Sprite.js
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/**
* @class Ext.fx.target.Sprite
This class represents an animation target for a {@link Ext.draw.Sprite}. In general this class will not be
created directly, the {@link Ext.draw.Sprite} will be passed to the animation and
and the appropriate target will be created.
* @markdown
*/
Ext.define('Ext.fx.target.Sprite', {
/* Begin Definitions */
extend: 'Ext.fx.target.Target',
/* End Definitions */
type: 'draw',
getFromPrim: function (sprite, attr) {
var obj;
switch (attr) {
case 'rotate':
case 'rotation':
obj = sprite.attr.rotation;
return {
x: obj.x || 0,
y: obj.y || 0,
degrees: obj.degrees || 0
};
case 'scale':
case 'scaling':
obj = sprite.attr.scaling;
return {
x: obj.x || 1,
y: obj.y || 1,
cx: obj.cx || 0,
cy: obj.cy || 0
};
case 'translate':
case 'translation':
obj = sprite.attr.translation;
return {
x: obj.x || 0,
y: obj.y || 0
};
default:
return sprite.attr[attr];
}
},
getAttr: function (attr, val) {
return [
[this.target, val != undefined ? val : this.getFromPrim(this.target, attr)]
];
},
setAttr: function (targetData) {
var ln = targetData.length,
spriteArr = [],
attrsConf, attr, attrArr, attrs, sprite, idx, value, i, j, x, y, ln2;
for (i = 0; i < ln; i++) {
attrsConf = targetData[i].attrs;
for (attr in attrsConf) {
attrArr = attrsConf[attr];
ln2 = attrArr.length;
for (j = 0; j < ln2; j++) {
sprite = attrArr[j][0];
attrs = attrArr[j][1];
if (attr === 'translate' || attr === 'translation') {
value = {
x: attrs.x,
y: attrs.y
};
}
else if (attr === 'rotate' || attr === 'rotation') {
x = attrs.x;
if (isNaN(x)) {
x = null;
}
y = attrs.y;
if (isNaN(y)) {
y = null;
}
value = {
degrees: attrs.degrees,
x: x,
y: y
};
} else if (attr === 'scale' || attr === 'scaling') {
x = attrs.x;
if (isNaN(x)) {
x = null;
}
y = attrs.y;
if (isNaN(y)) {
y = null;
}
value = {
x: x,
y: y,
cx: attrs.cx,
cy: attrs.cy
};
}
else if (attr === 'width' || attr === 'height' || attr === 'x' || attr === 'y') {
value = parseFloat(attrs);
}
else {
value = attrs;
}
idx = Ext.Array.indexOf(spriteArr, sprite);
if (idx == -1) {
spriteArr.push([sprite, {}]);
idx = spriteArr.length - 1;
}
spriteArr[idx][1][attr] = value;
}
}
}
ln = spriteArr.length;
for (i = 0; i < ln; i++) {
spriteArr[i][0].setAttributes(spriteArr[i][1]);
}
this.target.redraw();
}
});