phaser/Phaser/World.ts

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/// <reference path="Game.ts" />
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/// <reference path="cameras/CameraManager.ts" />
/// <reference path="core/Group.ts" />
/// <reference path="geom/Rectangle.ts" />
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/// <reference path="physics/Manager.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.bounds = new Rectangle(0, 0, width, height);
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}
/**
* Local reference to Game.
*/
public 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;
/**
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* The Gravity of the World (defaults to 0,0, or no gravity at all)
* @type {Vec2}
*/
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public gravity: Phaser.Vec2;
/**
* Object container stores every object created with `create*` methods.
* @type {Group}
*/
private _groupCounter: number = 0;
public getNextGroupID(): number {
return this._groupCounter++;
}
/**
* Called once by Game during the boot process.
*/
public boot() {
this.group = new Group(this.game, 0);
}
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/**
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* This is called automatically every frame, and is where main logic happens.
*/
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public update() {
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this.group.update();
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this.cameras.update();
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}
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/**
* This is called automatically every frame, and is where main logic happens.
*/
public postUpdate() {
this.group.postUpdate();
this.cameras.postUpdate();
}
/**
* 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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/**
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* Updates the size of this world.
*
* @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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public setSize(width: number, height: number, updateCameraBounds: boolean = 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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// dispatch world resize event
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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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/**
* 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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}
}