var Class = require('../utils/Class'); var Components = require('./components'); var GameObject = new Class({ initialize: function GameObject (scene, type) { this.scene = scene; this.type = type; this.name = ''; this.active = true; this.tabIndex = -1; // 0001 | 0010 | 0100 | 1000 // Will Render bitmask flags for the components Visible, Alpha, Transform and Texture respectively this.renderMask = 15; this.renderFlags = 15; this.cameraFilter = 0; // instance of Phaser.Input.InteractiveObject if input enabled this.input = null; // instance of Phaser.Physics.X.Body if physics enabled (X = the physics system being used by the Scene) this.body = null; // Trigger a scene z-depth sort this.scene.sys.sortChildrenFlag = true; }, // For GameObject Pooling and item selection setActive: function (value) { this.active = value; return this; }, setName: function (value) { this.name = value; return this; }, setInteractive: function (shape, callback) { this.scene.sys.inputManager.enable(this, shape, callback); return this; }, // To be overridden by custom GameObjects. Allows base objects to be used in a Pool. update: function () { }, // Can be overridden by custom Game Objects, but provides default export functionality toJSON: function () { return Components.ToJSON(this); }, willRender: function () { return (this.renderMask === this.renderFlags); }, destroy: function () { this.scene.sys.displayList.remove(this); this.scene.sys.updateList.remove(this); if (this.input) { this.scene.sys.inputManager.clear(this); } if (this.body) { this.scene.sys.physicsManager.remove(this); } this.active = false; this.scene = undefined; } }); module.exports = GameObject;