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require("./Vector.js");
require("./Rectangle.js");
/**
* Creates a new sprite object.
* @constructor
* @struct
* @param {string} imagePath A path to the image.
* @param {Vector=} origin The origin of the sprite (used for position and rotation).
* @returns {Sprite}
*/
function Sprite(imagePath, origin) {
/**
* The image used to render.
* @private
* @type HTMLImageElement
*/
this._image = new Image();
this._image.src = imagePath; // Note: setting the image path.
/** @type Vector */
this.origin = origin || new Vector();
}
/**
* Determines if the sprite is loaded and ready to be used.
* @returns {boolean}
*/
Sprite.prototype.isLoaded = function() {
// Image width is 0 until the image is loaded.
return this._image.width !== 0;
};
/**
* Gets the width of the sprite.
* @returns {number}
*/
Sprite.prototype.getWidth = function() {
return this._image.width;
};
/**
* Gets the height of the sprite.
* @returns {number}
*/
Sprite.prototype.getHeight = function() {
return this._image.height;
};
/**
* Centers the origin of the sprite. (Pipe).
* @returns {Sprite}
*/
Sprite.prototype.centerOrigin = function() {
this.origin.x = this.getWidth() * 0.5;
this.origin.y = this.getHeight() * 0.5;
return this;
};
/**
* Draws the entire sprite to the given context. (Pipe).
* @param {CanvasRenderingContext2D} context
* @param {Vector} position The position to draw the sprite.
* @param {number=} rotation The angle to rotate the sprite about its origin.
* @param {Vector=} scale The scale factor.
* @returns {Sprite}
*/
Sprite.prototype.draw = function(context, position, rotation, scale) {
context.save();
context.translate(position.x, position.y);
if (rotation) {
context.rotate(rotation);
}
if (scale) {
context.scale(scale.x, scale.y);
}
context.drawImage(this._image, 0 - this.origin.x, 0 - this.origin.y);
context.restore();
return this;
};
/**
* Draws a clip from the sprite to the given context. (Pipe).
* @param {CanvasRenderingContext2D} context
* @param {Rectangle} clip
* @param {Vector} position
* @param {number=} rotation
* @param {Vector=} scale
* @returns {Sprite}
*/
Sprite.prototype.drawClip = function(context, clip, position, rotation, scale) {
context.save();
context.translate(position.x, position.y);
if (rotation) {
context.rotate(rotation);
}
if (scale) {
context.scale(scale.x, scale.y);
}
context.drawImage(this._image,
clip.position.x, clip.position.y,
clip.width, clip.height,
this.origin.x, this.origin.y,
clip.width, clip.height);
context.restore();
return this;
};
window.Sprite = Sprite;