phaser/todo/TS Source/State.ts

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/// <reference path="_definitions.ts" />
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/**
* State
*
* This is a base State class which can be extended if you are creating your game with TypeScript.
* It provides quick access to common functions such as the camera, cache, input, match, sound and more.
*
* @package Phaser.State
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
*/
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module Phaser {
export class State {
/**
* State constructor
* Create a new <code>State</code>.
*/
constructor(game: Phaser.Game) {
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this.game = game;
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this.add = game.add;
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this.camera = game.camera;
this.cache = game.cache;
this.input = game.input;
this.load = game.load;
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this.math = game.math;
this.sound = game.sound;
this.stage = game.stage;
this.time = game.time;
this.tweens = game.tweens;
this.world = game.world;
}
/**
* Reference to Game.
*/
public game: Phaser.Game;
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/**
* Currently used camera.
* @type {Camera}
*/
public camera: Phaser.Camera;
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/**
* Reference to the assets cache.
* @type {Cache}
*/
public cache: Phaser.Cache;
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/**
* Reference to the GameObject Factory.
* @type {GameObjectFactory}
*/
public add: Phaser.GameObjectFactory;
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/**
* Reference to the input manager
* @type {Input}
*/
public input: Phaser.InputManager;
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/**
* Reference to the assets loader.
* @type {Loader}
*/
public load: Phaser.Loader;
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/**
* Reference to the math helper.
* @type {GameMath}
*/
public math: Phaser.GameMath;
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/**
* Reference to the sound manager.
* @type {SoundManager}
*/
public sound: Phaser.SoundManager;
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/**
* Reference to the stage.
* @type {Stage}
*/
public stage: Phaser.Stage;
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/**
* Reference to game clock.
* @type {Time}
*/
public time: Phaser.TimeManager;
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/**
* Reference to the tween manager.
* @type {TweenManager}
*/
public tweens: Phaser.TweenManager;
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/**
* Reference to the world.
* @type {World}
*/
public world: Phaser.World;
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// Override these in your own States
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/**
* Override this method to add some load operations.
* If you need to use the loader, you may need to use them here.
*/
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public init() { }
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/**
* This method is called after the game engine successfully switches states.
* Feel free to add any setup code here.(Do not load anything here, override init() instead)
*/
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public create() { }
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/**
* Put update logic here.
*/
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public update() { }
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/**
* Put render operations here.
*/
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public render() { }
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/**
* This method will be called when game paused.
*/
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public paused() { }
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/**
* This method will be called when the state is destroyed
*/
public destroy() { }
/**
* Checks for overlaps between two objects using the world QuadTree. Can be GameObject vs. GameObject, GameObject vs. Group or Group vs. Group.
* Note: Does not take the objects scrollFactor into account. All overlaps are check in world space.
* @param object1 The first GameObject or Group to check. If null the world.group is used.
* @param object2 The second GameObject or Group to check.
* @param notifyCallback A callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you passed them to Collision.overlap.
* @param processCallback A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then notifyCallback will only be called if processCallback returns true.
* @param context The context in which the callbacks will be called
* @returns {bool} true if the objects overlap, otherwise false.
*/
//public collide(objectOrGroup1 = null, objectOrGroup2 = null, notifyCallback = null, context? = this.game.callbackContext): bool {
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// return this.collision.overlap(objectOrGroup1, objectOrGroup2, notifyCallback, Collision.separate, context);
//}
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}
}