mirror of
https://github.com/photonstorm/phaser
synced 2024-11-30 08:31:01 +00:00
190 lines
No EOL
4.9 KiB
TypeScript
190 lines
No EOL
4.9 KiB
TypeScript
/// <reference path="Game.ts" />
|
|
/// <reference path="cameras/CameraManager.ts" />
|
|
/// <reference path="core/Group.ts" />
|
|
/// <reference path="geom/Rectangle.ts" />
|
|
/// <reference path="physics/PhysicsManager.ts" />
|
|
|
|
/**
|
|
* Phaser - World
|
|
*
|
|
* "This world is but a canvas to our imagination." - Henry David Thoreau
|
|
*
|
|
* A game has only one world. The world is an abstract place in which all game objects live. It is not bound
|
|
* by stage limits and can be any size or dimension. You look into the world via cameras and all game objects
|
|
* live within the world at world-based coordinates. By default a world is created the same size as your Stage.
|
|
*/
|
|
|
|
module Phaser {
|
|
|
|
export class World {
|
|
|
|
/**
|
|
* World constructor
|
|
* Create a new <code>World</code> with specific width and height.
|
|
*
|
|
* @param width {number} Width of the world bound.
|
|
* @param height {number} Height of the world bound.
|
|
*/
|
|
constructor(game: Game, width: number, height: number) {
|
|
|
|
this._game = game;
|
|
|
|
this.cameras = new CameraManager(this._game, 0, 0, width, height);
|
|
|
|
this.bounds = new Rectangle(0, 0, width, height);
|
|
|
|
}
|
|
|
|
/**
|
|
* Local private reference to game.
|
|
*/
|
|
private _game: Game;
|
|
|
|
/**
|
|
* Camera manager of this world.
|
|
* @type {CameraManager}
|
|
*/
|
|
public cameras: CameraManager;
|
|
|
|
/**
|
|
* Object container stores every object created with `create*` methods.
|
|
* @type {Group}
|
|
*/
|
|
public group: Group;
|
|
|
|
/**
|
|
* Bound of this world that objects can not escape from.
|
|
* @type {Rectangle}
|
|
*/
|
|
public bounds: Rectangle;
|
|
|
|
/**
|
|
* Reference to the physics manager.
|
|
* @type {Physics.PhysicsManager}
|
|
*/
|
|
public physics: Physics.PhysicsManager;
|
|
|
|
/**
|
|
* Object container stores every object created with `create*` methods.
|
|
* @type {Group}
|
|
*/
|
|
private _groupCounter: number = 0;
|
|
|
|
public getNextGroupID(): number {
|
|
return this._groupCounter++;
|
|
}
|
|
|
|
/**
|
|
* Called once by Game during the boot process.
|
|
*/
|
|
public boot() {
|
|
|
|
this.group = new Group(this._game, 0);
|
|
|
|
this.physics = new Physics.PhysicsManager(this._game, this.width, this.height);
|
|
|
|
}
|
|
|
|
/**
|
|
* This is called automatically every frame, and is where main logic happens.
|
|
*/
|
|
public update() {
|
|
|
|
//this.physics.update();
|
|
this.group.update();
|
|
this.cameras.update();
|
|
|
|
}
|
|
|
|
/**
|
|
* This is called automatically every frame, and is where main logic happens.
|
|
*/
|
|
public postUpdate() {
|
|
|
|
//this.physics.postUpdate();
|
|
this.group.postUpdate();
|
|
this.cameras.postUpdate();
|
|
|
|
}
|
|
|
|
/**
|
|
* Clean up memory.
|
|
*/
|
|
public destroy() {
|
|
|
|
//this.physics.destroy();
|
|
this.group.destroy();
|
|
this.cameras.destroy();
|
|
|
|
}
|
|
|
|
/**
|
|
* Updates the size of this world.
|
|
*
|
|
* @param width {number} New width of the world.
|
|
* @param height {number} New height of the world.
|
|
* @param [updateCameraBounds] {boolean} Update camera bounds automatically or not. Default to true.
|
|
*/
|
|
public setSize(width: number, height: number, updateCameraBounds: bool = true, updatePhysicsBounds: bool = true) {
|
|
|
|
this.bounds.width = width;
|
|
this.bounds.height = height;
|
|
|
|
if (updateCameraBounds == true)
|
|
{
|
|
this._game.camera.setBounds(0, 0, width, height);
|
|
}
|
|
|
|
if (updatePhysicsBounds == true)
|
|
{
|
|
//this.physics.bounds.copyFrom(this.bounds);
|
|
}
|
|
|
|
// dispatch world resize event
|
|
|
|
}
|
|
|
|
public get width(): number {
|
|
return this.bounds.width;
|
|
}
|
|
|
|
public set width(value: number) {
|
|
this.bounds.width = value;
|
|
}
|
|
|
|
public get height(): number {
|
|
return this.bounds.height;
|
|
}
|
|
|
|
public set height(value: number) {
|
|
this.bounds.height = value;
|
|
}
|
|
|
|
public get centerX(): number {
|
|
return this.bounds.halfWidth;
|
|
}
|
|
|
|
public get centerY(): number {
|
|
return this.bounds.halfHeight;
|
|
}
|
|
|
|
public get randomX(): number {
|
|
return Math.round(Math.random() * this.bounds.width);
|
|
}
|
|
|
|
public get randomY(): number {
|
|
return Math.round(Math.random() * this.bounds.height);
|
|
}
|
|
|
|
/**
|
|
* Get all the cameras.
|
|
*
|
|
* @returns {array} An array contains all the cameras.
|
|
*/
|
|
public getAllCameras(): Camera[] {
|
|
return this.cameras.getAll();
|
|
}
|
|
|
|
}
|
|
|
|
} |