mirror of
https://github.com/photonstorm/phaser
synced 2024-12-12 22:33:09 +00:00
276 lines
No EOL
8.4 KiB
TypeScript
276 lines
No EOL
8.4 KiB
TypeScript
/// <reference path="Game.ts" />
|
|
|
|
/**
|
|
* Phaser - State
|
|
*
|
|
* This is a base State class which can be extended if you are creating your game using TypeScript.
|
|
*/
|
|
|
|
module Phaser {
|
|
|
|
export class State {
|
|
|
|
/**
|
|
* State constructor
|
|
* Create a new <code>State</code>.
|
|
*/
|
|
constructor(game: Game) {
|
|
|
|
this.game = game;
|
|
|
|
this.camera = game.camera;
|
|
this.cache = game.cache;
|
|
this.collision = game.collision;
|
|
this.input = game.input;
|
|
this.loader = game.loader;
|
|
this.math = game.math;
|
|
this.motion = game.motion;
|
|
this.sound = game.sound;
|
|
this.stage = game.stage;
|
|
this.time = game.time;
|
|
this.tweens = game.tweens;
|
|
this.world = game.world;
|
|
|
|
}
|
|
|
|
/**
|
|
* Reference to Game.
|
|
*/
|
|
public game: Game;
|
|
|
|
/**
|
|
* Currently used camera.
|
|
* @type {Camera}
|
|
*/
|
|
public camera: Camera;
|
|
|
|
/**
|
|
* Reference to the assets cache.
|
|
* @type {Cache}
|
|
*/
|
|
public cache: Cache;
|
|
|
|
/**
|
|
* Reference to the collision helper.
|
|
* @type {Collision}
|
|
*/
|
|
public collision: Collision;
|
|
|
|
/**
|
|
* Reference to the input manager
|
|
* @type {Input}
|
|
*/
|
|
public input: Input;
|
|
|
|
/**
|
|
* Reference to the assets loader.
|
|
* @type {Loader}
|
|
*/
|
|
public loader: Loader;
|
|
|
|
/**
|
|
* Reference to the math helper.
|
|
* @type {GameMath}
|
|
*/
|
|
public math: GameMath;
|
|
|
|
/**
|
|
* Reference to the motion helper.
|
|
* @type {Motion}
|
|
*/
|
|
public motion: Motion;
|
|
|
|
/**
|
|
* Reference to the sound manager.
|
|
* @type {SoundManager}
|
|
*/
|
|
public sound: SoundManager;
|
|
|
|
/**
|
|
* Reference to the stage.
|
|
* @type {Stage}
|
|
*/
|
|
public stage: Stage;
|
|
|
|
/**
|
|
* Reference to game clock.
|
|
* @type {Time}
|
|
*/
|
|
public time: Time;
|
|
|
|
/**
|
|
* Reference to the tween manager.
|
|
* @type {TweenManager}
|
|
*/
|
|
public tweens: TweenManager;
|
|
|
|
/**
|
|
* Reference to the world.
|
|
* @type {World}
|
|
*/
|
|
public world: World;
|
|
|
|
// Override these in your own States
|
|
|
|
/**
|
|
* Override this method to add some load operations.
|
|
* If you need to use the loader, you may need to use them here.
|
|
*/
|
|
public init() { }
|
|
|
|
/**
|
|
* This method is called after the game engine successfully switches states.
|
|
* Feel free to add any setup code here.(Do not load anything here, override init() instead)
|
|
*/
|
|
public create() { }
|
|
|
|
/**
|
|
* Put update logic here.
|
|
*/
|
|
public update() { }
|
|
|
|
/**
|
|
* Put render operations here.
|
|
*/
|
|
public render() { }
|
|
|
|
/**
|
|
* This method will be called when game paused.
|
|
*/
|
|
public paused() { }
|
|
|
|
/**
|
|
* This method will be called when the state is destroyed
|
|
*/
|
|
public destroy() { }
|
|
|
|
// Handy Proxy methods
|
|
|
|
/**
|
|
* Create a new camera with specific position and size.
|
|
*
|
|
* @param x {number} X position of the new camera.
|
|
* @param y {number} Y position of the new camera.
|
|
* @param width {number} Width of the new camera.
|
|
* @param height {number} Height of the new camera.
|
|
* @returns {Camera} The newly created camera object.
|
|
*/
|
|
public createCamera(x: number, y: number, width: number, height: number): Camera {
|
|
return this.game.world.createCamera(x, y, width, height);
|
|
}
|
|
|
|
/**
|
|
* Create a new GeomSprite with specific position.
|
|
*
|
|
* @param x {number} X position of the new geom sprite.
|
|
* @param y {number} Y position of the new geom sprite.
|
|
* @returns {GeomSprite} The newly created geom sprite object.
|
|
*/
|
|
public createGeomSprite(x: number, y: number): GeomSprite {
|
|
return this.world.createGeomSprite(x, y);
|
|
}
|
|
|
|
/**
|
|
* Create a new Sprite with specific position and sprite sheet key.
|
|
*
|
|
* @param x {number} X position of the new sprite.
|
|
* @param y {number} Y position of the new sprite.
|
|
* @param key {string} [optional] key for the sprite sheet you want it to use.
|
|
* @returns {Sprite} The newly created sprite object.
|
|
*/
|
|
public createSprite(x: number, y: number, key?: string = ''): Sprite {
|
|
return this.game.world.createSprite(x, y, key);
|
|
}
|
|
|
|
/**
|
|
* Create a new DynamicTexture with specific size.
|
|
*
|
|
* @param width {number} Width of the texture.
|
|
* @param height {number} Height of the texture.
|
|
* @returns {DynamicTexture} The newly created dynamic texture object.
|
|
*/
|
|
public createDynamicTexture(width: number, height: number): DynamicTexture {
|
|
return this.game.world.createDynamicTexture(width, height);
|
|
}
|
|
|
|
/**
|
|
* Create a new object container.
|
|
*
|
|
* @param MaxSize {number} [optional] capacity of this group.
|
|
* @returns {Group} The newly created group.
|
|
*/
|
|
public createGroup(MaxSize?: number = 0): Group {
|
|
return this.game.world.createGroup(MaxSize);
|
|
}
|
|
|
|
/**
|
|
* Create a new Particle.
|
|
*
|
|
* @return {Particle} The newly created particle object.
|
|
*/
|
|
public createParticle(): Particle {
|
|
return this.game.world.createParticle();
|
|
}
|
|
|
|
/**
|
|
* Create a new Emitter.
|
|
*
|
|
* @param x {number} [optional] x position of the emitter.
|
|
* @param y {number} [optional] y position of the emitter.
|
|
* @param size {number} [optional] size of this emitter.
|
|
* @return {Emitter} The newly created emitter object.
|
|
*/
|
|
public createEmitter(x?: number = 0, y?: number = 0, size?: number = 0): Emitter {
|
|
return this.game.world.createEmitter(x, y, size);
|
|
}
|
|
|
|
/**
|
|
* Create a new ScrollZone object with image key, position and size.
|
|
*
|
|
* @param key {string} Key to a image you wish this object to use.
|
|
* @param x {number} X position of this object.
|
|
* @param y {number} Y position of this object.
|
|
* @param width {number} Width of this object.
|
|
* @param height {number} Height of this object.
|
|
* @returns {ScrollZone} The newly created scroll zone object.
|
|
*/
|
|
public createScrollZone(key: string, x?: number = 0, y?: number = 0, width?: number = 0, height?: number = 0): ScrollZone {
|
|
return this.game.world.createScrollZone(key, x, y, width, height);
|
|
}
|
|
|
|
/**
|
|
* Create a new Tilemap.
|
|
*
|
|
* @param key {string} Key for tileset image.
|
|
* @param mapData {string} Data of this tilemap.
|
|
* @param format {number} Format of map data. (Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON)
|
|
* @param resizeWorld {boolean} [optional] resize the world to make same as tilemap?
|
|
* @param tileWidth {number} [optional] width of each tile.
|
|
* @param tileHeight number} [optional] height of each tile.
|
|
* @return {Tilemap} The newly created tilemap object.
|
|
*/
|
|
public createTilemap(key: string, mapData: string, format: number, resizeWorld: bool = true, tileWidth?: number = 0, tileHeight?: number = 0): Tilemap {
|
|
return this.game.world.createTilemap(key, mapData, format, resizeWorld, tileWidth, tileHeight);
|
|
}
|
|
|
|
/**
|
|
* Create a tween object for a specific object.
|
|
*
|
|
* @param obj Object you wish the tween will affect.
|
|
* @return {Phaser.Tween} The newly created tween object.
|
|
*/
|
|
public createTween(obj): Tween {
|
|
return this.game.tweens.create(obj);
|
|
}
|
|
|
|
/**
|
|
* Call this method to see if one object collids another.
|
|
* @return {boolean} Whether the given objects or groups collids.
|
|
*/
|
|
public collide(ObjectOrGroup1: Basic = null, ObjectOrGroup2: Basic = null, NotifyCallback = null): bool {
|
|
return this.collision.overlap(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, Collision.separate);
|
|
}
|
|
|
|
}
|
|
|
|
} |