w1 + ty;
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var maxX = -Infinity;
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var maxY = -Infinity;
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var minX = Infinity;
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var minY = Infinity;
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minX = x1 < minX ? x1 : minX;
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minX = x2 < minX ? x2 : minX;
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minX = x3 < minX ? x3 : minX;
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minX = x4 < minX ? x4 : minX;
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minY = y1 < minY ? y1 : minY;
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minY = y2 < minY ? y2 : minY;
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minY = y3 < minY ? y3 : minY;
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minY = y4 < minY ? y4 : minY;
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maxX = x1 > maxX ? x1 : maxX;
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maxX = x2 > maxX ? x2 : maxX;
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maxX = x3 > maxX ? x3 : maxX;
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maxX = x4 > maxX ? x4 : maxX;
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maxY = y1 > maxY ? y1 : maxY;
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maxY = y2 > maxY ? y2 : maxY;
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maxY = y3 > maxY ? y3 : maxY;
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maxY = y4 > maxY ? y4 : maxY;
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var bounds = this._bounds;
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bounds.x = minX;
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bounds.width = maxX - minX;
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bounds.y = minY;
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bounds.height = maxY - minY;
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// store a reference so that if this function gets called again in the render cycle we do not have to recalculate
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this._currentBounds = bounds;
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return bounds;
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};
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/**
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* When the texture is updated, this event will fire to update the scale and frame
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*
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* @method onTextureUpdate
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* @param event
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* @private
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*/
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PIXI.TilingSprite.prototype.onTextureUpdate = function()
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{
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// overriding the sprite version of this!
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};
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/**
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*
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* @method generateTilingTexture
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*
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* @param forcePowerOfTwo {Boolean} Whether we want to force the texture to be a power of two
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*/
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PIXI.TilingSprite.prototype.generateTilingTexture = function(forcePowerOfTwo)
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{
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if (!this.texture.baseTexture.hasLoaded) return;
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var texture = this.originalTexture || this.texture;
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var frame = texture.frame;
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var targetWidth, targetHeight;
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// Check that the frame is the same size as the base texture.
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var isFrame = frame.width !== texture.baseTexture.width || frame.height !== texture.baseTexture.height;
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var newTextureRequired = false;
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if (!forcePowerOfTwo)
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{
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if (isFrame)
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{
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targetWidth = frame.width;
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targetHeight = frame.height;
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newTextureRequired = true;
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}
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}
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else
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{
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targetWidth = PIXI.getNextPowerOfTwo(frame.width);
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targetHeight = PIXI.getNextPowerOfTwo(frame.height);
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// If the BaseTexture dimensions don't match the texture frame then we need a new texture anyway because it's part of a texture atlas
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if (frame.width !== targetWidth || frame.height !== targetHeight || texture.baseTexture.width !== targetWidth || texture.baseTexture.height || targetHeight) newTextureRequired = true;
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}
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if (newTextureRequired)
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{
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var canvasBuffer;
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if (this.tilingTexture && this.tilingTexture.isTiling)
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{
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canvasBuffer = this.tilingTexture.canvasBuffer;
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canvasBuffer.resize(targetWidth, targetHeight);
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this.tilingTexture.baseTexture.width = targetWidth;
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this.tilingTexture.baseTexture.height = targetHeight;
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this.tilingTexture.needsUpdate = true;
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}
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else
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{
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canvasBuffer = new PIXI.CanvasBuffer(targetWidth, targetHeight);
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this.tilingTexture = PIXI.Texture.fromCanvas(canvasBuffer.canvas);
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this.tilingTexture.canvasBuffer = canvasBuffer;
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this.tilingTexture.isTiling = true;
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}
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canvasBuffer.context.drawImage(texture.baseTexture.source,
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texture.crop.x,
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texture.crop.y,
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texture.crop.width,
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texture.crop.height,
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0,
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0,
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targetWidth,
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targetHeight);
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this.tileScaleOffset.x = frame.width / targetWidth;
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this.tileScaleOffset.y = frame.height / targetHeight;
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}
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else
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{
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// TODO - switching?
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if (this.tilingTexture && this.tilingTexture.isTiling)
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{
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// destroy the tiling texture!
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// TODO could store this somewhere?
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this.tilingTexture.destroy(true);
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}
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this.tileScaleOffset.x = 1;
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this.tileScaleOffset.y = 1;
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this.tilingTexture = texture;
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}
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this.refreshTexture = false;
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this.originalTexture = this.texture;
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this.texture = this.tilingTexture;
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this.tilingTexture.baseTexture._powerOf2 = true;
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};
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