/** * @author Richard Davey * @copyright 2017 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = require('../utils/Class'); var Components = require('./components'); var DataProxy = require('./components/DataProxy'); var EventEmitter = require('eventemitter3'); var GameObject = new Class({ Extends: EventEmitter, initialize: /** * 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 * @constructor * * @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`. */ function GameObject (scene, type) { EventEmitter.call(this); /** * The Scene to which this Game Object belongs. * Game Objects can only belong to one Scene. * * @property {Phaser.Scene} scene * @protected */ this.scene = scene; /** * The parent Container of this Game Object, if any. * Game Objects do not have to belong to Containers and can exist on the * Display List on their own. * * @property {Phaser.GameObject.Container} parent * @protected */ this.parent = null; /** * A textual representation of this Game Object, i.e. `sprite`. * Used internally by Phaser but is available for your own custom classes to populate. * * @property {string} type */ this.type = type; /** * The name of this Game Object. * Empty by default and never populated by Phaser, this is left for developers to use. * * @property {string} [name=''] */ 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. * * @property {boolean} [active=true] */ this.active = true; /** * The Tab Index of the Game Object. * Reserved for future use by plugins and the Input Manager. * * @property {integer} [tabIndex=-1] */ this.tabIndex = -1; /** * A proxy to the Data class. * It allows you to store, query and get key/value paired information specific to this Game Object. * * @property {DataProxy} data */ this.data = new DataProxy(scene, this); /** * 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. * * @property {integer} [renderFlags=15] */ 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`. * * @property {number} [cameraFilter=0] * @see Phaser.Cameras.Camera.ignore */ 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()`. * * @property {?Phaser.Input.InteractiveObject} [input=null] * @see setInteractive */ this.input = null; /** * If this Game Object is enabled for physics then this property will contain a reference to a Physics Body. * * @property {?Phaser.Physics.Body} [body=null] */ this.body = null; // Tell the Scene to re-sort the children this.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 setActive * * @param {boolean} value - True if this Game Object should be set as active, false if not. * @return {GameObject} 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. * * @example game objects/image/set name.js * @tutorial game objects/basics * * @method setName * * @param {string} value - The name to be given to this Game Object. * @return {GameObject} This GameObject. */ setName: function (value) { this.name = value; return this; }, // Testing: Add this Game Object to a Container parent. // Can only belong to one Container at once. // The Container takes over its transform and depth management. // Call this method with no arguments to remove it from a parent. setParent: function (newParent) { if (newParent) { newParent.add(this); } else if (this.parent) { this.parent.remove(this); } return this; }, /** * This is a quick chainable alias to the `DataProxy.set` method. * It allows you to set a key and value in this Game Objects data store. * * @method setData * * @param {string} key - The key of the property to be stored. * @param {any} value - The value to store with the key. Can be a string, number, array or object. * @return {GameObject} This GameObject. */ setData: function (key, value) { this.data.set(key, value); return this; }, /** * This is a quick alias to the `DataProxy.get` method to remain consistent with `setData`. * * @method getData * * @param {string} key - The key of the property to be retrieve. * @return {any} The data, if present in the Data Store. */ getData: function (key) { return this.data.get(key); }, /** * Pass this Game Object to the Input Manager to enable it for Input. * * @example game objects/image/set interactive.js * @tutorial input/basics * * @method setInteractive * * @param {any} [shape] - A geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used. * @param {function} [callback] - A callback to be invoked when the Game Object is interacted with. * @return {GameObject} This GameObject. */ 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 () { }, /** * Returns a JSON representation of the Game Object. * * @method toJSON * * @return {object} A JSON representation of the Game Object. */ toJSON: function () { return Components.ToJSON(this); }, /** * Compares the renderMask with the renderFlags to see if this Game Object will render or not. * * @method willRender * * @return {boolean} True if the Game Object should be rendered, otherwise false. */ willRender: function () { return (GameObject.RENDER_MASK === this.renderFlags); }, /** * 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 destroy */ destroy: function () { if (this.preDestroy) { this.preDestroy.call(this); } this.scene.sys.displayList.remove(this); this.scene.sys.updateList.remove(this); if (this.input) { this.scene.sys.inputManager.clear(this); this.input = undefined; } // TODO Keep a reference to the manager in Body, so body can remove itself, not via System if (this.body) { this.scene.sys.physicsManager.remove(this); this.body = undefined; } // Tell the Scene to re-sort the children this.scene.sys.queueDepthSort(); this.active = false; this.visible = false; this.data = undefined; this.scene = 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 * @default */ GameObject.RENDER_MASK = 15; module.exports = GameObject;