var __extends = this.__extends || function (d, b) {
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
///
///
///
///
/**
* Phaser - GameObject
*
* This is the base GameObject on which all other game objects are derived. It contains all the logic required for position,
* motion, size, collision and input.
*/
var Phaser;
(function (Phaser) {
var GameObject = (function (_super) {
__extends(GameObject, _super);
/**
* GameObject constructor
*
* Create a new GameObject
object at specific position with specific width and height.
*
* @param [x] {number} The x position of the object.
* @param [y] {number} The y position of the object.
* @param [width] {number} The width of the object.
* @param [height] {number} The height of the object.
*/
function GameObject(game, x, y, width, height) {
if (typeof x === "undefined") { x = 0; }
if (typeof y === "undefined") { y = 0; }
if (typeof width === "undefined") { width = 16; }
if (typeof height === "undefined") { height = 16; }
_super.call(this, game);
/**
* Angle of this object.
* @type {number}
*/
this._angle = 0;
/**
* What action will be performed when object is out of the worldBounds.
* This will default to GameObject.OUT_OF_BOUNDS_STOP.
* @type {number}
*/
this.outOfBoundsAction = 0;
/**
* Z-order value of the object.
*/
this.z = 0;
/**
* This value is added to the angle of the GameObject.
* For example if you had a sprite drawn facing straight up then you could set
* rotationOffset to 90 and it would correspond correctly with Phasers rotation system
* @type {number}
*/
this.rotationOffset = 0;
/**
* Controls if the GameObject is rendered rotated or not.
* If renderRotation is false then the object can still rotate but it will never be rendered rotated.
* @type {boolean}
*/
this.renderRotation = true;
/**
* Set this to false if you want to skip the automatic motion/movement stuff
* (see updateMotion()).
* @type {boolean}
*/
this.moves = true;
// Input
this.inputEnabled = false;
this._inputOver = false;
this.canvas = game.stage.canvas;
this.context = game.stage.context;
this.frameBounds = new Rectangle(x, y, width, height);
this.exists = true;
this.active = true;
this.visible = true;
this.alive = true;
this.isGroup = false;
this.alpha = 1;
this.scale = new MicroPoint(1, 1);
this.last = new MicroPoint(x, y);
this.align = GameObject.ALIGN_TOP_LEFT;
this.mass = 1;
this.elasticity = 0;
this.health = 1;
this.immovable = false;
this.moves = true;
this.worldBounds = null;
this.touching = Collision.NONE;
this.wasTouching = Collision.NONE;
this.allowCollisions = Collision.ANY;
this.velocity = new MicroPoint();
this.acceleration = new MicroPoint();
this.drag = new MicroPoint();
this.maxVelocity = new MicroPoint(10000, 10000);
this.angle = 0;
this.angularVelocity = 0;
this.angularAcceleration = 0;
this.angularDrag = 0;
this.maxAngular = 10000;
this.cameraBlacklist = [];
this.scrollFactor = new MicroPoint(1, 1);
this.collisionMask = new CollisionMask(game, this, x, y, width, height);
}
GameObject.ALIGN_TOP_LEFT = 0;
GameObject.ALIGN_TOP_CENTER = 1;
GameObject.ALIGN_TOP_RIGHT = 2;
GameObject.ALIGN_CENTER_LEFT = 3;
GameObject.ALIGN_CENTER = 4;
GameObject.ALIGN_CENTER_RIGHT = 5;
GameObject.ALIGN_BOTTOM_LEFT = 6;
GameObject.ALIGN_BOTTOM_CENTER = 7;
GameObject.ALIGN_BOTTOM_RIGHT = 8;
GameObject.OUT_OF_BOUNDS_STOP = 0;
GameObject.OUT_OF_BOUNDS_KILL = 1;
GameObject.prototype.preUpdate = /**
* Pre-update is called right before update() on each object in the game loop.
*/
function () {
this.last.x = this.frameBounds.x;
this.last.y = this.frameBounds.y;
this.collisionMask.preUpdate();
};
GameObject.prototype.update = /**
* Override this function to update your class's position and appearance.
*/
function () {
};
GameObject.prototype.postUpdate = /**
* Automatically called after update() by the game loop.
*/
function () {
if(this.moves) {
this.updateMotion();
}
if(this.worldBounds != null) {
if(this.outOfBoundsAction == Phaser.GameObject.OUT_OF_BOUNDS_KILL) {
if(this.x < this.worldBounds.x || this.x > this.worldBounds.right || this.y < this.worldBounds.y || this.y > this.worldBounds.bottom) {
this.kill();
}
} else {
if(this.x < this.worldBounds.x) {
this.x = this.worldBounds.x;
} else if(this.x > this.worldBounds.right) {
this.x = this.worldBounds.right;
}
if(this.y < this.worldBounds.y) {
this.y = this.worldBounds.y;
} else if(this.y > this.worldBounds.bottom) {
this.y = this.worldBounds.bottom;
}
}
}
this.collisionMask.update();
if(this.inputEnabled) {
this.updateInput();
}
this.wasTouching = this.touching;
this.touching = Phaser.Collision.NONE;
};
GameObject.prototype.updateInput = /**
* Update input.
*/
function () {
};
GameObject.prototype.updateMotion = /**
* Internal function for updating the position and speed of this object.
*/
function () {
var delta;
var velocityDelta;
velocityDelta = (this._game.motion.computeVelocity(this.angularVelocity, this.angularAcceleration, this.angularDrag, this.maxAngular) - this.angularVelocity) / 2;
this.angularVelocity += velocityDelta;
this._angle += this.angularVelocity * this._game.time.elapsed;
this.angularVelocity += velocityDelta;
velocityDelta = (this._game.motion.computeVelocity(this.velocity.x, this.acceleration.x, this.drag.x, this.maxVelocity.x) - this.velocity.x) / 2;
this.velocity.x += velocityDelta;
delta = this.velocity.x * this._game.time.elapsed;
this.velocity.x += velocityDelta;
this.frameBounds.x += delta;
velocityDelta = (this._game.motion.computeVelocity(this.velocity.y, this.acceleration.y, this.drag.y, this.maxVelocity.y) - this.velocity.y) / 2;
this.velocity.y += velocityDelta;
delta = this.velocity.y * this._game.time.elapsed;
this.velocity.y += velocityDelta;
this.frameBounds.y += delta;
};
GameObject.prototype.overlaps = /**
* Checks to see if some GameObject
overlaps this GameObject
or Group
.
* If the group has a LOT of things in it, it might be faster to use Collision.overlaps()
.
* WARNING: Currently tilemaps do NOT support screen space overlap checks!
*
* @param objectOrGroup {object} The object or group being tested.
* @param inScreenSpace {boolean} Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space."
* @param camera {Camera} Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
*
* @return {boolean} Whether or not the objects overlap this.
*/
function (objectOrGroup, inScreenSpace, camera) {
if (typeof inScreenSpace === "undefined") { inScreenSpace = false; }
if (typeof camera === "undefined") { camera = null; }
if(objectOrGroup.isGroup) {
var results = false;
var i = 0;
var members = objectOrGroup.members;
while(i < length) {
if(this.overlaps(members[i++], inScreenSpace, camera)) {
results = true;
}
}
return results;
}
if(!inScreenSpace) {
return (objectOrGroup.x + objectOrGroup.width > this.x) && (objectOrGroup.x < this.x + this.width) && (objectOrGroup.y + objectOrGroup.height > this.y) && (objectOrGroup.y < this.y + this.height);
}
if(camera == null) {
camera = this._game.camera;
}
var objectScreenPos = objectOrGroup.getScreenXY(null, camera);
this.getScreenXY(this._point, camera);
return (objectScreenPos.x + objectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) && (objectScreenPos.y + objectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height);
};
GameObject.prototype.overlapsAt = /**
* Checks to see if this GameObject
were located at the given position, would it overlap the GameObject
or Group
?
* This is distinct from overlapsPoint(), which just checks that point, rather than taking the object's size numbero account.
* WARNING: Currently tilemaps do NOT support screen space overlap checks!
*
* @param X {number} The X position you want to check. Pretends this object (the caller, not the parameter) is located here.
* @param Y {number} The Y position you want to check. Pretends this object (the caller, not the parameter) is located here.
* @param objectOrGroup {object} The object or group being tested.
* @param inScreenSpace {boolean} Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space."
* @param camera {Camera} Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
*
* @return {boolean} Whether or not the two objects overlap.
*/
function (X, Y, objectOrGroup, inScreenSpace, camera) {
if (typeof inScreenSpace === "undefined") { inScreenSpace = false; }
if (typeof camera === "undefined") { camera = null; }
if(objectOrGroup.isGroup) {
var results = false;
var basic;
var i = 0;
var members = objectOrGroup.members;
while(i < length) {
if(this.overlapsAt(X, Y, members[i++], inScreenSpace, camera)) {
results = true;
}
}
return results;
}
if(!inScreenSpace) {
return (objectOrGroup.x + objectOrGroup.width > X) && (objectOrGroup.x < X + this.width) && (objectOrGroup.y + objectOrGroup.height > Y) && (objectOrGroup.y < Y + this.height);
}
if(camera == null) {
camera = this._game.camera;
}
var objectScreenPos = objectOrGroup.getScreenXY(null, Phaser.Camera);
this._point.x = X - camera.scroll.x * this.scrollFactor.x//copied from getScreenXY()
;
this._point.y = Y - camera.scroll.y * this.scrollFactor.y;
this._point.x += (this._point.x > 0) ? 0.0000001 : -0.0000001;
this._point.y += (this._point.y > 0) ? 0.0000001 : -0.0000001;
return (objectScreenPos.x + objectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) && (objectScreenPos.y + objectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height);
};
GameObject.prototype.overlapsPoint = /**
* Checks to see if a point in 2D world space overlaps this GameObject
.
*
* @param point {Point} The point in world space you want to check.
* @param inScreenSpace {boolean} Whether to take scroll factors into account when checking for overlap.
* @param camera {Camera} Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
*
* @return Whether or not the point overlaps this object.
*/
function (point, inScreenSpace, camera) {
if (typeof inScreenSpace === "undefined") { inScreenSpace = false; }
if (typeof camera === "undefined") { camera = null; }
if(!inScreenSpace) {
return (point.x > this.x) && (point.x < this.x + this.width) && (point.y > this.y) && (point.y < this.y + this.height);
}
if(camera == null) {
camera = this._game.camera;
}
var X = point.x - camera.scroll.x;
var Y = point.y - camera.scroll.y;
this.getScreenXY(this._point, camera);
return (X > this._point.x) && (X < this._point.x + this.width) && (Y > this._point.y) && (Y < this._point.y + this.height);
};
GameObject.prototype.onScreen = /**
* Check and see if this object is currently on screen.
*
* @param camera {Camera} Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
*
* @return {boolean} Whether the object is on screen or not.
*/
function (camera) {
if (typeof camera === "undefined") { camera = null; }
if(camera == null) {
camera = this._game.camera;
}
this.getScreenXY(this._point, camera);
return (this._point.x + this.width > 0) && (this._point.x < camera.width) && (this._point.y + this.height > 0) && (this._point.y < camera.height);
};
GameObject.prototype.getScreenXY = /**
* Call this to figure out the on-screen position of the object.
*
* @param point {Point} Takes a MicroPoint
object and assigns the post-scrolled X and Y values of this object to it.
* @param camera {Camera} Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
*
* @return {MicroPoint} The MicroPoint
you passed in, or a new Point
if you didn't pass one, containing the screen X and Y position of this object.
*/
function (point, camera) {
if (typeof point === "undefined") { point = null; }
if (typeof camera === "undefined") { camera = null; }
if(point == null) {
point = new Phaser.MicroPoint();
}
if(camera == null) {
camera = this._game.camera;
}
point.x = this.x - camera.scroll.x * this.scrollFactor.x;
point.y = this.y - camera.scroll.y * this.scrollFactor.y;
point.x += (point.x > 0) ? 0.0000001 : -0.0000001;
point.y += (point.y > 0) ? 0.0000001 : -0.0000001;
return point;
};
Object.defineProperty(GameObject.prototype, "solid", {
get: /**
* Whether the object collides or not. For more control over what directions
* the object will collide from, use collision constants (like LEFT, FLOOR, etc)
* to set the value of allowCollisions directly.
*/
function () {
return (this.allowCollisions & Phaser.Collision.ANY) > Phaser.Collision.NONE;
},
set: function (value) {
if(value) {
this.allowCollisions = Phaser.Collision.ANY;
} else {
this.allowCollisions = Phaser.Collision.NONE;
}
},
enumerable: true,
configurable: true
});
GameObject.prototype.getMidpoint = /**
* Retrieve the midpoint of this object in world coordinates.
*
* @param point {Point} Allows you to pass in an existing Point
object if you're so inclined. Otherwise a new one is created.
*
* @return {MicroPoint} A Point
object containing the midpoint of this object in world coordinates.
*/
function (point) {
if (typeof point === "undefined") { point = null; }
if(point == null) {
point = new Phaser.MicroPoint();
}
point.copyFrom(this.frameBounds.center);
return point;
};
GameObject.prototype.reset = /**
* Handy for reviving game objects.
* Resets their existence flags and position.
*
* @param x {number} The new X position of this object.
* @param y {number} The new Y position of this object.
*/
function (x, y) {
this.revive();
this.touching = Phaser.Collision.NONE;
this.wasTouching = Phaser.Collision.NONE;
this.x = x;
this.y = y;
this.last.x = x;
this.last.y = y;
this.velocity.x = 0;
this.velocity.y = 0;
};
GameObject.prototype.isTouching = /**
* Handy for checking if this object is touching a particular surface.
* For slightly better performance you can just & the value directly into touching
.
* However, this method is good for readability and accessibility.
*
* @param Direction {number} Any of the collision flags (e.g. LEFT, FLOOR, etc).
*
* @return {boolean} Whether the object is touching an object in (any of) the specified direction(s) this frame.
*/
function (direction) {
return (this.touching & direction) > Phaser.Collision.NONE;
};
GameObject.prototype.justTouched = /**
* Handy function for checking if this object just landed on a particular surface.
*
* @param Direction {number} Any of the collision flags (e.g. LEFT, FLOOR, etc).
*
* @returns {boolean} Whether the object just landed on any specicied surfaces.
*/
function (direction) {
return ((this.touching & direction) > Phaser.Collision.NONE) && ((this.wasTouching & direction) <= Phaser.Collision.NONE);
};
GameObject.prototype.hurt = /**
* Reduces the "health" variable of this sprite by the amount specified in Damage.
* Calls kill() if health drops to or below zero.
*
* @param Damage {number} How much health to take away (use a negative number to give a health bonus).
*/
function (damage) {
this.health = this.health - damage;
if(this.health <= 0) {
this.kill();
}
};
GameObject.prototype.setBounds = /**
* Set the world bounds that this GameObject can exist within. By default a GameObject can exist anywhere
* in the world. But by setting the bounds (which are given in world dimensions, not screen dimensions)
* it can be stopped from leaving the world, or a section of it.
*
* @param x {number} x position of the bound
* @param y {number} y position of the bound
* @param width {number} width of its bound
* @param height {number} height of its bound
*/
function (x, y, width, height) {
this.worldBounds = new Phaser.Quad(x, y, width, height);
};
GameObject.prototype.setBoundsFromWorld = /**
* Set the world bounds that this GameObject can exist within based on the size of the current game world.
*
* @param action {number} The action to take if the object hits the world bounds, either OUT_OF_BOUNDS_KILL or OUT_OF_BOUNDS_STOP
*/
function (action) {
if (typeof action === "undefined") { action = Phaser.GameObject.OUT_OF_BOUNDS_STOP; }
this.setBounds(this._game.world.bounds.x, this._game.world.bounds.y, this._game.world.bounds.width, this._game.world.bounds.height);
this.outOfBoundsAction = action;
};
GameObject.prototype.hideFromCamera = /**
* If you do not wish this object to be visible to a specific camera, pass the camera here.
*
* @param camera {Camera} The specific camera.
*/
function (camera) {
if(this.cameraBlacklist.indexOf(camera.ID) == -1) {
this.cameraBlacklist.push(camera.ID);
}
};
GameObject.prototype.showToCamera = /**
* Make this object only visible to a specific camera.
*
* @param camera {Camera} The camera you wish it to be visible.
*/
function (camera) {
if(this.cameraBlacklist.indexOf(camera.ID) !== -1) {
this.cameraBlacklist.slice(this.cameraBlacklist.indexOf(camera.ID), 1);
}
};
GameObject.prototype.clearCameraList = /**
* This clears the camera black list, making the GameObject visible to all cameras.
*/
function () {
this.cameraBlacklist.length = 0;
};
GameObject.prototype.destroy = /**
* Clean up memory.
*/
function () {
};
GameObject.prototype.setPosition = function (x, y) {
this.x = x;
this.y = y;
};
Object.defineProperty(GameObject.prototype, "x", {
get: function () {
return this.frameBounds.x;
},
set: function (value) {
this.frameBounds.x = value;
},
enumerable: true,
configurable: true
});
Object.defineProperty(GameObject.prototype, "y", {
get: function () {
return this.frameBounds.y;
},
set: function (value) {
this.frameBounds.y = value;
},
enumerable: true,
configurable: true
});
Object.defineProperty(GameObject.prototype, "rotation", {
get: function () {
return this._angle;
},
set: function (value) {
this._angle = this._game.math.wrap(value, 360, 0);
},
enumerable: true,
configurable: true
});
Object.defineProperty(GameObject.prototype, "angle", {
get: function () {
return this._angle;
},
set: function (value) {
this._angle = this._game.math.wrap(value, 360, 0);
},
enumerable: true,
configurable: true
});
Object.defineProperty(GameObject.prototype, "width", {
get: function () {
return this.frameBounds.width;
},
set: function (value) {
this.frameBounds.width = value;
},
enumerable: true,
configurable: true
});
Object.defineProperty(GameObject.prototype, "height", {
get: function () {
return this.frameBounds.height;
},
set: function (value) {
this.frameBounds.height = value;
},
enumerable: true,
configurable: true
});
return GameObject;
})(Phaser.Basic);
Phaser.GameObject = GameObject;
})(Phaser || (Phaser = {}));