mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 17:16:03 +00:00
139 lines
4.2 KiB
JavaScript
139 lines
4.2 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The InWorld component checks if a Game Object is within the Game World Bounds.
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* An object is considered as being "in bounds" so long as its own bounds intersects at any point with the World bounds.
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* If the AutoCull component is enabled on the Game Object then it will check the Game Object against the Camera bounds as well.
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*
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* @class
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*/
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Phaser.Component.InWorld = function () {};
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/**
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* The InWorld component preUpdate handler.
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* Called automatically by the Game Object.
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*
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* @method
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*/
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Phaser.Component.InWorld.preUpdate = function () {
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// Cache the bounds if we need it
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if (this.autoCull || this.checkWorldBounds)
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{
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this._bounds.copyFrom(this.getBounds());
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this._bounds.x += this.game.camera.view.x;
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this._bounds.y += this.game.camera.view.y;
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if (this.autoCull)
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{
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// Won't get rendered but will still get its transform updated
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if (this.game.world.camera.view.intersects(this._bounds))
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{
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this.renderable = true;
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this.game.world.camera.totalInView++;
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}
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else
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{
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this.renderable = false;
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if (this.outOfCameraBoundsKill)
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{
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this.kill();
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return false;
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}
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}
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}
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if (this.checkWorldBounds)
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{
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// The Sprite is already out of the world bounds, so let's check to see if it has come back again
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if (this._outOfBoundsFired && this.game.world.bounds.intersects(this._bounds))
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{
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this._outOfBoundsFired = false;
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this.events.onEnterBounds$dispatch(this);
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}
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else if (!this._outOfBoundsFired && !this.game.world.bounds.intersects(this._bounds))
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{
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// The Sprite WAS in the screen, but has now left.
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this._outOfBoundsFired = true;
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this.events.onOutOfBounds$dispatch(this);
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if (this.outOfBoundsKill)
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{
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this.kill();
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return false;
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}
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}
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}
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}
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return true;
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};
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Phaser.Component.InWorld.prototype = {
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/**
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* If this is set to `true` the Game Object checks if it is within the World bounds each frame.
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*
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* When it is no longer intersecting the world bounds it dispatches the `onOutOfBounds` event.
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*
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* If it was *previously* out of bounds but is now intersecting the world bounds again it dispatches the `onEnterBounds` event.
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*
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* It also optionally kills the Game Object if `outOfBoundsKill` is `true`.
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*
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* When `checkWorldBounds` is enabled it forces the Game Object to calculate its full bounds every frame.
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*
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* This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,
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* or you have tested performance and find it acceptable.
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*
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* @property {boolean} checkWorldBounds
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* @default
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*/
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checkWorldBounds: false,
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/**
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* If this and the `checkWorldBounds` property are both set to `true` then the `kill` method is called as soon as `inWorld` returns false.
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*
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* @property {boolean} outOfBoundsKill
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* @default
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*/
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outOfBoundsKill: false,
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/**
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* If this and the `autoCull` property are both set to `true`, then the `kill` method
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* is called as soon as the Game Object leaves the camera bounds.
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*
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* @property {boolean} outOfCameraBoundsKill
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* @default
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*/
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outOfCameraBoundsKill: false,
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/**
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* @property {boolean} _outOfBoundsFired - Internal state var.
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* @private
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*/
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_outOfBoundsFired: false,
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/**
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* Checks if the Game Objects bounds are within, or intersect at any point with the Game World bounds.
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*
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* @property {boolean} inWorld
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* @readonly
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*/
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inWorld: {
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get: function () {
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return this.game.world.bounds.intersects(this.getBounds());
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}
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}
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};
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