phaser/src/gameobjects/GameObject.js

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/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2017 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = require('../utils/Class');
var Components = require('./components');
var DataProxy = require('./components/DataProxy');
var EventEmitter = require('eventemitter3');
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var GameObject = new Class({
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Extends: EventEmitter,
initialize:
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/**
* The base class that all Game Objects extend.
* You don't create GameObjects directly and they cannot be added to the display list.
* Instead, use them as the base for your own custom classes.
*
* @class GameObject
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* @memberof Phaser.GameObjects
* @constructor
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs.
* @param {string} type - A textual representation of the type of Game Object, i.e. `sprite`.
*/
function GameObject (scene, type)
{
EventEmitter.call(this);
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/**
* The Scene to which this Game Object belongs.
* Game Objects can only belong to one Scene.
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*
* @property {Phaser.Scene} scene
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* @protected
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*/
this.scene = scene;
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/**
* The parent Container of this Game Object, if any.
* Game Objects do not have to belong to Containers and can exist on the
* Display List on their own.
*
* @property {Phaser.GameObject.Container} parent
* @protected
*/
this.parent = null;
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/**
* A textual representation of this Game Object, i.e. `sprite`.
* Used internally by Phaser but is available for your own custom classes to populate.
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*
* @property {string} type
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*/
this.type = type;
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/**
* The name of this Game Object.
* Empty by default and never populated by Phaser, this is left for developers to use.
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*
* @property {string} [name='']
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*/
this.name = '';
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/**
* The active state of this Game Object.
* A Game Object with an active state of `true` is processed by the Scenes UpdateList, if added to it.
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* An active object is one which is having its logic and internal systems updated.
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*
* @property {boolean} [active=true]
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*/
this.active = true;
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/**
* The Tab Index of the Game Object.
* Reserved for future use by plugins and the Input Manager.
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*
* @property {integer} [tabIndex=-1]
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*/
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this.tabIndex = -1;
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/**
* A proxy to the Data class.
* It allows you to store, query and get key/value paired information specific to this Game Object.
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*
* @property {DataProxy} data
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*/
this.data = new DataProxy(scene, this);
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/**
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* The flags that are compared against `RENDER_MASK` to determine if this Game Object will render or not.
* The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively.
* If those components are not used by your custom class then you can use this bitmask as you wish.
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*
* @property {integer} [renderFlags=15]
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*/
this.renderFlags = 15;
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/**
* A bitmask that controls if this Game Object is drawn by a Camera or not.
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* Not usually set directly. Instead call `Camera.ignore`.
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*
* @property {number} [cameraFilter=0]
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* @see Phaser.Cameras.Camera.ignore
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*/
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this.cameraFilter = 0;
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/**
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* If this Game Object is enabled for input then this property will contain an InteractiveObject instance.
* Not usually set directly. Instead call `GameObject.setInteractive()`.
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*
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* @property {?Phaser.Input.InteractiveObject} [input=null]
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* @see setInteractive
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*/
this.input = null;
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/**
* If this Game Object is enabled for physics then this property will contain a reference to a Physics Body.
*
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* @property {?Phaser.Physics.Body} [body=null]
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*/
this.body = null;
// Tell the Scene to re-sort the children
this.scene.sys.queueDepthSort();
},
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/**
* Sets the `active` property of this Game Object and returns this Game Object for further chaining.
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* A Game Object with its `active` property set to `true` will be updated by the Scenes UpdateList.
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*
* @method setActive
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*
* @param {boolean} value - True if this Game Object should be set as active, false if not.
* @return {GameObject} This GameObject.
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*/
setActive: function (value)
{
this.active = value;
return this;
},
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/**
* Sets the `name` property of this Game Object and returns this Game Object for further chaining.
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* The `name` property is not populated by Phaser and is presented for your own use.
*
* @example game objects/image/set name.js
* @tutorial game objects/basics
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*
* @method setName
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*
* @param {string} value - The name to be given to this Game Object.
* @return {GameObject} This GameObject.
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*/
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setName: function (value)
{
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this.name = value;
return this;
},
// Testing: Add this Game Object to a Container parent.
// Can only belong to one Container at once.
// The Container takes over its transform and depth management.
// Call this method with no arguments to remove it from a parent.
setParent: function (newParent)
{
if (newParent)
{
newParent.add(this);
}
else if (this.parent)
{
this.parent.remove(this);
}
return this;
},
/**
* This is a quick chainable alias to the `DataProxy.set` method.
* It allows you to set a key and value in this Game Objects data store.
*
* @method setData
*
* @param {string} key - The key of the property to be stored.
* @param {any} value - The value to store with the key. Can be a string, number, array or object.
* @return {GameObject} This GameObject.
*/
setData: function (key, value)
{
this.data.set(key, value);
return this;
},
/**
* This is a quick alias to the `DataProxy.get` method to remain consistent with `setData`.
*
* @method getData
*
* @param {string} key - The key of the property to be retrieve.
* @return {any} The data, if present in the Data Store.
*/
getData: function (key)
{
return this.data.get(key);
},
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/**
* Pass this Game Object to the Input Manager to enable it for Input.
*
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* @example game objects/image/set interactive.js
* @tutorial input/basics
*
* @method setInteractive
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*
* @param {any} [shape] - A geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.
* @param {function} [callback] - A callback to be invoked when the Game Object is interacted with.
* @return {GameObject} This GameObject.
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*/
setInteractive: function (shape, callback)
{
this.scene.sys.input.enable(this, shape, callback);
return this;
},
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// To be overridden by custom GameObjects. Allows base objects to be used in a Pool.
update: function ()
{
},
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/**
* Returns a JSON representation of the Game Object.
*
* @method toJSON
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*
* @return {object} A JSON representation of the Game Object.
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*/
toJSON: function ()
{
return Components.ToJSON(this);
},
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/**
* Compares the renderMask with the renderFlags to see if this Game Object will render or not.
*
* @method willRender
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*
* @return {boolean} True if the Game Object should be rendered, otherwise false.
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*/
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willRender: function ()
{
return (GameObject.RENDER_MASK === this.renderFlags);
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},
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/**
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* Destroys this Game Object removing it from the Display List and Update List and
* severing all ties to parent resources.
*
* Also removes itself from the Input Manager and Physics Manager if previously enabled.
*
* Use this to remove a Game Object from your game if you don't ever plan to use it again.
* As long as no reference to it exists within your own code it should become free for
* garbage collection by the browser.
*
* If you just want to temporarily disable an object then look at using the
* Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected.
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*
* @method destroy
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*/
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destroy: function ()
{
if (this.preDestroy)
{
this.preDestroy.call(this);
}
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var sys = this.scene.sys;
sys.displayList.remove(this);
sys.updateList.remove(this);
if (this.input)
{
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sys.input.clear(this);
this.input = undefined;
}
// TODO Keep a reference to the manager in Body, so body can remove itself, not via System
if (this.body)
{
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sys.physicsManager.remove(this);
this.body = undefined;
}
// Tell the Scene to re-sort the children
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sys.queueDepthSort();
this.active = false;
this.visible = false;
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this.data = undefined;
this.scene = undefined;
this.removeAllListeners();
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}
});
/**
* The bitmask that `GameObject.renderFlags` is compared against to determine if the Game Object will render or not.
*
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* @constant {integer} RENDER_MASK
* @default
*/
GameObject.RENDER_MASK = 15;
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module.exports = GameObject;