var __extends = this.__extends || function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; function __() { this.constructor = d; } __.prototype = b.prototype; d.prototype = new __(); }; var Phaser; (function (Phaser) { /// /// /** * Phaser - Example Plugin */ (function (Plugins) { var Example = (function (_super) { __extends(Example, _super); function Example(game, parent) { _super.call(this, game, parent); this.active = true; this.visible = true; this.hasPreUpdate = false; this.hasUpdate = false; this.hasPostUpdate = false; this.hasPreRender = false; this.hasRender = false; this.hasPostRender = false; } /** * 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. */ Example.prototype.preUpdate = function () { }; /** * Pre-update is called at the start of the update cycle, after all the core system updates have taken place, but before the world update. * It is only called if active is set to true. */ Example.prototype.update = function () { }; /** * 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. */ Example.prototype.postUpdate = function () { }; /** * 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. */ Example.prototype.preRender = function () { }; /** * 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. */ Example.prototype.render = function () { }; /** * 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. */ Example.prototype.postRender = function () { }; return Example; })(Phaser.Plugin); Plugins.Example = Example; })(Phaser.Plugins || (Phaser.Plugins = {})); var Plugins = Phaser.Plugins; })(Phaser || (Phaser = {}));