phaser/Phaser/FXManager.ts

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/// <reference path="Game.ts" />
/**
* Phaser - FXManager
*
* The FXManager controls all special effects applied to game objects such as Cameras.
*/
module Phaser {
export class FXManager {
constructor(game: Game, parent) {
this._game = game;
this._parent = parent;
this._fx = [];
this.active = true;
this.visible = true;
}
/**
* The essential reference to the main game object.
*/
private _game: Game;
/**
* A reference to the object that owns this FXManager instance.
*/
private _parent;
/**
* The array in which we keep all of the registered FX
*/
private _fx;
/**
* Holds the size of the _fx array
*/
private _length: number;
/**
* Controls whether any of the FX have preUpdate, update or postUpdate called
*/
public active: bool;
/**
* Controls whether any of the FX have preRender, render or postRender called
*/
public visible: bool;
/**
* Adds a new FX to the FXManager.
* The effect must be an object with at least one of the following methods: preUpdate, postUpdate, preRender, render or postRender.
* A new instance of the effect will be created and a reference to Game will be passed to the object constructor.
*/
public add(effect): any {
var result: bool = false;
var newEffect = { effect: {}, preUpdate: false, postUpdate: false, preRender: false, render: false, postRender: false };
if (typeof effect === 'function')
{
newEffect.effect = new effect(this._game, this._parent);
}
else
{
throw new Error("Invalid object given to Phaser.FXManager.add");
}
// Check for methods now to avoid having to do this every loop
if (typeof newEffect.effect['preUpdate'] === 'function')
{
newEffect.preUpdate = true;
result = true;
}
if (typeof newEffect.effect['postUpdate'] === 'function')
{
newEffect.postUpdate = true;
result = true;
}
if (typeof newEffect.effect['preRender'] === 'function')
{
newEffect.preRender = true;
result = true;
}
if (typeof newEffect.effect['render'] === 'function')
{
newEffect.render = true;
result = true;
}
if (typeof newEffect.effect['postRender'] === 'function')
{
newEffect.postRender = true;
result = true;
}
if (result == true)
{
this._length = this._fx.push(newEffect);
return newEffect.effect;
}
else
{
return result;
}
}
/**
* Pre-update is called at the start of the objects update cycle, before any other updates have taken place.
*/
public preUpdate() {
if (this.active)
{
for (var i = 0; i < this._length; i++)
{
if (this._fx[i].preUpdate)
{
this._fx[i].effect.preUpdate();
}
}
}
}
/**
* Post-update is called at the end of the objects update cycle, after other update logic has taken place.
*/
public postUpdate() {
if (this.active)
{
for (var i = 0; i < this._length; i++)
{
if (this._fx[i].postUpdate)
{
this._fx[i].effect.postUpdate();
}
}
}
}
/**
* Pre-render is called at the start of the object render cycle, before any transforms have taken place.
* It happens directly AFTER a canvas context.save has happened if added to a Camera.
*/
public preRender(camera:Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number) {
if (this.visible)
{
for (var i = 0; i < this._length; i++)
{
if (this._fx[i].preRender)
{
this._fx[i].effect.preRender(camera, cameraX, cameraY, cameraWidth, cameraHeight);
}
}
}
}
/**
* render is called during the objects render cycle, right after all transforms have finished, but before any children/image data is rendered.
*/
public render(camera:Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number) {
if (this.visible)
{
for (var i = 0; i < this._length; i++)
{
if (this._fx[i].preRender)
{
this._fx[i].effect.preRender(camera, cameraX, cameraY, cameraWidth, cameraHeight);
}
}
}
}
/**
* Post-render is called during the objects render cycle, after the children/image data has been rendered.
* It happens directly BEFORE a canvas context.restore has happened if added to a Camera.
*/
public postRender(camera:Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number) {
if (this.visible)
{
for (var i = 0; i < this._length; i++)
{
if (this._fx[i].postRender)
{
this._fx[i].effect.postRender(camera, cameraX, cameraY, cameraWidth, cameraHeight);
}
}
}
}
/**
* Clear down this FXManager and null out references
*/
public destroy() {
this._game = null;
this._fx = null;
}
}
}