phaser/Phaser/Basic.ts

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/// <reference path="Game.ts" />
/**
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* Phaser - Basic
*
* A useful "generic" object on which all GameObjects and Groups are based.
* It has no size, position or graphical data.
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*/
module Phaser {
export class Basic {
/**
* Instantiate the basic object.
*/
constructor(game: Game) {
this._game = game;
this.ID = -1;
this.exists = true;
this.active = true;
this.visible = true;
this.alive = true;
this.isGroup = false;
this.ignoreGlobalUpdate = false;
this.ignoreGlobalRender = false;
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this.ignoreDrawDebug = false;
}
/**
* The essential reference to the main game object
*/
public _game: Game;
/**
* Allows you to give this object a name. Useful for debugging, but not actually used internally.
*/
public name: string = '';
/**
* IDs seem like they could be pretty useful, huh?
* They're not actually used for anything yet though.
*/
public ID: number;
/**
* A boolean to store if this object is a Group or not.
* Saves us an expensive typeof check inside of core loops.
*/
public isGroup: bool;
/**
* Controls whether <code>update()</code> and <code>draw()</code> are automatically called by State/Group.
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*/
public exists: bool;
/**
* Controls whether <code>update()</code> is automatically called by State/Group.
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*/
public active: bool;
/**
* Controls whether <code>draw()</code> is automatically called by State/Group.
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*/
public visible: bool;
/**
* Useful state for many game objects - "dead" (!alive) vs alive.
* <code>kill()</code> and <code>revive()</code> both flip this switch (along with exists, but you can override that).
*/
public alive: bool;
/**
* Setting this to true will prevent the object from being updated during the main game loop (you will have to call update on it yourself)
*/
public ignoreGlobalUpdate: bool;
/**
* Setting this to true will prevent the object from being rendered during the main game loop (you will have to call render on it yourself)
*/
public ignoreGlobalRender: bool;
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/**
* Setting this to true will prevent the object from appearing
* when the visual debug mode in the debugger overlay is toggled on.
*/
public ignoreDrawDebug: bool;
/**
* Override this to null out iables or manually call
* <code>destroy()</code> on class members if necessary.
* Don't forget to call <code>super.destroy()</code>!
*/
public destroy() { }
/**
* Pre-update is called right before <code>update()</code> on each object in the game loop.
*/
public preUpdate() {
}
/**
* Override this to update your class's position and appearance.
* This is where most of your game rules and behavioral code will go.
*/
public update(forceUpdate?: bool = false) {
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}
/**
* Post-update is called right after <code>update()</code> on each object in the game loop.
*/
public postUpdate() {
}
public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number, forceRender?: bool = false) {
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}
/**
* Handy for "killing" game objects.
* Default behavior is to flag them as nonexistent AND dead.
* However, if you want the "corpse" to remain in the game,
* like to animate an effect or whatever, you should override this,
* setting only alive to false, and leaving exists true.
*/
public kill() {
this.alive = false;
this.exists = false;
}
/**
* Handy for bringing game objects "back to life". Just sets alive and exists back to true.
* In practice, this is most often called by <code>Object.reset()</code>.
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*/
public revive() {
this.alive = true;
this.exists = true;
}
/**
* Convert object to readable string name. Useful for debugging, save games, etc.
*/
public toString(): string {
return "";
}
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}
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}