mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 13:13:43 +00:00
73 lines
1.8 KiB
TypeScript
73 lines
1.8 KiB
TypeScript
|
/// <reference path="../Phaser/Game.ts" />
|
||
|
/// <reference path="IPlugin.ts" />
|
||
|
|
||
|
/**
|
||
|
* Phaser - Example Plugin
|
||
|
*/
|
||
|
|
||
|
module Phaser.Plugins {
|
||
|
|
||
|
export class Example implements Phaser.IPlugin {
|
||
|
|
||
|
constructor(game: Phaser.Game) {
|
||
|
|
||
|
this.game = game;
|
||
|
this.active = true;
|
||
|
this.visible = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* The essential reference to the main game object.
|
||
|
*/
|
||
|
public game: Game;
|
||
|
|
||
|
/**
|
||
|
* Controls whether preUpdate or postUpdate are called
|
||
|
*/
|
||
|
public active: bool;
|
||
|
|
||
|
/**
|
||
|
* Controls whether preRender or postRender are called
|
||
|
*/
|
||
|
public visible: bool;
|
||
|
|
||
|
/**
|
||
|
* Pre-update is called at the start of the update cycle, before any other updates have taken place.
|
||
|
* It is only called if active is set to true.
|
||
|
*/
|
||
|
public preUpdate() {
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Post-update is called at the end of the objects update cycle, after other update logic has taken place.
|
||
|
* It is only called if active is set to true.
|
||
|
*/
|
||
|
public postUpdate() {
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Pre-render is called right before the Game Renderer starts and before any custom preRender callbacks have been run.
|
||
|
* It is only called if visible is set to true.
|
||
|
*/
|
||
|
public preRender() {
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Post-render is called after every camera and game object has been rendered, also after any custom postRender callbacks have been run.
|
||
|
* It is only called if visible is set to true.
|
||
|
*/
|
||
|
public postRender() {
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Clear down this Plugin and null out references
|
||
|
*/
|
||
|
public destroy() {
|
||
|
this.game = null;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|