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< h1 class = "page-title" > Source: core/World.js< / h1 >
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* "This world is but a canvas to our imagination." - Henry David Thoreau
*
* 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. You look into the world via cameras. All game objects live within
* the world at world-based coordinates. By default a world is created the same size as your Stage.
*
* @class Phaser.World
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* @extends Phaser.Group
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* @constructor
* @param {Phaser.Game} game - Reference to the current game instance.
*/
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Phaser.World = function (game) {
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Phaser.Group.call(this, game, null, '__world', false);
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/**
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* The World has no fixed size, but it does have a bounds outside of which objects are no longer considered as being "in world" and you should use this to clean-up the display list and purge dead objects.
* By default we set the Bounds to be from 0,0 to Game.width,Game.height. I.e. it will match the size given to the game constructor with 0,0 representing the top-left of the display.
* However 0,0 is actually the center of the world, and if you rotate or scale the world all of that will happen from 0,0.
* So if you want to make a game in which the world itself will rotate you should adjust the bounds so that 0,0 is the center point, i.e. set them to -1000,-1000,2000,2000 for a 2000x2000 sized world centered around 0,0.
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* @property {Phaser.Rectangle} bounds - Bound of this world that objects can not escape from.
*/
this.bounds = new Phaser.Rectangle(0, 0, game.width, game.height);
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/**
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* @property {Phaser.Camera} camera - Camera instance.
*/
this.camera = null;
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/**
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* @property {number} currentRenderOrderID - Reset each frame, keeps a count of the total number of objects updated.
*/
this.currentRenderOrderID = 0;
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};
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Phaser.World.prototype = Object.create(Phaser.Group.prototype);
Phaser.World.prototype.constructor = Phaser.World;
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/**
* Initialises the game world.
*
* @method Phaser.World#boot
* @protected
*/
Phaser.World.prototype.boot = function () {
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this.camera = new Phaser.Camera(this.game, 0, 0, 0, this.game.width, this.game.height);
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this.camera.displayObject = this;
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this.game.camera = this.camera;
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this.game.stage._stage.addChild(this);
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}
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/**
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* This is called automatically after the plugins preUpdate and before the State.update.
* Most objects have preUpdate methods and it's where initial movement, drawing and calculations are done.
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*
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* @method Phaser.World#preUpdate
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*/
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Phaser.World.prototype.preUpdate = function () {
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this.currentRenderOrderID = 0;
for (var i = 0, len = this.children.length; i < len; i++)
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{
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if (this.children[i]['preUpdate'])
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{
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this.children[i].preUpdate();
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}
}
}
/**
* This is called automatically after the State.update, but before particles or plugins update.
* Most objects won't have an update method set unless explicitly given one.
*
* @method Phaser.World#update
*/
Phaser.World.prototype.update = function () {
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for (var i = 0, len = this.children.length; i < len; i++)
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{
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if (this.children[i]['update'])
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{
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this.children[i].update();
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}
}
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}
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/**
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* This is called automatically before the renderer runs and after the plugins have updated.
* In postUpdate this is where all the final physics calculatations and object positioning happens.
* The objects are processed in the order of the display list.
* The only exception to this is if the camera is following an object, in which case that is updated first.
*
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* @method Phaser.World#postUpdate
*/
Phaser.World.prototype.postUpdate = function () {
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if (this.camera.target & & this.camera.target['postUpdate'])
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{
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this.camera.target.postUpdate();
this.camera.update();
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for (var i = 0, len = this.children.length; i < len; i++)
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{
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if (this.children[i]['postUpdate'])
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{
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this.children[i].postUpdate();
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}
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}
}
else
{
this.camera.update();
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for (var i = 0, len = this.children.length; i < len; i++)
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{
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if (this.children[i]['postUpdate'])
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{
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this.children[i].postUpdate();
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}
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}
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}
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}
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/**
* Updates the size of this world. Note that this doesn't modify the world x/y coordinates, just the width and height.
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*
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* @method Phaser.World#setBounds
* @param {number} x - Top left most corner of the world.
* @param {number} y - Top left most corner of the world.
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* @param {number} width - New width of the world. Can never be smaller than the Game.width.
* @param {number} height - New height of the world. Can never be smaller than the Game.height.
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*/
Phaser.World.prototype.setBounds = function (x, y, width, height) {
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if (width < this.game.width)
{
width = this.game.width;
}
if (height < this.game.height)
{
height = this.game.height;
}
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this.bounds.setTo(x, y, width, height);
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if (this.camera.bounds)
{
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// The Camera can never be smaller than the game size
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this.camera.bounds.setTo(x, y, width, height);
}
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this.game.physics.setBoundsToWorld();
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}
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/**
* Destroyer of worlds.
* @method Phaser.World#destroy
*/
Phaser.World.prototype.destroy = function () {
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this.camera.x = 0;
this.camera.y = 0;
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this.game.input.reset(true);
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this.removeAll();
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}
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/**
* @name Phaser.World#width
* @property {number} width - Gets or sets the current width of the game world.
*/
Object.defineProperty(Phaser.World.prototype, "width", {
get: function () {
return this.bounds.width;
},
set: function (value) {
this.bounds.width = value;
}
});
/**
* @name Phaser.World#height
* @property {number} height - Gets or sets the current height of the game world.
*/
Object.defineProperty(Phaser.World.prototype, "height", {
get: function () {
return this.bounds.height;
},
set: function (value) {
this.bounds.height = value;
}
});
/**
* @name Phaser.World#centerX
* @property {number} centerX - Gets the X position corresponding to the center point of the world.
* @readonly
*/
Object.defineProperty(Phaser.World.prototype, "centerX", {
get: function () {
return this.bounds.halfWidth;
}
});
/**
* @name Phaser.World#centerY
* @property {number} centerY - Gets the Y position corresponding to the center point of the world.
* @readonly
*/
Object.defineProperty(Phaser.World.prototype, "centerY", {
get: function () {
return this.bounds.halfHeight;
}
});
/**
* @name Phaser.World#randomX
* @property {number} randomX - Gets a random integer which is lesser than or equal to the current width of the game world.
* @readonly
*/
Object.defineProperty(Phaser.World.prototype, "randomX", {
get: function () {
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if (this.bounds.x < 0)
{
return this.game.rnd.integerInRange(this.bounds.x, (this.bounds.width - Math.abs(this.bounds.x)));
}
else
{
return this.game.rnd.integerInRange(this.bounds.x, this.bounds.width);
}
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}
});
/**
* @name Phaser.World#randomY
* @property {number} randomY - Gets a random integer which is lesser than or equal to the current height of the game world.
* @readonly
*/
Object.defineProperty(Phaser.World.prototype, "randomY", {
get: function () {
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if (this.bounds.y < 0)
{
return this.game.rnd.integerInRange(this.bounds.y, (this.bounds.height - Math.abs(this.bounds.y)));
}
else
{
return this.game.rnd.integerInRange(this.bounds.y, this.bounds.height);
}
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}
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});
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< / pre >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
2014-02-05 06:29:17 +00:00
Phaser Copyright © 2012-2014 Photon Storm Ltd.
2013-10-02 11:11:22 +00:00
< / span >
< br / >
< span class = "jsdoc-message" >
2013-10-25 15:54:40 +00:00
Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
2014-02-08 07:24:22 +00:00
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
2013-10-02 11:11:22 +00:00
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< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
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