phaser/Phaser/World.ts

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/// <reference path="Game.ts" />
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/**
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* Phaser - World
*
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* "This world is but a canvas to our imagination." - Henry David Thoreau
*
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* 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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/**
* World constructor
* Create a new <code>World</code> with specific width and height.
*
* @param width {number} Width of the world bound.
* @param height {number} Height of the world bound.
*/
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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.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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}
/**
* Local private reference to game.
*/
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private _game: Game;
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/**
* Camera manager of this world.
* @type {CameraManager}
*/
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public cameras: CameraManager;
/**
* Object container stores every object created with `create*` methods.
* @type {Group}
*/
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public group: Group;
/**
* Bound of this world that objects can not escape from.
* @type {Rectangle}
*/
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public bounds: Rectangle;
/**
* @type {number}
*/
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public worldDivisions: number;
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/**
* This is called automatically every frame, and is where main logic performs.
*/
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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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/**
* Render every thing to the screen, automatically called after update().
*/
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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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/**
* Clean up memory.
*/
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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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/**
* Update size of this world with specific width and height.
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* You can choose update camera bounds and verlet manager automatically or not.
*
* @param width {number} New width of the world.
* @param height {number} New height of the world.
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* @param [updateCameraBounds] {boolean} update camera bounds automatically or not. Default to true.
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* @param [updateVerletBounds] {boolean} update verlet bounds automatically or not. Default to true.
*/
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public setSize(width: number, height: number, updateCameraBounds: bool = true, updateVerletBounds: 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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if (updateVerletBounds == true)
{
this._game.verlet.width = width;
this._game.verlet.height = 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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/**
* Create a new camera with specific position and size.
*
* @param x {number} X position of the new camera.
* @param y {number} Y position of the new camera.
* @param width {number} Width of the new camera.
* @param height {number} Height of the new camera.
* @returns {Camera} The newly created camera object.
*/
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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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/**
* Remove a new camera with its id.
*
* @param id {number} ID of the camera you want to remove.
* @returns {boolean} True if successfully removed the camera, otherwise return false.
*/
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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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/**
* Get all the cameras.
*
* @returns {array} An array contains all the cameras.
*/
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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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/**
* Create a new Sprite with specific position and sprite sheet key.
*
* @param x {number} X position of the new sprite.
* @param y {number} Y position of the new sprite.
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* @param [key] {string} key for the sprite sheet you want it to use.
* @returns {Sprite} The newly created sprite object.
*/
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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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}
/**
* Create a new GeomSprite with specific position.
*
* @param x {number} X position of the new geom sprite.
* @param y {number} Y position of the new geom sprite.
* @returns {GeomSprite} The newly created geom sprite object.
*/
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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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}
/**
* Create a new DynamicTexture with specific size.
*
* @param width {number} Width of the texture.
* @param height {number} Height of the texture.
* @returns {DynamicTexture} The newly created dynamic texture object.
*/
public createDynamicTexture(width: number, height: number): DynamicTexture {
return new DynamicTexture(this._game, width, height);
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}
/**
* Create a new object container.
*
* @param [maxSize] {number} capacity of this group.
* @returns {Group} The newly created group.
*/
public createGroup(maxSize?: number = 0): Group {
return <Group> this.group.add(new Group(this._game, maxSize));
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}
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/**
* Create a new ScrollZone object with image key, position and size.
*
* @param key {number} Key to a image you wish this object to use.
* @param x {number} X position of this object.
* @param y {number} Y position of this object.
* @param width {number} Width of this object.
* @param height {number} Height of this object.
* @returns {ScrollZone} The newly created scroll zone object.
*/
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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}
/**
* Create a new Tilemap.
*
* @param key {string} Key for tileset image.
* @param mapData {string} Data of this tilemap.
* @param format {number} Format of map data. (Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON)
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* @param [resizeWorld] {boolean} resize the world to make same as tilemap?
* @param [tileWidth] {number} width of each tile.
* @param [tileHeight] {number} height of each tile.
* @return {Tilemap} The newly created tilemap object.
*/
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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/**
* Create a new Particle.
*
* @return {Particle} The newly created particle object.
*/
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public createParticle(): Particle {
return new Particle(this._game);
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}
/**
* Create a new Emitter.
*
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* @param [x] {number} x position of the emitter.
* @param [y] {number} y position of the emitter.
* @param [size] {number} size of this emitter.
* @return {Emitter} The newly created emitter object.
*/
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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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}
}
}