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;