
Render texture finished custom render item added pivot added to display object grunt file updated docs updated
319 lines
9.9 KiB
HTML
319 lines
9.9 KiB
HTML
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<title>src/pixi/Sprite.js - Pixi.JS</title>
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<h1><img src="http://www.goodboydigital.com/pixijs/logo_small.png" title="Pixi.JS"></h1>
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<em>API Docs for: 1.0.0</em>
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<li><a href="../classes/AssetLoader.html">AssetLoader</a></li>
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<li><a href="../classes/BaseTexture.html">BaseTexture</a></li>
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<li><a href="../classes/BitmapFontLoader.html">BitmapFontLoader</a></li>
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<li><a href="../classes/BitmapText.html">BitmapText</a></li>
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<li><a href="../classes/CanvasRenderer.html">CanvasRenderer</a></li>
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<li><a href="../classes/CustomRenderable.html">CustomRenderable</a></li>
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<li><a href="../classes/DisplayObject.html">DisplayObject</a></li>
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<li><a href="../classes/MovieClip.html">MovieClip</a></li>
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<li><a href="../classes/Point.html">Point</a></li>
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<li><a href="../classes/Rectangle.html">Rectangle</a></li>
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<li><a href="../classes/RenderTexture.html">RenderTexture</a></li>
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<li><a href="../classes/Sprite.html">Sprite</a></li>
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<li><a href="../classes/SpriteSheetLoader.html">SpriteSheetLoader</a></li>
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<li><a href="../classes/Stage.html">Stage</a></li>
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<li><a href="../classes/Text.html">Text</a></li>
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<li><a href="../classes/Texture.html">Texture</a></li>
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<li><a href="../classes/TilingSprite.html">TilingSprite</a></li>
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<h1 class="file-heading">File: src/pixi/Sprite.js</h1>
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<div class="file">
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<pre class="code prettyprint linenums">
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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PIXI.blendModes = {};
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PIXI.blendModes.NORMAL = 0;
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PIXI.blendModes.SCREEN = 1;
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/**
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@class Sprite
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@extends DisplayObjectContainer
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@constructor
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@param texture {Texture}
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@type String
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*/
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PIXI.Sprite = function(texture)
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{
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PIXI.DisplayObjectContainer.call( this );
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/**
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* The anchor sets the origin point of the texture.
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* The default is 0,0 this means the textures origin is the top left
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* Setting than anchor to 0.5,0.5 means the textures origin is centered
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* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
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* @property anchor
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* @type Point
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*/
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this.anchor = new PIXI.Point();
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/**
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* The texture that the sprite is using
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* @property texture
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* @type Texture
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*/
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this.texture = texture;
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/**
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* The blend mode of sprite.
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* currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN
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* @property blendMode
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* @type uint
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*/
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this.blendMode = PIXI.blendModes.NORMAL;
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/**
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* The width of the sprite (this is initially set by the texture)
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* @property width
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* @type #Number
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*/
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this._width = 0;
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/**
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* The height of the sprite (this is initially set by the texture)
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* @property height
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* @type #Number
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*/
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this._height = 0;
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if(texture.baseTexture.hasLoaded)
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{
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this.updateFrame = true;
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}
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else
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{
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this.onTextureUpdateBind = this.onTextureUpdate.bind(this);
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this.texture.addEventListener( 'update', this.onTextureUpdateBind );
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}
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this.renderable = true;
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// thi next bit is here for the docs...
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}
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// constructor
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PIXI.Sprite.constructor = PIXI.Sprite;
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PIXI.Sprite.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
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// OOH! shiney new getters and setters for width and height
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// The width and height now modify the scale (this is what flash does, nice and tidy!)
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Object.defineProperty(PIXI.Sprite.prototype, 'width', {
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get: function() {
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return this.scale.x * this.texture.frame.width;
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},
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set: function(value) {
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this.scale.x = value / this.texture.frame.width
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this._width = value;
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}
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});
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Object.defineProperty(PIXI.Sprite.prototype, 'height', {
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get: function() {
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return this.scale.y * this.texture.frame.height;
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},
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set: function(value) {
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this.scale.y = value / this.texture.frame.height
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this._height = value;
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}
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});
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/**
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@method setTexture
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@param texture {Texture} The PIXI texture that is displayed by the sprite
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*/
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PIXI.Sprite.prototype.setTexture = function(texture)
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{
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// stop current texture;
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if(this.texture.baseTexture != texture.baseTexture)
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{
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this.textureChange = true;
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}
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this.texture = texture;
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this.updateFrame = true;
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}
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/**
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* @private
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*/
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PIXI.Sprite.prototype.onTextureUpdate = function(event)
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{
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//this.texture.removeEventListener( 'update', this.onTextureUpdateBind );
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// so if _width is 0 then width was not set..
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if(this._width)this.scale.x = this._width / this.texture.frame.width;
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if(this._height)this.scale.y = this._height / this.texture.frame.height;
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this.updateFrame = true;
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}
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// some helper functions..
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/**
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*
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* Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId
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* The frame ids are created when a Texture packer file has been loaded
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* @method fromFrame
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* @static
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* @param frameId {String} The frame Id of the texture in the cache
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* @return {Sprite} A new Sprite using a texture from the texture cache matching the frameId
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*/
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PIXI.Sprite.fromFrame = function(frameId)
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{
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var texture = PIXI.TextureCache[frameId];
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if(!texture)throw new Error("The frameId '"+ frameId +"' does not exist in the texture cache" + this);
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return new PIXI.Sprite(texture);
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}
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/**
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*
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* Helper function that creates a sprite that will contain a texture based on an image url
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* If the image is not in the texture cache it will be loaded
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* @method fromImage
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* @static
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* @param The image url of the texture
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* @return {Sprite} A new Sprite using a texture from the texture cache matching the image id
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*/
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PIXI.Sprite.fromImage = function(imageId)
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{
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var texture = PIXI.Texture.fromImage(imageId);
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return new PIXI.Sprite(texture);
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}
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</pre>
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