/** * @author Richard Davey * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * "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. * * @class Phaser.World * @extends Phaser.Group * @constructor * @param {Phaser.Game} game - Reference to the current game instance. */ Phaser.World = function (game) { Phaser.Group.call(this, game, null, '__world', false); /** * 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. * @property {Phaser.Rectangle} bounds - Bound of this world that objects can not escape from. */ this.bounds = new Phaser.Rectangle(0, 0, game.width, game.height); /** * @property {Phaser.Camera} camera - Camera instance. */ this.camera = null; /** * @property {boolean} _definedSize - True if the World has been given a specifically defined size (i.e. from a Tilemap or direct in code) or false if it's just matched to the Game dimensions. * @readonly */ this._definedSize = false; /** * @property {number} width - The defined width of the World. Sometimes the bounds needs to grow larger than this (if you resize the game) but this retains the original requested dimension. */ this._width = game.width; /** * @property {number} height - The defined height of the World. Sometimes the bounds needs to grow larger than this (if you resize the game) but this retains the original requested dimension. */ this._height = game.height; this.game.state.onStateChange.add(this.stateChange, this); }; Phaser.World.prototype = Object.create(Phaser.Group.prototype); Phaser.World.prototype.constructor = Phaser.World; /** * Initialises the game world. * * @method Phaser.World#boot * @protected */ Phaser.World.prototype.boot = function () { this.camera = new Phaser.Camera(this.game, 0, 0, 0, this.game.width, this.game.height); this.game.stage.addChild(this); this.camera.boot(); }; /** * Called whenever the State changes or resets. * * It resets the world.x and world.y coordinates back to zero, * then resets the Camera. * * @method Phaser.World#stateChange * @protected */ Phaser.World.prototype.stateChange = function () { this.x = 0; this.y = 0; this.camera.reset(); }; /** * Updates the size of this world and sets World.x/y to the given values * The Camera bounds and Physics bounds (if set) are also updated to match the new World bounds. * * @method Phaser.World#setBounds * @param {number} x - Top left most corner of the world. * @param {number} y - Top left most corner of the world. * @param {number} width - New width of the game world in pixels. * @param {number} height - New height of the game world in pixels. */ Phaser.World.prototype.setBounds = function (x, y, width, height) { this._definedSize = true; this._width = width; this._height = height; this.bounds.setTo(x, y, width, height); this.x = x; this.y = y; if (this.camera.bounds) { // The Camera can never be smaller than the game size this.camera.bounds.setTo(x, y, Math.max(width, this.game.width), Math.max(height, this.game.height)); } this.game.physics.setBoundsToWorld(); }; /** * Updates the size of this world. Note that this doesn't modify the world x/y coordinates, just the width and height. * * @method Phaser.World#resize * @param {number} width - New width of the game world in pixels. * @param {number} height - New height of the game world in pixels. */ Phaser.World.prototype.resize = function (width, height) { // Don't ever scale the World bounds lower than the original requested dimensions if it's a defined world size if (this._definedSize) { if (width < this._width) { width = this._width; } if (height < this._height) { height = this._height; } } this.bounds.width = width; this.bounds.height = height; this.game.camera.setBoundsToWorld(); this.game.physics.setBoundsToWorld(); }; /** * Destroyer of worlds. * * @method Phaser.World#shutdown */ Phaser.World.prototype.shutdown = function () { // World is a Group, so run a soft destruction on this and all children. this.destroy(true, true); }; /** * This will take the given game object and check if its x/y coordinates fall outside of the world bounds. * If they do it will reposition the object to the opposite side of the world, creating a wrap-around effect. * If sprite has a P2 body then the body (sprite.body) should be passed as first parameter to the function. * * Please understand there are limitations to this method. For example if you have scaled the World * then objects won't always be re-positioned correctly, and you'll need to employ your own wrapping function. * * @method Phaser.World#wrap * @param {Phaser.Sprite|Phaser.Image|Phaser.TileSprite|Phaser.Text} sprite - The object you wish to wrap around the world bounds. * @param {number} [padding=0] - Extra padding added equally to the sprite.x and y coordinates before checking if within the world bounds. Ignored if useBounds is true. * @param {boolean} [useBounds=false] - If useBounds is false wrap checks the object.x/y coordinates. If true it does a more accurate bounds check, which is more expensive. * @param {boolean} [horizontal=true] - If horizontal is false, wrap will not wrap the object.x coordinates horizontally. * @param {boolean} [vertical=true] - If vertical is false, wrap will not wrap the object.y coordinates vertically. */ Phaser.World.prototype.wrap = function (sprite, padding, useBounds, horizontal, vertical) { if (padding === undefined) { padding = 0; } if (useBounds === undefined) { useBounds = false; } if (horizontal === undefined) { horizontal = true; } if (vertical === undefined) { vertical = true; } if (!useBounds) { if (horizontal && sprite.x + padding < this.bounds.x) { sprite.x = this.bounds.right + padding; } else if (horizontal && sprite.x - padding > this.bounds.right) { sprite.x = this.bounds.left - padding; } if (vertical && sprite.y + padding < this.bounds.top) { sprite.y = this.bounds.bottom + padding; } else if (vertical && sprite.y - padding > this.bounds.bottom) { sprite.y = this.bounds.top - padding; } } else { sprite.getBounds(); if (horizontal) { if ((sprite.x + sprite._currentBounds.width) < this.bounds.x) { sprite.x = this.bounds.right; } else if (sprite.x > this.bounds.right) { sprite.x = this.bounds.left; } } if (vertical) { if ((sprite.y + sprite._currentBounds.height) < this.bounds.top) { sprite.y = this.bounds.bottom; } else if (sprite.y > this.bounds.bottom) { sprite.y = this.bounds.top; } } } }; /** * @name Phaser.World#width * @property {number} width - Gets or sets the current width of the game world. The world can never be smaller than the game (canvas) dimensions. */ Object.defineProperty(Phaser.World.prototype, "width", { get: function () { return this.bounds.width; }, set: function (value) { if (value < this.game.width) { value = this.game.width; } this.bounds.width = value; this._width = value; this._definedSize = true; } }); /** * @name Phaser.World#height * @property {number} height - Gets or sets the current height of the game world. The world can never be smaller than the game (canvas) dimensions. */ Object.defineProperty(Phaser.World.prototype, "height", { get: function () { return this.bounds.height; }, set: function (value) { if (value < this.game.height) { value = this.game.height; } this.bounds.height = value; this._height = value; this._definedSize = true; } }); /** * @name Phaser.World#centerX * @property {number} centerX - Gets the X position corresponding to the center point of the world. * @readonly */ Object.defineProperty(Phaser.World.prototype, "centerX", { get: function () { return this.bounds.halfWidth + this.bounds.x; } }); /** * @name Phaser.World#centerY * @property {number} centerY - Gets the Y position corresponding to the center point of the world. * @readonly */ Object.defineProperty(Phaser.World.prototype, "centerY", { get: function () { return this.bounds.halfHeight + this.bounds.y; } }); /** * @name Phaser.World#randomX * @property {number} randomX - Gets a random integer which is lesser than or equal to the current width of the game world. * @readonly */ Object.defineProperty(Phaser.World.prototype, "randomX", { get: function () { if (this.bounds.x < 0) { return this.game.rnd.between(this.bounds.x, (this.bounds.width - Math.abs(this.bounds.x))); } else { return this.game.rnd.between(this.bounds.x, this.bounds.width); } } }); /** * @name Phaser.World#randomY * @property {number} randomY - Gets a random integer which is lesser than or equal to the current height of the game world. * @readonly */ Object.defineProperty(Phaser.World.prototype, "randomY", { get: function () { if (this.bounds.y < 0) { return this.game.rnd.between(this.bounds.y, (this.bounds.height - Math.abs(this.bounds.y))); } else { return this.game.rnd.between(this.bounds.y, this.bounds.height); } } });