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< a href = "Phaser.State.html" > State< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.StateManager.html" > StateManager< / a >
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< li class = "class-depth-1" >
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< li class = "class-depth-1" >
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< a href = "Phaser.World.html" > World< / a >
< / li >
< / ul >
< / li >
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< / ul >
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< div class = "row-fluid" >
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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 >
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
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/**
* "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
* @extends Phaser.Group
* @constructor
* @param {Phaser.Game} game - Reference to the current game instance.
*/
Phaser.World = function (game) {
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Phaser.Group.call(this, game, null, '__world', false);
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/**
* 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);
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/**
* @property {Phaser.Camera} camera - Camera instance.
*/
this.camera = null;
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/**
* @property {boolean} _definedSize - True if the World has been given a specifically defined size (i.e. from a Tilemap or direct in code) or false if it's just matched to the Game dimensions.
* @readonly
*/
this._definedSize = false;
/**
* @property {number} width - The defined width of the World. Sometimes the bounds needs to grow larger than this (if you resize the game) but this retains the original requested dimension.
*/
this._width = game.width;
/**
* @property {number} height - The defined height of the World. Sometimes the bounds needs to grow larger than this (if you resize the game) but this retains the original requested dimension.
*/
this._height = game.height;
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};
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Phaser.World.prototype = Object.create(Phaser.Group.prototype);
Phaser.World.prototype.constructor = Phaser.World;
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/**
* Initialises the game world.
*
* @method Phaser.World#boot
* @protected
*/
Phaser.World.prototype.boot = function () {
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this.camera = new Phaser.Camera(this.game, 0, 0, 0, this.game.width, this.game.height);
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this.camera.displayObject = this;
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this.camera.scale = this.scale;
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this.game.camera = this.camera;
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this.game.stage.addChild(this);
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};
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/**
* Updates the size of this world. Note that this doesn't modify the world x/y coordinates, just the width and height.
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* The Camera bounds and Physics bounds (if set) are also updated to match the new World bounds.
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*
* @method Phaser.World#setBounds
* @param {number} x - Top left most corner of the world.
* @param {number} y - Top left most corner of the world.
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* @param {number} width - New width of the game world in pixels.
* @param {number} height - New height of the game world in pixels.
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*/
Phaser.World.prototype.setBounds = function (x, y, width, height) {
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this._definedSize = true;
this._width = width;
this._height = height;
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this.bounds.setTo(x, y, width, height);
if (this.camera.bounds)
{
// The Camera can never be smaller than the game size
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this.camera.bounds.setTo(x, y, Math.max(width, this.game.width), Math.max(height, this.game.height));
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}
this.game.physics.setBoundsToWorld();
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};
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Phaser.World.prototype.resize = function (width, height) {
// Don't ever scale the World bounds lower than the original requested dimensions if it's a defined world size
if (this._definedSize)
{
if (width < this._width)
{
width = this._width;
}
if (height < this._height)
{
height = this._height;
}
}
this.bounds.width = width;
this.bounds.height = height;
this.game.camera.setBoundsToWorld();
this.game.physics.setBoundsToWorld();
};
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/**
* Destroyer of worlds.
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*
* @method Phaser.World#shutdown
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*/
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Phaser.World.prototype.shutdown = function () {
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// World is a Group, so run a soft destruction on this and all children.
this.destroy(true, true);
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};
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/**
* This will take the given game object and check if its x/y coordinates fall outside of the world bounds.
* If they do it will reposition the object to the opposite side of the world, creating a wrap-around effect.
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* If sprite has a P2 body then the body (sprite.body) should be passed as first parameter to the function.
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*
* @method Phaser.World#wrap
* @param {Phaser.Sprite|Phaser.Image|Phaser.TileSprite|Phaser.Text} sprite - The object you wish to wrap around the world bounds.
* @param {number} [padding=0] - Extra padding added equally to the sprite.x and y coordinates before checking if within the world bounds. Ignored if useBounds is true.
* @param {boolean} [useBounds=false] - If useBounds is false wrap checks the object.x/y coordinates. If true it does a more accurate bounds check, which is more expensive.
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* @param {boolean} [horizontal=true] - If horizontal is false, wrap will not wrap the object.x coordinates horizontally.
* @param {boolean} [vertical=true] - If vertical is false, wrap will not wrap the object.y coordinates vertically.
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*/
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Phaser.World.prototype.wrap = function (sprite, padding, useBounds, horizontal, vertical) {
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if (typeof padding === 'undefined') { padding = 0; }
if (typeof useBounds === 'undefined') { useBounds = false; }
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if (typeof horizontal === 'undefined') { horizontal = true; }
if (typeof vertical === 'undefined') { vertical = true; }
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if (!useBounds)
{
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if (horizontal & & sprite.x + padding < this.bounds.x)
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{
sprite.x = this.bounds.right + padding;
}
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else if (horizontal & & sprite.x - padding > this.bounds.right)
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{
sprite.x = this.bounds.left - padding;
}
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if (vertical & & sprite.y + padding < this.bounds.top)
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{
sprite.y = this.bounds.bottom + padding;
}
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else if (vertical & & sprite.y - padding > this.bounds.bottom)
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{
sprite.y = this.bounds.top - padding;
}
}
else
{
sprite.getBounds();
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if (horizontal)
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{
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if ((sprite.x + sprite._currentBounds.width) < this.bounds.x)
{
sprite.x = this.bounds.right;
}
else if (sprite.x > this.bounds.right)
{
sprite.x = this.bounds.left;
}
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}
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if (vertical)
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{
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if ((sprite.y + sprite._currentBounds.height) < this.bounds.top)
{
sprite.y = this.bounds.bottom;
}
else if (sprite.y > this.bounds.bottom)
{
sprite.y = this.bounds.top;
}
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}
}
};
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/**
* @name Phaser.World#width
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* @property {number} width - Gets or sets the current width of the game world. The world can never be smaller than the game (canvas) dimensions.
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*/
Object.defineProperty(Phaser.World.prototype, "width", {
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get: function () {
return this.bounds.width;
},
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set: function (value) {
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if (value < this.game.width)
{
value = this.game.width;
}
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this.bounds.width = value;
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this._width = value;
this._definedSize = true;
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}
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});
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/**
* @name Phaser.World#height
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* @property {number} height - Gets or sets the current height of the game world. The world can never be smaller than the game (canvas) dimensions.
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*/
Object.defineProperty(Phaser.World.prototype, "height", {
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get: function () {
return this.bounds.height;
},
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set: function (value) {
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if (value < this.game.height)
{
value = this.game.height;
}
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this.bounds.height = value;
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this._height = value;
this._definedSize = true;
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}
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});
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/**
* @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", {
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get: function () {
return this.bounds.halfWidth;
}
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});
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/**
* @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", {
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get: function () {
return this.bounds.halfHeight;
}
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});
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/**
* @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", {
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get: function () {
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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);
}
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}
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});
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/**
* @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", {
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get: function () {
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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);
}
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}
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});
< / pre >
< / article >
< / section >
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< / div >
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< footer >
< span class = "copyright" >
Phaser Copyright © 2012-2014 Photon Storm Ltd.
< / span >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
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