phaser/wip/TS Source/World.ts
2013-09-13 16:24:01 +01:00

181 lines
No EOL
4.6 KiB
TypeScript

/// <reference path="_definitions.ts" />
/**
* World
*
* "This world is but a canvas to our imagination." - Henry David Thoreau
*
* A game has only one world. The world is an abstract place in which all game objects live. It is not bound
* by stage limits and can be any size. You look into the world via cameras. All game objects live within
* the world at world-based coordinates. By default a world is created the same size as your Stage.
*
* @package Phaser.World
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
*/
module Phaser {
export class World {
/**
* World constructor
* Create a new <code>World</code> with specific width and height.
*
* @param width {number} Width of the world bound.
* @param height {number} Height of the world bound.
*/
constructor(game: Phaser.Game, width: number, height: number) {
this.game = game;
this.cameras = new Phaser.CameraManager(this.game, 0, 0, width, height);
this.bounds = new Phaser.Rectangle(0, 0, width, height);
}
/**
* Local reference to Game.
*/
public game: Phaser.Game;
/**
* Camera manager of this world.
* @type {CameraManager}
*/
public cameras: Phaser.CameraManager;
/**
* Object container stores every object created with `create*` methods.
* @type {Group}
*/
public group: Phaser.Group;
/**
* Bound of this world that objects can not escape from.
* @type {Rectangle}
*/
public bounds: Phaser.Rectangle;
/**
* The Gravity of the World (defaults to 0,0, or no gravity at all)
* @type {Vec2}
*/
public gravity: Phaser.Vec2;
/**
* Object container stores every object created with `create*` methods.
* @type {Group}
*/
private _groupCounter: number = 0;
public getNextGroupID(): number {
return this._groupCounter++;
}
/**
* Called once by Game during the boot process.
*/
public boot() {
this.group = new Phaser.Group(this.game, 0);
}
/**
* This is called automatically every frame, and is where main logic happens.
*/
public update() {
this.group.update();
this.cameras.update();
}
/**
* This is called automatically every frame, and is where main logic happens.
*/
public postUpdate() {
this.group.postUpdate();
this.cameras.postUpdate();
}
/**
* Clean up memory.
*/
public destroy() {
this.group.destroy();
this.cameras.destroy();
}
/**
* Updates the size of this world.
*
* @param width {number} New width of the world.
* @param height {number} New height of the world.
* @param [updateCameraBounds] {bool} Update camera bounds automatically or not. Default to true.
*/
public setSize(width: number, height: number, updateCameraBounds: bool = true) {
this.bounds.width = width;
this.bounds.height = height;
if (updateCameraBounds == true)
{
this.game.camera.setBounds(0, 0, width, height);
}
// dispatch world resize event
}
public get width(): number {
return this.bounds.width;
}
public set width(value: number) {
this.bounds.width = value;
}
public get height(): number {
return this.bounds.height;
}
public set height(value: number) {
this.bounds.height = value;
}
public get centerX(): number {
return this.bounds.halfWidth;
}
public get centerY(): number {
return this.bounds.halfHeight;
}
public get randomX(): number {
return Math.round(Math.random() * this.bounds.width);
}
public get randomY(): number {
return Math.round(Math.random() * this.bounds.height);
}
/**
* Get all the cameras.
*
* @returns {array} An array contains all the cameras.
*/
public getAllCameras(): Phaser.Camera[] {
return this.cameras.getAll();
}
}
}