mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 03:23:42 +00:00
180 lines
No EOL
4.5 KiB
TypeScript
180 lines
No EOL
4.5 KiB
TypeScript
/// <reference path="Game.ts" />
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/// <reference path="cameras/CameraManager.ts" />
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/// <reference path="core/Group.ts" />
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/// <reference path="geom/Rectangle.ts" />
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/// <reference path="physics/Manager.ts" />
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/**
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* Phaser - World
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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 or dimension. You look into the world via cameras and all game objects
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* live within 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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module Phaser {
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export class World {
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/**
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* World constructor
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* Create a new <code>World</code> with specific width and height.
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*
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* @param width {number} Width of the world bound.
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* @param height {number} Height of the world bound.
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*/
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constructor(game: Game, width: number, height: number) {
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this._game = game;
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this.cameras = new CameraManager(this._game, 0, 0, width, height);
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this.bounds = new Rectangle(0, 0, width, height);
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}
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/**
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* Local private reference to game.
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*/
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private _game: Game;
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/**
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* Camera manager of this world.
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* @type {CameraManager}
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*/
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public cameras: CameraManager;
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/**
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* Object container stores every object created with `create*` methods.
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* @type {Group}
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*/
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public group: Group;
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/**
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* Bound of this world that objects can not escape from.
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* @type {Rectangle}
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*/
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public bounds: Rectangle;
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/**
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* The Gravity of the World (defaults to 0,0, or no gravity at all)
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* @type {Vec2}
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*/
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public gravity: Phaser.Vec2;
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/**
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* Object container stores every object created with `create*` methods.
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* @type {Group}
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*/
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private _groupCounter: number = 0;
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public getNextGroupID(): number {
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return this._groupCounter++;
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}
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/**
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* Called once by Game during the boot process.
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*/
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public boot() {
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this.group = new Group(this._game, 0);
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}
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/**
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* This is called automatically every frame, and is where main logic happens.
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*/
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public update() {
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this.group.update();
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this.cameras.update();
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}
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/**
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* This is called automatically every frame, and is where main logic happens.
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*/
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public postUpdate() {
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this.group.postUpdate();
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this.cameras.postUpdate();
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}
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/**
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* Clean up memory.
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*/
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public destroy() {
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this.group.destroy();
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this.cameras.destroy();
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}
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/**
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* Updates the size of this world.
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*
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* @param width {number} New width of the world.
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* @param height {number} New height of the world.
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* @param [updateCameraBounds] {boolean} Update camera bounds automatically or not. Default to true.
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*/
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public setSize(width: number, height: number, updateCameraBounds: bool = true) {
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this.bounds.width = width;
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this.bounds.height = height;
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if (updateCameraBounds == true)
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{
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this._game.camera.setBounds(0, 0, width, height);
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}
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// dispatch world resize event
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}
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public get width(): number {
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return this.bounds.width;
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}
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public set width(value: number) {
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this.bounds.width = value;
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}
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public get height(): number {
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return this.bounds.height;
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}
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public set height(value: number) {
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this.bounds.height = value;
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}
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public get centerX(): number {
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return this.bounds.halfWidth;
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}
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public get centerY(): number {
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return this.bounds.halfHeight;
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}
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public get randomX(): number {
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return Math.round(Math.random() * this.bounds.width);
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}
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public get randomY(): number {
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return Math.round(Math.random() * this.bounds.height);
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}
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/**
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* Get all the cameras.
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*
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* @returns {array} An array contains all the cameras.
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*/
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public getAllCameras(): Camera[] {
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return this.cameras.getAll();
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}
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}
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} |