/** * @author Richard Davey * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * This is the base Game Object class that you can use when creating your own extended Game Objects. * It hides away the 'private' stuff and exposes only the useful getters, setters and properties. * * @class */ // Phaser.Texture and Phaser.Frame objects passed in here, instead of looked-up. // Allows override from non-standard GO types Phaser.GameObject = function (state, x, y, texture, frame, parent) { this.state = state; this.game = state.game; this.name = ''; this.type = 0; this.parent = parent; // Texture is globally shared between GameObjects, not specific to this one this.texture = texture; // Frame is globally shared between GameObjects, not specific to this one this.frame = frame; // All GameObjects have the following components, always: this.transform = new Phaser.Component.Transform(this, x, y); // Optional? Maybe set on a per GO basis? this.data = new Phaser.Component.Data(this); this.color = new Phaser.Component.Color(this); // ---------------------------------------------------------------- // ---------------------------------------------------------------- // The following properties are debatable to have in this class // ---------------------------------------------------------------- // ---------------------------------------------------------------- this.scaleMode = Phaser.scaleModes.DEFAULT; // Allows you to turn off a GameObject from rendering, but still render its children (if it has any) // Maybe this should move? // this.skipRender = (key === undefined); this.skipRender = false; this.visible = true; // Either null, or the Children component this.children = null; this.exists = true; }; Phaser.GameObject.prototype.constructor = Phaser.GameObject; Phaser.GameObject.prototype = { preUpdate: function () { // NOOP }, update: function () { // NOOP }, postUpdate: function () { // NOOP }, render: function () { // NOOP }, destroy: function () { // NOOP } }; Object.defineProperties(Phaser.GameObject.prototype, { // Transform getters / setters x: { enumerable: true, get: function () { return this.transform._posX; }, set: function (value) { this.transform._posX = value; this.transform.dirty = true; } }, y: { enumerable: true, get: function () { return this.transform._posY; }, set: function (value) { this.transform._posY = value; this.transform.dirty = true; } }, scale: { enumerable: true, get: function () { return this.transform._scaleX; }, set: function (value) { this.transform._scaleX = value; this.transform._scaleY = value; this.transform.dirty = true; this.transform.updateCache(); } }, scaleX: { enumerable: true, get: function () { return this.transform._scaleX; }, set: function (value) { this.transform._scaleX = value; this.transform.dirty = true; this.transform.updateCache(); } }, scaleY: { enumerable: true, get: function () { return this.transform._scaleY; }, set: function (value) { this.transform._scaleY = value; this.transform.dirty = true; this.transform.updateCache(); } }, anchor: { enumerable: true, get: function () { return this.transform._anchorX; }, set: function (value) { this.transform.setAnchor(value); } }, anchorX: { enumerable: true, get: function () { return this.transform._anchorX; }, set: function (value) { this.transform._anchorX = value; this.transform.dirty = true; } }, anchorY: { enumerable: true, get: function () { return this.transform._anchorY; }, set: function (value) { this.transform._anchorY = value; this.transform.dirty = true; } }, pivotX: { enumerable: true, get: function () { return this.transform._pivotX; }, set: function (value) { this.transform._pivotX = value; this.transform.dirty = true; this.transform.updateCache(); } }, pivotY: { enumerable: true, get: function () { return this.transform._pivotY; }, set: function (value) { this.transform._pivotY = value; this.transform.dirty = true; this.transform.updateCache(); } }, angle: { enumerable: true, get: function () { return Phaser.Math.wrapAngle(this.rotation * Phaser.Math.RAD_TO_DEG); }, set: function (value) { this.rotation = Phaser.Math.wrapAngle(value) * Phaser.Math.DEG_TO_RAD; } }, rotation: { enumerable: true, get: function () { return this.transform._rotation; }, set: function (value) { if (this.transform._rotation === value) { return; } this.transform._rotation = value; this.transform.dirty = true; if (this.transform._rotation % Phaser.Math.PI2) { this.transform.cache.sr = Math.sin(this.transform._rotation); this.transform.cache.cr = Math.cos(this.transform._rotation); this.transform.updateCache(); this.transform.hasLocalRotation = true; } else { this.transform.hasLocalRotation = false; } } }, // Color getters / setters alpha: { enumerable: true, get: function () { return this.color._alpha; }, set: function (value) { this.color.alpha = value; } }, blendMode: { enumerable: true, get: function () { return this.color._blendMode; }, set: function (value) { this.color.blendMode = value; } } });