pixi.js/docs/files/pixi_Sprite.js.html
2013-02-20 19:05:51 +00:00

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<h1 class="file-heading">File: pixi&#x2F;Sprite.js</h1>
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&#x2F;**
* @author Mat Groves http:&#x2F;&#x2F;matgroves.com&#x2F;
*&#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; 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;**
* @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 tjhe 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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