/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../utils/Class'); var ComponentsToJSON = require('./components/ToJSON'); var DataManager = require('../data/DataManager'); var EventEmitter = require('eventemitter3'); var Events = require('./events'); /** * @classdesc * The base class that all Game Objects extend. * You don't create GameObjects directly and they cannot be added to the display list. * Instead, use them as the base for your own custom classes. * * @class GameObject * @memberof Phaser.GameObjects * @extends Phaser.Events.EventEmitter * @constructor * @since 3.0.0 * * @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. * @param {string} type - A textual representation of the type of Game Object, i.e. `sprite`. */ var GameObject = new Class({ Extends: EventEmitter, initialize: function GameObject (scene, type) { EventEmitter.call(this); /** * A reference to the Scene to which this Game Object belongs. * * Game Objects can only belong to one Scene. * * You should consider this property as being read-only. You cannot move a * Game Object to another Scene by simply changing it. * * @name Phaser.GameObjects.GameObject#scene * @type {Phaser.Scene} * @since 3.0.0 */ this.scene = scene; /** * A textual representation of this Game Object, i.e. `sprite`. * Used internally by Phaser but is available for your own custom classes to populate. * * @name Phaser.GameObjects.GameObject#type * @type {string} * @since 3.0.0 */ this.type = type; /** * The current state of this Game Object. * * Phaser itself will never modify this value, although plugins may do so. * * Use this property to track the state of a Game Object during its lifetime. For example, it could change from * a state of 'moving', to 'attacking', to 'dead'. The state value should be an integer (ideally mapped to a constant * in your game code), or a string. These are recommended to keep it light and simple, with fast comparisons. * If you need to store complex data about your Game Object, look at using the Data Component instead. * * @name Phaser.GameObjects.GameObject#state * @type {(integer|string)} * @since 3.16.0 */ this.state = 0; /** * The parent Container of this Game Object, if it has one. * * @name Phaser.GameObjects.GameObject#parentContainer * @type {Phaser.GameObjects.Container} * @since 3.4.0 */ this.parentContainer = null; /** * The name of this Game Object. * Empty by default and never populated by Phaser, this is left for developers to use. * * @name Phaser.GameObjects.GameObject#name * @type {string} * @default '' * @since 3.0.0 */ this.name = ''; /** * The active state of this Game Object. * A Game Object with an active state of `true` is processed by the Scenes UpdateList, if added to it. * An active object is one which is having its logic and internal systems updated. * * @name Phaser.GameObjects.GameObject#active * @type {boolean} * @default true * @since 3.0.0 */ this.active = true; /** * The Tab Index of the Game Object. * Reserved for future use by plugins and the Input Manager. * * @name Phaser.GameObjects.GameObject#tabIndex * @type {integer} * @default -1 * @since 3.0.0 */ this.tabIndex = -1; /** * A Data Manager. * It allows you to store, query and get key/value paired information specific to this Game Object. * `null` by default. Automatically created if you use `getData` or `setData` or `setDataEnabled`. * * @name Phaser.GameObjects.GameObject#data * @type {Phaser.Data.DataManager} * @default null * @since 3.0.0 */ this.data = null; /** * The flags that are compared against `RENDER_MASK` to determine if this Game Object will render or not. * The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively. * If those components are not used by your custom class then you can use this bitmask as you wish. * * @name Phaser.GameObjects.GameObject#renderFlags * @type {integer} * @default 15 * @since 3.0.0 */ this.renderFlags = 15; /** * A bitmask that controls if this Game Object is drawn by a Camera or not. * Not usually set directly, instead call `Camera.ignore`, however you can * set this property directly using the Camera.id property: * * @example * this.cameraFilter |= camera.id * * @name Phaser.GameObjects.GameObject#cameraFilter * @type {number} * @default 0 * @since 3.0.0 */ this.cameraFilter = 0; /** * If this Game Object is enabled for input then this property will contain an InteractiveObject instance. * Not usually set directly. Instead call `GameObject.setInteractive()`. * * @name Phaser.GameObjects.GameObject#input * @type {?Phaser.Types.Input.InteractiveObject} * @default null * @since 3.0.0 */ this.input = null; /** * If this Game Object is enabled for Arcade or Matter Physics then this property will contain a reference to a Physics Body. * * @name Phaser.GameObjects.GameObject#body * @type {?(Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody|MatterJS.BodyType)} * @default null * @since 3.0.0 */ this.body = null; /** * This Game Object will ignore all calls made to its destroy method if this flag is set to `true`. * This includes calls that may come from a Group, Container or the Scene itself. * While it allows you to persist a Game Object across Scenes, please understand you are entirely * responsible for managing references to and from this Game Object. * * @name Phaser.GameObjects.GameObject#ignoreDestroy * @type {boolean} * @default false * @since 3.5.0 */ this.ignoreDestroy = false; // Tell the Scene to re-sort the children scene.sys.queueDepthSort(); }, /** * Sets the `active` property of this Game Object and returns this Game Object for further chaining. * A Game Object with its `active` property set to `true` will be updated by the Scenes UpdateList. * * @method Phaser.GameObjects.GameObject#setActive * @since 3.0.0 * * @param {boolean} value - True if this Game Object should be set as active, false if not. * * @return {this} This GameObject. */ setActive: function (value) { this.active = value; return this; }, /** * Sets the `name` property of this Game Object and returns this Game Object for further chaining. * The `name` property is not populated by Phaser and is presented for your own use. * * @method Phaser.GameObjects.GameObject#setName * @since 3.0.0 * * @param {string} value - The name to be given to this Game Object. * * @return {this} This GameObject. */ setName: function (value) { this.name = value; return this; }, /** * Sets the current state of this Game Object. * * Phaser itself will never modify the State of a Game Object, although plugins may do so. * * For example, a Game Object could change from a state of 'moving', to 'attacking', to 'dead'. * The state value should typically be an integer (ideally mapped to a constant * in your game code), but could also be a string. It is recommended to keep it light and simple. * If you need to store complex data about your Game Object, look at using the Data Component instead. * * @method Phaser.GameObjects.GameObject#setState * @since 3.16.0 * * @param {(integer|string)} value - The state of the Game Object. * * @return {this} This GameObject. */ setState: function (value) { this.state = value; return this; }, /** * Adds a Data Manager component to this Game Object. * * @method Phaser.GameObjects.GameObject#setDataEnabled * @since 3.0.0 * @see Phaser.Data.DataManager * * @return {this} This GameObject. */ setDataEnabled: function () { if (!this.data) { this.data = new DataManager(this); } return this; }, /** * Allows you to store a key value pair within this Game Objects Data Manager. * * If the Game Object has not been enabled for data (via `setDataEnabled`) then it will be enabled * before setting the value. * * If the key doesn't already exist in the Data Manager then it is created. * * ```javascript * sprite.setData('name', 'Red Gem Stone'); * ``` * * You can also pass in an object of key value pairs as the first argument: * * ```javascript * sprite.setData({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 }); * ``` * * To get a value back again you can call `getData`: * * ```javascript * sprite.getData('gold'); * ``` * * Or you can access the value directly via the `values` property, where it works like any other variable: * * ```javascript * sprite.data.values.gold += 50; * ``` * * When the value is first set, a `setdata` event is emitted from this Game Object. * * If the key already exists, a `changedata` event is emitted instead, along an event named after the key. * For example, if you updated an existing key called `PlayerLives` then it would emit the event `changedata-PlayerLives`. * These events will be emitted regardless if you use this method to set the value, or the direct `values` setter. * * Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings. * This means the keys `gold` and `Gold` are treated as two unique values within the Data Manager. * * @method Phaser.GameObjects.GameObject#setData * @since 3.0.0 * * @param {(string|object)} key - The key to set the value for. Or an object of key value pairs. If an object the `data` argument is ignored. * @param {*} [data] - The value to set for the given key. If an object is provided as the key this argument is ignored. * * @return {this} This GameObject. */ setData: function (key, value) { if (!this.data) { this.data = new DataManager(this); } this.data.set(key, value); return this; }, /** * Increase a value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is increased from 0. * * If the Game Object has not been enabled for data (via `setDataEnabled`) then it will be enabled * before setting the value. * * If the key doesn't already exist in the Data Manager then it is created. * * When the value is first set, a `setdata` event is emitted from this Game Object. * * @method Phaser.GameObjects.GameObject#incData * @since 3.23.0 * * @param {(string|object)} key - The key to increase the value for. * @param {*} [data] - The value to increase for the given key. * * @return {this} This GameObject. */ incData: function (key, value) { if (!this.data) { this.data = new DataManager(this); } this.data.inc(key, value); return this; }, /** * Toggle a boolean value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is toggled from false. * * If the Game Object has not been enabled for data (via `setDataEnabled`) then it will be enabled * before setting the value. * * If the key doesn't already exist in the Data Manager then it is created. * * When the value is first set, a `setdata` event is emitted from this Game Object. * * @method Phaser.GameObjects.GameObject#toggleData * @since 3.23.0 * * @param {(string|object)} key - The key to toggle the value for. * * @return {this} This GameObject. */ toggleData: function (key) { if (!this.data) { this.data = new DataManager(this); } this.data.toggle(key); return this; }, /** * Retrieves the value for the given key in this Game Objects Data Manager, or undefined if it doesn't exist. * * You can also access values via the `values` object. For example, if you had a key called `gold` you can do either: * * ```javascript * sprite.getData('gold'); * ``` * * Or access the value directly: * * ```javascript * sprite.data.values.gold; * ``` * * You can also pass in an array of keys, in which case an array of values will be returned: * * ```javascript * sprite.getData([ 'gold', 'armor', 'health' ]); * ``` * * This approach is useful for destructuring arrays in ES6. * * @method Phaser.GameObjects.GameObject#getData * @since 3.0.0 * * @param {(string|string[])} key - The key of the value to retrieve, or an array of keys. * * @return {*} The value belonging to the given key, or an array of values, the order of which will match the input array. */ getData: function (key) { if (!this.data) { this.data = new DataManager(this); } return this.data.get(key); }, /** * Pass this Game Object to the Input Manager to enable it for Input. * * Input works by using hit areas, these are nearly always geometric shapes, such as rectangles or circles, that act as the hit area * for the Game Object. However, you can provide your own hit area shape and callback, should you wish to handle some more advanced * input detection. * * If no arguments are provided it will try and create a rectangle hit area based on the texture frame the Game Object is using. If * this isn't a texture-bound object, such as a Graphics or BitmapText object, this will fail, and you'll need to provide a specific * shape for it to use. * * You can also provide an Input Configuration Object as the only argument to this method. * * @example * sprite.setInteractive(); * * @example * sprite.setInteractive(new Phaser.Geom.Circle(45, 46, 45), Phaser.Geom.Circle.Contains); * * @example * graphics.setInteractive(new Phaser.Geom.Rectangle(0, 0, 128, 128), Phaser.Geom.Rectangle.Contains); * * @method Phaser.GameObjects.GameObject#setInteractive * @since 3.0.0 * * @param {(Phaser.Types.Input.InputConfiguration|any)} [hitArea] - Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not given it will try to create a Rectangle based on the texture frame. * @param {Phaser.Types.Input.HitAreaCallback} [callback] - The callback that determines if the pointer is within the Hit Area shape or not. If you provide a shape you must also provide a callback. * @param {boolean} [dropZone=false] - Should this Game Object be treated as a drop zone target? * * @return {this} This GameObject. */ setInteractive: function (hitArea, hitAreaCallback, dropZone) { this.scene.sys.input.enable(this, hitArea, hitAreaCallback, dropZone); return this; }, /** * If this Game Object has previously been enabled for input, this will disable it. * * An object that is disabled for input stops processing or being considered for * input events, but can be turned back on again at any time by simply calling * `setInteractive()` with no arguments provided. * * If want to completely remove interaction from this Game Object then use `removeInteractive` instead. * * @method Phaser.GameObjects.GameObject#disableInteractive * @since 3.7.0 * * @return {this} This GameObject. */ disableInteractive: function () { if (this.input) { this.input.enabled = false; } return this; }, /** * If this Game Object has previously been enabled for input, this will queue it * for removal, causing it to no longer be interactive. The removal happens on * the next game step, it is not immediate. * * The Interactive Object that was assigned to this Game Object will be destroyed, * removed from the Input Manager and cleared from this Game Object. * * If you wish to re-enable this Game Object at a later date you will need to * re-create its InteractiveObject by calling `setInteractive` again. * * If you wish to only temporarily stop an object from receiving input then use * `disableInteractive` instead, as that toggles the interactive state, where-as * this erases it completely. * * If you wish to resize a hit area, don't remove and then set it as being * interactive. Instead, access the hitarea object directly and resize the shape * being used. I.e.: `sprite.input.hitArea.setSize(width, height)` (assuming the * shape is a Rectangle, which it is by default.) * * @method Phaser.GameObjects.GameObject#removeInteractive * @since 3.7.0 * * @return {this} This GameObject. */ removeInteractive: function () { this.scene.sys.input.clear(this); this.input = undefined; return this; }, /** * This callback is invoked when this Game Object is added to a Scene. * * Can be overriden by custom Game Objects, but be aware of some Game Objects that * will use this, such as Sprites, to add themselves into the Update List. * * You can also listen for the `ADDED_TO_SCENE` event from this Game Object. * * @method Phaser.GameObjects.GameObject#addedToScene * @since 3.50.0 */ addedToScene: function () { }, /** * This callback is invoked when this Game Object is removed from a Scene. * * Can be overriden by custom Game Objects, but be aware of some Game Objects that * will use this, such as Sprites, to removed themselves from the Update List. * * You can also listen for the `REMOVED_FROM_SCENE` event from this Game Object. * * @method Phaser.GameObjects.GameObject#removedFromScene * @since 3.50.0 */ removedFromScene: function () { }, /** * To be overridden by custom GameObjects. Allows base objects to be used in a Pool. * * @method Phaser.GameObjects.GameObject#update * @since 3.0.0 * * @param {...*} [args] - args */ update: function () { }, /** * Returns a JSON representation of the Game Object. * * @method Phaser.GameObjects.GameObject#toJSON * @since 3.0.0 * * @return {Phaser.Types.GameObjects.JSONGameObject} A JSON representation of the Game Object. */ toJSON: function () { return ComponentsToJSON(this); }, /** * Compares the renderMask with the renderFlags to see if this Game Object will render or not. * Also checks the Game Object against the given Cameras exclusion list. * * @method Phaser.GameObjects.GameObject#willRender * @since 3.0.0 * * @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to check against this Game Object. * * @return {boolean} True if the Game Object should be rendered, otherwise false. */ willRender: function (camera) { return !(GameObject.RENDER_MASK !== this.renderFlags || (this.cameraFilter !== 0 && (this.cameraFilter & camera.id))); }, /** * Returns an array containing the display list index of either this Game Object, or if it has one, * its parent Container. It then iterates up through all of the parent containers until it hits the * root of the display list (which is index 0 in the returned array). * * Used internally by the InputPlugin but also useful if you wish to find out the display depth of * this Game Object and all of its ancestors. * * @method Phaser.GameObjects.GameObject#getIndexList * @since 3.4.0 * * @return {integer[]} An array of display list position indexes. */ getIndexList: function () { // eslint-disable-next-line consistent-this var child = this; var parent = this.parentContainer; var indexes = []; while (parent) { // indexes.unshift([parent.getIndex(child), parent.name]); indexes.unshift(parent.getIndex(child)); child = parent; if (!parent.parentContainer) { break; } else { parent = parent.parentContainer; } } // indexes.unshift([this.scene.sys.displayList.getIndex(child), 'root']); indexes.unshift(this.scene.sys.displayList.getIndex(child)); return indexes; }, /** * Destroys this Game Object removing it from the Display List and Update List and * severing all ties to parent resources. * * Also removes itself from the Input Manager and Physics Manager if previously enabled. * * Use this to remove a Game Object from your game if you don't ever plan to use it again. * As long as no reference to it exists within your own code it should become free for * garbage collection by the browser. * * If you just want to temporarily disable an object then look at using the * Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected. * * @method Phaser.GameObjects.GameObject#destroy * @fires Phaser.GameObjects.Events#DESTROY * @since 3.0.0 * * @param {boolean} [fromScene=false] - Is this Game Object being destroyed as the result of a Scene shutdown? */ destroy: function (fromScene) { if (fromScene === undefined) { fromScene = false; } // This Game Object has already been destroyed if (!this.scene || this.ignoreDestroy) { return; } if (this.preDestroy) { this.preDestroy.call(this); } this.emit(Events.DESTROY, this); var sys = this.scene.sys; if (!fromScene) { sys.displayList.remove(this); } if (this.input) { sys.input.clear(this); this.input = undefined; } if (this.data) { this.data.destroy(); this.data = undefined; } if (this.body) { this.body.destroy(); this.body = undefined; } // Tell the Scene to re-sort the children if (!fromScene) { sys.queueDepthSort(); } this.active = false; this.visible = false; this.scene = undefined; this.parentContainer = undefined; this.removeAllListeners(); } }); /** * The bitmask that `GameObject.renderFlags` is compared against to determine if the Game Object will render or not. * * @constant {integer} RENDER_MASK * @memberof Phaser.GameObjects.GameObject * @default */ GameObject.RENDER_MASK = 15; module.exports = GameObject;