phaser/v3/src/gameobjects/GameObject.js

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var Class = require('../utils/Class');
var Components = require('./components');
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var GameObject = new Class({
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initialize:
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function GameObject (scene, type)
{
this.scene = scene;
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this.type = type;
this.name = '';
this.active = true;
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this.tabIndex = -1;
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// 0001 | 0010 | 0100 | 1000
// Will Render bitmask flags for the components Visible, Alpha, Transform and Texture respectively
this.renderMask = 15;
this.renderFlags = 15;
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this.cameraFilter = 0;
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// instance of Phaser.Input.InteractiveObject if input enabled
this.input = null;
// instance of Phaser.Physics.X.Body if physics enabled (X = the physics system being used by the Scene)
this.body = null;
// Trigger a scene z-depth sort
this.scene.sys.sortChildrenFlag = true;
},
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// For GameObject Pooling and item selection
setActive: function (value)
{
this.active = value;
return this;
},
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setName: function (value)
{
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this.name = value;
return this;
},
setInteractive: function (shape, callback)
{
this.scene.sys.inputManager.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 ()
{
},
// Can be overridden by custom Game Objects, but provides default export functionality
toJSON: function ()
{
return Components.ToJSON(this);
},
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willRender: function ()
{
return (this.renderMask === this.renderFlags);
},
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destroy: function ()
{
this.scene.sys.displayList.remove(this);
this.scene.sys.updateList.remove(this);
if (this.input)
{
this.scene.sys.inputManager.clear(this);
}
if (this.body)
{
this.scene.sys.physicsManager.remove(this);
}
this.active = false;
this.scene = undefined;
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}
});
module.exports = GameObject;