phaser/wip/gameobjects/components/InWorld.js

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/**
* @author Richard Davey <rich@photonstorm.com>
2016-04-04 21:15:01 +00:00
* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* The InWorld component checks if a Game Object is within the Game World Bounds.
* An object is considered as being "in bounds" so long as its own bounds intersects at any point with the World bounds.
* If the AutoCull component is enabled on the Game Object then it will check the Game Object against the Camera bounds as well.
*
* @class
*/
Phaser.Component.InWorld = function () {};
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/**
* The InWorld component preUpdate handler.
* Called automatically by the Game Object.
*
* @method
*/
Phaser.Component.InWorld.preUpdate = function () {
// Cache the bounds if we need it
if (this.autoCull || this.checkWorldBounds)
{
this._bounds.copyFrom(this.getBounds());
this._bounds.x += this.game.camera.view.x;
this._bounds.y += this.game.camera.view.y;
if (this.autoCull)
{
// Won't get rendered but will still get its transform updated
if (this.game.world.camera.view.intersects(this._bounds))
{
this.renderable = true;
this.game.world.camera.totalInView++;
}
else
{
this.renderable = false;
if (this.outOfCameraBoundsKill)
{
this.kill();
return false;
}
}
}
if (this.checkWorldBounds)
{
// The Sprite is already out of the world bounds, so let's check to see if it has come back again
if (this._outOfBoundsFired && this.game.world.bounds.intersects(this._bounds))
{
this._outOfBoundsFired = false;
this.events.onEnterBounds$dispatch(this);
}
else if (!this._outOfBoundsFired && !this.game.world.bounds.intersects(this._bounds))
{
// The Sprite WAS in the screen, but has now left.
this._outOfBoundsFired = true;
this.events.onOutOfBounds$dispatch(this);
if (this.outOfBoundsKill)
{
this.kill();
return false;
}
}
}
}
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return true;
};
Phaser.Component.InWorld.prototype = {
/**
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* If this is set to `true` the Game Object checks if it is within the World bounds each frame.
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*
* When it is no longer intersecting the world bounds it dispatches the `onOutOfBounds` event.
*
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* If it was *previously* out of bounds but is now intersecting the world bounds again it dispatches the `onEnterBounds` event.
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*
* It also optionally kills the Game Object if `outOfBoundsKill` is `true`.
*
* When `checkWorldBounds` is enabled it forces the Game Object to calculate its full bounds every frame.
*
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* This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,
* or you have tested performance and find it acceptable.
*
* @property {boolean} checkWorldBounds
* @default
*/
checkWorldBounds: false,
/**
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* If this and the `checkWorldBounds` property are both set to `true` then the `kill` method is called as soon as `inWorld` returns false.
*
* @property {boolean} outOfBoundsKill
* @default
*/
outOfBoundsKill: false,
/**
* If this and the `autoCull` property are both set to `true`, then the `kill` method
* is called as soon as the Game Object leaves the camera bounds.
*
* @property {boolean} outOfCameraBoundsKill
* @default
*/
outOfCameraBoundsKill: false,
/**
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* @property {boolean} _outOfBoundsFired - Internal state var.
* @private
*/
_outOfBoundsFired: false,
/**
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* Checks if the Game Objects bounds are within, or intersect at any point with the Game World bounds.
*
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* @property {boolean} inWorld
* @readonly
*/
inWorld: {
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get: function () {
return this.game.world.bounds.intersects(this.getBounds());
}
}
};