mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 09:03:29 +00:00
394 lines
11 KiB
JavaScript
394 lines
11 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 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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var Class = require('../utils/Class');
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var Components = require('./components');
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var DataManager = require('../data/DataManager');
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var EventEmitter = require('eventemitter3');
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/**
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* @classdesc
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* The base class that all Game Objects extend.
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* You don't create GameObjects directly and they cannot be added to the display list.
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* Instead, use them as the base for your own custom classes.
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*
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* @class GameObject
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* @memberOf Phaser.GameObjects
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* @extends Phaser.Events.EventEmitter
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* @constructor
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* @since 3.0.0
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*
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* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs.
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* @param {string} type - A textual representation of the type of Game Object, i.e. `sprite`.
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*/
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var GameObject = new Class({
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Extends: EventEmitter,
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initialize:
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function GameObject (scene, type)
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{
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EventEmitter.call(this);
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/**
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* The Scene to which this Game Object belongs.
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* Game Objects can only belong to one Scene.
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*
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* @name Phaser.GameObjects.GameObject#scene
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* @type {Phaser.Scene}
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* @protected
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* @since 3.0.0
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*/
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this.scene = scene;
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/**
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* A textual representation of this Game Object, i.e. `sprite`.
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* Used internally by Phaser but is available for your own custom classes to populate.
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*
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* @name Phaser.GameObjects.GameObject#type
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* @type {string}
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* @since 3.0.0
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*/
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this.type = type;
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/**
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* The parent Container of this Game Object, if it has one.
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*
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* @name Phaser.GameObjects.GameObject#parentContainer
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* @type {Phaser.GameObjects.Container}
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* @since 3.4.0
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*/
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this.parentContainer = null;
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/**
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* The name of this Game Object.
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* Empty by default and never populated by Phaser, this is left for developers to use.
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*
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* @name Phaser.GameObjects.GameObject#name
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* @type {string}
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* @default ''
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* @since 3.0.0
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*/
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this.name = '';
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/**
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* The active state of this Game Object.
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* A Game Object with an active state of `true` is processed by the Scenes UpdateList, if added to it.
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* An active object is one which is having its logic and internal systems updated.
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*
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* @name Phaser.GameObjects.GameObject#active
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* @type {boolean}
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* @default true
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* @since 3.0.0
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*/
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this.active = true;
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/**
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* The Tab Index of the Game Object.
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* Reserved for future use by plugins and the Input Manager.
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*
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* @name Phaser.GameObjects.GameObject#tabIndex
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* @type {integer}
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* @default -1
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* @since 3.0.0
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*/
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this.tabIndex = -1;
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/**
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* A Data Manager.
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* It allows you to store, query and get key/value paired information specific to this Game Object.
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* `null` by default. Automatically created if you use `getData` or `setData` or `setDataEnabled`.
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*
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* @name Phaser.GameObjects.GameObject#data
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* @type {Phaser.Data.DataManager}
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* @default null
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* @since 3.0.0
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*/
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this.data = null;
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/**
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* The flags that are compared against `RENDER_MASK` to determine if this Game Object will render or not.
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* The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively.
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* If those components are not used by your custom class then you can use this bitmask as you wish.
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*
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* @name Phaser.GameObjects.GameObject#renderFlags
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* @type {integer}
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* @default 15
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* @since 3.0.0
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*/
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this.renderFlags = 15;
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/**
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* A bitmask that controls if this Game Object is drawn by a Camera or not.
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* Not usually set directly. Instead call `Camera.ignore`.
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*
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* @name Phaser.GameObjects.GameObject#cameraFilter
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.cameraFilter = 0;
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/**
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* If this Game Object is enabled for input then this property will contain an InteractiveObject instance.
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* Not usually set directly. Instead call `GameObject.setInteractive()`.
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*
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* @name Phaser.GameObjects.GameObject#input
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* @type {?Phaser.Input.InteractiveObject}
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* @default null
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* @since 3.0.0
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*/
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this.input = null;
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/**
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* If this Game Object is enabled for physics then this property will contain a reference to a Physics Body.
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*
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* @name Phaser.GameObjects.GameObject#body
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* @type {?object}
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* @default null
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* @since 3.0.0
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*/
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this.body = null;
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// Tell the Scene to re-sort the children
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this.scene.sys.queueDepthSort();
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},
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/**
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* Sets the `active` property of this Game Object and returns this Game Object for further chaining.
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* A Game Object with its `active` property set to `true` will be updated by the Scenes UpdateList.
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*
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* @method Phaser.GameObjects.GameObject#setActive
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* @since 3.0.0
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*
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* @param {boolean} value - True if this Game Object should be set as active, false if not.
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*
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* @return {Phaser.GameObjects.GameObject} This GameObject.
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*/
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setActive: function (value)
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{
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this.active = value;
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return this;
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},
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/**
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* Sets the `name` property of this Game Object and returns this Game Object for further chaining.
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* The `name` property is not populated by Phaser and is presented for your own use.
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*
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* @method Phaser.GameObjects.GameObject#setName
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* @since 3.0.0
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*
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* @param {string} value - The name to be given to this Game Object.
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*
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* @return {Phaser.GameObjects.GameObject} This GameObject.
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*/
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setName: function (value)
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{
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this.name = value;
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return this;
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},
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/**
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* Adds a DataManager to this object.
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*
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* @method Phaser.GameObjects.GameObject#setDataEnabled
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* @since 3.0.0
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* @see Phaser.Data.DataManager
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*
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* @return {Phaser.GameObjects.GameObject} This GameObject.
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*/
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setDataEnabled: function ()
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{
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if (!this.data)
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{
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this.data = new DataManager(this);
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}
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return this;
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},
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/**
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* This is a quick chainable alias to the `DataProxy.set` method.
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* It allows you to set a key and value in this Game Objects data store.
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*
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* @method Phaser.GameObjects.GameObject#setData
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* @since 3.0.0
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*
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* @param {string} key - The key of the property to be stored.
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* @param {*} value - The value to store with the key. Can be a string, number, array or object.
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*
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* @return {Phaser.GameObjects.GameObject} This GameObject.
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*/
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setData: function (key, value)
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{
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if (!this.data)
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{
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this.data = new DataManager(this);
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}
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this.data.set(key, value);
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return this;
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},
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/**
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* This is a quick alias to the `DataProxy.get` method to remain consistent with `setData`.
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*
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* @method Phaser.GameObjects.GameObject#getData
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* @since 3.0.0
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*
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* @param {string} key - The key of the property to be retrieved.
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*
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* @return {*} The data, if present in the Data Store.
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*/
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getData: function (key)
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{
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if (!this.data)
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{
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this.data = new DataManager(this);
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}
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return this.data.get(key);
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},
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/**
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* Pass this Game Object to the Input Manager to enable it for Input.
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*
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* @method Phaser.GameObjects.GameObject#setInteractive
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* @since 3.0.0
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*
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* @param {*} [shape] - A geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.
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* @param {HitAreaCallback} [callback] - A callback to be invoked when the Game Object is interacted with.
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* @param {boolean} [dropZone=false] - Should this Game Object be treated as a drop zone target?
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*
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* @return {Phaser.GameObjects.GameObject} This GameObject.
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*/
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setInteractive: function (shape, callback, dropZone)
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{
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this.scene.sys.input.enable(this, shape, callback, dropZone);
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return this;
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},
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/**
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* To be overridden by custom GameObjects. Allows base objects to be used in a Pool.
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*
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* @method Phaser.GameObjects.GameObject#update
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* @since 3.0.0
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*/
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update: function ()
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{
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},
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/**
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* Returns a JSON representation of the Game Object.
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*
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* @method Phaser.GameObjects.GameObject#toJSON
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* @since 3.0.0
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*
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* @return {JSONGameObject} A JSON representation of the Game Object.
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*/
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toJSON: function ()
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{
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return Components.ToJSON(this);
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},
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/**
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* Compares the renderMask with the renderFlags to see if this Game Object will render or not.
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*
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* @method Phaser.GameObjects.GameObject#willRender
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* @since 3.0.0
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*
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* @return {boolean} True if the Game Object should be rendered, otherwise false.
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*/
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willRender: function ()
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{
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return (GameObject.RENDER_MASK === this.renderFlags);
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},
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/**
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* Destroys this Game Object removing it from the Display List and Update List and
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* severing all ties to parent resources.
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*
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* Also removes itself from the Input Manager and Physics Manager if previously enabled.
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*
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* Use this to remove a Game Object from your game if you don't ever plan to use it again.
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* As long as no reference to it exists within your own code it should become free for
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* garbage collection by the browser.
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*
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* If you just want to temporarily disable an object then look at using the
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* Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected.
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*
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* @method Phaser.GameObjects.GameObject#destroy
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* @since 3.0.0
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*/
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destroy: function ()
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{
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// This Game Object had already been destroyed
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if (!this.scene)
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{
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return;
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}
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if (this.preDestroy)
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{
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this.preDestroy.call(this);
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}
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this.emit('destroy', this);
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var sys = this.scene.sys;
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sys.displayList.remove(this);
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sys.updateList.remove(this);
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if (this.input)
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{
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sys.input.clear(this);
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this.input = undefined;
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}
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if (this.data)
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{
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this.data.destroy();
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this.data = undefined;
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}
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if (this.body)
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{
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this.body.destroy();
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this.body = undefined;
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}
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// Tell the Scene to re-sort the children
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sys.queueDepthSort();
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this.active = false;
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this.visible = false;
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this.scene = undefined;
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this.parentContainer = undefined;
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this.removeAllListeners();
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}
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});
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/**
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* The bitmask that `GameObject.renderFlags` is compared against to determine if the Game Object will render or not.
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*
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* @constant {integer} RENDER_MASK
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* @memberOf Phaser.GameObjects.GameObject
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* @default
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*/
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GameObject.RENDER_MASK = 15;
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module.exports = GameObject;
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