/
nineslicesprite.js
executable file
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/
nineslicesprite.js
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import Sprite from "./sprite.js";
/**
* @classdesc
* A NineSliceSprite is similar to a Sprite, but it uses 9-slice scaling to strech its inner area to fit the size of the Renderable,
* by proportionally scaling a sprite by splitting it in a grid of nine parts (with only parts 1, 3, 7, 9 not being scaled). <br>
* <img src="images/9-slice-scaling.png"/><br>
* @see https://en.wikipedia.org/wiki/9-slice_scaling
* @augments Sprite
*/
export default class NineSliceSprite extends Sprite {
/**
* @param {number} x - the x coordinates of the sprite object
* @param {number} y - the y coordinates of the sprite object
* @param {object} settings - Configuration parameters for the Sprite object
* @param {number} settings.width - the width of the Renderable over which the sprite needs to be stretched
* @param {number} settings.height - the height of the Renderable over which the sprite needs to be stretched
* @param {number} [settings.insetx] - the width of a corner over which the sprite is unscaled (default is a quarter of the sprite width)
* @param {number} [settings.insety] - the height of a corner over which the sprite is unscaled (default is a quarter of the sprite height)
* @param {HTMLImageElement|HTMLCanvasElement|TextureAtlas|string} settings.image - reference to spritesheet image, a texture atlas or to a texture atlas
* @param {string} [settings.name=""] - name of this object
* @param {string} [settings.region] - region name of a specific region to use when using a texture atlas, see {@link TextureAtlas}
* @param {number} [settings.framewidth] - Width of a single frame within the spritesheet
* @param {number} [settings.frameheight] - Height of a single frame within the spritesheet
* @param {string|Color} [settings.tint] - a tint to be applied to this sprite
* @param {number} [settings.flipX] - flip the sprite on the horizontal axis
* @param {number} [settings.flipY] - flip the sprite on the vertical axis
* @param {Vector2d} [settings.anchorPoint={x:0.5, y:0.5}] - Anchor point to draw the frame at (defaults to the center of the frame).
* @example
* this.panelSprite = new me.NineSliceSprite(0, 0, {
* image : game.texture,
* region : "grey_panel",
* width : this.width,
* height : this.height
* });
*/
constructor(x, y, settings) {
// call the super constructor
super(x, y, settings);
// ensure mandatory properties are defined
if ((typeof settings.width !== "number") || (typeof settings.height !== "number")) {
throw new Error("height and width properties are mandatory");
}
// adjust the nss sprite size accordingly to the target "expanded" size
this.width = Math.floor(settings.width);
this.height = Math.floor(settings.height);
// nine slice sprite specific internal variables
this.nss_width = this.width;
this.nss_height = this.height;
this.insetx = settings.insetx;
this.insety = settings.insety;
}
/**
* width of the NineSliceSprite
* @type {number}
*/
get width() {
return super.width;
}
set width(value) {
super.width = this.nss_width = value;
}
/**
* height of the NineSliceSprite
* @type {number}
*/
get height() {
return super.height;
}
set height(value) {
super.height = this.nss_height = value;
}
/**
* @ignore
*/
draw(renderer) {
// the frame to draw
let frame = this.current;
// cache the current position and size
let dx = this.pos.x,
dy = this.pos.y;
let w = frame.width,
h = frame.height;
// frame offset in the texture/atlas
let frame_offset = frame.offset;
let g_offset = this.offset;
// remove image's TexturePacker/ShoeBox rotation
if (frame.angle !== 0) {
renderer.translate(-dx, -dy);
renderer.rotate(frame.angle);
dx -= h;
w = frame.height;
h = frame.width;
}
let sx = g_offset.x + frame_offset.x,
sy = g_offset.y + frame_offset.y;
// should this be configurable ?
let corner_width = this.insetx || w / 4,
corner_height = this.insety || h / 4;
// OPTIMIZE ME !
// DRAW CORNERS
// Top Left
renderer.drawImage(
this.image,
sx, // sx
sy, // sy
corner_width, corner_height, // sw,sh
dx, dy, // dx,dy
corner_width, corner_height // dw,dh
);
// Top Right
renderer.drawImage(
this.image,
sx + w - corner_width, // sx
sy, // sy
corner_width, corner_height, // sw,sh
dx + this.nss_width - corner_width, // dx
dy, // dy
corner_width, corner_height // dw,dh
);
// Bottom Left
renderer.drawImage(
this.image,
sx, // sx
sy + h - corner_height, // sy
corner_width, corner_height, // sw,sh
dx, // dx
dy + this.nss_height - corner_height, // dy
corner_width, corner_height // dw,dh
);
// Bottom Right
renderer.drawImage(
this.image,
sx + w - corner_width, // sx
sy + h - corner_height, // sy
corner_width, corner_height, // sw,sh
dx + this.nss_width - corner_width, //dx
dy + this.nss_height - corner_height, // dy
corner_width, corner_height // dw,dh
);
// DRAW SIDES and CENTER
let image_center_width = w - (corner_width << 1);
let image_center_height = h - (corner_height << 1);
let target_center_width = this.nss_width - (corner_width << 1);
let target_center_height = this.nss_height - (corner_height << 1);
//Top center
renderer.drawImage(
this.image,
sx + corner_width, // sx
sy, // sy
image_center_width, // sw
corner_height, // sh
dx + corner_width, // dx
dy, // dy
target_center_width, // dw
corner_height // dh
);
//Bottom center
renderer.drawImage(
this.image,
sx + corner_width, // sx
sy + h - corner_height, // sy
image_center_width, // sw
corner_height, // sh
dx + corner_width, // dx
dy + this.nss_height - corner_height, // dx
target_center_width, // dw
corner_height // dh
);
// Middle Left
renderer.drawImage(
this.image,
sx, // sx
sy + corner_height, // sy
corner_width, // sw
image_center_height, // sh
dx, // dx
dy + corner_height, // dy
corner_width, // dw
target_center_height // dh
);
// Middle Right
renderer.drawImage(
this.image,
sx + w - corner_width, // sx
sy + corner_height, // sy
corner_width, // sw
image_center_height, // sh
dx + this.nss_width - corner_width, // dx
dy + corner_height, // dy
corner_width, // dw
target_center_height // dh
);
// Middle Center
renderer.drawImage(
this.image,
sx + corner_width, // sx
sy + corner_height, // sy
image_center_width, // sw
image_center_height, // sh
dx + corner_width, // dx
dy + corner_height, // dy
target_center_width, // dw
target_center_height // dh
);
}
}