Class: World

Phaser. World

Phaser.World

new World(game)

"This world is but a canvas to our imagination." - Henry David Thoreau

A game has only one world. The world is an abstract place in which all game objects live. It is not bound by stage limits and can be any size. You look into the world via cameras. All game objects live within the world at world-based coordinates. By default a world is created the same size as your Stage.

Parameters:
Name Type Description
game Phaser.Game

Reference to the current game instance.

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Members

bounds

The World has no fixed size, but it does have a bounds outside of which objects are no longer considered as being "in world" and you should use this to clean-up the display list and purge dead objects. By default we set the Bounds to be from 0,0 to Game.width,Game.height. I.e. it will match the size given to the game constructor with 0,0 representing the top-left of the display. However 0,0 is actually the center of the world, and if you rotate or scale the world all of that will happen from 0,0. So if you want to make a game in which the world itself will rotate you should adjust the bounds so that 0,0 is the center point, i.e. set them to -1000,-1000,2000,2000 for a 2000x2000 sized world centered around 0,0.

Properties:
Name Type Description
bounds Phaser.Rectangle

Bound of this world that objects can not escape from.

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camera

Properties:
Name Type Description
camera Phaser.Camera

Camera instance.

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<readonly> centerX

Properties:
Name Type Description
centerX number

Gets the X position corresponding to the center point of the world.

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<readonly> centerY

Properties:
Name Type Description
centerY number

Gets the Y position corresponding to the center point of the world.

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currentRenderOrderID

Properties:
Name Type Description
currentRenderOrderID number

Reset each frame, keeps a count of the total number of objects updated.

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height

Properties:
Name Type Description
height number

Gets or sets the current height of the game world.

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<readonly> randomX

Properties:
Name Type Description
randomX number

Gets a random integer which is lesser than or equal to the current width of the game world.

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<readonly> randomY

Properties:
Name Type Description
randomY number

Gets a random integer which is lesser than or equal to the current height of the game world.

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scale

Properties:
Name Type Description
scale Phaser.Point

Replaces the PIXI.Point with a slightly more flexible one.

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visible

Properties:
Name Type Description
visible boolean

Gets or sets the visible state of the World.

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width

Properties:
Name Type Description
width number

Gets or sets the current width of the game world.

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Methods

<protected> boot()

Initialises the game world.

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destroy()

Destroyer of worlds.

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postUpdate()

This is called automatically every frame, and is where main logic happens.

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setBounds(x, y, width, height)

Updates the size of this world. Note that this doesn't modify the world x/y coordinates, just the width and height. If you need to adjust the bounds of the world

Parameters:
Name Type Description
x number

Top left most corner of the world.

y number

Top left most corner of the world.

width number

New width of the world.

height number

New height of the world.

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update()

This is called automatically every frame, and is where main logic happens.

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Phaser Copyright © 2012-2013 Photon Storm Ltd.
Documentation generated by JSDoc 3.3.0-dev on Thu Nov 07 2013 06:07:42 GMT-0000 (GMT) using the DocStrap template.