mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 07:01:20 +00:00
220 lines
6.2 KiB
TypeScript
220 lines
6.2 KiB
TypeScript
/// <reference path="Game.ts" />
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/**
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* Phaser - FXManager
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*
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* The FXManager controls all special effects applied to game objects such as Cameras.
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*/
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module Phaser {
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export class FXManager {
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constructor(game: Game, parent) {
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this._game = game;
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this._parent = parent;
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this._fx = [];
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this.active = true;
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this.visible = true;
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}
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/**
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* The essential reference to the main game object.
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*/
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private _game: Game;
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/**
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* A reference to the object that owns this FXManager instance.
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*/
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private _parent;
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/**
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* The array in which we keep all of the registered FX
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*/
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private _fx;
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/**
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* Holds the size of the _fx array
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*/
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private _length: number;
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/**
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* Controls whether any of the FX have preUpdate, update or postUpdate called
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*/
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public active: bool;
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/**
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* Controls whether any of the FX have preRender, render or postRender called
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*/
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public visible: bool;
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/**
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* Adds a new FX to the FXManager.
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* The effect must be an object with at least one of the following methods: preUpdate, postUpdate, preRender, render or postRender.
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* A new instance of the effect will be created and a reference to Game will be passed to the object constructor.
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*/
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public add(effect): any {
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var result: bool = false;
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var newEffect = { effect: {}, preUpdate: false, postUpdate: false, preRender: false, render: false, postRender: false };
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if (typeof effect === 'function')
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{
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newEffect.effect = new effect(this._game, this._parent);
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}
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else
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{
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throw new Error("Invalid object given to Phaser.FXManager.add");
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}
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// Check for methods now to avoid having to do this every loop
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if (typeof newEffect.effect['preUpdate'] === 'function')
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{
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newEffect.preUpdate = true;
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result = true;
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}
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if (typeof newEffect.effect['postUpdate'] === 'function')
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{
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newEffect.postUpdate = true;
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result = true;
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}
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if (typeof newEffect.effect['preRender'] === 'function')
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{
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newEffect.preRender = true;
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result = true;
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}
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if (typeof newEffect.effect['render'] === 'function')
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{
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newEffect.render = true;
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result = true;
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}
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if (typeof newEffect.effect['postRender'] === 'function')
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{
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newEffect.postRender = true;
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result = true;
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}
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if (result == true)
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{
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this._length = this._fx.push(newEffect);
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return newEffect.effect;
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}
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else
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{
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return result;
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}
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}
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/**
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* Pre-update is called at the start of the objects update cycle, before any other updates have taken place.
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*/
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public preUpdate() {
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if (this.active)
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{
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for (var i = 0; i < this._length; i++)
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{
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if (this._fx[i].preUpdate)
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{
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this._fx[i].effect.preUpdate();
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}
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}
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}
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}
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/**
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* Post-update is called at the end of the objects update cycle, after other update logic has taken place.
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*/
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public postUpdate() {
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if (this.active)
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{
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for (var i = 0; i < this._length; i++)
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{
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if (this._fx[i].postUpdate)
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{
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this._fx[i].effect.postUpdate();
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}
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}
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}
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}
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/**
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* Pre-render is called at the start of the object render cycle, before any transforms have taken place.
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* It happens directly AFTER a canvas context.save has happened if added to a Camera.
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*/
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public preRender(camera:Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number) {
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if (this.visible)
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{
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for (var i = 0; i < this._length; i++)
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{
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if (this._fx[i].preRender)
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{
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this._fx[i].effect.preRender(camera, cameraX, cameraY, cameraWidth, cameraHeight);
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}
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}
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}
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}
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/**
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* render is called during the objects render cycle, right after all transforms have finished, but before any children/image data is rendered.
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*/
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public render(camera:Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number) {
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if (this.visible)
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{
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for (var i = 0; i < this._length; i++)
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{
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if (this._fx[i].preRender)
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{
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this._fx[i].effect.preRender(camera, cameraX, cameraY, cameraWidth, cameraHeight);
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}
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}
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}
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}
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/**
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* Post-render is called during the objects render cycle, after the children/image data has been rendered.
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* It happens directly BEFORE a canvas context.restore has happened if added to a Camera.
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*/
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public postRender(camera:Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number) {
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if (this.visible)
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{
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for (var i = 0; i < this._length; i++)
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{
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if (this._fx[i].postRender)
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{
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this._fx[i].effect.postRender(camera, cameraX, cameraY, cameraWidth, cameraHeight);
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}
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}
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}
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}
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/**
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* Clear down this FXManager and null out references
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*/
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public destroy() {
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this._game = null;
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this._fx = null;
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}
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}
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}
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