mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 21:24:09 +00:00
256 lines
No EOL
8.3 KiB
TypeScript
256 lines
No EOL
8.3 KiB
TypeScript
/// <reference path="Game.ts" />
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/**
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* Phaser - State
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*
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* This is a base State class which can be extended if you are creating your game using TypeScript.
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*/
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module Phaser {
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export class State {
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/**
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* State constructor
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* Create a new <code>State</code>.
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*/
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constructor(game: Game) {
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this.game = game;
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this.camera = game.camera;
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this.cache = game.cache;
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this.collision = game.collision;
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this.input = game.input;
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this.loader = game.loader;
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this.math = game.math;
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this.motion = game.motion;
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this.sound = game.sound;
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this.stage = game.stage;
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this.time = game.time;
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this.tweens = game.tweens;
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this.world = game.world;
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}
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/**
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* Reference to Game.
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*/
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public game: Game;
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/**
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* Currently used camera.
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* @type {Camera}
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*/
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public camera: Camera;
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/**
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* Reference to the assets cache.
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* @type {Cache}
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*/
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public cache: Cache;
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/**
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* Reference to the collision helper.
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* @type {Collision}
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*/
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public collision: Collision;
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/**
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* Reference to the input manager
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* @type {Input}
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*/
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public input: Input;
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/**
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* Reference to the assets loader.
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* @type {Loader}
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*/
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public loader: Loader;
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/**
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* Reference to the math helper.
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* @type {GameMath}
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*/
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public math: GameMath;
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/**
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* Reference to the motion helper.
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* @type {Motion}
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*/
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public motion: Motion;
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/**
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* Reference to the sound manager.
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* @type {SoundManager}
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*/
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public sound: SoundManager;
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/**
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* Reference to the stage.
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* @type {Stage}
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*/
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public stage: Stage;
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/**
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* Reference to game clock.
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* @type {Time}
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*/
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public time: Time;
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/**
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* Reference to the tween manager.
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* @type {TweenManager}
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*/
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public tweens: TweenManager;
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/**
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* Reference to the world.
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* @type {World}
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*/
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public world: World;
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// Overload these in your own States
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/**
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* Override this method to add some load operations.
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* If you need to use the loader, you may need to use them here.
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*/
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public init() { }
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/**
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* This method is called after the game engine successfully switches states.
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* Feel free to add any setup code here.(Do not load anything here, override init() instead)
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*/
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public create() { }
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/**
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* Put update logic here.
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*/
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public update() { }
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/**
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* Put render operations here.
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*/
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public render() { }
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/**
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* This method will be called when game paused.
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*/
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public paused() { }
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// Handy Proxy methods
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/**
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* Create a new camera with specific position and size.
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*
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* @param x {number} X position of the new camera.
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* @param y {number} Y position of the new camera.
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* @param width {number} Width of the new camera.
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* @param height {number} Height of the new camera.
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* @returns {Camera} The newly created camera object.
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*/
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public createCamera(x: number, y: number, width: number, height: number): Camera {
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return this.game.world.createCamera(x, y, width, height);
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}
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/**
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* Create a new GeomSprite with specific position.
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*
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* @param x {number} X position of the new geom sprite.
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* @param y {number} Y position of the new geom sprite.
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* @returns {GeomSprite} The newly created geom sprite object.
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*/
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public createGeomSprite(x: number, y: number): GeomSprite {
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return this.world.createGeomSprite(x, y);
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}
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/**
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* Create a new Sprite with specific position and sprite sheet key.
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*
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* @param x {number} X position of the new sprite.
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* @param y {number} Y position of the new sprite.
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* @param key {string} [optional] key for the sprite sheet you want it to use.
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* @returns {Sprite} The newly created sprite object.
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*/
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public createSprite(x: number, y: number, key?: string = ''): Sprite {
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return this.game.world.createSprite(x, y, key);
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}
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/**
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* Create a new DynamicTexture with specific size.
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*
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* @param width {number} Width of the texture.
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* @param height {number} Height of the texture.
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* @returns {DynamicTexture} The newly created dynamic texture object.
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*/
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public createDynamicTexture(width: number, height: number): DynamicTexture {
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return this.game.world.createDynamicTexture(width, height);
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}
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/**
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* Create a new object container.
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*
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* @param MaxSize {number} [optional] capacity of this group.
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* @returns {Group} The newly created group.
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*/
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public createGroup(MaxSize?: number = 0): Group {
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return this.game.world.createGroup(MaxSize);
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}
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/**
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* Create a new Particle.
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*
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* @return {Particle} The newly created particle object.
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*/
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public createParticle(): Particle {
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return this.game.world.createParticle();
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}
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/**
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* Create a new Emitter.
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*
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* @param x {number} [optional] x position of the emitter.
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* @param y {number} [optional] y position of the emitter.
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* @param size {number} [optional] size of this emitter.
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* @return {Emitter} The newly created emitter object.
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*/
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public createEmitter(x?: number = 0, y?: number = 0, size?: number = 0): Emitter {
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return this.game.world.createEmitter(x, y, size);
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}
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/**
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* Create a new ScrollZone object with image key, position and size.
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*
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* @param key {string} Key to a image you wish this object to use.
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* @param x {number} X position of this object.
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* @param y {number} Y position of this object.
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* @param width {number} Width of this object.
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* @param height {number} Heigth of this object.
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* @returns {ScrollZone} The newly created scroll zone object.
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*/
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public createScrollZone(key: string, x?: number = 0, y?: number = 0, width?: number = 0, height?: number = 0): ScrollZone {
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return this.game.world.createScrollZone(key, x, y, width, height);
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}
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/**
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* Create a new Tilemap.
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*
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* @param key {string} Key for tileset image.
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* @param mapData {string} Data of this tilemap.
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* @param format {number} Format of map data. (Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON)
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* @param resizeWorld {boolean} [optional] resize the world to make same as tilemap?
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* @param tileWidth {number} [optional] width of each tile.
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* @param tileHeight number} [optional] height of each tile.
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* @return {Tilemap} The newly created tilemap object.
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*/
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public createTilemap(key: string, mapData: string, format: number, resizeWorld: bool = true, tileWidth?: number = 0, tileHeight?: number = 0): Tilemap {
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return this.game.world.createTilemap(key, mapData, format, resizeWorld, tileWidth, tileHeight);
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}
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/**
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* Create a tween object for a specific object.
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*
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* @param obj Object you wish the tween will affect.
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* @return {Phaser.Tween} The newly created tween object.
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*/
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public createTween(obj): Tween {
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return this.game.tweens.create(obj);
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}
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/**
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* Call this method to see if one object collids another.
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* @return {boolean} Whether the given objects or groups collids.
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*/
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public collide(ObjectOrGroup1: Basic = null, ObjectOrGroup2: Basic = null, NotifyCallback = null): bool {
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return this.collision.overlap(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, Collision.separate);
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}
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}
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} |