2013-10-02 11:11:22 +00:00
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<title>Phaser Source: core/World.js</title>
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2013-10-02 11:11:22 +00:00
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<div class="span12">
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<div id="main">
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<h1 class="page-title">Source: core/World.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* "This world is but a canvas to our imagination." - Henry David Thoreau
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* <p>
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* A game has only one world. The world is an abstract place in which all game objects live. It is not bound
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* by stage limits and can be any size. You look into the world via cameras. All game objects live within
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* the world at world-based coordinates. By default a world is created the same size as your Stage.
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*
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* @class Phaser.World
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* @constructor
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* @param {Phaser.Game} game - Reference to the current game instance.
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*/
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Phaser.World = function (game) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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/**
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* @property {Phaser.Rectangle} bounds - Bound of this world that objects can not escape from.
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*/
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this.bounds = new Phaser.Rectangle(0, 0, game.width, game.height);
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/**
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* @property {Phaser.Camera} camera - Camera instance.
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*/
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this.camera = null;
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/**
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* @property {number} currentRenderOrderID - Reset each frame, keeps a count of the total number of objects updated.
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*/
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this.currentRenderOrderID = 0;
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/**
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* @property {Phaser.Group} group - Object container stores every object created with `create*` methods.
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*/
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this.group = null;
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};
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Phaser.World.prototype = {
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/**
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* Initialises the game world.
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*
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* @method Phaser.World#boot
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* @protected
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*/
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|
|
|
boot: function () {
|
|
|
|
|
|
|
|
this.camera = new Phaser.Camera(this.game, 0, 0, 0, this.game.width, this.game.height);
|
|
|
|
|
|
|
|
this.game.camera = this.camera;
|
|
|
|
|
|
|
|
this.group = new Phaser.Group(this.game, null, '__world', true);
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* This is called automatically every frame, and is where main logic happens.
|
|
|
|
*
|
|
|
|
* @method Phaser.World#update
|
|
|
|
*/
|
|
|
|
update: function () {
|
|
|
|
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|
|
|
this.camera.update();
|
|
|
|
|
|
|
|
this.currentRenderOrderID = 0;
|
|
|
|
|
|
|
|
if (this.game.stage._stage.first._iNext)
|
|
|
|
{
|
|
|
|
var currentNode = this.game.stage._stage.first._iNext;
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
if (currentNode['preUpdate'])
|
|
|
|
{
|
|
|
|
currentNode.preUpdate();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (currentNode['update'])
|
|
|
|
{
|
|
|
|
currentNode.update();
|
|
|
|
}
|
|
|
|
|
|
|
|
currentNode = currentNode._iNext;
|
|
|
|
}
|
|
|
|
while (currentNode != this.game.stage._stage.last._iNext)
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* This is called automatically every frame, and is where main logic happens.
|
|
|
|
* @method Phaser.World#postUpdate
|
|
|
|
*/
|
|
|
|
postUpdate: function () {
|
|
|
|
|
|
|
|
if (this.game.stage._stage.first._iNext)
|
|
|
|
{
|
|
|
|
var currentNode = this.game.stage._stage.first._iNext;
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
if (currentNode['postUpdate'])
|
|
|
|
{
|
|
|
|
currentNode.postUpdate();
|
|
|
|
}
|
|
|
|
|
|
|
|
currentNode = currentNode._iNext;
|
|
|
|
}
|
|
|
|
while (currentNode != this.game.stage._stage.last._iNext)
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Updates the size of this world.
|
|
|
|
* @method Phaser.World#setSize
|
|
|
|
* @param {number} width - New width of the world.
|
|
|
|
* @param {number} height - New height of the world.
|
|
|
|
*/
|
|
|
|
setSize: function (width, height) {
|
|
|
|
|
|
|
|
if (width >= this.game.width)
|
|
|
|
{
|
|
|
|
this.bounds.width = width;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (height >= this.game.height)
|
|
|
|
{
|
|
|
|
this.bounds.height = height;
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Destroyer of worlds.
|
|
|
|
* @method Phaser.World#destroy
|
|
|
|
*/
|
|
|
|
destroy: function () {
|
|
|
|
|
|
|
|
this.camera.x = 0;
|
|
|
|
this.camera.y = 0;
|
|
|
|
|
|
|
|
this.game.input.reset(true);
|
|
|
|
|
|
|
|
this.group.removeAll();
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @name Phaser.World#width
|
|
|
|
* @property {number} width - Gets or sets the current width of the game world.
|
|
|
|
*/
|
|
|
|
Object.defineProperty(Phaser.World.prototype, "width", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return this.bounds.width;
|
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value) {
|
|
|
|
this.bounds.width = value;
|
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @name Phaser.World#height
|
|
|
|
* @property {number} height - Gets or sets the current height of the game world.
|
|
|
|
*/
|
|
|
|
Object.defineProperty(Phaser.World.prototype, "height", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return this.bounds.height;
|
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value) {
|
|
|
|
this.bounds.height = value;
|
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @name Phaser.World#centerX
|
|
|
|
* @property {number} centerX - Gets the X position corresponding to the center point of the world.
|
|
|
|
* @readonly
|
|
|
|
*/
|
|
|
|
Object.defineProperty(Phaser.World.prototype, "centerX", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return this.bounds.halfWidth;
|
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @name Phaser.World#centerY
|
|
|
|
* @property {number} centerY - Gets the Y position corresponding to the center point of the world.
|
|
|
|
* @readonly
|
|
|
|
*/
|
|
|
|
Object.defineProperty(Phaser.World.prototype, "centerY", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return this.bounds.halfHeight;
|
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @name Phaser.World#randomX
|
|
|
|
* @property {number} randomX - Gets a random integer which is lesser than or equal to the current width of the game world.
|
|
|
|
* @readonly
|
|
|
|
*/
|
|
|
|
Object.defineProperty(Phaser.World.prototype, "randomX", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return Math.round(Math.random() * this.bounds.width);
|
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @name Phaser.World#randomY
|
|
|
|
* @property {number} randomY - Gets a random integer which is lesser than or equal to the current height of the game world.
|
|
|
|
* @readonly
|
|
|
|
*/
|
|
|
|
Object.defineProperty(Phaser.World.prototype, "randomY", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return Math.round(Math.random() * this.bounds.height);
|
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
</pre>
|
|
|
|
</article>
|
|
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
|
|
|
|
<div class="clearfix"></div>
|
|
|
|
<footer>
|
|
|
|
|
|
|
|
|
|
|
|
<span class="copyright">
|
|
|
|
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
|
|
|
</span>
|
|
|
|
<br />
|
|
|
|
|
|
|
|
<span class="jsdoc-message">
|
|
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
2013-10-03 01:38:35 +00:00
|
|
|
on Thu Oct 03 2013 02:35:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
2013-10-02 11:11:22 +00:00
|
|
|
</span>
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|
</footer>
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</div>
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<br clear="both">
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</div>
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</div>
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$( "#toc" ).toc( {
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