Files
GDevelop/GDJS/Runtime/spriteruntimeobject.js
2015-06-03 23:55:24 +12:00

786 lines
27 KiB
JavaScript

/*
* GDevelop JS Platform
* Copyright 2013-2015 Florian Rival (Florian.Rival@gmail.com). All rights reserved.
* This project is released under the MIT License.
*/
/**
* A frame used by a SpriteAnimation in a SpriteRuntimeObject.
*
* It contains the texture displayed as well as information like the points position
* or the collision mask.
*
* @namespace gdjs
* @class SpriteAnimationFrame
* @constructor
*/
gdjs.SpriteAnimationFrame = function(imageManager, frameData)
{
this.image = frameData ? frameData.image : "";
this.pixiTexture = imageManager.getPIXITexture(this.image);
if ( this.center === undefined ) this.center = { x:0, y:0 };
if ( this.origin === undefined ) this.origin = { x:0, y:0 };
this.hasCustomHitBoxes = false;
if ( this.customHitBoxes === undefined ) this.customHitBoxes = [];
if ( this.points === undefined ) this.points = new Hashtable();
else this.points.clear();
//Initialize points:
var that = this;
gdjs.iterateOverArray(frameData.points, function(ptData) {
var point = {x:parseFloat(ptData.x), y:parseFloat(ptData.y)};
that.points.put(ptData.name, point);
});
var origin = frameData.originPoint;
this.origin.x = parseFloat(origin.x);
this.origin.y = parseFloat(origin.y);
var center = frameData.centerPoint;
if ( center.automatic !== true ) {
this.center.x = parseFloat(center.x);
this.center.y = parseFloat(center.y);
}
else {
this.center.x = this.pixiTexture.width/2;
this.center.y = this.pixiTexture.height/2;
}
//Load the custom collision mask, if any:
if ( frameData.hasCustomCollisionMask ) {
this.hasCustomHitBoxes = true;
var polygonIndex = 0;
gdjs.iterateOverArray(frameData.customCollisionMask, function(polygonData) {
//Add a polygon, if necessary (Avoid recreating a polygon if it already exists).
if ( polygonIndex >= that.customHitBoxes.length ) that.customHitBoxes.push(new gdjs.Polygon());
var vertIndex = 0;
gdjs.iterateOverArray(polygonData, function(pointData) {
//Add a point, if necessary (Avoid recreating a point if it already exists).
if ( vertIndex >= that.customHitBoxes[polygonIndex].vertices.length )
that.customHitBoxes[polygonIndex].vertices.push([0,0]);
that.customHitBoxes[polygonIndex].vertices[vertIndex][0] = parseFloat(pointData.x, 10);
that.customHitBoxes[polygonIndex].vertices[vertIndex][1] = parseFloat(pointData.y, 10);
vertIndex++;
});
that.customHitBoxes[polygonIndex].vertices.length = vertIndex;
polygonIndex++;
});
this.customHitBoxes.length = polygonIndex;
}
else {
this.customHitBoxes.length = 0;
}
};
/**
* Get a point of the frame.<br>
* If the point does not exist, the origin is returned.
*
* @method getPoint
* @return The requested point.
*/
gdjs.SpriteAnimationFrame.prototype.getPoint = function(name) {
if ( name == "Centre" ) return this.center;
else if ( name == "Origin" ) return this.origin;
return this.points.containsKey(name) ? this.points.get(name) : this.origin;
};
/**
* Represents an animation of a SpriteRuntimeObject.
*
* @class SpriteAnimation
* @namespace gdjs
* @constructor
*/
gdjs.SpriteAnimation = function(imageManager, animData)
{
//Constructor of internal object representing a direction of an animation.
var Direction = function(imageManager, directionData) {
this.timeBetweenFrames = directionData ? parseFloat(directionData.timeBetweenFrames) :
1.0;
this.loop = !!directionData.looping;
var that = this;
var i = 0;
if ( this.frames === undefined ) this.frames = [];
gdjs.iterateOverArray(directionData.sprites, function(frameData) {
if ( i < that.frames.length )
gdjs.SpriteAnimationFrame.call(that.frames[i], imageManager, frameData);
else
that.frames.push(new gdjs.SpriteAnimationFrame(imageManager, frameData));
i++;
});
this.frames.length = i;
};
this.hasMultipleDirections = animData.useMultipleDirections;
var that = this;
var i = 0;
if ( this.directions === undefined ) this.directions = [];
gdjs.iterateOverArray(animData.directions, function(directionData) {
if ( i < that.directions.length )
Direction.call(that.directions[i], imageManager, directionData);
else
that.directions.push(new Direction(imageManager, directionData));
i++;
});
this.directions.length = i; //Make sure to delete already existing directions which are not used anymore.
};
/**
* The SpriteRuntimeObject represents an object that can display images.
*
* @class SpriteRuntimeObject
* @namespace gdjs
* @extends gdjs.RuntimeObject
*/
gdjs.SpriteRuntimeObject = function(runtimeScene, objectData)
{
gdjs.RuntimeObject.call( this, runtimeScene, objectData );
this._currentAnimation = 0;
this._currentDirection = 0;
this._currentFrame = 0;
this._frameElapsedTime = 0;
this._animationSpeedScale = 1;
this._animationPaused = false;
this._scaleX = 1;
this._scaleY = 1;
this._blendMode = 0;
this._flippedX = false;
this._flippedY = false;
this._runtimeScene = runtimeScene;
this.opacity = 255;
//Animations:
var that = this;
var i = 0;
if ( this._animations === undefined ) this._animations = [];
gdjs.iterateOverArray(objectData.animations, function(animData) {
if ( i < that._animations.length )
gdjs.SpriteAnimation.call(that._animations[i], runtimeScene.getGame().getImageManager(), animData);
else
that._animations.push(new gdjs.SpriteAnimation(runtimeScene.getGame().getImageManager(), animData));
i++;
});
this._animations.length = i; //Make sure to delete already existing animations which are not used anymore.
//PIXI sprite related members:
this._animationFrame = null; //Reference to the current SpriteAnimationFrame that is displayd. Can be null, so ensure that this case is handled properly.
this._spriteDirty = true;
this._textureDirty = true;
this._spriteInContainer = true;
if ( this._sprite === undefined )
this._sprite = new PIXI.Sprite(runtimeScene.getGame().getImageManager().getInvalidPIXITexture());
var layer = runtimeScene.getLayer("");
if (layer) layer.addChildToPIXIContainer(this._sprite, this.zOrder);
this._updatePIXITexture();
this._updatePIXISprite();
};
gdjs.SpriteRuntimeObject.prototype = Object.create( gdjs.RuntimeObject.prototype );
gdjs.SpriteRuntimeObject.thisIsARuntimeObjectConstructor = "Sprite"; //Notify gdjs of the object existence.
//Others initialization and internal state management :
/**
* Initialize the extra parameters that could be set for an instance.
*/
gdjs.SpriteRuntimeObject.prototype.extraInitializationFromInitialInstance = function(initialInstanceData) {
if ( initialInstanceData.customSize ) {
this.setWidth(initialInstanceData.width);
this.setHeight(initialInstanceData.height);
}
if ( initialInstanceData.numberProperties ) {
var that = this;
gdjs.iterateOverArray(initialInstanceData.numberProperties, function(extraData) {
if ( extraData.name === "animation" )
that.setAnimation(extraData.value);
});
}
};
/**
* Update the internal PIXI.Sprite position, angle...
*/
gdjs.SpriteRuntimeObject.prototype._updatePIXISprite = function() {
if (this._animationFrame !== null) {
this._sprite.anchor.x = this._animationFrame.center.x/this._sprite.texture.frame.width;
this._sprite.anchor.y = this._animationFrame.center.y/this._sprite.texture.frame.height;
this._sprite.position.x = this.x + (this._animationFrame.center.x - this._animationFrame.origin.x)*Math.abs(this._scaleX);
this._sprite.position.y = this.y + (this._animationFrame.center.y - this._animationFrame.origin.y)*Math.abs(this._scaleY);
if ( this._flippedX ) this._sprite.position.x += (this._sprite.texture.frame.width/2-this._animationFrame.center.x)*Math.abs(this._scaleX)*2;
if ( this._flippedY ) this._sprite.position.y += (this._sprite.texture.frame.height/2-this._animationFrame.center.y)*Math.abs(this._scaleY)*2;
this._sprite.rotation = gdjs.toRad(this.angle);
this._sprite.visible = !this.hidden;
this._sprite.blendMode = this._blendMode;
this._sprite.alpha = this._sprite.visible ? this.opacity/255 : 0; //TODO: Workaround not working property in PIXI.js
this._sprite.scale.x = this._scaleX;
this._sprite.scale.y = this._scaleY;
this._cachedWidth = Math.abs(this._sprite.width);
this._cachedHeight = Math.abs(this._sprite.height);
}
else {
this._sprite.visible = false;
this._sprite.alpha = 0;
this._cachedWidth = 0;
this._cachedHeight = 0;
}
this._spriteDirty = false;
};
/**
* Update the internal texture of the PIXI sprite.
*/
gdjs.SpriteRuntimeObject.prototype._updatePIXITexture = function() {
this._textureDirty = false;
this._spriteDirty = true;
if ( this._currentAnimation < this._animations.length &&
this._currentDirection < this._animations[this._currentAnimation].directions.length) {
var direction = this._animations[this._currentAnimation].directions[this._currentDirection];
if ( this._currentFrame < direction.frames.length ) {
this._animationFrame = direction.frames[this._currentFrame];
if ( this._animationFrame !== null )
this._sprite.texture = this._animationFrame.pixiTexture;
return;
}
}
//Invalid animation/direction/frame:
this._animationFrame = null;
};
/**
* Update the current frame according to the elapsed time.
* @method updateTime
*/
gdjs.SpriteRuntimeObject.prototype.updateTime = function(elapsedTime) {
var oldFrame = this._currentFrame;
this._frameElapsedTime += this._animationPaused ? 0 : elapsedTime * this._animationSpeedScale;
if ( this._currentAnimation >= this._animations.length ||
this._currentDirection >= this._animations[this._currentAnimation].directions.length) {
return;
}
var direction = this._animations[this._currentAnimation].directions[this._currentDirection];
if ( this._frameElapsedTime > direction.timeBetweenFrames ) {
var count = Math.floor(this._frameElapsedTime / direction.timeBetweenFrames);
this._currentFrame += count;
this._frameElapsedTime = this._frameElapsedTime-count*direction.timeBetweenFrames;
if ( this._frameElapsedTime < 0 ) this._frameElapsedTime = 0;
}
if ( this._currentFrame >= direction.frames.length ) {
this._currentFrame = direction.loop ? this._currentFrame % direction.frames.length : direction.frames.length-1;
}
if ( this._currentFrame < 0 ) this._currentFrame = 0; //May happen if there is no frame.
if ( oldFrame != this._currentFrame || this._textureDirty ) this._updatePIXITexture();
if ( oldFrame != this._currentFrame ) this.hitBoxesDirty = true;
if ( this._spriteDirty ) this._updatePIXISprite();
};
gdjs.SpriteRuntimeObject.prototype.onDeletedFromScene = function(runtimeScene) {
runtimeScene.getLayer(this.layer).removePIXIContainerChild(this._sprite);
};
/**
* Update the hit boxes for the object: <br>
* Fallback to the default implementation (rotated bounding box) if there is no custom
* hitboxes defined for the current animation frame.
*
* @method updateHitBoxes
*/
gdjs.SpriteRuntimeObject.prototype.updateHitBoxes = function() {
if ( this._textureDirty ) this._updatePIXITexture(); //Beware, _animationFrame could be invalid if this._textureDirty === true.
if ( this._animationFrame === null ) return;
if ( !this._animationFrame.hasCustomHitBoxes )
return gdjs.RuntimeObject.prototype.updateHitBoxes.call(this);
//console.log("Update for "+this.name); //Uncomment to track updates
//(and in particular be sure that unnecessary update are avoided).
//Update the current hitboxes with the frame custom hit boxes
//and apply transformations.
for (var i = 0;i<this._animationFrame.customHitBoxes.length;++i) {
if ( i >= this.hitBoxes.length )
this.hitBoxes.push(new gdjs.Polygon());
for (var j = 0;j<this._animationFrame.customHitBoxes[i].vertices.length;++j) {
if ( j >= this.hitBoxes[i].vertices.length )
this.hitBoxes[i].vertices.push([0,0]);
this._transformToGlobal(this._animationFrame.customHitBoxes[i].vertices[j][0],
this._animationFrame.customHitBoxes[i].vertices[j][1],
this.hitBoxes[i].vertices[j]);
}
this.hitBoxes[i].vertices.length = this._animationFrame.customHitBoxes[i].vertices.length;
}
this.hitBoxes.length = this._animationFrame.customHitBoxes.length;
//Rotate and scale and flipping have already been applied to the point by _transformToGlobal.
};
//Animations :
gdjs.SpriteRuntimeObject.prototype.setAnimation = function(newAnimation) {
newAnimation = newAnimation | 0;
if ( newAnimation < this._animations.length &&
this._currentAnimation !== newAnimation &&
newAnimation >= 0) {
this._currentAnimation = newAnimation;
this._currentFrame = 0;
this._frameElapsedTime = 0;
this._spriteDirty = true;
this._textureDirty = true;
this.hitBoxesDirty = true;
}
};
gdjs.SpriteRuntimeObject.prototype.getAnimation = function() {
return this._currentAnimation;
};
gdjs.SpriteRuntimeObject.prototype.setDirectionOrAngle = function(newValue) {
if ( this._currentAnimation >= this._animations.length ) {
return;
}
var anim = this._animations[this._currentAnimation];
if ( !anim.hasMultipleDirections ) {
if ( this.angle === newValue ) return;
this.angle = newValue;
this._sprite.rotation = gdjs.toRad(this.angle);
this.hitBoxesDirty = true;
}
else {
newValue = newValue | 0;
if (newValue === this._currentDirection
|| newValue >= anim.directions.length
|| anim.directions[newValue].frames.length === 0
|| this._currentDirection === newValue )
return;
this._currentDirection = newValue;
this._currentFrame = 0;
this._frameElapsedTime = 0;
this.angle = 0;
this._spriteDirty = true;
this._textureDirty = true;
this.hitBoxesDirty = true;
}
};
gdjs.SpriteRuntimeObject.prototype.getDirectionOrAngle = function() {
if ( this._currentAnimation >= this._animations.length ) {
return 0;
}
if ( !this._animations[this._currentAnimation].hasMultipleDirections ) {
return this.angle;
}
else {
return this._currentDirection;
}
};
/**
* Change the current frame displayed by the animation
*/
gdjs.SpriteRuntimeObject.prototype.setAnimationFrame = function(newFrame) {
if ( this._currentAnimation >= this._animations.length ||
this._currentDirection >= this._animations[this._currentAnimation].directions.length) {
return;
}
var direction = this._animations[this._currentAnimation].directions[this._currentDirection];
if ( newFrame >= 0 && newFrame < direction.frames.length && newFrame != this._currentFrame ) {
this._currentFrame = newFrame;
this._textureDirty = true;
this.hitBoxesDirty = true;
}
};
/**
* Get the index of the current frame displayed by the animation
*/
gdjs.SpriteRuntimeObject.prototype.getAnimationFrame = function() {
return this._currentFrame;
};
/**
* Return true if animation has ended.
*/
gdjs.SpriteRuntimeObject.prototype.hasAnimationEnded = function() {
if ( this._currentAnimation >= this._animations.length ||
this._currentDirection >= this._animations[this._currentAnimation].directions.length) {
return true;
}
if ( this._animations[this._currentAnimation].loop ) return false;
var direction = this._animations[this._currentAnimation].directions[this._currentDirection];
return this._currentFrame == direction.frames.length-1;
};
gdjs.SpriteRuntimeObject.prototype.animationPaused = function() {
return this._animationPaused;
};
gdjs.SpriteRuntimeObject.prototype.pauseAnimation = function() {
this._animationPaused = true;
};
gdjs.SpriteRuntimeObject.prototype.playAnimation = function() {
this._animationPaused = false;
};
gdjs.SpriteRuntimeObject.prototype.getAnimationSpeedScale = function() {
return this._animationSpeedScale;
};
gdjs.SpriteRuntimeObject.prototype.setAnimationSpeedScale = function(ratio) {
this._animationSpeedScale = ratio
};
//Position :
gdjs.SpriteRuntimeObject.prototype.getPointX = function(name) {
if ( name.length === 0 || this._animationFrame === null ) return this.getX();
var pt = this._animationFrame.getPoint(name);
return this._transformToGlobal(pt.x, pt.y)[0];
};
gdjs.SpriteRuntimeObject.prototype.getPointY = function(name) {
if ( name.length === 0 || this._animationFrame === null ) return this.getY();
var pt = this._animationFrame.getPoint(name);
return this._transformToGlobal(pt.x, pt.y)[1];
};
/**
* Return an array containing the coordinates of the point passed as parameter
* in world coordinates (as opposed to the object local coordinates).
*
* Beware: this._animationFrame and this._sprite must *not* be null!
*
* All transformations (flipping, scale, rotation) are supported.
*
* @param pointX The X position of the point, in object coordinates.
* @param pointY The Y position of the point, in object coordinates.
* @param result Optional array that will be updated with the result (x and y position of the point
* in global coordinates)
* @return An array containing the x and y position of the point in global coordinates. If result parameter is
* defined, nothing is returned by the method.
* @method _transformToGlobal
* @private
*/
gdjs.SpriteRuntimeObject.prototype._transformToGlobal = function(x, y, result) {
var cx = this._animationFrame.center.x;
var cy = this._animationFrame.center.y;
//Flipping
if ( this._flippedX ) {
x = this._sprite.texture.frame.width - x;
cx = this._sprite.texture.frame.width - cx;
}
if ( this._flippedY ) {
y = this._sprite.texture.frame.height - y;
cy = this._sprite.texture.frame.height - cy;
}
//Scale
x *= Math.abs(this._scaleX);
y *= Math.abs(this._scaleY);
cx *= Math.abs(this._scaleX);
cy *= Math.abs(this._scaleY);
//Rotation
var oldX = x;
x = cx + Math.cos(this.angle/180*3.14159)*(x-cx) - Math.sin(this.angle/180*3.14159)*(y-cy);
y = cy + Math.sin(this.angle/180*3.14159)*(oldX-cx) + Math.cos(this.angle/180*3.14159)*(y-cy);
if (result !== undefined) {
result.length = 2;
result[0] = x + this.getDrawableX();
result[1] = y + this.getDrawableY();
}
else
return [x + this.getDrawableX(), y + this.getDrawableY()];
};
gdjs.SpriteRuntimeObject.prototype.getDrawableX = function() {
if ( this._animationFrame === null ) return this.x;
return this.x - this._animationFrame.origin.x*Math.abs(this._scaleX);
};
gdjs.SpriteRuntimeObject.prototype.getDrawableY = function() {
if ( this._animationFrame === null ) return this.y;
return this.y - this._animationFrame.origin.y*Math.abs(this._scaleY);
};
gdjs.SpriteRuntimeObject.prototype.getCenterX = function() {
if ( this._animationFrame === null ) return 0;
//Just need to multiply by the scale as it is the center
return this._animationFrame.center.x*Math.abs(this._scaleX);
};
gdjs.SpriteRuntimeObject.prototype.getCenterY = function() {
if ( this._animationFrame === null ) return 0;
//Just need to multiply by the scale as it is the center
return this._animationFrame.center.y*Math.abs(this._scaleY);
};
gdjs.SpriteRuntimeObject.prototype.setX = function(x) {
if ( x === this.x ) return;
this.x = x;
if (this._animationFrame !== null) {
this.hitBoxesDirty = true;
this._sprite.position.x = this.x + (this._animationFrame.center.x - this._animationFrame.origin.x)*Math.abs(this._scaleX);
if ( this._flippedX )
this._sprite.position.x += (this._sprite.texture.frame.width/2-this._animationFrame.center.x)*Math.abs(this._scaleX)*2;
}
};
gdjs.SpriteRuntimeObject.prototype.setY = function(y) {
if ( y === this.y ) return;
this.y = y;
if ( this._animationFrame !== null) {
this.hitBoxesDirty = true;
this._sprite.position.y = this.y + (this._animationFrame.center.y - this._animationFrame.origin.y)*Math.abs(this._scaleY);
if ( this._flippedY )
this._sprite.position.y += (this._sprite.texture.frame.height/2-this._animationFrame.center.y)*Math.abs(this._scaleY)*2;
}
};
gdjs.SpriteRuntimeObject.prototype.setAngle = function(angle) {
if ( this._currentAnimation >= this._animations.length ) {
return;
}
if ( !this._animations[this._currentAnimation].hasMultipleDirections ) {
if (this.angle === angle) return;
this.angle = angle;
this._sprite.rotation = gdjs.toRad(this.angle);
this.hitBoxesDirty = true;
}
else {
angle = angle % 360;
if ( angle < 0 ) angle += 360;
this.setDirectionOrAngle(Math.round(angle/45) % 8);
}
};
gdjs.SpriteRuntimeObject.prototype.getAngle = function(angle) {
if ( this._currentAnimation >= this._animations.length ) {
return 0;
}
if ( !this._animations[this._currentAnimation].hasMultipleDirections )
return this.angle;
else
return this._currentDirection * 45;
};
//Visibility and display :
gdjs.SpriteRuntimeObject.prototype.setBlendMode = function(newMode) {
this._blendMode = newMode;
this._spriteDirty = true;
};
gdjs.SpriteRuntimeObject.prototype.getBlendMode = function() {
return this._blendMode;
};
gdjs.SpriteRuntimeObject.prototype.setOpacity = function(opacity) {
if ( opacity < 0 ) opacity = 0;
if ( opacity > 255 ) opacity = 255;
this.opacity = opacity;
//TODO: Workaround a not working property in PIXI.js:
this._sprite.alpha = this._sprite.visible ? this.opacity/255 : 0;
};
gdjs.SpriteRuntimeObject.prototype.getOpacity = function() {
return this.opacity;
};
gdjs.SpriteRuntimeObject.prototype.hide = function(enable) {
if ( enable === undefined ) enable = true;
this.hidden = enable;
this._sprite.visible = !enable;
//TODO: Workaround a not working property in PIXI.js:
this._sprite.alpha = this._sprite.visible ? this.opacity / 255 : 0;
};
gdjs.SpriteRuntimeObject.prototype.setLayer = function(name) {
//We need to move the object from the pixi container of the layer
//TODO: Pass the runtimeScene as parameter ?
this._runtimeScene.getLayer(this.layer).removePIXIContainerChild(this._sprite);
this.layer = name;
this._runtimeScene.getLayer(this.layer).addChildToPIXIContainer(this._sprite, this.zOrder);
};
/**
* Change the tint of the sprite object.
*
* \param {String} The color, in RGB format ("128;200;255").
*/
gdjs.SpriteRuntimeObject.prototype.setColor = function(rgbColor) {
var colors = rgbColor.split(";");
if ( colors.length < 3 ) return;
this._sprite.tint = "0x" + gdjs.rgbToHex(parseInt(colors[0]), parseInt(colors[1]), parseInt(colors[2]));
};
gdjs.SpriteRuntimeObject.prototype.flipX = function(enable) {
if ( enable !== this._flippedX ) {
this._scaleX *= -1;
this._spriteDirty = true;
this._flippedX = enable;
}
};
gdjs.SpriteRuntimeObject.prototype.flipY = function(enable) {
if ( enable !== this._flippedY ) {
this._scaleY *= -1;
this._spriteDirty = true;
this._flippedY = enable;
}
};
gdjs.SpriteRuntimeObject.prototype.isFlippedX = function() {
return this._flippedX;
};
gdjs.SpriteRuntimeObject.prototype.isFlippedY = function() {
return this._flippedY;
};
//Scale and size :
gdjs.SpriteRuntimeObject.prototype.getWidth = function() {
if ( this._spriteDirty ) this._updatePIXISprite();
return this._cachedWidth;
};
gdjs.SpriteRuntimeObject.prototype.getHeight = function() {
if ( this._spriteDirty ) this._updatePIXISprite();
return this._cachedHeight;
};
gdjs.SpriteRuntimeObject.prototype.setWidth = function(newWidth) {
if ( this._spriteDirty ) this._updatePIXISprite();
var newScaleX = newWidth/this._sprite.texture.frame.width;
this.setScaleX(newScaleX);
};
gdjs.SpriteRuntimeObject.prototype.setHeight = function(newHeight) {
if ( this._spriteDirty ) this._updatePIXISprite();
var newScaleY = newHeight/this._sprite.texture.frame.height;
this.setScaleY(newScaleY);
};
gdjs.SpriteRuntimeObject.prototype.setScale = function(newScale) {
if ( newScale === Math.abs(this._scaleX) && newScale === Math.abs(this._scaleY) ) return;
if ( newScale < 0 ) newScale = 0;
this._scaleX = newScale * (this._flippedX ? -1 : 1);
this._scaleY = newScale * (this._flippedY ? -1 : 1);
this._spriteDirty = true;
this.hitBoxesDirty = true;
};
gdjs.SpriteRuntimeObject.prototype.setScaleX = function(newScale) {
if ( newScale === Math.abs(this._scaleX) ) return;
if ( newScale < 0 ) newScale = 0;
this._scaleX = newScale * (this._flippedX ? -1 : 1);
this._spriteDirty = true;
this.hitBoxesDirty = true;
};
gdjs.SpriteRuntimeObject.prototype.setScaleY = function(newScale) {
if ( newScale === Math.abs(this._scaleY) ) return;
if ( newScale < 0 ) newScale = 0;
this._scaleY = newScale * (this._flippedY ? -1 : 1);
this._spriteDirty = true;
this.hitBoxesDirty = true;
};
gdjs.SpriteRuntimeObject.prototype.getScale = function() {
return (Math.abs(this._scaleX)+Math.abs(this._scaleY))/2.0;
};
gdjs.SpriteRuntimeObject.prototype.getScaleY = function() {
return Math.abs(this._scaleY);
};
gdjs.SpriteRuntimeObject.prototype.getScaleX = function() {
return Math.abs(this._scaleX);
};
//Other :
/**
* Set the Z order of the object.
*
* @method setZOrder
* @param z {Number} The new Z order position of the object
*/
gdjs.SpriteRuntimeObject.prototype.setZOrder = function(z) {
if ( z !== this.zOrder ) {
//TODO: Pass the runtimeScene as parameter ?
this._runtimeScene.getLayer(this.layer).changePIXIContainerChildZOrder(this._sprite, z);
this.zOrder = z;
}
};
/**
* @method turnTowardObject
* @param obj The target object
* @param scene The scene containing the object
* @deprecated
*/
gdjs.SpriteRuntimeObject.prototype.turnTowardObject = function(obj, scene) {
if ( obj === null ) return;
this.rotateTowardPosition(obj.getDrawableX()+obj.getCenterX(),
obj.getDrawableY()+obj.getCenterY(), 0, scene);
};