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Shape.js
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Shape.js
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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../../utils/Class');
var Components = require('../components');
var GameObject = require('../GameObject');
var Line = require('../../geom/line/Line');
/**
* @classdesc
* The Shape Game Object is a base class for the various different shapes, such as the Arc, Star or Polygon.
* You cannot add a Shape directly to your Scene, it is meant as a base for your own custom Shape classes.
*
* @class Shape
* @extends Phaser.GameObjects.GameObject
* @memberof Phaser.GameObjects
* @constructor
* @since 3.13.0
*
* @extends Phaser.GameObjects.Components.AlphaSingle
* @extends Phaser.GameObjects.Components.BlendMode
* @extends Phaser.GameObjects.Components.Depth
* @extends Phaser.GameObjects.Components.GetBounds
* @extends Phaser.GameObjects.Components.Mask
* @extends Phaser.GameObjects.Components.Origin
* @extends Phaser.GameObjects.Components.Pipeline
* @extends Phaser.GameObjects.Components.PostPipeline
* @extends Phaser.GameObjects.Components.ScrollFactor
* @extends Phaser.GameObjects.Components.Transform
* @extends Phaser.GameObjects.Components.Visible
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
* @param {string} [type] - The internal type of the Shape.
* @param {any} [data] - The data of the source shape geometry, if any.
*/
var Shape = new Class({
Extends: GameObject,
Mixins: [
Components.AlphaSingle,
Components.BlendMode,
Components.Depth,
Components.GetBounds,
Components.Mask,
Components.Origin,
Components.Pipeline,
Components.PostPipeline,
Components.ScrollFactor,
Components.Transform,
Components.Visible
],
initialize:
function Shape (scene, type, data)
{
if (type === undefined) { type = 'Shape'; }
GameObject.call(this, scene, type);
/**
* The source Shape data. Typically a geometry object.
* You should not manipulate this directly.
*
* @name Phaser.GameObjects.Shape#geom
* @type {any}
* @readonly
* @since 3.13.0
*/
this.geom = data;
/**
* Holds the polygon path data for filled rendering.
*
* @name Phaser.GameObjects.Shape#pathData
* @type {number[]}
* @readonly
* @since 3.13.0
*/
this.pathData = [];
/**
* Holds the earcut polygon path index data for filled rendering.
*
* @name Phaser.GameObjects.Shape#pathIndexes
* @type {number[]}
* @readonly
* @since 3.13.0
*/
this.pathIndexes = [];
/**
* The fill color used by this Shape.
*
* @name Phaser.GameObjects.Shape#fillColor
* @type {number}
* @since 3.13.0
*/
this.fillColor = 0xffffff;
/**
* The fill alpha value used by this Shape.
*
* @name Phaser.GameObjects.Shape#fillAlpha
* @type {number}
* @since 3.13.0
*/
this.fillAlpha = 1;
/**
* The stroke color used by this Shape.
*
* @name Phaser.GameObjects.Shape#strokeColor
* @type {number}
* @since 3.13.0
*/
this.strokeColor = 0xffffff;
/**
* The stroke alpha value used by this Shape.
*
* @name Phaser.GameObjects.Shape#strokeAlpha
* @type {number}
* @since 3.13.0
*/
this.strokeAlpha = 1;
/**
* The stroke line width used by this Shape.
*
* @name Phaser.GameObjects.Shape#lineWidth
* @type {number}
* @since 3.13.0
*/
this.lineWidth = 1;
/**
* Controls if this Shape is filled or not.
* Note that some Shapes do not support being filled (such as Line shapes)
*
* @name Phaser.GameObjects.Shape#isFilled
* @type {boolean}
* @since 3.13.0
*/
this.isFilled = false;
/**
* Controls if this Shape is stroked or not.
* Note that some Shapes do not support being stroked (such as Iso Box shapes)
*
* @name Phaser.GameObjects.Shape#isStroked
* @type {boolean}
* @since 3.13.0
*/
this.isStroked = false;
/**
* Controls if this Shape path is closed during rendering when stroked.
* Note that some Shapes are always closed when stroked (such as Ellipse shapes)
*
* @name Phaser.GameObjects.Shape#closePath
* @type {boolean}
* @since 3.13.0
*/
this.closePath = true;
/**
* Private internal value.
* A Line used when parsing internal path data to avoid constant object re-creation.
*
* @name Phaser.GameObjects.Shape#_tempLine
* @type {Phaser.Geom.Line}
* @private
* @since 3.13.0
*/
this._tempLine = new Line();
/**
* The native (un-scaled) width of this Game Object.
*
* Changing this value will not change the size that the Game Object is rendered in-game.
* For that you need to either set the scale of the Game Object (`setScale`) or use
* the `displayWidth` property.
*
* @name Phaser.GameObjects.Shape#width
* @type {number}
* @since 3.13.0
*/
this.width = 0;
/**
* The native (un-scaled) height of this Game Object.
*
* Changing this value will not change the size that the Game Object is rendered in-game.
* For that you need to either set the scale of the Game Object (`setScale`) or use
* the `displayHeight` property.
*
* @name Phaser.GameObjects.Shape#height
* @type {number}
* @since 3.0.0
*/
this.height = 0;
this.initPipeline();
this.initPostPipeline();
},
/**
* Sets the fill color and alpha for this Shape.
*
* If you wish for the Shape to not be filled then call this method with no arguments, or just set `isFilled` to `false`.
*
* Note that some Shapes do not support fill colors, such as the Line shape.
*
* This call can be chained.
*
* @method Phaser.GameObjects.Shape#setFillStyle
* @since 3.13.0
*
* @param {number} [color] - The color used to fill this shape. If not provided the Shape will not be filled.
* @param {number} [alpha=1] - The alpha value used when filling this shape, if a fill color is given.
*
* @return {this} This Game Object instance.
*/
setFillStyle: function (color, alpha)
{
if (alpha === undefined) { alpha = 1; }
if (color === undefined)
{
this.isFilled = false;
}
else
{
this.fillColor = color;
this.fillAlpha = alpha;
this.isFilled = true;
}
return this;
},
/**
* Sets the stroke color and alpha for this Shape.
*
* If you wish for the Shape to not be stroked then call this method with no arguments, or just set `isStroked` to `false`.
*
* Note that some Shapes do not support being stroked, such as the Iso Box shape.
*
* This call can be chained.
*
* @method Phaser.GameObjects.Shape#setStrokeStyle
* @since 3.13.0
*
* @param {number} [lineWidth] - The width of line to stroke with. If not provided or undefined the Shape will not be stroked.
* @param {number} [color] - The color used to stroke this shape. If not provided the Shape will not be stroked.
* @param {number} [alpha=1] - The alpha value used when stroking this shape, if a stroke color is given.
*
* @return {this} This Game Object instance.
*/
setStrokeStyle: function (lineWidth, color, alpha)
{
if (alpha === undefined) { alpha = 1; }
if (lineWidth === undefined)
{
this.isStroked = false;
}
else
{
this.lineWidth = lineWidth;
this.strokeColor = color;
this.strokeAlpha = alpha;
this.isStroked = true;
}
return this;
},
/**
* Sets if this Shape path is closed during rendering when stroked.
* Note that some Shapes are always closed when stroked (such as Ellipse shapes)
*
* This call can be chained.
*
* @method Phaser.GameObjects.Shape#setClosePath
* @since 3.13.0
*
* @param {boolean} value - Set to `true` if the Shape should be closed when stroked, otherwise `false`.
*
* @return {this} This Game Object instance.
*/
setClosePath: function (value)
{
this.closePath = value;
return this;
},
/**
* Sets the internal size of this Game Object, as used for frame or physics body creation.
*
* This will not change the size that the Game Object is rendered in-game.
* For that you need to either set the scale of the Game Object (`setScale`) or call the
* `setDisplaySize` method, which is the same thing as changing the scale but allows you
* to do so by giving pixel values.
*
* If you have enabled this Game Object for input, changing the size will _not_ change the
* size of the hit area. To do this you should adjust the `input.hitArea` object directly.
*
* @method Phaser.GameObjects.Shape#setSize
* @private
* @since 3.13.0
*
* @param {number} width - The width of this Game Object.
* @param {number} height - The height of this Game Object.
*
* @return {this} This Game Object instance.
*/
setSize: function (width, height)
{
this.width = width;
this.height = height;
return this;
},
/**
* Sets the display size of this Shape.
*
* Calling this will adjust the scale.
*
* @method Phaser.GameObjects.Shape#setDisplaySize
* @since 3.53.0
*
* @param {number} width - The display width of this Shape.
* @param {number} height - The display height of this Shape.
*
* @return {this} This Shape instance.
*/
setDisplaySize: function (width, height)
{
this.displayWidth = width;
this.displayHeight = height;
return this;
},
/**
* Internal destroy handler, called as part of the destroy process.
*
* @method Phaser.GameObjects.Shape#preDestroy
* @protected
* @since 3.13.0
*/
preDestroy: function ()
{
this.geom = null;
this._tempLine = null;
this.pathData = [];
this.pathIndexes = [];
},
/**
* The displayed width of this Game Object.
*
* This value takes into account the scale factor.
*
* Setting this value will adjust the Game Object's scale property.
*
* @name Phaser.GameObjects.Shape#displayWidth
* @type {number}
* @since 3.13.0
*/
displayWidth: {
get: function ()
{
return this.scaleX * this.width;
},
set: function (value)
{
this.scaleX = value / this.width;
}
},
/**
* The displayed height of this Game Object.
*
* This value takes into account the scale factor.
*
* Setting this value will adjust the Game Object's scale property.
*
* @name Phaser.GameObjects.Shape#displayHeight
* @type {number}
* @since 3.13.0
*/
displayHeight: {
get: function ()
{
return this.scaleY * this.height;
},
set: function (value)
{
this.scaleY = value / this.height;
}
}
});
module.exports = Shape;