/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2014 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; }; 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.camera.displayObject = this; this.camera.scale = this.scale; this.game.camera = this.camera; this.game.stage.addChild(this); }; /** * 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#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 world. Can never be smaller than the Game.width. * @param {number} height - New height of the world. Can never be smaller than the Game.height. */ Phaser.World.prototype.setBounds = function (x, y, width, height) { if (width < this.game.width) { width = this.game.width; } if (height < this.game.height) { height = this.game.height; } this.bounds.setTo(x, y, width, height); if (this.camera.bounds) { // The Camera can never be smaller than the game size this.camera.bounds.setTo(x, y, width, height); } 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. * * @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 (typeof padding === 'undefined') { padding = 0; } if (typeof useBounds === 'undefined') { useBounds = false; } if (typeof horizontal === 'undefined') { horizontal = true; } if (typeof 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 && sprite._currentBounds.right < this.bounds.x) { sprite.x = this.bounds.right; } else if (horizontal && sprite._currentBounds.x > this.bounds.right) { sprite.x = this.bounds.left; } if (vertical && sprite._currentBounds.bottom < this.bounds.top) { sprite.y = this.bounds.bottom; } else if (vertical && sprite._currentBounds.top > 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. */ 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 () { if (this.bounds.x < 0) { return this.game.rnd.integerInRange(this.bounds.x, (this.bounds.width - Math.abs(this.bounds.x))); } else { return this.game.rnd.integerInRange(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.integerInRange(this.bounds.y, (this.bounds.height - Math.abs(this.bounds.y))); } else { return this.game.rnd.integerInRange(this.bounds.y, this.bounds.height); } } });