Source: core/World.js

/**
* @author       Richard Davey <rich@photonstorm.com>
* @copyright    2013 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
 * <p>
 * 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
 * @constructor
 * @param {Phaser.Game} game - Reference to the current game instance.
 */
Phaser.World = function (game) {

    /**
	* @property {Phaser.Game} game - A reference to the currently running Game.
	*/
	this.game = game;

    /**
	* @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 {number} currentRenderOrderID - Reset each frame, keeps a count of the total number of objects updated.
	*/
	this.currentRenderOrderID = 0;
	
    /**
	* @property {Phaser.Group} group - Object container stores every object created with `create*` methods.
	*/
    this.group = null;
	
};

Phaser.World.prototype = {

    /**
    * Initialises the game world.
    *
    * @method Phaser.World#boot
    * @protected
    */
	boot: function () {

		this.camera = new Phaser.Camera(this.game, 0, 0, 0, this.game.width, this.game.height);

		this.game.camera = this.camera;

		this.group = new Phaser.Group(this.game, null, '__world', true);

	},

    /**
    * This is called automatically every frame, and is where main logic happens.
    * 
    * @method Phaser.World#update
    */
	update: function () {

		this.camera.update();

		this.currentRenderOrderID = 0;

		if (this.game.stage._stage.first._iNext)
		{
			var currentNode = this.game.stage._stage.first._iNext;
			
			do	
			{
				if (currentNode['preUpdate'])
				{
					currentNode.preUpdate();
				}

				if (currentNode['update'])
				{
					currentNode.update();
				}
				
				currentNode = currentNode._iNext;
			}
			while (currentNode != this.game.stage._stage.last._iNext)
		}

	},

    /**
    * This is called automatically every frame, and is where main logic happens.
    * @method Phaser.World#postUpdate
    */
    postUpdate: function () {

        if (this.game.stage._stage.first._iNext)
        {
            var currentNode = this.game.stage._stage.first._iNext;
            
            do  
            {
                if (currentNode['postUpdate'])
                {
                    currentNode.postUpdate();
                }
                
                currentNode = currentNode._iNext;
            }
            while (currentNode != this.game.stage._stage.last._iNext)
        }

    },

	/**
	* Updates the size of this world.
	* @method Phaser.World#setSize
	* @param {number} width - New width of the world.
	* @param {number} height - New height of the world.
	*/
	setSize: function (width, height) {

		if (width >= this.game.width)
        {
            this.bounds.width = width;
        }

        if (height >= this.game.height)
        {
            this.bounds.height = height;
        }

	},

    /**
    * Destroyer of worlds.
    * @method Phaser.World#destroy
    */
    destroy: function () {

        this.camera.x = 0;
        this.camera.y = 0;

        this.game.input.reset(true);

        this.group.removeAll();

    }
	
};

/**
* @name Phaser.World#width
* @property {number} width - Gets or sets the current width of the game world.
*/
Object.defineProperty(Phaser.World.prototype, "width", {

    get: function () {
        return this.bounds.width;
    },

    set: function (value) {
        this.bounds.width = value;
    }

});

/**
* @name Phaser.World#height
* @property {number} height - Gets or sets the current height of the game world.
*/
Object.defineProperty(Phaser.World.prototype, "height", {

    get: function () {
        return this.bounds.height;
    },

    set: function (value) {
        this.bounds.height = value;
    }

});

/**
* @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;
    }

});

/**
* @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;
    }

});

/**
* @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 () {
        return Math.round(Math.random() * 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 () {
        return Math.round(Math.random() * this.bounds.height);
    }

});
Phaser Copyright © 2012-2013 Photon Storm Ltd.
Documentation generated by JSDoc 3.2.0-dev on Wed Oct 02 2013 16:05:22 GMT+0100 (BST) using the DocStrap template.