mirror of
https://github.com/photonstorm/phaser
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83 lines
3.4 KiB
JavaScript
83 lines
3.4 KiB
JavaScript
/// <reference path="_definitions.ts" />
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/**
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* 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 with TypeScript.
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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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* @package Phaser.State
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
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*/
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var Phaser;
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(function (Phaser) {
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var State = (function () {
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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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function State(game) {
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this.game = game;
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this.add = game.add;
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this.camera = game.camera;
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this.cache = game.cache;
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this.input = game.input;
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this.load = game.load;
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this.math = game.math;
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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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State.prototype.init = // Override 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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function () {
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};
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State.prototype.create = /**
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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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function () {
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};
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State.prototype.update = /**
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* Put update logic here.
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*/
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function () {
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};
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State.prototype.render = /**
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* Put render operations here.
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*/
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function () {
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};
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State.prototype.paused = /**
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* This method will be called when game paused.
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*/
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function () {
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};
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State.prototype.destroy = /**
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* This method will be called when the state is destroyed
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*/
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function () {
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};
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return State;
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})();
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Phaser.State = State;
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/**
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* Checks for overlaps between two objects using the world QuadTree. Can be GameObject vs. GameObject, GameObject vs. Group or Group vs. Group.
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* Note: Does not take the objects scrollFactor into account. All overlaps are check in world space.
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* @param object1 The first GameObject or Group to check. If null the world.group is used.
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* @param object2 The second GameObject or Group to check.
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* @param notifyCallback A callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you passed them to Collision.overlap.
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* @param processCallback A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then notifyCallback will only be called if processCallback returns true.
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* @param context The context in which the callbacks will be called
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* @returns {bool} true if the objects overlap, otherwise false.
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*/
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//public collide(objectOrGroup1 = null, objectOrGroup2 = null, notifyCallback = null, context? = this.game.callbackContext): bool {
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// return this.collision.overlap(objectOrGroup1, objectOrGroup2, notifyCallback, Collision.separate, context);
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//}
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})(Phaser || (Phaser = {}));
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