var jaws = (function(jaws) { /** * @class A basic but powerfull sprite for all your onscreen-game objects. "Field Summary" contains options for the Sprite()-constructor. * @constructor * * @property {int} x Horizontal position (0 = furthest left) * @property {int} y Vertical position (0 = top) * @property {image} image Image/canvas or string pointing to an asset ("player.png") * @property {int} alpha Transparency 0=fully transparent, 1=no transperency * @property {int} angle Angle in degrees (0-360) * @property {bool} flipped Flip sprite horizontally, usefull for sidescrollers * @property {string} anchor String stating how to anchor the sprite to canvas, @see Sprite#anchor ("top_left", "center" etc) * @property {int} scale_image Scale the sprite by this factor * @property {string,gradient} color If set, draws a rectangle of dimensions rect() with specified color or gradient (linear or radial) * * @example * // create new sprite at top left of the screen, will use jaws.assets.get("foo.png") * new Sprite({image: "foo.png", x: 0, y: 0}) * * // sets anchor to "center" on creation * new Sprite({image: "topdownspaceship.png", anchor: "center"}) * */ jaws.Sprite = function Sprite(options) { if( !(this instanceof arguments.callee) ) return new arguments.callee( options ); this.set(options) this.context = options.context ? options.context : jaws.context; // Prefer given canvas-context, fallback to jaws.context } jaws.Sprite.prototype.default_options = { x: 0, y: 0, alpha: 1, angle: 0, flipped: false, anchor_x: 0, anchor_y: 0, image: null, image_path: null, anchor: null, scale_image: null, damping: 1, scale_x: 1, scale_y: 1, scale: 1, color: "#ddd", width: 16, height: 16, _constructor: null, context: null, data: null } /** * @private * Call setters from JSON object. Used to parse options. */ jaws.Sprite.prototype.set = function(options) { if(jaws.isString(this.image)) this.image_path = this.image; jaws.parseOptions(this, options, this.default_options); if(this.scale) this.scale_x = this.scale_y = this.scale; if(this.image) this.setImage(this.image); if(this.scale_image) this.scaleImage(this.scale_image); if(this.anchor) this.setAnchor(this.anchor); if(!this.image && this.color && this.width && this.height) { var canvas = document.createElement('canvas'); var context = canvas.getContext('2d'); canvas.width = this.width; canvas.height = this.height; context.fillStyle = this.color; context.fillRect(0, 0, this.width, this.height); this.image = canvas; } this.cacheOffsets() return this } /** * @private * * Creates a new sprite from current sprites attributes() * Checks JawsJS magic property '_constructor' when deciding with which constructor to create it * */ jaws.Sprite.prototype.clone = function(object) { var constructor = this._constructor ? eval(this._constructor) : this.constructor var new_sprite = new constructor( this.attributes() ); new_sprite._constructor = this._constructor || this.constructor.name return new_sprite } /** * Sets image from image/canvas or asset-string ("foo.png") * If asset isn't previously loaded setImage() will try to load it. */ jaws.Sprite.prototype.setImage = function(value) { var that = this // An image, great, set this.image and return if(jaws.isDrawable(value)) { this.image = value return this.cacheOffsets() } // Not an image, therefore an asset string, i.e. "ship.bmp" else { // Assets already loaded? Set this.image if(jaws.assets.isLoaded(value)) { this.image = jaws.assets.get(value); this.cacheOffsets(); } // Not loaded? Load it with callback to set image. else { jaws.log.warn("Image '" + value + "' not preloaded with jaws.assets.add(). Image and a working sprite.rect() will be delayed.") jaws.assets.load(value, {onload: function() { that.image = jaws.assets.get(value); that.cacheOffsets();} } ) } } return this } /** * Steps 1 pixel towards the given X/Y. Horizontal and vertical steps are done separately between each callback. * Exits when the continueStep-callback returns true for both vertical and horizontal steps or if target X/Y has been reached. * * @returns {object} Object with 2 x/y-properties indicating what plane we moved in when stepToWhile was stopped. */ jaws.Sprite.prototype.stepToWhile = function(target_x, target_y, continueStep) { var step = 1; var step_x = (target_x < this.x) ? -step : step; var step_y = (target_y < this.y) ? -step : step; target_x = parseInt(target_x) target_y = parseInt(target_y) var collision_x = false; var collision_y = false; while( true ) { if(collision_x === false) { if(this.x != target_x) { this.x += step_x } if( !continueStep(this) ) { this.x -= step_x; collision_x = true } } if(collision_y === false) { if(this.y != target_y) { this.y += step_y } if( !continueStep(this) ) { this.y -= step_y; collision_y = true } } if( (collision_x || this.x == target_x) && (collision_y || this.y == target_y) ) return {x: collision_x, y: collision_y}; } } /** * Moves with given vx/vy velocoties by stepping 1 pixel at the time. Horizontal and vertical steps are done separately between each callback. * Exits when the continueStep-callback returns true for both vertical and horizontal steps or if target X/Y has been reached. * * @returns {object} Object with 2 x/y-properties indicating what plane we moved in when stepWhile was stopped. */ jaws.Sprite.prototype.stepWhile = function(vx, vy, continueStep) { return this.stepToWhile(this.x + vx, this.y + vy, continueStep) } /** Flips image vertically, usefull for sidescrollers when player is walking left/right */ jaws.Sprite.prototype.flip = function() { this.flipped = this.flipped ? false : true; return this } jaws.Sprite.prototype.flipTo = function(value) { this.flipped = value; return this } /** Rotate sprite by value degrees */ jaws.Sprite.prototype.rotate = function(value) { this.angle += value; return this } /** Force an rotation-angle on sprite */ jaws.Sprite.prototype.rotateTo = function(value) { this.angle = value; return this } /** Set x/y */ jaws.Sprite.prototype.moveTo = function(x, y) { if(jaws.isArray(x) && y === undefined) { y = x[1] x = x[0] } this.x = x; this.y = y; return this; } /** Modify x/y */ jaws.Sprite.prototype.move = function(x, y) { if(jaws.isArray(x) && y === undefined) { y = x[1] x = x[0] } if(x) this.x += x; if(y) this.y += y; return this } /** * scale sprite by given factor. 1=don't scale. <1 = scale down. 1>: scale up. * Modifies width/height. **/ jaws.Sprite.prototype.scaleAll = function(value) { this.scale_x *= value; this.scale_y *= value; return this.cacheOffsets() } /** set scale factor. ie. 2 means a doubling if sprite in both directions. */ jaws.Sprite.prototype.scaleTo = function(value) { this.scale_x = this.scale_y = value; return this.cacheOffsets() } /** scale sprite horizontally by scale_factor. Modifies width. */ jaws.Sprite.prototype.scaleWidth = function(value) { this.scale_x *= value; return this.cacheOffsets() } /** scale sprite vertically by scale_factor. Modifies height. */ jaws.Sprite.prototype.scaleHeight = function(value) { this.scale_y *= value; return this.cacheOffsets() } /** Sets x */ jaws.Sprite.prototype.setX = function(value) { this.x = value; return this } /** Sets y */ jaws.Sprite.prototype.setY = function(value) { this.y = value; return this } /** Position sprites top on the y-axis */ jaws.Sprite.prototype.setTop = function(value) { this.y = value + this.top_offset; return this } /** Position sprites bottom on the y-axis */ jaws.Sprite.prototype.setBottom = function(value) { this.y = value - this.bottom_offset; return this } /** Position sprites left side on the x-axis */ jaws.Sprite.prototype.setLeft = function(value) { this.x = value + this.left_offset; return this } /** Position sprites right side on the x-axis */ jaws.Sprite.prototype.setRight = function(value) { this.x = value - this.right_offset; return this } /** Set new width. Scales sprite. */ jaws.Sprite.prototype.setWidth = function(value) { this.scale_x = value/this.image.width; return this.cacheOffsets() } /** Set new height. Scales sprite. */ jaws.Sprite.prototype.setHeight = function(value) { this.scale_y = value/this.image.height; return this.cacheOffsets() } /** Resize sprite by adding width */ jaws.Sprite.prototype.resize = function(width, height) { if(jaws.isArray(width) && height === undefined) { height = width[1] width = width[0] } this.scale_x = (this.width + width) / this.image.width this.scale_y = (this.height + height) / this.image.height return this.cacheOffsets() } /** * Resize sprite to exact width/height */ jaws.Sprite.prototype.resizeTo = function(width, height) { if(jaws.isArray(width) && height === undefined) { height = width[1] width = width[0] } this.scale_x = width / this.image.width this.scale_y = height / this.image.height return this.cacheOffsets() } /** * The sprites anchor could be describe as "the part of the sprite will be placed at x/y" * or "when rotating, what point of the of the sprite will it rotate round" * * @example * For example, a topdown shooter could use setAnchor("center") --> Place middle of the ship on x/y * .. and a sidescroller would probably use setAnchor("center_bottom") --> Place "feet" at x/y */ jaws.Sprite.prototype.setAnchor = function(value) { var anchors = { top_left: [0,0], left_top: [0,0], center_left: [0,0.5], left_center: [0,0.5], bottom_left: [0,1], left_bottom: [0,1], top_center: [0.5,0], center_top: [0.5,0], center_center: [0.5,0.5], center: [0.5,0.5], bottom_center: [0.5,1], center_bottom: [0.5,1], top_right: [1,0], right_top: [1,0], center_right: [1,0.5], right_center: [1,0.5], bottom_right: [1,1], right_bottom: [1,1] } if(a = anchors[value]) { this.anchor_x = a[0] this.anchor_y = a[1] if(this.image) this.cacheOffsets(); } return this } /** @private */ jaws.Sprite.prototype.cacheOffsets = function() { if(!this.image) { return } this.width = this.image.width * this.scale_x this.height = this.image.height * this.scale_y this.left_offset = this.width * this.anchor_x this.top_offset = this.height * this.anchor_y this.right_offset = this.width * (1.0 - this.anchor_x) this.bottom_offset = this.height * (1.0 - this.anchor_y) if(this.cached_rect) this.cached_rect.resizeTo(this.width, this.height); return this } /** Returns a jaws.Rect() perfectly surrouning sprite. Also cache rect in this.cached_rect. */ jaws.Sprite.prototype.rect = function() { if(!this.cached_rect && this.width) this.cached_rect = new jaws.Rect(this.x, this.y, this.width, this.height); if(this.cached_rect) this.cached_rect.moveTo(this.x - this.left_offset, this.y - this.top_offset); return this.cached_rect } /** Draw sprite on active canvas */ jaws.Sprite.prototype.draw = function() { if(!this.image) { return this } this.context.save() this.context.translate(this.x, this.y) if(this.angle!=0) { jaws.context.rotate(this.angle * Math.PI / 180) } this.flipped && this.context.scale(-1, 1) this.context.globalAlpha = this.alpha this.context.translate(-this.left_offset, -this.top_offset) // Needs to be separate from above translate call cause of flipped this.context.drawImage(this.image, 0, 0, this.width, this.height) this.context.restore() return this } /** * Scales image using hard block borders. Useful for that cute, blocky retro-feeling. * Depends on gfx.js beeing loaded. */ jaws.Sprite.prototype.scaleImage = function(factor) { if(!this.image) return; this.setImage( jaws.retroScaleImage(this.image, factor) ) return this } /** * Returns sprite as a canvas context. * For certain browsers, a canvas context is faster to work with then a pure image. */ jaws.Sprite.prototype.asCanvasContext = function() { var canvas = document.createElement("canvas") canvas.width = this.width canvas.height = this.height var context = canvas.getContext("2d") if(jaws.context) context.mozImageSmoothingEnabled = jaws.context.mozImageSmoothingEnabled; context.drawImage(this.image, 0, 0, this.width, this.height) return context } /** * Returns sprite as a canvas */ jaws.Sprite.prototype.asCanvas = function() { var canvas = document.createElement("canvas") canvas.width = this.width canvas.height = this.height var context = canvas.getContext("2d") if(jaws.context) context.mozImageSmoothingEnabled = jaws.context.mozImageSmoothingEnabled; context.drawImage(this.image, 0, 0, this.width, this.height) return canvas } jaws.Sprite.prototype.toString = function() { return "[Sprite " + this.x.toFixed(2) + ", " + this.y.toFixed(2) + ", " + this.width + ", " + this.height + "]" } /** returns Sprites state/properties as a pure object */ jaws.Sprite.prototype.attributes = function() { var object = {} // Starting with this.options could create circular references through "context" object["_constructor"] = this._constructor || "jaws.Sprite" object["x"] = parseFloat(this.x.toFixed(2)) object["y"] = parseFloat(this.y.toFixed(2)) object["image"] = this.image_path object["alpha"] = this.alpha object["flipped"] = this.flipped object["angle"] = parseFloat(this.angle.toFixed(2)) object["scale_x"] = this.scale_x; object["scale_y"] = this.scale_y; object["anchor_x"] = this.anchor_x object["anchor_y"] = this.anchor_y if(this.data !== null) object["data"] = jaws.clone(this.data); // For external data (for example added by the editor) that you want serialized return object } /** * Load/creates sprites from given data * * Argument could either be * - an array of Sprite objects * - an array of JSON objects * - a JSON.stringified string representing an array of JSON objects * * @return Array of created sprite * */ jaws.Sprite.parse = function(objects) { var sprites = [] if(jaws.isArray(objects)) { // If this is an array of JSON representations, parse it if(objects.every(function(item) { return item._constructor })) { parseArray(objects) } else { // This is already an array of Sprites, load it directly sprites = objects } } else if(jaws.isString(objects)) { parseArray( JSON.parse(objects) ); jaws.log.info(objects) } function parseArray(array) { array.forEach( function(data) { var constructor = data._constructor ? eval(data._constructor) : data.constructor if(jaws.isFunction(constructor)) { jaws.log.info("Creating " + data._constructor + "(" + data.toString() + ")", true) var object = new constructor(data) object._constructor = data._constructor || data.constructor.name sprites.push(object); } }); } return sprites; } /** * returns a JSON-string representing the state of the Sprite. * * Use this to serialize your sprites / game objects, maybe to save in local storage or on a server * * jaws.game_states.Edit uses this to export all edited objects. * */ jaws.Sprite.prototype.toJSON = function() { return JSON.stringify(this.attributes()) } return jaws; })(jaws || {}); // Support CommonJS require() if(typeof module !== "undefined" && ('exports' in module)) { module.exports = jaws.Sprite } /* // Chainable setters under consideration: jaws.Sprite.prototype.setFlipped = function(value) { this.flipped = value; return this } jaws.Sprite.prototype.setAlpha = function(value) { this.alpha = value; return this } jaws.Sprite.prototype.setAnchorX = function(value) { this.anchor_x = value; this.cacheOffsets(); return this } jaws.Sprite.prototype.setAnchorY = function(value) { this.anchor_y = value; this.cacheOffsets(); return this } jaws.Sprite.prototype.setAngle = function(value) { this.angle = value; return this } jaws.Sprite.prototype.setScale = function(value) { this.scale_x = this.scale_y = value; this.cacheOffsets(); return this } jaws.Sprite.prototype.setScaleX = function(value) { this.scale_x = value; this.cacheOffsets(); return this } jaws.Sprite.prototype.setScaleY = function(value) { this.scale_y = value; this.cacheOffsets(); return this } jaws.Sprite.prototype.moveX = function(x) { this.x += x; return this } jaws.Sprite.prototype.moveXTo = function(x) { this.x = x; return this } jaws.Sprite.prototype.moveY = function(y) { this.y += y; return this } jaws.Sprite.prototype.moveYTo = function(y) { this.y = y; return this } jaws.Sprite.prototype.scaleWidthTo = function(value) { this.scale_x = value; return this.cacheOffsets() } jaws.Sprite.prototype.scaleHeightTo = function(value) { this.scale_y = value; return this.cachOfffsets() } */