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974 lines
29 KiB
TypeScript
974 lines
29 KiB
TypeScript
/*
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* GDevelop JS Platform
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* Copyright 2013-2016 Florian Rival (Florian.Rival@gmail.com). All rights reserved.
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* This project is released under the MIT License.
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*/
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namespace gdjs {
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/** Represents the data of a {@link gdjs.SpriteRuntimeObject}. */
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export type SpriteObjectDataType = {
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/** Update the object even if he is not visible?. */
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updateIfNotVisible: boolean;
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/** The scale applied to object to evaluate the default dimensions */
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preScale?: float;
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/** The list of {@link SpriteAnimationData} representing {@link gdjs.SpriteAnimation} instances. */
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animations: Array<SpriteAnimationData>;
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};
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export type SpriteObjectData = ObjectData & SpriteObjectDataType;
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export type SpriteNetworkSyncDataType = {
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anim: SpriteAnimatorNetworkSyncData;
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ifx: boolean;
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ify: boolean;
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sx: float;
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sy: float;
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op: float;
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color: string;
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};
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export type SpriteNetworkSyncData = ObjectNetworkSyncData &
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SpriteNetworkSyncDataType;
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/**
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* The SpriteRuntimeObject represents an object that can display images.
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*/
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export class SpriteRuntimeObject
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extends gdjs.RuntimeObject
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implements
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gdjs.Resizable,
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gdjs.Scalable,
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gdjs.Flippable,
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gdjs.Animatable,
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gdjs.OpacityHandler {
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_animator: gdjs.SpriteAnimator<any>;
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_scaleX: float = 1;
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_scaleY: float = 1;
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_blendMode: integer = 0;
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_flippedX: boolean = false;
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_flippedY: boolean = false;
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opacity: float = 255;
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_updateIfNotVisible: boolean;
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_preScale: float = 1;
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_renderer: gdjs.SpriteRuntimeObjectRenderer;
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_animationFrameDirty = true;
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/**
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* @param instanceContainer The container the object belongs to
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* @param spriteObjectData The object data used to initialize the object
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*/
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constructor(
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instanceContainer: gdjs.RuntimeInstanceContainer,
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spriteObjectData: ObjectData & SpriteObjectDataType
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) {
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super(instanceContainer, spriteObjectData);
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this._updateIfNotVisible = !!spriteObjectData.updateIfNotVisible;
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this._preScale = spriteObjectData.preScale || 1;
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this._renderer = new gdjs.SpriteRuntimeObjectRenderer(
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this,
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instanceContainer
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);
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this._animator = new gdjs.SpriteAnimator(
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spriteObjectData.animations,
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gdjs.SpriteRuntimeObjectRenderer.getAnimationFrameTextureManager(
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instanceContainer.getGame().getImageManager()
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)
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);
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this._updateAnimationFrame();
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// *ALWAYS* call `this.onCreated()` at the very end of your object constructor.
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this.onCreated();
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}
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reinitialize(spriteObjectData: SpriteObjectData) {
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super.reinitialize(spriteObjectData);
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const instanceContainer = this.getInstanceContainer();
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this._animator.reinitialize(spriteObjectData.animations);
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this._scaleX = 1;
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this._scaleY = 1;
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this._blendMode = 0;
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this._flippedX = false;
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this._flippedY = false;
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this.opacity = 255;
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this._updateIfNotVisible = !!spriteObjectData.updateIfNotVisible;
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this._preScale = spriteObjectData.preScale || 1;
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this._renderer.reinitialize(this, instanceContainer);
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this._updateAnimationFrame();
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// *ALWAYS* call `this.onCreated()` at the very end of your object reinitialize method.
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this.onCreated();
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}
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updateFromObjectData(
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oldObjectData: SpriteObjectData,
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newObjectData: SpriteObjectData
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): boolean {
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this._preScale = newObjectData.preScale || 1;
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this._animator.updateFromObjectData(
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oldObjectData.animations,
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newObjectData.animations
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);
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this._updateIfNotVisible = !!newObjectData.updateIfNotVisible;
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this._updateAnimationFrame();
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this.invalidateHitboxes();
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return true;
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}
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getNetworkSyncData(): SpriteNetworkSyncData {
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return {
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...super.getNetworkSyncData(),
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anim: this._animator.getNetworkSyncData(),
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ifx: this.isFlippedX(),
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ify: this.isFlippedY(),
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sx: this._scaleX,
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sy: this._scaleY,
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op: this.opacity,
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color: this.getColor(),
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};
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}
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updateFromNetworkSyncData(newNetworkSyncData: SpriteNetworkSyncData) {
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super.updateFromNetworkSyncData(newNetworkSyncData);
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if (newNetworkSyncData.ifx !== undefined) {
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this.flipX(newNetworkSyncData.ifx);
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}
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if (newNetworkSyncData.ify !== undefined) {
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this.flipY(newNetworkSyncData.ify);
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}
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if (newNetworkSyncData.sx !== undefined) {
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this.setScaleX(Math.abs(newNetworkSyncData.sx));
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}
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if (newNetworkSyncData.sy !== undefined) {
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this.setScaleY(Math.abs(newNetworkSyncData.sy));
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}
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if (newNetworkSyncData.op !== undefined) {
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this.setOpacity(newNetworkSyncData.op);
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}
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if (newNetworkSyncData.anim) {
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this._animator.updateFromNetworkSyncData(newNetworkSyncData.anim);
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// TODO: optimize updating the animation frame only if needed.
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this._updateAnimationFrame();
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}
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if (
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newNetworkSyncData.ifx !== undefined ||
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newNetworkSyncData.ify !== undefined ||
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newNetworkSyncData.sx !== undefined ||
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newNetworkSyncData.sy !== undefined ||
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newNetworkSyncData.anim !== undefined
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) {
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this.invalidateHitboxes();
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}
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if (newNetworkSyncData.color !== undefined) {
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this.setColor(newNetworkSyncData.color);
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}
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}
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/**
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* Initialize the extra parameters that could be set for an instance.
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* @param initialInstanceData The extra parameters
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*/
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extraInitializationFromInitialInstance(initialInstanceData: InstanceData) {
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if (initialInstanceData.numberProperties) {
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for (
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let i = 0, len = initialInstanceData.numberProperties.length;
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i < len;
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++i
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) {
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const extraData = initialInstanceData.numberProperties[i];
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if (extraData.name === 'animation') {
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this.setAnimationIndex(extraData.value);
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}
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}
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}
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if (initialInstanceData.customSize) {
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this.setWidth(initialInstanceData.width);
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this.setHeight(initialInstanceData.height);
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}
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if (initialInstanceData.opacity !== undefined) {
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this.setOpacity(initialInstanceData.opacity);
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}
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if (initialInstanceData.flippedX) {
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this.flipX(initialInstanceData.flippedX);
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}
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if (initialInstanceData.flippedY) {
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this.flipY(initialInstanceData.flippedY);
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}
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}
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/**
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* Update the current frame of the object according to the elapsed time on the scene.
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*/
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update(instanceContainer: gdjs.RuntimeInstanceContainer): void {
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//Playing the animation of all objects including the ones outside the screen can be
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//costly when the scene is big with a lot of animated objects. By default, we skip
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//updating the object if it is not visible.
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if (
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!this._updateIfNotVisible &&
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!this._renderer.getRendererObject().visible
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) {
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return;
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}
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const hasFrameChanged = this._animator.step(this.getElapsedTime() / 1000);
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if (hasFrameChanged) {
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this._updateAnimationFrame();
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// TODO: Hitboxes may not need an update if every frames has the same ones.
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this.invalidateHitboxes();
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}
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this._renderer.ensureUpToDate();
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}
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/**
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* Ensure the sprite is ready to be displayed: the proper animation frame
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* is set and the renderer is up to date (position, angle, alpha, flip, blend mode...).
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*/
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updatePreRender(instanceContainer: gdjs.RuntimeInstanceContainer): void {
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if (this._animationFrameDirty) {
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this._updateAnimationFrame();
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}
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this._renderer.ensureUpToDate();
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}
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/**
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* Update `this._animationFrame` according to the current animation/direction/frame values
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* (`this._currentAnimation`, `this._currentDirection`, `this._currentFrame`) and set
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* `this._animationFrameDirty` back to false.
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*
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* Trigger a call to the renderer to change the texture being shown (if the animation/direction/frame
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* is valid).
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* If invalid, `this._animationFrame` will be `null` after calling this function.
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*/
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_updateAnimationFrame() {
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this._animationFrameDirty = false;
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const animationFrame = this._animator.getCurrentFrame();
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if (animationFrame) {
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this._renderer.updateFrame(animationFrame);
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}
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}
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getRendererObject() {
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return this._renderer.getRendererObject();
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}
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/**
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* Update the hit boxes for the object.
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* Fallback to the default implementation (rotated bounding box) if there is no custom
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* hitboxes defined for the current animation frame.
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*/
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updateHitBoxes(): void {
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const animationFrame = this._animator.getCurrentFrame();
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if (!animationFrame) {
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return;
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}
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if (!animationFrame.hasCustomHitBoxes) {
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return super.updateHitBoxes();
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}
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//logger.log("Update for "+this.name); //Uncomment to track updates
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//(and in particular be sure that unnecessary update are avoided).
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//Update the current hitboxes with the frame custom hit boxes
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//and apply transformations.
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for (let i = 0; i < animationFrame.customHitBoxes.length; ++i) {
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if (i >= this.hitBoxes.length) {
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this.hitBoxes.push(new gdjs.Polygon());
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}
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for (
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let j = 0;
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j < animationFrame.customHitBoxes[i].vertices.length;
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++j
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) {
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if (j >= this.hitBoxes[i].vertices.length) {
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this.hitBoxes[i].vertices.push([0, 0]);
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}
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this._transformToGlobal(
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animationFrame.customHitBoxes[i].vertices[j][0],
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animationFrame.customHitBoxes[i].vertices[j][1],
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this.hitBoxes[i].vertices[j]
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);
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}
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this.hitBoxes[i].vertices.length =
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animationFrame.customHitBoxes[i].vertices.length;
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}
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this.hitBoxes.length = animationFrame.customHitBoxes.length;
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}
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//Rotate and scale and flipping have already been applied to the point by _transformToGlobal.
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//Animations :
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/**
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* Change the animation being played.
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* @param newAnimation The index of the new animation to be played
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* @deprecated Use `setAnimationIndex` instead
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*/
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setAnimation(newAnimation: integer): void {
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this.setAnimationIndex(newAnimation);
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}
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setAnimationIndex(newAnimation: integer): void {
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const hasAnimationChanged = this._animator.setAnimationIndex(
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newAnimation
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);
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if (hasAnimationChanged) {
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//TODO: This may be unnecessary.
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this._renderer.update();
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this._animationFrameDirty = true;
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this.invalidateHitboxes();
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}
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}
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setAnimationName(newAnimationName: string): void {
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const hasAnimationChanged = this._animator.setAnimationName(
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newAnimationName
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);
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if (hasAnimationChanged) {
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//TODO: This may be unnecessary.
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this._renderer.update();
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this._animationFrameDirty = true;
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this.invalidateHitboxes();
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}
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}
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/**
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* Get the index of the animation being played.
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* @return The index of the new animation being played
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* @deprecated Use `getAnimationIndex` instead
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*/
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getAnimation(): integer {
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return this.getAnimationIndex();
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}
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getAnimationIndex(): integer {
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return this._animator.getAnimationIndex();
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}
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getAnimationName(): string {
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return this._animator.getAnimationName();
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}
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isCurrentAnimationName(name: string): boolean {
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return this.getAnimationName() === name;
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}
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/**
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* Change the angle (or direction index) of the object
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* @param newValue The new angle (or direction index) to be applied
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*/
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setDirectionOrAngle(newValue: float): void {
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const actualValue = this._animator.setDirectionOrAngle(
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this.angle,
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newValue
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);
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if (actualValue !== null) {
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this.angle = actualValue;
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//TODO: This may be unnecessary.
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this._renderer.update();
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this._animationFrameDirty = true;
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this.invalidateHitboxes();
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this._renderer.updateAngle();
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}
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}
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getDirectionOrAngle(): float {
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return this._animator.getDirectionOrAngle(this.angle);
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}
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/**
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* Change the current frame displayed by the animation
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* @param newFrame The index of the frame to be displayed
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*/
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setAnimationFrame(newFrame: integer): void {
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const hasFrameChanged = this._animator.setAnimationFrameIndex(newFrame);
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if (hasFrameChanged) {
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this._animationFrameDirty = true;
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this.invalidateHitboxes();
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}
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}
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/**
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* Get the index of the current frame displayed by the animation
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* @return newFrame The index of the frame being displayed
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*/
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getAnimationFrame(): integer {
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return this._animator.getAnimationFrameIndex();
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}
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getAnimationElapsedTime(): float {
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return this._animator.getAnimationElapsedTime();
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}
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setAnimationElapsedTime(time: float): void {
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const hasFrameChanged = this._animator.setAnimationElapsedTime(time);
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if (hasFrameChanged) {
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this._animationFrameDirty = true;
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this.invalidateHitboxes();
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}
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}
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getAnimationDuration(): float {
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return this._animator.getAnimationDuration();
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}
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getAnimationFrameCount(): integer {
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return this._animator.getAnimationFrameCount();
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}
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/**
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* @deprecated
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* Return true if animation has ended.
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* Prefer using `hasAnimationEnded2`. This method returns true as soon as
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* the animation enters the last frame, not at the end of the last frame.
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*/
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hasAnimationEndedLegacy(): boolean {
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return this._animator.hasAnimationEndedLegacy();
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}
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/**
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* Return true if animation has ended.
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* The animation had ended if:
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* - it's not configured as a loop;
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* - the current frame is the last frame;
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* - the last frame has been displayed long enough.
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*
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* @deprecated Use `hasAnimationEnded` instead.
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*/
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hasAnimationEnded2(): boolean {
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return this._animator.hasAnimationEnded();
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}
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hasAnimationEnded(): boolean {
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return this._animator.hasAnimationEnded();
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}
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/**
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* @deprecated Use `isAnimationPaused` instead.
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*/
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animationPaused(): boolean {
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return this._animator.isAnimationPaused();
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}
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isAnimationPaused(): boolean {
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return this._animator.isAnimationPaused();
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}
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pauseAnimation(): void {
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this._animator.pauseAnimation();
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}
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/**
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* @deprecated Use `resumeAnimation` instead.
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*/
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playAnimation(): void {
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this._animator.resumeAnimation();
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}
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resumeAnimation(): void {
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this._animator.resumeAnimation();
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}
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getAnimationSpeedScale(): float {
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return this._animator.getAnimationSpeedScale();
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}
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setAnimationSpeedScale(ratio: float): void {
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this._animator.setAnimationSpeedScale(ratio);
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}
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//Position :
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/**
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* Get the position on X axis on the scene of the given point.
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* @param name The point name
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* @return the position on X axis on the scene of the given point.
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*/
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getPointX(name: string): float {
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const animationFrame = this._animator.getCurrentFrame();
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if (name.length === 0 || animationFrame === null) {
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return this.getX();
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}
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const pt = animationFrame.getPoint(name);
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const pos = gdjs.staticArray(SpriteRuntimeObject.prototype.getPointX);
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this._transformToGlobal(pt.x, pt.y, pos);
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return pos[0];
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}
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/**
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* Get the position on Y axis on the scene of the given point.
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* @param name The point name
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* @return the position on Y axis on the scene of the given point.
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*/
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getPointY(name: string): float {
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const animationFrame = this._animator.getCurrentFrame();
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if (name.length === 0 || animationFrame === null) {
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return this.getY();
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}
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const pt = animationFrame.getPoint(name);
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const pos = gdjs.staticArray(SpriteRuntimeObject.prototype.getPointY);
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this._transformToGlobal(pt.x, pt.y, pos);
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return pos[1];
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}
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/**
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* Get the positions on X and Y axis on the scene of the given point.
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* @param name The point name
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* @return An array of the position on X and Y axis on the scene of the given point.
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*/
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getPointPosition(name: string): [x: float, y: float] {
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const animationFrame = this._animator.getCurrentFrame();
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if (name.length === 0 || animationFrame === null) {
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return [this.getX(), this.getY()];
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}
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const pt = animationFrame.getPoint(name);
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const pos = gdjs.staticArray(SpriteRuntimeObject.prototype.getPointX);
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this._transformToGlobal(pt.x, pt.y, pos);
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return [pos[0], pos[1]];
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}
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/**
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* Return an array containing the coordinates of the point passed as parameter
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* in world coordinates (as opposed to the object local coordinates).
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*
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* Beware: this._animationFrame and this._sprite must *not* be null!
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*
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* All transformations (flipping, scale, rotation) are supported.
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*
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* @param x The X position of the point, in object coordinates.
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* @param y The Y position of the point, in object coordinates.
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* @param result Array that will be updated with the result
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* (x and y position of the point in global coordinates).
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*/
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private _transformToGlobal(x: float, y: float, result: float[]) {
|
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const animationFrame = this._animator.getCurrentFrame() as SpriteAnimationFrame<
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any
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>;
|
|
let cx = animationFrame.center.x;
|
|
let cy = animationFrame.center.y;
|
|
|
|
//Flipping
|
|
if (this._flippedX) {
|
|
x = x + (cx - x) * 2;
|
|
}
|
|
if (this._flippedY) {
|
|
y = y + (cy - y) * 2;
|
|
}
|
|
|
|
//Scale
|
|
const absScaleX = Math.abs(this._scaleX * this._preScale);
|
|
const absScaleY = Math.abs(this._scaleY * this._preScale);
|
|
x *= absScaleX;
|
|
y *= absScaleY;
|
|
cx *= absScaleX;
|
|
cy *= absScaleY;
|
|
|
|
//Rotation
|
|
const angleInRadians = (this.angle / 180) * Math.PI;
|
|
const cosValue = Math.cos(
|
|
// Only compute cos and sin once (10% faster than doing it twice)
|
|
angleInRadians
|
|
);
|
|
const sinValue = Math.sin(angleInRadians);
|
|
const xToCenterXDelta = x - cx;
|
|
const yToCenterYDelta = y - cy;
|
|
x = cx + cosValue * xToCenterXDelta - sinValue * yToCenterYDelta;
|
|
y = cy + sinValue * xToCenterXDelta + cosValue * yToCenterYDelta;
|
|
result.length = 2;
|
|
result[0] = x + (this.x - animationFrame.origin.x * absScaleX);
|
|
result[1] = y + (this.y - animationFrame.origin.y * absScaleY);
|
|
}
|
|
|
|
/**
|
|
* Get the X position, on the scene, of the origin of the texture of the object.
|
|
* @return the X position, on the scene, of the origin of the texture of the object.
|
|
*/
|
|
getDrawableX(): float {
|
|
const animationFrame = this._animator.getCurrentFrame();
|
|
if (animationFrame === null) {
|
|
return this.x;
|
|
}
|
|
const absScaleX = Math.abs(this._scaleX * this._preScale);
|
|
if (!this._flippedX) {
|
|
return this.x - animationFrame.origin.x * absScaleX;
|
|
} else {
|
|
return (
|
|
this.x +
|
|
(-animationFrame.origin.x -
|
|
this._renderer.getUnscaledWidth() +
|
|
2 * animationFrame.center.x) *
|
|
absScaleX
|
|
);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Get the Y position, on the scene, of the origin of the texture of the object.
|
|
* @return the Y position, on the scene, of the origin of the texture of the object.
|
|
*/
|
|
getDrawableY(): float {
|
|
const animationFrame = this._animator.getCurrentFrame();
|
|
if (animationFrame === null) {
|
|
return this.y;
|
|
}
|
|
const absScaleY = Math.abs(this._scaleY * this._preScale);
|
|
if (!this._flippedY) {
|
|
return this.y - animationFrame.origin.y * absScaleY;
|
|
} else {
|
|
return (
|
|
this.y +
|
|
(-animationFrame.origin.y -
|
|
this._renderer.getUnscaledHeight() +
|
|
2 * animationFrame.center.y) *
|
|
absScaleY
|
|
);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Get the X position of the center of the object, relative to top-left of the texture of the object (`getDrawableX`).
|
|
* @return X position of the center of the object, relative to `getDrawableX()`.
|
|
*/
|
|
getCenterX(): float {
|
|
const animationFrame = this._animator.getCurrentFrame();
|
|
if (animationFrame === null) {
|
|
return 0;
|
|
}
|
|
if (!this._flippedX) {
|
|
//Just need to multiply by the scale as it is the center.
|
|
return (
|
|
animationFrame.center.x * Math.abs(this._scaleX * this._preScale)
|
|
);
|
|
} else {
|
|
return (
|
|
(this._renderer.getUnscaledWidth() - animationFrame.center.x) *
|
|
Math.abs(this._scaleX * this._preScale)
|
|
);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Get the Y position of the center of the object, relative to top-left of the texture of the object (`getDrawableY`).
|
|
* @return Y position of the center of the object, relative to `getDrawableY()`.
|
|
*/
|
|
getCenterY(): float {
|
|
const animationFrame = this._animator.getCurrentFrame();
|
|
if (animationFrame === null) {
|
|
return 0;
|
|
}
|
|
if (!this._flippedY) {
|
|
//Just need to multiply by the scale as it is the center.
|
|
return (
|
|
animationFrame.center.y * Math.abs(this._scaleY * this._preScale)
|
|
);
|
|
} else {
|
|
return (
|
|
(this._renderer.getUnscaledHeight() - animationFrame.center.y) *
|
|
Math.abs(this._scaleY * this._preScale)
|
|
);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Set the X position of the (origin of the) object.
|
|
* @param x The new X position.
|
|
*/
|
|
setX(x: float): void {
|
|
if (x === this.x) {
|
|
return;
|
|
}
|
|
this.x = x;
|
|
const animationFrame = this._animator.getCurrentFrame();
|
|
if (animationFrame !== null) {
|
|
this.invalidateHitboxes();
|
|
this._renderer.updateX();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Set the Y position of the (origin of the) object.
|
|
* @param y The new Y position.
|
|
*/
|
|
setY(y: float): void {
|
|
if (y === this.y) {
|
|
return;
|
|
}
|
|
this.y = y;
|
|
const animationFrame = this._animator.getCurrentFrame();
|
|
if (animationFrame !== null) {
|
|
this.invalidateHitboxes();
|
|
this._renderer.updateY();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Set the angle of the object.
|
|
* @param angle The new angle, in degrees.
|
|
*/
|
|
setAngle(angle: float): void {
|
|
const actualValue = this._animator.setAngle(this.angle, angle);
|
|
if (actualValue !== null) {
|
|
this.angle = actualValue;
|
|
this.invalidateHitboxes();
|
|
this._renderer.updateAngle();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Get the angle of the object.
|
|
* @return The angle, in degrees.
|
|
*/
|
|
getAngle(): float {
|
|
return this._animator.getAngle(this.angle);
|
|
}
|
|
|
|
//Visibility and display :
|
|
setBlendMode(newMode): void {
|
|
if (this._blendMode === newMode) {
|
|
return;
|
|
}
|
|
this._blendMode = newMode;
|
|
this._renderer.update();
|
|
}
|
|
|
|
getBlendMode() {
|
|
return this._blendMode;
|
|
}
|
|
|
|
setOpacity(opacity: float): void {
|
|
if (opacity < 0) {
|
|
opacity = 0;
|
|
}
|
|
if (opacity > 255) {
|
|
opacity = 255;
|
|
}
|
|
this.opacity = opacity;
|
|
this._renderer.updateOpacity();
|
|
}
|
|
|
|
getOpacity(): float {
|
|
return this.opacity;
|
|
}
|
|
|
|
/**
|
|
* Hide (or show) the object
|
|
* @param enable true to hide the object, false to show it again.
|
|
*/
|
|
hide(enable: boolean): void {
|
|
if (enable === undefined) {
|
|
enable = true;
|
|
}
|
|
this.hidden = enable;
|
|
this._renderer.updateVisibility();
|
|
}
|
|
|
|
/**
|
|
* Change the tint of the sprite object.
|
|
*
|
|
* @param rgbOrHexColor The color as a string, in RGB format ("128;200;255") or Hex format.
|
|
*/
|
|
setColor(rgbOrHexColor: string): void {
|
|
this._renderer.setColor(rgbOrHexColor);
|
|
}
|
|
|
|
/**
|
|
* Get the tint of the sprite object.
|
|
*
|
|
* @returns The color, in RGB format ("128;200;255").
|
|
*/
|
|
getColor(): string {
|
|
return this._renderer.getColor();
|
|
}
|
|
|
|
flipX(enable: boolean) {
|
|
if (enable !== this._flippedX) {
|
|
this._scaleX *= -1;
|
|
this._flippedX = enable;
|
|
this.invalidateHitboxes();
|
|
this._renderer.update();
|
|
}
|
|
}
|
|
|
|
flipY(enable: boolean) {
|
|
if (enable !== this._flippedY) {
|
|
this._scaleY *= -1;
|
|
this._flippedY = enable;
|
|
this.invalidateHitboxes();
|
|
this._renderer.update();
|
|
}
|
|
}
|
|
|
|
isFlippedX(): boolean {
|
|
return this._flippedX;
|
|
}
|
|
|
|
isFlippedY(): boolean {
|
|
return this._flippedY;
|
|
}
|
|
|
|
//Scale and size :
|
|
/**
|
|
* Get the width of the object.
|
|
*
|
|
* @return The width of the object, in pixels.
|
|
*/
|
|
getWidth(): float {
|
|
if (this._animationFrameDirty) {
|
|
this._updateAnimationFrame();
|
|
}
|
|
return this._renderer.getWidth();
|
|
}
|
|
|
|
/**
|
|
* Get the height of the object.
|
|
*
|
|
* @return The height of the object, in pixels.
|
|
*/
|
|
getHeight(): float {
|
|
if (this._animationFrameDirty) {
|
|
this._updateAnimationFrame();
|
|
}
|
|
return this._renderer.getHeight();
|
|
}
|
|
|
|
setWidth(newWidth: float): void {
|
|
if (this._animationFrameDirty) {
|
|
this._updateAnimationFrame();
|
|
}
|
|
const unscaledWidth = this._renderer.getUnscaledWidth();
|
|
if (unscaledWidth !== 0) {
|
|
this.setScaleX(newWidth / (unscaledWidth * this._preScale));
|
|
}
|
|
}
|
|
|
|
setHeight(newHeight: float): void {
|
|
if (this._animationFrameDirty) {
|
|
this._updateAnimationFrame();
|
|
}
|
|
const unscaledHeight = this._renderer.getUnscaledHeight();
|
|
if (unscaledHeight !== 0) {
|
|
this.setScaleY(newHeight / (unscaledHeight * this._preScale));
|
|
}
|
|
}
|
|
|
|
setSize(newWidth: float, newHeight: float): void {
|
|
this.setWidth(newWidth);
|
|
this.setHeight(newHeight);
|
|
}
|
|
|
|
/**
|
|
* Change the scale on X and Y axis of the object.
|
|
*
|
|
* @param newScale The new scale (must be greater than 0).
|
|
*/
|
|
setScale(newScale: float): void {
|
|
if (newScale < 0) {
|
|
newScale = 0;
|
|
}
|
|
if (
|
|
newScale === Math.abs(this._scaleX) &&
|
|
newScale === Math.abs(this._scaleY)
|
|
) {
|
|
return;
|
|
}
|
|
this._scaleX = newScale * (this._flippedX ? -1 : 1);
|
|
this._scaleY = newScale * (this._flippedY ? -1 : 1);
|
|
this._renderer.update();
|
|
this.invalidateHitboxes();
|
|
}
|
|
|
|
/**
|
|
* Change the scale on X axis of the object (changing its width).
|
|
*
|
|
* @param newScale The new scale (must be greater than 0).
|
|
*/
|
|
setScaleX(newScale: float): void {
|
|
if (newScale < 0) {
|
|
newScale = 0;
|
|
}
|
|
if (newScale === Math.abs(this._scaleX)) {
|
|
return;
|
|
}
|
|
this._scaleX = newScale * (this._flippedX ? -1 : 1);
|
|
this._renderer.update();
|
|
this.invalidateHitboxes();
|
|
}
|
|
|
|
/**
|
|
* Change the scale on Y axis of the object (changing its height).
|
|
*
|
|
* @param newScale The new scale (must be greater than 0).
|
|
*/
|
|
setScaleY(newScale: float): void {
|
|
if (newScale < 0) {
|
|
newScale = 0;
|
|
}
|
|
if (newScale === Math.abs(this._scaleY)) {
|
|
return;
|
|
}
|
|
this._scaleY = newScale * (this._flippedY ? -1 : 1);
|
|
this._renderer.update();
|
|
this.invalidateHitboxes();
|
|
}
|
|
|
|
/**
|
|
* Get the scale of the object (or the arithmetic mean of the X and Y scale in case they are different).
|
|
*
|
|
* @return the scale of the object (or the arithmetic mean of the X and Y scale in case they are different).
|
|
* @deprecated Use `getScale` instead.
|
|
*/
|
|
getScaleMean(): float {
|
|
return (Math.abs(this._scaleX) + Math.abs(this._scaleY)) / 2.0;
|
|
}
|
|
|
|
/**
|
|
* Get the scale of the object (or the geometric mean of the X and Y scale in case they are different).
|
|
*
|
|
* @return the scale of the object (or the geometric mean of the X and Y scale in case they are different).
|
|
*/
|
|
getScale(): float {
|
|
const scaleX = Math.abs(this._scaleX);
|
|
const scaleY = Math.abs(this._scaleY);
|
|
return scaleX === scaleY ? scaleX : Math.sqrt(scaleX * scaleY);
|
|
}
|
|
|
|
/**
|
|
* Get the scale of the object on Y axis.
|
|
*
|
|
* @return the scale of the object on Y axis
|
|
*/
|
|
getScaleY(): float {
|
|
return Math.abs(this._scaleY);
|
|
}
|
|
|
|
/**
|
|
* Get the scale of the object on X axis.
|
|
*
|
|
* @return the scale of the object on X axis
|
|
*/
|
|
getScaleX(): float {
|
|
return Math.abs(this._scaleX);
|
|
}
|
|
|
|
//Other :
|
|
/**
|
|
* @param obj The target object
|
|
* @param scene The scene containing the object
|
|
* @deprecated
|
|
*/
|
|
turnTowardObject(obj: gdjs.RuntimeObject | null, scene: gdjs.RuntimeScene) {
|
|
if (obj === null) {
|
|
return;
|
|
}
|
|
this.rotateTowardPosition(
|
|
obj.getDrawableX() + obj.getCenterX(),
|
|
obj.getDrawableY() + obj.getCenterY(),
|
|
0,
|
|
scene
|
|
);
|
|
}
|
|
}
|
|
gdjs.registerObject(
|
|
'Sprite',
|
|
//Notify gdjs of the object existence.
|
|
gdjs.SpriteRuntimeObject
|
|
);
|
|
|
|
//Others initialization and internal state management :
|
|
SpriteRuntimeObject.supportsReinitialization = true;
|
|
}
|