/*global Quintus:false */
/**
Quintus HTML5 Game Engine - Sprites Module
The code in `quintus_sprites.js` defines the `Quintus.Sprites` module, which
add support for sprite sheets and the base sprite class.
Most games will include at a minimum `Quintus.Sprites` and `Quintus.Scenes`
@module Quintus.Sprites
*/
/**
* Quintus Sprites Module Class
*
* @class Quintus.Sprites
*/
Quintus.Sprites = function(Q) {
/**
Sprite sheet class - generally instantiated with `Q.sheet` new `new`
@class Q.SpriteSheet
@extends Q.Class
@for Quintus.Sprites
*/
Q.Class.extend("SpriteSheet",{
/**
constructor
Options:
* tileW - tile width
* tileH - tile height
* w - width of the sprite block
* h - height of the sprite block
* sx - start x
* sy - start y
* spacingX - spacing between each tile x (after 1st)
* spacingY - spacing between each tile y
* marginX - margin around each tile x
* marginY - margin around each tile y
* cols - number of columns per row
@constructor
@for Q.SpriteSheet
@method init
@param {String} name
@param {String} asset
@param {Object} options
*/
init: function(name, asset,options) {
if(!Q.asset(asset)) { throw "Invalid Asset:" + asset; }
Q._extend(this,{
name: name,
asset: asset,
w: Q.asset(asset).width,
h: Q.asset(asset).height,
tileW: 64,
tileH: 64,
sx: 0,
sy: 0,
spacingX: 0,
spacingY: 0,
frameProperties: {}
});
if(options) { Q._extend(this,options); }
// fix for old tilew instead of tileW
if(this.tilew) {
this.tileW = this.tilew;
delete this['tilew'];
}
if(this.tileh) {
this.tileH = this.tileh;
delete this['tileh'];
}
this.cols = this.cols ||
Math.floor(this.w / (this.tileW + this.spacingX));
this.frames = this.cols * (Math.ceil(this.h/(this.tileH + this.spacingY)));
},
/**
Returns the starting x position of a single frame
@method fx
@for Q.SpriteSheet
@param {Integer} frame
*/
fx: function(frame) {
return Math.floor((frame % this.cols) * (this.tileW + this.spacingX) + this.sx);
},
/**
Returns the starting y position of a single frame
@method fy
@for Q.SpriteSheet
@param {Integer} frame
*/
fy: function(frame) {
return Math.floor(Math.floor(frame / this.cols) * (this.tileH + this.spacingY) + this.sy);
},
/**
Draw a single frame at x,y on the provided context
@method draw
@for Q.SpriteSheet
@param {Context2D} ctx
@param {Float} x
@param {Float} y
@param {Integer} frame
*/
draw: function(ctx, x, y, frame) {
if(!ctx) { ctx = Q.ctx; }
ctx.drawImage(Q.asset(this.asset),
this.fx(frame),this.fy(frame),
this.tileW, this.tileH,
Math.floor(x),Math.floor(y),
this.tileW, this.tileH);
}
});
Q.sheets = {};
/**
Return a `Q.SpriteSheet` or create a new sprite sheet
@method Q.sheet
@for Quintus.Sprites
@param {String} name - name of sheet to return or create
@param {String} [asset] - if provided, will create a sprite sheet using this asset
@param {Object} [options] - if provided, will be passed as options to `Q.SpriteSheet`
*/
Q.sheet = function(name,asset,options) {
if(asset) {
Q.sheets[name] = new Q.SpriteSheet(name,asset,options);
} else {
return Q.sheets[name];
}
};
/**
Create a number of `Q.SpriteSheet` objects from an image asset and a sprite data JSON asset
@method Q.compileSheets
@for Quintus.Sprites
@param {String} imageAsset
@param {String spriteDataAsset
*/
Q.compileSheets = function(imageAsset,spriteDataAsset) {
var data = Q.asset(spriteDataAsset);
Q._each(data,function(spriteData,name) {
Q.sheet(name,imageAsset,spriteData);
});
};
/**
Bitmask 0 to indicate no sprites
@property Q.SPRITE_NONE
@for Quintus.Sprites
@final
*/
Q.SPRITE_NONE = 0;
/**
default sprite type 1
@property Q.SPRITE_DEFAULT
@for Quintus.Sprites
@final
*/
Q.SPRITE_DEFAULT = 1;
/**
particle sprite type 2
@property Q.SPRITE_PARTICLE
@for Quintus.Sprites
@final
*/
Q.SPRITE_PARTICLE = 2;
/**
active sprite type 4
@property Q.SPRITE_ACTIVE
@for Quintus.Sprites
@final
*/
Q.SPRITE_ACTIVE = 4;
/**
friendly sprite type 8
@property Q.SPRITE_FRIENDLY
@for Quintus.Sprites
@final
*/
Q.SPRITE_FRIENDLY = 8;
/**
enemy sprite type 16
@property Q.SPRITE_ENEMY
@for Quintus.Sprites
@final
*/
Q.SPRITE_ENEMY = 16;
/**
powerup sprite type 32
@property Q.SPRITE_POWERUP
@for Quintus.Sprites
@final
*/
Q.SPRITE_POWERUP = 32;
/**
UI sprite type 64
@property Q.SPRITE_UI
@for Quintus.Sprites
@final
*/
Q.SPRITE_UI = 64;
/**
all sprite type - 0xFFFF
@property Q.SPRITE_ALL
@for Quintus.Sprites
@final
*/
Q.SPRITE_ALL = 0xFFFF;
/**
generate a square set of `p.points` on an object from `p.w` and `p.h`
`p.points` represent the collision points for an object in object coordinates.
@method q._generatePoints
@for Quintus.Sprites
@param {Q.Sprite} obj - object to add points to
@param {Boolean} force - if set to true, will regenerate `p.points` even if it already exists, otherwise if p.points exist it'll be left alone
*/
Q._generatePoints = function(obj,force) {
if(obj.p.points && !force) { return; }
var p = obj.p,
halfW = p.w/2,
halfH = p.h/2;
p.points = [
[ -halfW, -halfH ],
[ halfW, -halfH ],
[ halfW, halfH ],
[ -halfW, halfH ]
];
};
/**
Generate a square set of `c.points` on an object from the object transform matrix and `p.points`
`c.points` represents the collision points of an sprite in world coordinates, scaled, rotate and taking into account any parent transforms.
@method Q._generateCollisionPoints
@for Quintus.Sprites
@param {q.sprite} obj - object to add collision points to
*/
Q._generateCollisionPoints = function(obj) {
if(!obj.matrix && !obj.refreshMatrix) { return; }
if(!obj.c) { obj.c = { points: [] }; }
var p = obj.p, c = obj.c;
if(!p.moved &&
c.origX === p.x &&
c.origY === p.y &&
c.origScale === p.scale &&
c.origScale === p.angle) {
return;
}
c.origX = p.x;
c.origY = p.y;
c.origScale = p.scale;
c.origAngle = p.angle;
obj.refreshMatrix();
var i;
// Early out if we don't need to rotate / scale / deal with a container
if(!obj.container && (!p.scale || p.scale === 1) && p.angle === 0) {
for(i=0;i<obj.p.points.length;i++) {
obj.c.points[i] = obj.c.points[i] || [];
obj.c.points[i][0] = p.x + obj.p.points[i][0];
obj.c.points[i][1] = p.y + obj.p.points[i][1];
}
c.x = p.x; c.y = p.y;
c.cx = p.cx; c.cy = p.cy;
c.w = p.w; c.h = p.h;
return;
}
var container = obj.container || Q._nullContainer;
c.x = container.matrix.transformX(p.x,p.y);
c.y = container.matrix.transformY(p.x,p.y);
c.angle = p.angle + container.c.angle;
c.scale = (container.c.scale || 1) * (p.scale || 1);
var minX = Infinity,
minY = Infinity,
maxX = -Infinity,
maxY = -Infinity;
for(i=0;i<obj.p.points.length;i++) {
if(!obj.c.points[i]) {
obj.c.points[i] = [];
}
obj.matrix.transformArr(obj.p.points[i],obj.c.points[i]);
var x = obj.c.points[i][0],
y = obj.c.points[i][1];
if(x < minX) { minX = x; }
if(x > maxX) { maxX = x; }
if(y < minY) { minY = y; }
if(y > maxY) { maxY = y; }
}
if(minX === maxX) { maxX+=1; }
if(minY === maxY) { maxY+=1; }
c.cx = c.x - minX;
c.cy = c.y - minY;
c.w = maxX - minX;
c.h = maxY - minY;
// TODO: Invoke moved on children
};
/**
Basic sprite class - will render either and asset or a frame from a sprite sheet.
Auto sets the width and height (`p.w` and `p.h`) from the provided image asset and
centers the sprite so 0,0 is the center of the provide image.
Most of the times you'll sub-class `Q.Sprite`
@extends Q.GameObject
@class Q.Sprite
@for Quintus.Sprites
*/
Q.GameObject.extend("Sprite",{
/**
Default sprite constructor, takes in a set of properties and a set of default properties (useful when you create a subclass of sprite)
Default properties:
{
asset: null, // asset to use
sheet: null, // sprite sheet to use (overrides asset)
x: 0,
y: 0,
z: 0,
w: 0, // width, set from p.asset or p.sheet
h: 0, // height, set from p.asset or p.sheet
cx: w/2, // center x, defaults to center of the asset or sheet
cy: h/2, // center y, default same as cx
// points defines the collision shape, override to customer the collision shape,
// must be a convex polygon in clockwise order
points: [ [ -w/2, -h/2 ], [ w/2, -h/2 ], [ w/2, h/2 ], [ -w/2, h/2 ] ],
opacity: 1,
angle: 0,
frame: 0
type: Q.SPRITE_DEFAULT | Q.SPRITE_ACTIVE,
name: '',
sort: false, // set to true to force children to be sorted by theier p.z,
hidden: false, // set to true to hide the sprite
flip: "" // set to "x", "y", or "xy" to flip sprite over that dimension
}
@method init
@for Q.Sprite
@param {Object} props - property has that will be turned into `p`
@param {Object} [defaultProps] - default properties that are assigned only if there's not a corresponding value in `props`
*/
init: function(props,defaultProps) {
this.p = Q._extend({
x: 0,
y: 0,
z: 0,
opacity: 1,
angle: 0,
frame: 0,
type: Q.SPRITE_DEFAULT | Q.SPRITE_ACTIVE,
name: '',
spriteProperties: {}
},defaultProps);
this.matrix = new Q.Matrix2D();
this.children = [];
Q._extend(this.p,props);
this.size();
this.p.id = this.p.id || Q._uniqueId();
this.refreshMatrix();
},
/**
Resets the width, height and center based on the
asset or sprite sheet
@method size
@for Q.Sprite
@param {Boolean} force - force a reset (call if w or h changes)
*/
size: function(force) {
if(force || (!this.p.w || !this.p.h)) {
if(this.asset()) {
this.p.w = this.asset().width;
this.p.h = this.asset().height;
} else if(this.sheet()) {
this.p.w = this.sheet().tileW;
this.p.h = this.sheet().tileH;
}
}
this.p.cx = (force || this.p.cx === void 0) ? (this.p.w / 2) : this.p.cx;
this.p.cy = (force || this.p.cy === void 0) ? (this.p.h / 2) : this.p.cy;
},
/**
Get or set the asset associate with this sprite
@method asset
@for Q.Sprite
@param {String} [name] - leave empty to return the asset, add to set the asset
@param {Boolean} [resize] - force a call to `size()` and `_generatePoints`
*/
asset: function(name,resize) {
if(!name) { return Q.asset(this.p.asset); }
this.p.asset = name;
if(resize) {
this.size(true);
Q._generatePoints(this,true);
}
},
/**
Get or set the sheet associate with this sprite
@method sheet
@for Q.Sprite
@param {String} [name] - leave empty to return the sprite sheet, add to resize
@param {Boolean} [resize] - force a resize
*/
sheet: function(name,resize) {
if(!name) { return Q.sheet(this.p.sheet); }
this.p.sheet = name;
if(resize) {
this.size(true);
Q._generatePoints(this,true);
}
},
/**
Hide the sprite (render returns without rendering)
@method hide
@for Q.Sprite
*/
hide: function() {
this.p.hidden = true;
},
/**
Show the sprite
@method show
@for Q.Sprite
*/
show: function() {
this.p.hidden = false;
},
/**
Set a set of `p` properties on a Sprite
@method set
@for Q.Sprite
@param {Object} properties - hash of properties to set
*/
set: function(properties) {
Q._extend(this.p,properties);
return this;
},
_sortChild: function(a,b) {
return ((a.p && a.p.z) || -1) - ((b.p && b.p.z) || -1);
},
_flipArgs: {
"x": [ -1, 1],
"y": [ 1, -1],
"xy": [ -1, -1]
},
/**
Default render method for the sprite. Don't overload this unless you want to
handle all the transform and scale stuff yourself. Rather overload the `draw` method.
@method render
@for Q.Sprite
@param {Context2D} ctx - context to render to
*/
render: function(ctx) {
var p = this.p;
if(p.hidden) { return; }
if(!ctx) { ctx = Q.ctx; }
this.trigger('predraw',ctx);
ctx.save();
if(this.p.opacity !== void 0 && this.p.opacity !== 1) {
ctx.globalAlpha = this.p.opacity;
}
this.matrix.setContextTransform(ctx);
if(this.p.flip) { ctx.scale.apply(ctx,this._flipArgs[this.p.flip]); }
this.trigger('beforedraw',ctx);
this.draw(ctx);
this.trigger('draw',ctx);
ctx.restore();
// Children set up their own complete matrix
// from the base stage matrix
if(this.p.sort) { this.children.sort(this._sortChild); }
Q._invoke(this.children,"render",ctx);
this.trigger('postdraw',ctx);
if(Q.debug) { this.debugRender(ctx); }
},
/**
Center sprite inside of it's container (or the stage)
@method center
@for Q.Sprite
*/
center: function() {
if(this.container) {
this.p.x = this.container.p.w / 2;
this.p.y = this.container.p.h / 2;
} else {
this.p.x = Q.width / 2;
this.p.y = Q.height / 2;
}
},
/**
Draw the asset on the stage. the context passed in is alreay transformed.
All you need to do is a draw the sprite centered at 0,0
@method draw
@for Q.Sprite
@param {Context2D} ctx
*/
draw: function(ctx) {
var p = this.p;
if(p.sheet) {
this.sheet().draw(ctx,-p.cx,-p.cy,p.frame);
} else if(p.asset) {
ctx.drawImage(Q.asset(p.asset),-p.cx,-p.cy);
} else if(p.color) {
ctx.fillStyle = p.color;
ctx.fillRect(-p.cx,-p.cy,p.w,p.h);
}
},
debugRender: function(ctx) {
if(!this.p.points) {
Q._generatePoints(this);
}
ctx.save();
this.matrix.setContextTransform(ctx);
ctx.beginPath();
ctx.fillStyle = this.p.hit ? "blue" : "red";
ctx.strokeStyle = "#FF0000";
ctx.fillStyle = "rgba(0,0,0,0.5)";
ctx.moveTo(this.p.points[0][0],this.p.points[0][1]);
for(var i=0;i<this.p.points.length;i++) {
ctx.lineTo(this.p.points[i][0],this.p.points[i][1]);
}
ctx.lineTo(this.p.points[0][0],this.p.points[0][1]);
ctx.stroke();
if(Q.debugFill) { ctx.fill(); }
ctx.restore();
if(this.c) {
var c = this.c;
ctx.save();
ctx.globalAlpha = 1;
ctx.lineWidth = 2;
ctx.strokeStyle = "#FF00FF";
ctx.beginPath();
ctx.moveTo(c.x - c.cx, c.y - c.cy);
ctx.lineTo(c.x - c.cx + c.w, c.y - c.cy);
ctx.lineTo(c.x - c.cx + c.w, c.y - c.cy + c.h);
ctx.lineTo(c.x - c.cx , c.y - c.cy + c.h);
ctx.lineTo(c.x - c.cx, c.y - c.cy);
ctx.stroke();
ctx.restore();
}
},
/**
Update method is called each step with the time elapsed since the last step.
Doesn't do anything other than trigger events, call a `step` method if defined
and run update on all its children.
Generally leave this method alone and define a `step` method that will be called
@method update
@for Q.Sprite
@param {Float} dt - time elapsed since last call
*/
update: function(dt) {
this.trigger('prestep',dt);
if(this.step) { this.step(dt); }
this.trigger('step',dt);
this.refreshMatrix();
// Ugly coupling to stage - workaround?
if(this.stage && this.children.length > 0) {
this.stage.updateSprites(this.children,dt,true);
}
// Reset collisions if we're tracking them
if(this.p.collisions) { this.p.collisions = []; }
},
/*
Regenerates this sprite's transformation matrix
@method refreshMatrix
@for Q.Sprite
*/
refreshMatrix: function() {
var p = this.p;
this.matrix.identity();
if(this.container) { this.matrix.multiply(this.container.matrix); }
this.matrix.translate(p.x,p.y);
if(p.scale) { this.matrix.scale(p.scale,p.scale); }
this.matrix.rotateDeg(p.angle);
}
});
/**
Simple sprite that adds in basic newtonian physics on each step:
p.vx += p.ax * dt;
p.vy += p.ay * dt;
p.x += p.vx * dt;
p.y += p.vy * dt;
@class Q.MovingSprite
@extends Q.Sprite
@for Quintus.Sprites
*/
Q.Sprite.extend("MovingSprite",{
init: function(props,defaultProps) {
this._super(Q._extend({
vx: 0,
vy: 0,
ax: 0,
ay: 0
},props),defaultProps);
},
step: function(dt) {
var p = this.p;
p.vx += p.ax * dt;
p.vy += p.ay * dt;
p.x += p.vx * dt;
p.y += p.vy * dt;
}
});
return Q;
};