mirror of
https://github.com/photonstorm/phaser
synced 2024-12-21 02:23:29 +00:00
173 lines
3.9 KiB
JavaScript
173 lines
3.9 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* This is a base State class which can be extended if you are creating your own game.
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* It provides quick access to common functions such as the camera, cache, input, match, sound and more.
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*
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* @class Phaser.State
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* @constructor
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*/
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Phaser.State = function () {
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = null;
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/**
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* @property {Phaser.GameObjectFactory} add - Reference to the GameObjectFactory.
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*/
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this.add = null;
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/**
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* @property {Phaser.GameObjectCreator} make - Reference to the GameObjectCreator.
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*/
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this.make = null;
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/**
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* @property {Phaser.Camera} camera - A handy reference to world.camera.
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*/
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this.camera = null;
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/**
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* @property {Phaser.Cache} cache - Reference to the assets cache.
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*/
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this.cache = null;
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/**
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* @property {Phaser.Input} input - Reference to the input manager
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*/
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this.input = null;
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/**
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* @property {Phaser.Loader} load - Reference to the assets loader.
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*/
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this.load = null;
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/**
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* @property {Phaser.Math} math - Reference to the math helper.
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*/
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this.math = null;
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/**
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* @property {Phaser.SoundManager} sound - Reference to the sound manager.
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*/
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this.sound = null;
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/**
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* @property {Phaser.ScaleManager} scale - Reference to the game scale manager.
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*/
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this.scale = null;
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/**
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* @property {Phaser.Stage} stage - Reference to the stage.
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*/
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this.stage = null;
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/**
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* @property {Phaser.TimeManager} time - Reference to game clock.
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*/
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this.time = null;
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/**
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* @property {Phaser.TweenManager} tweens - Reference to the tween manager.
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*/
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this.tweens = null;
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/**
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* @property {Phaser.World} world - Reference to the world.
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*/
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this.world = null;
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/**
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* @property {Phaser.Particles} particles - The Particle Manager for the game. It is called during the game update loop and in turn updates any Emitters attached to it.
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*/
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this.particles = null;
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/**
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* @property {Phaser.Physics.World} physics - Reference to the physics manager.
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*/
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this.physics = null;
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/**
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* @property {Phaser.RandomDataGenerator} rnd - Reference to the random data generator.
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*/
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this.rnd = null;
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};
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Phaser.State.prototype = {
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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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* @method Phaser.State#preload
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*/
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preload: function () {
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},
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/**
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* Put update logic here.
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*
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* @method Phaser.State#loadUpdate
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*/
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loadUpdate: function () {
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},
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/**
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* Put render operations here.
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*
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* @method Phaser.State#loadRender
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*/
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loadRender: function () {
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},
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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 preload() instead).
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*
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* @method Phaser.State#create
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*/
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create: function () {
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},
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/**
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* Put update logic here.
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*
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* @method Phaser.State#update
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*/
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update: function () {
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},
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/**
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* Put render operations here.
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*
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* @method Phaser.State#render
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*/
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render: function () {
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},
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/**
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* This method will be called when game paused.
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*
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* @method Phaser.State#paused
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*/
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paused: function () {
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},
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/**
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* This method will be called when the state is shut down (i.e. you switch to another state from this one).
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* @method Phaser.State#shutdown
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*/
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shutdown: function () {
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}
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};
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Phaser.State.prototype.constructor = Phaser.State;
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