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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
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<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
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<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
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2014-11-25 00:23:44 +00:00
<li class="dropdown">
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<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
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<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
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<div id="main">
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<h1 class="page-title">Source: src/gameobjects/components/Core.js</h1>
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<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* Core Component Features.
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*
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* @class
*/
Phaser.Component.Core = function () {};
/**
* Installs / registers mixin components.
*
* The `this` context should be that of the applicable object instance or prototype.
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*
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* @method
* @protected
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*/
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Phaser.Component.Core.install = function (components) {
// Always install 'Core' first
Phaser.Utils.mixinPrototype(this, Phaser.Component.Core.prototype);
this.components = {};
for (var i = 0; i &lt; components.length; i++)
{
var id = components[i];
var replace = false;
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if (id === 'Destroy')
{
replace = true;
}
Phaser.Utils.mixinPrototype(this, Phaser.Component[id].prototype, replace);
this.components[id] = true;
}
};
/**
* Initializes the mixin components.
*
* The `this` context should be an instance of the component mixin target.
*
* @method
* @protected
*/
Phaser.Component.Core.init = function (game, x, y, key, frame) {
this.game = game;
this.key = key;
this.position.set(x, y);
this.world = new Phaser.Point(x, y);
this.previousPosition = new Phaser.Point(x, y);
this.events = new Phaser.Events(this);
this._bounds = new Phaser.Rectangle();
if (this.components.PhysicsBody)
{
// Enable-body checks for hasOwnProperty; makes sure to lift property from prototype.
this.body = this.body;
}
if (this.components.Animation)
{
this.animations = new Phaser.AnimationManager(this);
}
if (this.components.LoadTexture &amp;&amp; key !== null)
{
this.loadTexture(key, frame);
}
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if (this.components.FixedToCamera)
{
this.cameraOffset = new Phaser.Point(x, y);
}
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};
Phaser.Component.Core.preUpdate = function () {
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if (this.pendingDestroy)
{
this.destroy();
return;
}
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this.previousPosition.set(this.world.x, this.world.y);
this.previousRotation = this.rotation;
if (!this.exists || !this.parent.exists)
{
this.renderOrderID = -1;
return false;
}
this.world.setTo(this.game.camera.x + this.worldTransform.tx, this.game.camera.y + this.worldTransform.ty);
if (this.visible)
{
this.renderOrderID = this.game.stage.currentRenderOrderID++;
}
if (this.animations)
{
this.animations.update();
}
if (this.body)
{
this.body.preUpdate();
}
for (var i = 0; i &lt; this.children.length; i++)
{
this.children[i].preUpdate();
}
return true;
};
Phaser.Component.Core.prototype = {
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/**
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* A reference to the currently running Game.
* @property {Phaser.Game} game
*/
game: null,
/**
* A user defined name given to this Game Object.
* This value isn't ever used internally by Phaser, it is meant as a game level property.
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* @property {string} name
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* @default
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*/
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name: '',
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/**
* An empty Object that belongs to this Game Object.
* This value isn't ever used internally by Phaser, but may be used by your own code, or
* by Phaser Plugins, to store data that needs to be associated with the Game Object,
* without polluting the Game Object directly.
* @property {Object} data
* @default
*/
data: {},
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/**
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* The components this Game Object has installed.
* @property {object} components
* @protected
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*/
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components: {},
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/**
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* The z depth of this Game Object within its parent Group.
* No two objects in a Group can have the same z value.
* This value is adjusted automatically whenever the Group hierarchy changes.
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* If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop.
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* @property {number} z
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* @readOnly
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*/
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z: 0,
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/**
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* All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to this
* Game Object, or any of its components.
* @see Phaser.Events
* @property {Phaser.Events} events
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*/
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events: undefined,
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/**
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* If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.
* Through it you can create, play, pause and stop animations.
* @see Phaser.AnimationManager
* @property {Phaser.AnimationManager} animations
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*/
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animations: undefined,
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/**
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* The key of the image or texture used by this Game Object during rendering.
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* If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.
* It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.
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* If a Game Object is created without a key it is automatically assigned the key `__default` which is a 32x32 transparent PNG stored within the Cache.
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* If a Game Object is given a key which doesn't exist in the Image Cache it is re-assigned the key `__missing` which is a 32x32 PNG of a green box with a line through it.
* @property {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} key
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*/
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key: '',
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/**
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* The world coordinates of this Game Object in pixels.
* Depending on where in the display list this Game Object is placed this value can differ from `position`,
* which contains the x/y coordinates relative to the Game Objects parent.
* @property {Phaser.Point} world
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*/
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world: null,
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/**
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* A debug flag designed for use with `Game.enableStep`.
* @property {boolean} debug
* @default
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*/
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debug: false,
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/**
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* The position the Game Object was located in the previous frame.
* @property {Phaser.Point} previousPosition
* @readOnly
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*/
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previousPosition: null,
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/**
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* The rotation the Game Object was in set to in the previous frame. Value is in radians.
* @property {number} previousRotation
* @readOnly
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*/
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previousRotation: 0,
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/**
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* The render order ID is used internally by the renderer and Input Manager and should not be modified.
* This property is mostly used internally by the renderers, but is exposed for the use of plugins.
* @property {number} renderOrderID
* @readOnly
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*/
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renderOrderID: 0,
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/**
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* A Game Object is considered `fresh` if it has just been created or reset and is yet to receive a renderer transform update.
* This property is mostly used internally by the physics systems, but is exposed for the use of plugins.
* @property {boolean} fresh
* @readOnly
*/
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fresh: true,
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/**
* A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update.
* You can set it directly to allow you to flag an object to be destroyed on its next update.
*
* This is extremely useful if you wish to destroy an object from within one of its own callbacks
* such as with Buttons or other Input events.
*
* @property {boolean} pendingDestroy
*/
pendingDestroy: false,
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/**
* @property {Phaser.Rectangle} _bounds - Internal cache var.
* @private
*/
_bounds: null,
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/**
* @property {boolean} _exists - Internal cache var.
* @private
*/
_exists: true,
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/**
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* Controls if this Game Object is processed by the core game loop.
* If this Game Object has a physics body it also controls if its physics body is updated or not.
* When `exists` is set to `false` it will remove its physics body from the physics world if it has one.
* It also toggles the `visible` property to false as well.
*
* Setting `exists` to true will add its physics body back in to the physics world, if it has one.
* It will also set the `visible` property to `true`.
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*
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* @property {boolean} exists
*/
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exists: {
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get: function () {
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return this._exists;
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},
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set: function (value) {
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if (value)
{
this._exists = true;
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if (this.body &amp;&amp; this.body.type === Phaser.Physics.P2JS)
{
this.body.addToWorld();
}
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this.visible = true;
}
else
{
this._exists = false;
if (this.body &amp;&amp; this.body.type === Phaser.Physics.P2JS)
{
this.body.removeFromWorld();
}
this.visible = false;
}
}
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},
/**
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* Override this method in your own custom objects to handle any update requirements.
* It is called immediately after `preUpdate` and before `postUpdate`.
* Remember if this Game Object has any children you should call update on those too.
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*
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* @method
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*/
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update: function() {
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},
/**
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* Internal method called by the World postUpdate cycle.
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*
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* @method
* @protected
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*/
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postUpdate: function() {
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if (this.customRender)
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{
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this.key.render();
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}
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if (this.components.PhysicsBody)
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{
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Phaser.Component.PhysicsBody.postUpdate.call(this);
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}
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if (this.components.FixedToCamera)
{
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Phaser.Component.FixedToCamera.postUpdate.call(this);
}
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for (var i = 0; i &lt; this.children.length; i++)
{
this.children[i].postUpdate();
}
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}
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};
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</pre>
</article>
</section>
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Phaser Copyright © 2012-2016 Photon Storm Ltd.
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
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