/** * @class Phaser.Plugin.Isometric.IsoSprite * * @classdesc * Create a new `IsoSprite` object. IsoSprites are extended versions of standard Sprites that are suitable for axonometric positioning. * * IsoSprites are simply Sprites that have three new position properties (isoX, isoY and isoZ) and ask the instance of Phaser.Plugin.Isometric.Projector what their position should be in a 2D scene whenever these properties are changed. * The IsoSprites retain their 2D position property to prevent any problems and allow you to interact with them as you would a normal Sprite. The upside of this simplicity is that things should behave predictably for those already used to Phaser. * * @constructor * @extends Phaser.Sprite * @param {Phaser.Game} game - A reference to the currently running game. * @param {number} x - The x coordinate (in 3D space) to position the IsoSprite at. * @param {number} y - The y coordinate (in 3D space) to position the IsoSprite at. * @param {number} z - The z coordinate (in 3D space) to position the IsoSprite at. * @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the IsoSprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture. * @param {string|number} frame - If this IsoSprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index. */ Phaser.Plugin.Isometric.IsoSprite = function (game, x, y, z, key, frame) { Phaser.Sprite.call(this, game, x, y, key, frame); /** * @property {number} type - The const type of this object. * @readonly */ this.type = Phaser.Plugin.Isometric.ISOSPRITE; /** * @property {Phaser.Plugin.Isometric.Point3} _isoPosition - Internal 3D position. * @private */ this._isoPosition = new Phaser.Plugin.Isometric.Point3(x, y, z); /** * @property {number} snap - Snap this IsoSprite's position to the specified value; handy for keeping pixel art snapped to whole pixels. * @default */ this.snap = 0; /** * @property {number} _depth - Internal cached depth value. * @readonly * @private */ this._depth = 0; /** * @property {boolean} _depthChanged - Internal invalidation control for depth management. * @readonly * @private */ this._depthChanged = true; /** * @property {boolean} _isoPositionChanged - Internal invalidation control for positioning. * @readonly * @private */ this._isoPositionChanged = true; /** * @property {boolean} _isoBoundsChanged - Internal invalidation control for isometric bounds. * @readonly * @private */ this._isoBoundsChanged = true; this._project(); /** * @property {Phaser.Plugin.Isometric.Cube} _isoBounds - Internal derived 3D bounds. * @private */ this._isoBounds = this.resetIsoBounds(); }; Phaser.Plugin.Isometric.IsoSprite.prototype = Object.create(Phaser.Sprite.prototype); Phaser.Plugin.Isometric.IsoSprite.prototype.constructor = Phaser.Plugin.Isometric.IsoSprite; /** * Internal function called by the World postUpdate cycle. * * @method Phaser.Plugin.Isometric.IsoSprite#postUpdate * @memberof Phaser.Plugin.Isometric.IsoSprite */ Phaser.Plugin.Isometric.IsoSprite.prototype.postUpdate = function () { Phaser.Sprite.prototype.postUpdate.call(this); this._project(); }; /** * Internal function that performs the axonometric projection from 3D to 2D space. * @method Phaser.Plugin.Isometric.IsoSprite#_project * @memberof Phaser.Plugin.Isometric.IsoSprite * @private */ Phaser.Plugin.Isometric.IsoSprite.prototype._project = function () { if (this._isoPositionChanged) { this.game.iso.project(this._isoPosition, this.position); if (this.snap > 0) { this.position.x = Phaser.Math.snapTo(this.position.x, this.snap); this.position.y = Phaser.Math.snapTo(this.position.y, this.snap); } this._depthChanged = this._isoPositionChanged = this._isoBoundsChanged = true; } }; Phaser.Plugin.Isometric.IsoSprite.prototype.resetIsoBounds = function () { if (typeof this._isoBounds === "undefined") { this._isoBounds = new Phaser.Plugin.Isometric.Cube(); } var asx = Math.abs(this.scale.x); var asy = Math.abs(this.scale.y); this._isoBounds.widthX = Math.round(Math.abs(this.width) * 0.5) * asx; this._isoBounds.widthY = Math.round(Math.abs(this.width) * 0.5) * asx; this._isoBounds.height = Math.round(Math.abs(this.height) - (Math.abs(this.width) * 0.5)) * asy; this._isoBounds.x = this.isoX + (this._isoBounds.widthX * -this.anchor.x) + this._isoBounds.widthX * 0.5; this._isoBounds.y = this.isoY + (this._isoBounds.widthY * this.anchor.x) - this._isoBounds.widthY * 0.5; this._isoBounds.z = this.isoZ - (Math.abs(this.height) * (1 - this.anchor.y)) + (Math.abs(this.width * 0.5)); return this._isoBounds; }; /** * The axonometric position of the IsoSprite on the x axis. Increasing the x coordinate will move the object down and to the right on the screen. * * @name Phaser.Plugin.Isometric.IsoSprite#isoX * @property {number} isoX - The axonometric position of the IsoSprite on the x axis. */ Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "isoX", { get: function () { return this._isoPosition.x; }, set: function (value) { this._isoPosition.x = value; this._depthChanged = this._isoPositionChanged = this._isoBoundsChanged = true; if (this.body){ this.body._reset = true; } } }); /** * The axonometric position of the IsoSprite on the y axis. Increasing the y coordinate will move the object down and to the left on the screen. * * @name Phaser.Plugin.Isometric.IsoSprite#isoY * @property {number} isoY - The axonometric position of the IsoSprite on the y axis. */ Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "isoY", { get: function () { return this._isoPosition.y; }, set: function (value) { this._isoPosition.y = value; this._depthChanged = this._isoPositionChanged = this._isoBoundsChanged = true; if (this.body){ this.body._reset = true; } } }); /** * The axonometric position of the IsoSprite on the z axis. Increasing the z coordinate will move the object directly upwards on the screen. * * @name Phaser.Plugin.Isometric.IsoSprite#isoZ * @property {number} isoZ - The axonometric position of the IsoSprite on the z axis. */ Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "isoZ", { get: function () { return this._isoPosition.z; }, set: function (value) { this._isoPosition.z = value; this._depthChanged = this._isoPositionChanged = this._isoBoundsChanged = true; if (this.body){ this.body._reset = true; } } }); /** * A Point3 object representing the axonometric position of the IsoSprite. * * @name Phaser.Plugin.Isometric.IsoSprite#isoPosition * @property {Point3} isoPosition - The axonometric position of the IsoSprite. * @readonly */ Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "isoPosition", { get: function () { return this._isoPosition; } }); /** * A Cube object representing the derived boundsof the IsoSprite. * * @name Phaser.Plugin.Isometric.IsoSprite#isoBounds * @property {Point3} isoBounds - The derived 3D bounds of the IsoSprite. * @readonly */ Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "isoBounds", { get: function () { if (this._isoBoundsChanged || !this._isoBounds) { this.resetIsoBounds(); this._isoBoundsChanged = false; } return this._isoBounds; } }); /** * The non-unit distance of the IsoSprite from the 'front' of the scene. Used to correctly depth sort a group of IsoSprites. * * @name Phaser.Plugin.Isometric.IsoSprite#depth * @property {number} depth - A calculated value used for depth sorting. * @readonly */ Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "depth", { get: function () { if (this._depthChanged === true) { this._depth = (this._isoPosition.x + this._isoPosition.y) + (this._isoPosition.z * 1.25); this._depthChanged = false; } return this._depth; } }); /** * Create a new IsoSprite with specific position and sprite sheet key. * * @method Phaser.GameObjectFactory#isoSprite * @param {number} x - X position of the new IsoSprite. * @param {number} y - Y position of the new IsoSprite. * @param {number} y - Z position of the new IsoSprite. * @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture. * @param {string|number} [frame] - If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name. * @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group. * @returns {Phaser.Plugin.Isometric.IsoSprite} the newly created IsoSprite object. */ Phaser.GameObjectCreator.prototype.isoSprite = function (x, y, z, key, frame) { return new Phaser.Plugin.Isometric.IsoSprite(this.game, x, y, z, key, frame); }; /** * Create a new IsoSprite with specific position and sprite sheet key. * * @method Phaser.GameObjectFactory#isoSprite * @param {number} x - X position of the new IsoSprite. * @param {number} y - Y position of the new IsoSprite. * @param {number} y - Z position of the new IsoSprite. * @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture. * @param {string|number} [frame] - If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name. * @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group. * @returns {Phaser.Plugin.Isometric.IsoSprite} the newly created IsoSprite object. */ Phaser.GameObjectFactory.prototype.isoSprite = function (x, y, z, key, frame, group) { if (typeof group === 'undefined') { group = this.world; } return group.add(new Phaser.Plugin.Isometric.IsoSprite(this.game, x, y, z, key, frame)); }; Phaser.Plugin.Isometric.prototype.addIsoSprite = function (x, y, z, key, frame, group) { return Phaser.GameObjectFactory.prototype.isoSprite.call(this.game.add, x, y, z, key, frame, group); }; Phaser.Utils.Debug.prototype.isoSprite = function (sprite, color, filled) { if (!sprite.isoBounds) { return; } if (typeof filled === 'undefined') { filled = true; } color = color || 'rgba(0,255,0,0.4)'; var points = [], corners = sprite.isoBounds.getCorners(); var posX = -sprite.game.camera.x; var posY = -sprite.game.camera.y; this.start(); if (filled) { points = [corners[1], corners[3], corners[2], corners[6], corners[4], corners[5], corners[1]]; points = points.map(function (p) { var newPos = sprite.game.iso.project(p); newPos.x += posX; newPos.y += posY; return newPos; }); this.context.beginPath(); this.context.fillStyle = color; this.context.moveTo(points[0].x, points[0].y); for (var i = 1; i < points.length; i++) { this.context.lineTo(points[i].x, points[i].y); } this.context.fill(); } else { points = corners.slice(0, corners.length); points = points.map(function (p) { var newPos = sprite.game.iso.project(p); newPos.x += posX; newPos.y += posY; return newPos; }); this.context.moveTo(points[0].x, points[0].y); this.context.beginPath(); this.context.strokeStyle = color; this.context.lineTo(points[1].x, points[1].y); this.context.lineTo(points[3].x, points[3].y); this.context.lineTo(points[2].x, points[2].y); this.context.lineTo(points[6].x, points[6].y); this.context.lineTo(points[4].x, points[4].y); this.context.lineTo(points[5].x, points[5].y); this.context.lineTo(points[1].x, points[1].y); this.context.lineTo(points[0].x, points[0].y); this.context.lineTo(points[4].x, points[4].y); this.context.moveTo(points[0].x, points[0].y); this.context.lineTo(points[2].x, points[2].y); this.context.moveTo(points[3].x, points[3].y); this.context.lineTo(points[7].x, points[7].y); this.context.lineTo(points[6].x, points[6].y); this.context.moveTo(points[7].x, points[7].y); this.context.lineTo(points[5].x, points[5].y); this.context.stroke(); this.context.closePath(); } this.stop(); };