mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 13:13:43 +00:00
150 lines
No EOL
4.4 KiB
TypeScript
150 lines
No EOL
4.4 KiB
TypeScript
/// <reference path="Game.ts" />
|
|
|
|
/**
|
|
* Phaser - Basic
|
|
*
|
|
* A useful "generic" object on which all GameObjects and Groups are based.
|
|
* It has no size, position or graphical data.
|
|
*/
|
|
|
|
module Phaser {
|
|
|
|
export class Basic {
|
|
|
|
/**
|
|
* Instantiate the basic object.
|
|
*/
|
|
constructor(game: Game) {
|
|
|
|
this._game = game;
|
|
this.ID = -1;
|
|
this.exists = true;
|
|
this.active = true;
|
|
this.visible = true;
|
|
this.alive = true;
|
|
this.isGroup = false;
|
|
this.ignoreGlobalUpdate = false;
|
|
this.ignoreGlobalRender = false;
|
|
this.ignoreDrawDebug = false;
|
|
|
|
}
|
|
|
|
/**
|
|
* The essential reference to the main game object
|
|
*/
|
|
public _game: Game;
|
|
|
|
/**
|
|
* Allows you to give this object a name. Useful for debugging, but not actually used internally.
|
|
*/
|
|
public name: string = '';
|
|
|
|
/**
|
|
* IDs seem like they could be pretty useful, huh?
|
|
* They're not actually used for anything yet though.
|
|
*/
|
|
public ID: number;
|
|
|
|
/**
|
|
* A boolean to store if this object is a Group or not.
|
|
* Saves us an expensive typeof check inside of core loops.
|
|
*/
|
|
public isGroup: bool;
|
|
|
|
/**
|
|
* Controls whether <code>update()</code> and <code>draw()</code> are automatically called by State/Group.
|
|
*/
|
|
public exists: bool;
|
|
|
|
/**
|
|
* Controls whether <code>update()</code> is automatically called by State/Group.
|
|
*/
|
|
public active: bool;
|
|
|
|
/**
|
|
* Controls whether <code>draw()</code> is automatically called by State/Group.
|
|
*/
|
|
public visible: bool;
|
|
|
|
/**
|
|
* Useful state for many game objects - "dead" (!alive) vs alive.
|
|
* <code>kill()</code> and <code>revive()</code> both flip this switch (along with exists, but you can override that).
|
|
*/
|
|
public alive: bool;
|
|
|
|
/**
|
|
* Setting this to true will prevent the object from being updated during the main game loop (you will have to call update on it yourself)
|
|
*/
|
|
public ignoreGlobalUpdate: bool;
|
|
|
|
/**
|
|
* Setting this to true will prevent the object from being rendered during the main game loop (you will have to call render on it yourself)
|
|
*/
|
|
public ignoreGlobalRender: bool;
|
|
|
|
/**
|
|
* Setting this to true will prevent the object from appearing
|
|
* when the visual debug mode in the debugger overlay is toggled on.
|
|
*/
|
|
public ignoreDrawDebug: bool;
|
|
|
|
/**
|
|
* Override this to null out iables or manually call
|
|
* <code>destroy()</code> on class members if necessary.
|
|
* Don't forget to call <code>super.destroy()</code>!
|
|
*/
|
|
public destroy() { }
|
|
|
|
/**
|
|
* Pre-update is called right before <code>update()</code> on each object in the game loop.
|
|
*/
|
|
public preUpdate() {
|
|
}
|
|
|
|
/**
|
|
* Override this to update your class's position and appearance.
|
|
* This is where most of your game rules and behavioral code will go.
|
|
*/
|
|
public update(forceUpdate?: bool = false) {
|
|
}
|
|
|
|
/**
|
|
* Post-update is called right after <code>update()</code> on each object in the game loop.
|
|
*/
|
|
public postUpdate() {
|
|
}
|
|
|
|
public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number, forceRender?: bool = false) {
|
|
}
|
|
|
|
/**
|
|
* Handy for "killing" game objects.
|
|
* Default behavior is to flag them as nonexistent AND dead.
|
|
* However, if you want the "corpse" to remain in the game,
|
|
* like to animate an effect or whatever, you should override this,
|
|
* setting only alive to false, and leaving exists true.
|
|
*/
|
|
public kill() {
|
|
this.alive = false;
|
|
this.exists = false;
|
|
}
|
|
|
|
/**
|
|
* Handy for bringing game objects "back to life". Just sets alive and exists back to true.
|
|
* In practice, this is most often called by <code>Object.reset()</code>.
|
|
*/
|
|
public revive() {
|
|
this.alive = true;
|
|
this.exists = true;
|
|
}
|
|
|
|
/**
|
|
* Convert object to readable string name. Useful for debugging, save games, etc.
|
|
*/
|
|
public toString(): string {
|
|
return "";
|
|
}
|
|
|
|
}
|
|
|
|
} |