phaser/v3/src/gameobjects/GameObject.js

100 lines
2.1 KiB
JavaScript

var Class = require('../utils/Class');
var Components = require('./components');
var GameObject = new Class({
initialize:
function GameObject (scene, type)
{
this.scene = scene;
this.type = type;
this.name = '';
this.active = true;
this.tabIndex = -1;
this.parent;
// 0001 | 0010 | 0100 | 1000
// Will Render bitmask flags for the components Visible, Alpha, Transform and Texture respectively
this.renderMask = 15;
this.renderFlags = 15;
this.cameraFilter = 0;
// instance of Phaser.Input.InteractiveObject if input enabled
this.input = null;
// instance of Phaser.Physics.X.Body if physics enabled (X = the physics system being used by the Scene)
this.body = null;
// Trigger a scene z-depth sort
this.scene.sys.sortChildrenFlag = true;
},
// For GameObject Pooling and item selection
setActive: function (value)
{
this.active = value;
return this;
},
setName: function (value)
{
this.name = value;
return this;
},
setInteractive: function (shape, callback)
{
this.scene.sys.inputManager.enable(this, shape, callback);
return this;
},
// To be overridden by custom GameObjects. Allows base objects to be used in a Pool.
update: function ()
{
},
// Can be overridden by custom Game Objects, but provides default export functionality
toJSON: function ()
{
return Components.ToJSON(this);
},
willRender: function ()
{
return (this.renderMask === this.renderFlags);
},
destroy: function ()
{
if (this.parent)
{
this.parent.remove(this);
}
if (this.input)
{
this.scene.sys.inputManager.clear(this);
}
if (this.body)
{
this.scene.sys.physicsManager.remove(this);
}
this.active = false;
this.scene = undefined;
}
});
module.exports = GameObject;