phaser/Phaser/State.ts

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/// <reference path="Game.ts" />
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/**
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* Phaser - State
*
* This is a base State class which can be extended if you are creating your game using TypeScript.
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*/
module Phaser {
export class State {
constructor(game: Game) {
this.game = game;
this.camera = game.camera;
this.cache = game.cache;
this.collision = game.collision;
this.input = game.input;
this.loader = game.loader;
this.math = game.math;
this.motion = game.motion;
this.sound = game.sound;
this.stage = game.stage;
this.time = game.time;
this.tweens = game.tweens;
this.world = game.world;
}
public game: Game;
public camera: Camera;
public cache: Cache;
public collision: Collision;
public input: Input;
public loader: Loader;
public math: GameMath;
public motion: Motion;
public sound: SoundManager;
public stage: Stage;
public time: Time;
public tweens: TweenManager;
public world: World;
// Overload these in your own States
public init() { }
public create() { }
public update() { }
public render() { }
public paused() { }
// Handy Proxy methods
public createCamera(x: number, y: number, width: number, height: number): Camera {
return this.game.world.createCamera(x, y, width, height);
}
public createGeomSprite(x: number, y: number): GeomSprite {
return this.world.createGeomSprite(x, y);
}
public createSprite(x: number, y: number, key?: string = ''): Sprite {
return this.game.world.createSprite(x, y, key);
}
public createDynamicTexture(width: number, height: number): DynamicTexture {
return this.game.world.createDynamicTexture(width, height);
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}
public createGroup(MaxSize?: number = 0): Group {
return this.game.world.createGroup(MaxSize);
}
public createParticle(): Particle {
return this.game.world.createParticle();
}
public createEmitter(x?: number = 0, y?: number = 0, size?: number = 0): Emitter {
return this.game.world.createEmitter(x, y, size);
}
public createScrollZone(key: string, x?: number = 0, y?: number = 0, width?: number = 0, height?: number = 0): ScrollZone {
return this.game.world.createScrollZone(key, x, y, width, height);
}
public createTilemap(key: string, mapData: string, format: number, resizeWorld: bool = true, tileWidth?: number = 0, tileHeight?: number = 0): Tilemap {
return this.game.world.createTilemap(key, mapData, format, resizeWorld, tileWidth, tileHeight);
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}
public createTween(obj): Tween {
return this.game.tweens.create(obj);
}
public collide(ObjectOrGroup1: Basic = null, ObjectOrGroup2: Basic = null, NotifyCallback = null): bool {
return this.collision.overlap(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, Collision.separate);
}
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}
}