mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 03:23:42 +00:00
100 lines
2.1 KiB
JavaScript
100 lines
2.1 KiB
JavaScript
var Class = require('../utils/Class');
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var Components = require('./components');
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var GameObject = new Class({
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initialize:
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function GameObject (scene, type)
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{
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this.scene = scene;
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this.type = type;
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this.name = '';
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this.active = true;
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this.tabIndex = -1;
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this.parent;
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// 0001 | 0010 | 0100 | 1000
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// Will Render bitmask flags for the components Visible, Alpha, Transform and Texture respectively
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this.renderMask = 15;
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this.renderFlags = 15;
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this.cameraFilter = 0;
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// instance of Phaser.Input.InteractiveObject if input enabled
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this.input = null;
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// instance of Phaser.Physics.X.Body if physics enabled (X = the physics system being used by the Scene)
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this.body = null;
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// Trigger a scene z-depth sort
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this.scene.sys.sortChildrenFlag = true;
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},
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// For GameObject Pooling and item selection
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setActive: function (value)
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{
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this.active = value;
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return this;
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},
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setName: function (value)
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{
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this.name = value;
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return this;
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},
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setInteractive: function (shape, callback)
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{
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this.scene.sys.inputManager.enable(this, shape, callback);
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return this;
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},
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// To be overridden by custom GameObjects. Allows base objects to be used in a Pool.
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update: function ()
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{
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},
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// Can be overridden by custom Game Objects, but provides default export functionality
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toJSON: function ()
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{
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return Components.ToJSON(this);
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},
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willRender: function ()
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{
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return (this.renderMask === this.renderFlags);
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},
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destroy: function ()
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{
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if (this.parent)
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{
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this.parent.remove(this);
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}
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if (this.input)
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{
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this.scene.sys.inputManager.clear(this);
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}
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if (this.body)
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{
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this.scene.sys.physicsManager.remove(this);
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}
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this.active = false;
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this.scene = undefined;
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}
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});
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module.exports = GameObject;
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