phaser/Phaser/core/Plugin.js

78 lines
2.4 KiB
JavaScript

/// <reference path="../_definitions.ts" />
/**
* Phaser - Plugin
*/
var Phaser;
(function (Phaser) {
var Plugin = (function () {
function Plugin(game, parent) {
this.game = game;
this.parent = parent;
this.active = false;
this.visible = false;
this.hasPreUpdate = false;
this.hasUpdate = false;
this.hasPostUpdate = false;
this.hasPreRender = false;
this.hasRender = false;
this.hasPostRender = false;
}
/**
* Pre-update is called at the start of the update cycle, before any other updates have taken place.
* It is only called if active is set to true.
*/
Plugin.prototype.preUpdate = function () {
};
/**
* Pre-update is called at the start of the update cycle, before any other updates have taken place.
* It is only called if active is set to true.
*/
Plugin.prototype.update = function () {
};
/**
* Post-update is called at the end of the objects update cycle, after other update logic has taken place.
* It is only called if active is set to true.
*/
Plugin.prototype.postUpdate = function () {
};
/**
* Pre-render is called right before the Game Renderer starts and before any custom preRender callbacks have been run.
* It is only called if visible is set to true.
*/
Plugin.prototype.preRender = function () {
};
/**
* Pre-render is called right before the Game Renderer starts and before any custom preRender callbacks have been run.
* It is only called if visible is set to true.
*/
Plugin.prototype.render = function () {
};
/**
* Post-render is called after every camera and game object has been rendered, also after any custom postRender callbacks have been run.
* It is only called if visible is set to true.
*/
Plugin.prototype.postRender = function () {
};
/**
* Clear down this Plugin and null out references
*/
Plugin.prototype.destroy = function () {
this.game = null;
this.parent = null;
this.active = false;
this.visible = false;
};
return Plugin;
})();
Phaser.Plugin = Plugin;
})(Phaser || (Phaser = {}));