phaser/src/gameobjects/components/Core.js

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Phaser.Component.Core = function () {};
Phaser.Component.Core.install = function (components) {
this.components = {};
for (var i = 0; i < components.length; i++)
{
var id = components[i];
Phaser.Utils.mixinPrototype(this, Phaser.Component[id].prototype);
this.components[id] = true;
}
};
Phaser.Component.Core.init = function (game, x, y, key, frame) {
this.game = game;
this.key = key;
this.position.set(x, y);
this.world = new Phaser.Point(x, y);
this.previousPosition = new Phaser.Point(x, y);
this.events = new Phaser.Events(this);
this._bounds = new Phaser.Rectangle();
if (this.components.Animation)
{
this.animations = new Phaser.AnimationManager(this);
}
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if (this.components.LoadTexture && key !== null)
{
this.loadTexture(key, frame);
}
};
Phaser.Component.Core.preUpdate = function () {
this.previousPosition.set(this.world.x, this.world.y);
this.previousRotation = this.rotation;
if (!this.exists || !this.parent.exists)
{
this.renderOrderID = -1;
return false;
}
this.world.setTo(this.game.camera.x + this.worldTransform.tx, this.game.camera.y + this.worldTransform.ty);
if (this.visible)
{
this.renderOrderID = this.game.stage.currentRenderOrderID++;
}
if (this.animations)
{
this.animations.update();
}
if (this.body)
{
this.body.preUpdate();
}
for (var i = 0; i < this.children.length; i++)
{
this.children[i].preUpdate();
}
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return true;
};
Phaser.Component.Core.prototype = {
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
game: null,
/**
* @property {string} name - The user defined name given to this Sprite.
* @default
*/
name: '',
/**
* @property {object} components - The components this GameObject has.
* @protected
*/
components: {},
/**
* @property {number} z - The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
*/
z: 0,
/**
* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
*/
events: undefined,
/**
* @property {Phaser.AnimationManager} animations - This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)
*/
animations: undefined,
/**
* @property {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, BitmapData or PIXI.Texture.
*/
key: '',
/**
* @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
*/
world: null,
/**
* @property {boolean} debug - Handy flag to use with Game.enableStep
* @default
*/
debug: false,
/**
* @property {Phaser.Point} previousPosition - The position the Sprite was in at the last update.
* @readOnly
*/
previousPosition: null,
/**
* @property {number} previousRotation - The rotation angle the Sprite was in at the last update (in radians)
* @readOnly
*/
previousRotation: 0,
/**
* @property {number} renderOrderID - The render order ID. This is used internally by the renderer and input manager and should not be modified.
* @readOnly
*/
renderOrderID: 0,
/**
* @property {boolean} fresh - A fresh Sprite is one that has just been created or reset and is yet to receive a world level transform update.
* @readOnly
*/
fresh: true,
/**
* @property {Phaser.Rectangle} _bounds - Internal cache var.
* @private
*/
_bounds: null,
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/**
* @property {boolean} _exists - Internal cache var.
* @private
*/
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_exists: true,
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/**
* Override and use this function in your own custom objects to handle any update requirements you may have.
* Remember if this Sprite has any children you should call update on them too.
*
* @method Phaser.Sprite#update
* @memberof Phaser.Sprite
*/
update: function() {
},
/**
* Internal function called by the World postUpdate cycle.
*
* @method Phaser.Sprite#postUpdate
* @memberof Phaser.Sprite
*/
postUpdate: function() {
if (this.key instanceof Phaser.BitmapData)
{
this.key.render();
}
if (this.components.PhysicsBody)
{
Phaser.Component.PhysicsBody.postUpdate.call(this);
}
if (this.components.FixedToCamera)
{
Phaser.Component.FixedToCamera.postUpdate.call(this);
}
for (var i = 0; i < this.children.length; i++)
{
this.children[i].postUpdate();
}
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},
/**
* Sprite.exists controls if the core game loop and physics update this Sprite or not.
* When you set Sprite.exists to false it will remove its Body from the physics world (if it has one) and also set Sprite.visible to false.
* Setting Sprite.exists to true will re-add the Body to the physics world (if it has a body) and set Sprite.visible to true.
*
* @name Phaser.Sprite#exists
* @property {boolean} exists - If the Sprite is processed by the core game update and physics.
*/
exists: {
get: function () {
return this._exists;
},
set: function (value) {
if (value)
{
this._exists = true;
if (this.body && this.body.type === Phaser.Physics.P2JS)
{
this.body.addToWorld();
}
this.visible = true;
}
else
{
this._exists = false;
if (this.body && this.body.type === Phaser.Physics.P2JS)
{
this.body.removeFromWorld();
}
this.visible = false;
}
}
}
};