phaser/Phaser/World.ts

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/// <reference path="Game.ts" />
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/**
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* Phaser - World
*
* 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 or dimension. You look into the world via cameras and all game objects
* live within the world at world-based coordinates. By default a world is created the same size as your Stage.
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*/
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module Phaser {
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export class World {
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constructor(game: Game, width: number, height: number) {
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this._game = game;
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this.cameras = new CameraManager(this._game, 0, 0, width, height);
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this._game.camera = this.cameras.current;
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this.group = new Group(this._game, 0);
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this.bounds = new Rectangle(0, 0, width, height);
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this.worldDivisions = 6;
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}
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private _game: Game;
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public cameras: CameraManager;
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public group: Group;
public bounds: Rectangle;
public worldDivisions: number;
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public update() {
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this.group.preUpdate();
this.group.update();
this.group.postUpdate();
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this.cameras.update();
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}
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public render() {
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// Unlike in flixel our render process is camera driven, not group driven
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this.cameras.render();
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}
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public destroy() {
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this.group.destroy();
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this.cameras.destroy();
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}
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// World methods
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public setSize(width: number, height: number, updateCameraBounds: bool = true) {
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this.bounds.width = width;
this.bounds.height = height;
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if (updateCameraBounds == true)
{
this._game.camera.setBounds(0, 0, width, height);
}
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}
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public get width(): number {
return this.bounds.width;
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}
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public set width(value: number) {
this.bounds.width = value;
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}
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public get height(): number {
return this.bounds.height;
}
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public set height(value: number) {
this.bounds.height = value;
}
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public get centerX(): number {
return this.bounds.halfWidth;
}
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public get centerY(): number {
return this.bounds.halfHeight;
}
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public get randomX(): number {
return Math.round(Math.random() * this.bounds.width);
}
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public get randomY(): number {
return Math.round(Math.random() * this.bounds.height);
}
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// Cameras
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public createCamera(x: number, y: number, width: number, height: number): Camera {
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return this.cameras.addCamera(x, y, width, height);
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}
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public removeCamera(id: number): bool {
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return this.cameras.removeCamera(id);
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}
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public getAllCameras(): Camera[] {
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return this.cameras.getAll();
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}
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// Game Objects
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public createSprite(x: number, y: number, key?: string = ''): Sprite {
return <Sprite> this.group.add(new Sprite(this._game, x, y, key));
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}
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public createGeomSprite(x: number, y: number): GeomSprite {
return <GeomSprite> this.group.add(new GeomSprite(this._game, x, y));
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}
public createDynamicTexture(width: number, height: number): DynamicTexture {
return new DynamicTexture(this._game, width, height);
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}
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public createGroup(MaxSize?: number = 0): Group {
return <Group> this.group.add(new Group(this._game, MaxSize));
}
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public createScrollZone(key: string, x?: number = 0, y?: number = 0, width?: number = 0, height?: number = 0): ScrollZone {
return <ScrollZone> this.group.add(new ScrollZone(this._game, key, x, y, width, height));
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}
public createTilemap(key: string, mapData: string, format: number, resizeWorld: bool = true, tileWidth?: number = 0, tileHeight?: number = 0): Tilemap {
return <Tilemap> this.group.add(new Tilemap(this._game, key, mapData, format, resizeWorld, tileWidth, tileHeight));
}
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public createParticle(): Particle {
return new Particle(this._game);
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}
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public createEmitter(x?: number = 0, y?: number = 0, size?: number = 0): Emitter {
return <Emitter> this.group.add(new Emitter(this._game, x, y, size));
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}
}
}