phaser/src/core/World.js

211 lines
5.7 KiB
JavaScript
Raw Normal View History

/**
* @author Richard Davey <rich@photonstorm.com>
2014-02-05 05:54:25 +00:00
* @copyright 2014 Photon Storm Ltd.
2013-10-01 12:54:29 +00:00
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* "This world is but a canvas to our imagination." - Henry David Thoreau
*
* A game has only one world. The world is an abstract place in which all game objects live. It is not bound
* by stage limits and can be any size. You look into the world via cameras. All game objects live within
* the world at world-based coordinates. By default a world is created the same size as your Stage.
*
* @class Phaser.World
2013-12-03 02:13:57 +00:00
* @extends Phaser.Group
* @constructor
* @param {Phaser.Game} game - Reference to the current game instance.
*/
Phaser.World = function (game) {
Phaser.Group.call(this, game, null, '__world', false);
/**
* The World has no fixed size, but it does have a bounds outside of which objects are no longer considered as being "in world" and you should use this to clean-up the display list and purge dead objects.
* By default we set the Bounds to be from 0,0 to Game.width,Game.height. I.e. it will match the size given to the game constructor with 0,0 representing the top-left of the display.
* However 0,0 is actually the center of the world, and if you rotate or scale the world all of that will happen from 0,0.
* So if you want to make a game in which the world itself will rotate you should adjust the bounds so that 0,0 is the center point, i.e. set them to -1000,-1000,2000,2000 for a 2000x2000 sized world centered around 0,0.
* @property {Phaser.Rectangle} bounds - Bound of this world that objects can not escape from.
*/
this.bounds = new Phaser.Rectangle(0, 0, game.width, game.height);
/**
* @property {Phaser.Camera} camera - Camera instance.
*/
this.camera = null;
}
Phaser.World.prototype = Object.create(Phaser.Group.prototype);
Phaser.World.prototype.constructor = Phaser.World;
/**
* Initialises the game world.
*
* @method Phaser.World#boot
* @protected
*/
Phaser.World.prototype.boot = function () {
this.camera = new Phaser.Camera(this.game, 0, 0, 0, this.game.width, this.game.height);
2013-10-03 22:20:24 +00:00
this.camera.displayObject = this;
this.camera.scale = this.scale;
this.game.camera = this.camera;
this.game.stage.addChild(this);
}
/**
* Updates the size of this world. Note that this doesn't modify the world x/y coordinates, just the width and height.
*
2013-10-09 03:31:08 +00:00
* @method Phaser.World#setBounds
* @param {number} x - Top left most corner of the world.
* @param {number} y - Top left most corner of the world.
* @param {number} width - New width of the world. Can never be smaller than the Game.width.
* @param {number} height - New height of the world. Can never be smaller than the Game.height.
*/
Phaser.World.prototype.setBounds = function (x, y, width, height) {
if (width < this.game.width)
{
width = this.game.width;
}
if (height < this.game.height)
{
height = this.game.height;
}
this.bounds.setTo(x, y, width, height);
if (this.camera.bounds)
{
// The Camera can never be smaller than the game size
this.camera.bounds.setTo(x, y, width, height);
}
2013-09-13 04:44:04 +00:00
this.game.physics.setBoundsToWorld();
2014-02-05 05:54:25 +00:00
}
2013-09-13 04:44:04 +00:00
/**
* Destroyer of worlds.
* @method Phaser.World#shutdown
*/
Phaser.World.prototype.shutdown = function () {
2013-09-13 04:44:04 +00:00
this.camera.reset();
2013-09-13 04:44:04 +00:00
this.game.input.reset(true);
2013-09-13 04:44:04 +00:00
// World is a Group, so run a soft destruction on this and all children.
this.destroy(true, true);
}
2013-10-01 12:54:29 +00:00
/**
2013-10-02 11:11:22 +00:00
* @name Phaser.World#width
* @property {number} width - Gets or sets the current width of the game world.
2013-10-01 12:54:29 +00:00
*/
Object.defineProperty(Phaser.World.prototype, "width", {
get: function () {
return this.bounds.width;
},
set: function (value) {
this.bounds.width = value;
}
});
2013-10-01 12:54:29 +00:00
/**
2013-10-02 11:11:22 +00:00
* @name Phaser.World#height
* @property {number} height - Gets or sets the current height of the game world.
2013-10-01 12:54:29 +00:00
*/
Object.defineProperty(Phaser.World.prototype, "height", {
get: function () {
return this.bounds.height;
},
set: function (value) {
this.bounds.height = value;
}
});
2013-10-01 12:54:29 +00:00
/**
2013-10-02 11:11:22 +00:00
* @name Phaser.World#centerX
* @property {number} centerX - Gets the X position corresponding to the center point of the world.
* @readonly
2013-10-01 12:54:29 +00:00
*/
Object.defineProperty(Phaser.World.prototype, "centerX", {
get: function () {
return this.bounds.halfWidth;
}
});
2013-10-01 12:54:29 +00:00
/**
2013-10-02 11:11:22 +00:00
* @name Phaser.World#centerY
* @property {number} centerY - Gets the Y position corresponding to the center point of the world.
* @readonly
2013-10-01 12:54:29 +00:00
*/
Object.defineProperty(Phaser.World.prototype, "centerY", {
get: function () {
return this.bounds.halfHeight;
}
});
2013-10-01 12:54:29 +00:00
/**
2013-10-02 11:11:22 +00:00
* @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
2013-10-01 12:54:29 +00:00
*/
Object.defineProperty(Phaser.World.prototype, "randomX", {
get: function () {
2013-10-09 06:11:36 +00:00
if (this.bounds.x < 0)
{
return this.game.rnd.integerInRange(this.bounds.x, (this.bounds.width - Math.abs(this.bounds.x)));
}
else
{
return this.game.rnd.integerInRange(this.bounds.x, this.bounds.width);
}
}
});
2013-10-01 12:54:29 +00:00
/**
2013-10-02 11:11:22 +00:00
* @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
2013-10-01 12:54:29 +00:00
*/
Object.defineProperty(Phaser.World.prototype, "randomY", {
get: function () {
2013-10-09 06:11:36 +00:00
if (this.bounds.y < 0)
{
return this.game.rnd.integerInRange(this.bounds.y, (this.bounds.height - Math.abs(this.bounds.y)));
}
else
{
return this.game.rnd.integerInRange(this.bounds.y, this.bounds.height);
}
}
});