mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 20:13:35 +00:00
276 lines
8.2 KiB
JavaScript
276 lines
8.2 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 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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/**
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* "This world is but a canvas to our imagination." - Henry David Thoreau
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*
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* A game has only one world. The world is an abstract place in which all game objects live. It is not bound
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* by stage limits and can be any size. You look into the world via cameras. All game objects live within
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* the world at world-based coordinates. By default a world is created the same size as your Stage.
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*
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* @class Phaser.World
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* @extends Phaser.Group
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* @constructor
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* @param {Phaser.Game} game - Reference to the current game instance.
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*/
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Phaser.World = function (game) {
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Phaser.Group.call(this, game, null, '__world', false);
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/**
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* The World has no fixed size, but it does have a bounds outside of which objects are no longer considered as being "in world" and you should use this to clean-up the display list and purge dead objects.
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* By default we set the Bounds to be from 0,0 to Game.width,Game.height. I.e. it will match the size given to the game constructor with 0,0 representing the top-left of the display.
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* However 0,0 is actually the center of the world, and if you rotate or scale the world all of that will happen from 0,0.
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* So if you want to make a game in which the world itself will rotate you should adjust the bounds so that 0,0 is the center point, i.e. set them to -1000,-1000,2000,2000 for a 2000x2000 sized world centered around 0,0.
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* @property {Phaser.Rectangle} bounds - Bound of this world that objects can not escape from.
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*/
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this.bounds = new Phaser.Rectangle(0, 0, game.width, game.height);
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/**
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* @property {Phaser.Camera} camera - Camera instance.
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*/
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this.camera = null;
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};
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Phaser.World.prototype = Object.create(Phaser.Group.prototype);
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Phaser.World.prototype.constructor = Phaser.World;
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/**
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* Initialises the game world.
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*
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* @method Phaser.World#boot
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* @protected
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*/
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Phaser.World.prototype.boot = function () {
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this.camera = new Phaser.Camera(this.game, 0, 0, 0, this.game.width, this.game.height);
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this.camera.displayObject = this;
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this.camera.scale = this.scale;
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this.game.camera = this.camera;
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this.game.stage.addChild(this);
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};
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/**
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* Updates the size of this world. Note that this doesn't modify the world x/y coordinates, just the width and height.
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*
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* @method Phaser.World#setBounds
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* @param {number} x - Top left most corner of the world.
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* @param {number} y - Top left most corner of the world.
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* @param {number} width - New width of the world. Can never be smaller than the Game.width.
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* @param {number} height - New height of the world. Can never be smaller than the Game.height.
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*/
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Phaser.World.prototype.setBounds = function (x, y, width, height) {
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if (width < this.game.width)
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{
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width = this.game.width;
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}
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if (height < this.game.height)
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{
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height = this.game.height;
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}
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this.bounds.setTo(x, y, width, height);
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if (this.camera.bounds)
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{
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// The Camera can never be smaller than the game size
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this.camera.bounds.setTo(x, y, width, height);
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}
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this.game.physics.setBoundsToWorld();
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};
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/**
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* Destroyer of worlds.
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*
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* @method Phaser.World#shutdown
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*/
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Phaser.World.prototype.shutdown = function () {
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// World is a Group, so run a soft destruction on this and all children.
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this.destroy(true, true);
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};
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/**
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* This will take the given game object and check if its x/y coordinates fall outside of the world bounds.
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* If they do it will reposition the object to the opposite side of the world, creating a wrap-around effect.
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*
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* @method Phaser.World#wrap
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* @param {Phaser.Sprite|Phaser.Image|Phaser.TileSprite|Phaser.Text} sprite - The object you wish to wrap around the world bounds.
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* @param {number} [padding=0] - Extra padding added equally to the sprite.x and y coordinates before checking if within the world bounds. Ignored if useBounds is true.
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* @param {boolean} [useBounds=false] - If useBounds is false wrap checks the object.x/y coordinates. If true it does a more accurate bounds check, which is more expensive.
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* @param {boolean} [horizontal=true] - If horizontal is false, wrap will not wrap the object.x coordinates horizontally.
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* @param {boolean} [vertical=true] - If vertical is false, wrap will not wrap the object.y coordinates vertically.
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*/
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Phaser.World.prototype.wrap = function (sprite, padding, useBounds, horizontal, vertical) {
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if (typeof padding === 'undefined') { padding = 0; }
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if (typeof useBounds === 'undefined') { useBounds = false; }
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if (typeof horizontal === 'undefined') { horizontal = true; }
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if (typeof vertical === 'undefined') { vertical = true; }
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if (!useBounds)
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{
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if (horizontal && sprite.x + padding < this.bounds.x)
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{
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sprite.x = this.bounds.right + padding;
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}
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else if (horizontal && sprite.x - padding > this.bounds.right)
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{
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sprite.x = this.bounds.left - padding;
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}
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if (vertical && sprite.y + padding < this.bounds.top)
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{
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sprite.y = this.bounds.bottom + padding;
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}
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else if (vertical && sprite.y - padding > this.bounds.bottom)
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{
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sprite.y = this.bounds.top - padding;
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}
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}
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else
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{
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sprite.getBounds();
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if (horizontal)
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{
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if ((sprite.x + sprite._currentBounds.width) < this.bounds.x)
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{
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sprite.x = this.bounds.right;
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}
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else if (sprite.x > this.bounds.right)
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{
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sprite.x = this.bounds.left;
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}
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}
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if (vertical)
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{
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if ((sprite.y + sprite._currentBounds.height) < this.bounds.top)
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{
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sprite.y = this.bounds.bottom;
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}
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else if (sprite.y > this.bounds.bottom)
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{
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sprite.y = this.bounds.top;
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}
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}
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}
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};
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/**
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* @name Phaser.World#width
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* @property {number} width - Gets or sets the current width of the game world.
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*/
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Object.defineProperty(Phaser.World.prototype, "width", {
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get: function () {
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return this.bounds.width;
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},
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set: function (value) {
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this.bounds.width = value;
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}
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});
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/**
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* @name Phaser.World#height
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* @property {number} height - Gets or sets the current height of the game world.
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*/
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Object.defineProperty(Phaser.World.prototype, "height", {
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get: function () {
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return this.bounds.height;
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},
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set: function (value) {
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this.bounds.height = value;
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}
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});
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/**
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* @name Phaser.World#centerX
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* @property {number} centerX - Gets the X position corresponding to the center point of the world.
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* @readonly
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*/
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Object.defineProperty(Phaser.World.prototype, "centerX", {
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get: function () {
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return this.bounds.halfWidth;
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}
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});
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/**
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* @name Phaser.World#centerY
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* @property {number} centerY - Gets the Y position corresponding to the center point of the world.
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* @readonly
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*/
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Object.defineProperty(Phaser.World.prototype, "centerY", {
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get: function () {
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return this.bounds.halfHeight;
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}
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});
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/**
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* @name Phaser.World#randomX
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* @property {number} randomX - Gets a random integer which is lesser than or equal to the current width of the game world.
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* @readonly
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*/
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Object.defineProperty(Phaser.World.prototype, "randomX", {
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get: function () {
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if (this.bounds.x < 0)
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{
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return this.game.rnd.integerInRange(this.bounds.x, (this.bounds.width - Math.abs(this.bounds.x)));
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}
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else
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{
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return this.game.rnd.integerInRange(this.bounds.x, this.bounds.width);
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}
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}
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});
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/**
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* @name Phaser.World#randomY
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* @property {number} randomY - Gets a random integer which is lesser than or equal to the current height of the game world.
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* @readonly
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*/
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Object.defineProperty(Phaser.World.prototype, "randomY", {
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get: function () {
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if (this.bounds.y < 0)
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{
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return this.game.rnd.integerInRange(this.bounds.y, (this.bounds.height - Math.abs(this.bounds.y)));
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}
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else
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{
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return this.game.rnd.integerInRange(this.bounds.y, this.bounds.height);
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}
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}
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});
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