/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Core Component Features. * * @class */ Phaser.Component.Core = function () {}; /** * Installs / registers mixin components. * * The `this` context should be that of the applicable object instance or prototype. * * @method * @protected */ Phaser.Component.Core.install = function (components) { // Always install 'Core' first Phaser.Utils.mixinPrototype(this, Phaser.Component.Core.prototype); this.components = {}; for (var i = 0; i < components.length; i++) { var id = components[i]; var replace = false; if (id === 'Destroy') { replace = true; } Phaser.Utils.mixinPrototype(this, Phaser.Component[id].prototype, replace); this.components[id] = true; } }; /** * Initializes the mixin components. * * The `this` context should be an instance of the component mixin target. * * @method * @protected */ Phaser.Component.Core.init = function (game, x, y, key, frame) { this.game = game; this.key = key; this.position.set(x, y); this.world = new Phaser.Point(x, y); this.previousPosition = new Phaser.Point(x, y); this.events = new Phaser.Events(this); this._bounds = new Phaser.Rectangle(); if (this.components.PhysicsBody) { // Enable-body checks for hasOwnProperty; makes sure to lift property from prototype. this.body = this.body; } if (this.components.Animation) { this.animations = new Phaser.AnimationManager(this); } if (this.components.LoadTexture && key !== null) { this.loadTexture(key, frame); } if (this.components.FixedToCamera) { this.cameraOffset = new Phaser.Point(x, y); } }; Phaser.Component.Core.preUpdate = function () { if (this.pendingDestroy) { this.destroy(); return; } this.previousPosition.set(this.world.x, this.world.y); this.previousRotation = this.rotation; if (!this.exists || !this.parent.exists) { this.renderOrderID = -1; return false; } this.world.setTo(this.game.camera.x + this.worldTransform.tx, this.game.camera.y + this.worldTransform.ty); if (this.visible) { this.renderOrderID = this.game.stage.currentRenderOrderID++; } if (this.animations) { this.animations.update(); } if (this.body) { this.body.preUpdate(); } for (var i = 0; i < this.children.length; i++) { this.children[i].preUpdate(); } return true; }; Phaser.Component.Core.prototype = { /** * A reference to the currently running Game. * @property {Phaser.Game} game */ game: null, /** * A user defined name given to this Game Object. * This value isn't ever used internally by Phaser, it is meant as a game level property. * @property {string} name * @default */ name: '', /** * The components this Game Object has installed. * @property {object} components * @protected */ components: {}, /** * The z depth of this Game Object within its parent Group. * No two objects in a Group can have the same z value. * This value is adjusted automatically whenever the Group hierarchy changes. * If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop. * @property {number} z * @readOnly */ z: 0, /** * All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to this * Game Object, or any of its components. * @see Phaser.Events * @property {Phaser.Events} events */ events: undefined, /** * If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance. * Through it you can create, play, pause and stop animations. * @see Phaser.AnimationManager * @property {Phaser.AnimationManager} animations */ animations: undefined, /** * The key of the image or texture used by this Game Object during rendering. * If it is a string it's the string used to retrieve the texture from the Phaser Image Cache. * It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture. * If a Game Object is created without a key it is automatically assigned the key `__default` which is a 32x32 transparent PNG stored within the Cache. * If a Game Object is given a key which doesn't exist in the Image Cache it is re-assigned the key `__missing` which is a 32x32 PNG of a green box with a line through it. * @property {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} key */ key: '', /** * The world coordinates of this Game Object in pixels. * Depending on where in the display list this Game Object is placed this value can differ from `position`, * which contains the x/y coordinates relative to the Game Objects parent. * @property {Phaser.Point} world */ world: null, /** * A debug flag designed for use with `Game.enableStep`. * @property {boolean} debug * @default */ debug: false, /** * The position the Game Object was located in the previous frame. * @property {Phaser.Point} previousPosition * @readOnly */ previousPosition: null, /** * The rotation the Game Object was in set to in the previous frame. Value is in radians. * @property {number} previousRotation * @readOnly */ previousRotation: 0, /** * The render order ID is used internally by the renderer and Input Manager and should not be modified. * This property is mostly used internally by the renderers, but is exposed for the use of plugins. * @property {number} renderOrderID * @readOnly */ renderOrderID: 0, /** * A Game Object is considered `fresh` if it has just been created or reset and is yet to receive a renderer transform update. * This property is mostly used internally by the physics systems, but is exposed for the use of plugins. * @property {boolean} fresh * @readOnly */ fresh: true, /** * A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update. * You can set it directly to allow you to flag an object to be destroyed on its next update. * * This is extremely useful if you wish to destroy an object from within one of its own callbacks * such as with Buttons or other Input events. * * @property {boolean} pendingDestroy */ pendingDestroy: false, /** * @property {Phaser.Rectangle} _bounds - Internal cache var. * @private */ _bounds: null, /** * @property {boolean} _exists - Internal cache var. * @private */ _exists: true, /** * Controls if this Game Object is processed by the core game loop. * If this Game Object has a physics body it also controls if its physics body is updated or not. * When `exists` is set to `false` it will remove its physics body from the physics world if it has one. * It also toggles the `visible` property to false as well. * * Setting `exists` to true will add its physics body back in to the physics world, if it has one. * It will also set the `visible` property to `true`. * * @property {boolean} exists */ exists: { get: function () { return this._exists; }, set: function (value) { if (value) { this._exists = true; if (this.body && this.body.type === Phaser.Physics.P2JS) { this.body.addToWorld(); } this.visible = true; } else { this._exists = false; if (this.body && this.body.type === Phaser.Physics.P2JS) { this.body.removeFromWorld(); } this.visible = false; } } }, /** * Override this method in your own custom objects to handle any update requirements. * It is called immediately after `preUpdate` and before `postUpdate`. * Remember if this Game Object has any children you should call update on those too. * * @method */ update: function() { }, /** * Internal method called by the World postUpdate cycle. * * @method * @protected */ postUpdate: function() { if (this.customRender) { this.key.render(); } if (this.components.PhysicsBody) { Phaser.Component.PhysicsBody.postUpdate.call(this); } if (this.components.FixedToCamera) { Phaser.Component.FixedToCamera.postUpdate.call(this); } for (var i = 0; i < this.children.length; i++) { this.children[i].postUpdate(); } } };