/**
* @author       Richard Davey <rich@photonstorm.com>
* @copyright    2016 Photon Storm Ltd.
* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/

/**
* Sprites are the lifeblood of your game, used for nearly everything visual.
*
* At its most basic a Sprite consists of a set of coordinates and a texture that is rendered to the canvas.
* They also contain additional properties allowing for physics motion (via Sprite.body), input handling (via Sprite.input),
* events (via Sprite.events), animation (via Sprite.animations), camera culling and more. Please see the Examples for use cases.
*
* @class Phaser.Sprite
* @constructor
* @extends PIXI.Sprite
* @extends Phaser.Component.Core
* @extends Phaser.Component.Angle
* @extends Phaser.Component.Animation
* @extends Phaser.Component.AutoCull
* @extends Phaser.Component.Bounds
* @extends Phaser.Component.BringToTop
* @extends Phaser.Component.Crop
* @extends Phaser.Component.Delta
* @extends Phaser.Component.Destroy
* @extends Phaser.Component.FixedToCamera
* @extends Phaser.Component.Health
* @extends Phaser.Component.InCamera
* @extends Phaser.Component.InputEnabled
* @extends Phaser.Component.InWorld
* @extends Phaser.Component.LifeSpan
* @extends Phaser.Component.LoadTexture
* @extends Phaser.Component.Overlap
* @extends Phaser.Component.PhysicsBody
* @extends Phaser.Component.Reset
* @extends Phaser.Component.ScaleMinMax
* @extends Phaser.Component.Smoothed
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} x - The x coordinate (in world space) to position the Sprite at.
* @param {number} y - The y coordinate (in world space) to position the Sprite at.
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
* @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
*/
Phaser.Sprite = function (game, x, y, key, frame) {

    x = x || 0;
    y = y || 0;
    key = key || null;
    frame = frame || null;

    /**
    * @property {number} type - The const type of this object.
    * @readonly
    */
    this.type = Phaser.SPRITE;

    /**
    * @property {number} physicsType - The const physics body type of this object.
    * @readonly
    */
    this.physicsType = Phaser.SPRITE;

    PIXI.Sprite.call(this, Phaser.Cache.DEFAULT);

    Phaser.Component.Core.init.call(this, game, x, y, key, frame);

};

Phaser.Sprite.prototype = Object.create(PIXI.Sprite.prototype);
Phaser.Sprite.prototype.constructor = Phaser.Sprite;

Phaser.Component.Core.install.call(Phaser.Sprite.prototype, [
    'Angle',
    'Animation',
    'AutoCull',
    'Bounds',
    'BringToTop',
    'Crop',
    'Delta',
    'Destroy',
    'FixedToCamera',
    'Health',
    'InCamera',
    'InputEnabled',
    'InWorld',
    'LifeSpan',
    'LoadTexture',
    'Overlap',
    'PhysicsBody',
    'Reset',
    'ScaleMinMax',
    'Smoothed'
]);

Phaser.Sprite.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate;
Phaser.Sprite.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate;
Phaser.Sprite.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
Phaser.Sprite.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;

/**
* Automatically called by World.preUpdate.
*
* @method
* @memberof Phaser.Sprite
* @return {boolean} True if the Sprite was rendered, otherwise false.
*/
Phaser.Sprite.prototype.preUpdate = function() {

    if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())
    {
        return false;
    }

    return this.preUpdateCore();

};
