mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 13:13:43 +00:00
118 lines
3 KiB
TypeScript
118 lines
3 KiB
TypeScript
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/// <reference path="../Game.ts" />
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/**
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* Phaser - Plugin
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*/
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module Phaser {
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export class Plugin {
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constructor(game: Phaser.Game, parent) {
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this.game = game;
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this.parent = parent;
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this.active = false;
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this.visible = false;
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this.hasPreUpdate = false;
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this.hasUpdate = false;
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this.hasPostUpdate = false;
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this.hasPreRender = false;
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this.hasRender = false;
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this.hasPostRender = false;
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}
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/**
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* Local reference to Game.
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*/
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public game: Game;
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/**
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* The object that owns this Plugin (i.e. Camera, Game, Stage, etc).
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*/
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public parent;
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/**
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* Controls whether preUpdate, update or postUpdate are called
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*/
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public active: bool;
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/**
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* Controls whether preRender, render or postRender are called
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*/
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public visible: bool;
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/**
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* Quick access booleans to avoid having to do a function existence check during tight inner loops
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*/
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public hasPreUpdate: bool;
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public hasUpdate: bool;
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public hasPostUpdate: bool;
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public hasPreRender: bool;
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public hasRender: bool;
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public hasPostRender: bool;
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/**
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* Pre-update is called at the start of the update cycle, before any other updates have taken place.
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* It is only called if active is set to true.
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*/
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public preUpdate() {
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}
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/**
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* Pre-update is called at the start of the update cycle, before any other updates have taken place.
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* It is only called if active is set to true.
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*/
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public update() {
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}
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/**
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* Post-update is called at the end of the objects update cycle, after other update logic has taken place.
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* It is only called if active is set to true.
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*/
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public postUpdate() {
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}
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/**
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* Pre-render is called right before the Game Renderer starts and before any custom preRender callbacks have been run.
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* It is only called if visible is set to true.
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*/
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public preRender() {
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}
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/**
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* Pre-render is called right before the Game Renderer starts and before any custom preRender callbacks have been run.
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* It is only called if visible is set to true.
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*/
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public render() {
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}
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/**
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* Post-render is called after every camera and game object has been rendered, also after any custom postRender callbacks have been run.
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* It is only called if visible is set to true.
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*/
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public postRender() {
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}
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/**
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* Clear down this Plugin and null out references
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*/
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public destroy() {
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this.game = null;
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this.parent = null;
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this.active = false;
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this.visible = false;
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}
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}
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}
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