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<!DOCTYPE html>
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<title>JSDoc: Source: display/Sprite.js</title>
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<h1 class="page-title">Source: display/Sprite.js</h1>
<section>
<article>
<pre class="prettyprint source linenums"><code>//------------------------------------------------------------------------------
// Constructor scope
//------------------------------------------------------------------------------
/**
* Creates a new instance of the Sprite class.
*
* @constructor
* @extends rune.display.Graphic
*
* @param {number} [x=0.0] The x coordinate of the top-left corner of the rectangle.
* @param {number} [y=0.0] The y coordinate of the top-left corner of the rectangle.
* @param {number} [width=0.0] The y coordinate of the top-left corner of the rectangle.
* @param {number} [height=0.0] The height of the rectangle, in pixels.
* @param {string} [resource=""] Name of the resource to be used as texture data.
*
* @class
* @classdesc
*
* The Sprite class represents a graphic object with keyframe-based animation
* based on the object's texture data.
*/
rune.display.Sprite = function(x, y, width, height, resource) {
//--------------------------------------------------------------------------
// Protected properties
//--------------------------------------------------------------------------
/**
* Reference to the animation system that the object uses to calculate
* which part of its texture data is to be rendered to the object's pixel
* buffer.
*
* @type {rune.animation.Animations}
* @protected
* @ignore
*/
this.m_animations = null;
//--------------------------------------------------------------------------
// Super call
//--------------------------------------------------------------------------
/**
* Extend Graphic.
*/
rune.display.Graphic.call(this, x, y, width, height, resource);
};
//------------------------------------------------------------------------------
// Inheritance
//------------------------------------------------------------------------------
rune.display.Sprite.prototype = Object.create(rune.display.Graphic.prototype);
rune.display.Sprite.prototype.constructor = rune.display.Sprite;
//------------------------------------------------------------------------------
// Public prototype getter and setter methods
//------------------------------------------------------------------------------
/**
* Reference to the object's internal animation system. Use this reference to
* add, or delete, animation sequences for this object.
*
* @member {rune.animation.Animations} animations
* @memberof rune.display.Sprite
* @instance
* @readonly
*/
Object.defineProperty(rune.display.Sprite.prototype, "animation", {
/**
* @this rune.display.Sprite
* @ignore
*/
get : function() {
return this.m_animations;
}
});
//------------------------------------------------------------------------------
// Override public prototype methods (ENGINE)
//------------------------------------------------------------------------------
/**
* @inheritDoc
*/
rune.display.Sprite.prototype.update = function(step) {
rune.display.Graphic.prototype.update.call(this, step);
this.m_updateAnimation(step);
};
/**
* @inheritDoc
*/
rune.display.Sprite.prototype.dispose = function() {
this.m_disposeAnimation();
rune.display.Graphic.prototype.dispose.call(this);
};
//------------------------------------------------------------------------------
// Override protected prototype methods
//------------------------------------------------------------------------------
/**
* @inheritDoc
*/
rune.display.Sprite.prototype.m_construct = function() {
rune.display.Graphic.prototype.m_construct.call(this);
this.m_constructAnimations();
this.m_movable = true;
};
/**
* @inheritDoc
*/
rune.display.Sprite.prototype.m_renderTexture = function() {
this.m_canvas.drawImage(
this.m_texture['data'],
0,
0,
this.m_canvas.width,
this.m_canvas.height,
this.m_animations['frame']['x'],
this.m_animations['frame']['y'],
this.m_canvas.width,
this.m_canvas.height
);
};
//------------------------------------------------------------------------------
// Protected prototype methods
//------------------------------------------------------------------------------
/**
* Creates the animation subsystem.
*
* @throws {Error} If the system already exists.
*
* @returns {undefined}
* @protected
* @ignore
*/
rune.display.Sprite.prototype.m_constructAnimations = function() {
this.m_disposeAnimation();
if (this.m_animations == null) {
this.m_animations = new rune.animation.Animations(this);
} else throw new Error();
};
/**
* Updates the animation subsystem.
*
* @param {number} step Current time step.
*
* @returns {undefined}
* @protected
* @ignore
*/
rune.display.Sprite.prototype.m_updateAnimation = function(step) {
if (this.m_animations != null) {
this.m_animations.update(step)
}
};
/**
* Destroy the animation subsystem.
*
* @returns {undefined}
* @protected
* @ignore
*/
rune.display.Sprite.prototype.m_disposeAnimation = function() {
if (this.m_animations != null) {
this.m_animations.dispose();
this.m_animations = null;
}
};</code></pre>
</article>
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