phaser/v3/src/gameobjects/GameObject.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = require('../utils/Class');
var Components = require('./components');
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/**
* This is the base Game Object class that you can use when creating your own extended Game Objects.
*
* @class
*/
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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this.parent;
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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.hitArea = null;
this.hitAreaCallback = 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;
},
// To be overridden by custom GameObjects. Allows base objects to be used in a Pool.
update: function ()
{
},
setHitArea: function (shape, callback)
{
this.scene.sys.inputManager.setHitArea(this, shape, callback);
return this;
},
// Can be overridden by custom Game Objects, but provides default export functionality
toJSON: function ()
{
return Components.ToJSON(this);
},
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destroy: function ()
{
this.parent.remove(this);
this.scene = undefined;
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}
});
module.exports = GameObject;