mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 05:03:37 +00:00
163 lines
No EOL
4.5 KiB
TypeScript
163 lines
No EOL
4.5 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.add = game.add;
|
|
this.camera = game.camera;
|
|
this.cache = game.cache;
|
|
this.input = game.input;
|
|
this.load = game.load;
|
|
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 GameObject Factory.
|
|
* @type {GameObjectFactory}
|
|
*/
|
|
public add: GameObjectFactory;
|
|
|
|
/**
|
|
* Reference to the input manager
|
|
* @type {Input}
|
|
*/
|
|
public input: Input;
|
|
|
|
/**
|
|
* Reference to the assets loader.
|
|
* @type {Loader}
|
|
*/
|
|
public load: 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() { }
|
|
|
|
/**
|
|
* Checks for overlaps between two objects using the world QuadTree. Can be GameObject vs. GameObject, GameObject vs. Group or Group vs. Group.
|
|
* Note: Does not take the objects scrollFactor into account. All overlaps are check in world space.
|
|
* @param object1 The first GameObject or Group to check. If null the world.group is used.
|
|
* @param object2 The second GameObject or Group to check.
|
|
* @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.
|
|
* @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.
|
|
* @param context The context in which the callbacks will be called
|
|
* @returns {boolean} true if the objects overlap, otherwise false.
|
|
*/
|
|
//public collide(objectOrGroup1 = null, objectOrGroup2 = null, notifyCallback = null, context? = this.game.callbackContext): bool {
|
|
// return this.collision.overlap(objectOrGroup1, objectOrGroup2, notifyCallback, Collision.separate, context);
|
|
//}
|
|
|
|
}
|
|
|
|
} |