phaser/Phaser/State.ts

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No EOL
8.2 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;
// Overload 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() { }
// Handy Proxy methods
/**
* Create a new camera with specific position and size.
*
* @param x X position of the new camera.
* @param y Y position of the new camera.
* @param width Width of the new camera.
* @param height 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 X position of the new geom sprite.
* @param y 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 X position of the new sprite.
* @param y Y position of the new sprite.
* @param key Optinal, 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 Width of the texture.
* @param height 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 Optinal, 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 Optinal, x position of the emitter.
* @param y Optinal, y position of the emitter.
* @param size Optinal, 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 Key to a image you wish this object to use.
* @param x X position of this object.
* @param y Y position of this object.
* @param width Width of this object.
* @param height Heigth 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 Key for tileset image.
* @param mapData Data of this tilemap.
* @param format Format of map data. (Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON)
* @param resizeWorld Optinal, resize the world to make same as tilemap?
* @param tileWidth Optinal, width of each tile.
* @param tileHeight Optinal, 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);
}
}
}