/// /** * Phaser - State * * This is a base State class which can be extended if you are creating your game using TypeScript. */ module Phaser { export class State { /** * State constructor * Create a new State. */ constructor(game: Game) { this.game = game; this.add = game.add; this.camera = game.camera; this.cache = game.cache; this.input = game.input; this.load = game.load; 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: Game; /** * Currently used camera. * @type {Camera} */ public camera: Camera; /** * Reference to the assets cache. * @type {Cache} */ public cache: Cache; /** * Reference to the GameObject Factory. * @type {GameObjectFactory} */ public add: GameObjectFactory; /** * Reference to the input manager * @type {Input} */ public input: Input; /** * Reference to the assets loader. * @type {Loader} */ public load: Loader; /** * Reference to the math helper. * @type {GameMath} */ public math: GameMath; /** * Reference to the sound manager. * @type {SoundManager} */ public sound: SoundManager; /** * Reference to the stage. * @type {Stage} */ public stage: Stage; /** * Reference to game clock. * @type {Time} */ public time: Time; /** * Reference to the tween manager. * @type {TweenManager} */ public tweens: TweenManager; /** * Reference to the world. * @type {World} */ public world: World; // Override these in your own States /** * Override this method to add some load operations. * If you need to use the loader, you may need to use them here. */ public init() { } /** * 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) */ public create() { } /** * Put update logic here. */ public update() { } /** * Put render operations here. */ public render() { } /** * This method will be called when game paused. */ public paused() { } /** * 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 {boolean} true if the objects overlap, otherwise false. */ //public collide(objectOrGroup1 = null, objectOrGroup2 = null, notifyCallback = null, context? = this.game.callbackContext): bool { // return this.collision.overlap(objectOrGroup1, objectOrGroup2, notifyCallback, Collision.separate, context); //} } }