phaser/Phaser/State.ts
2013-05-23 00:01:58 +01:00

164 lines
No EOL
3.8 KiB
TypeScript

/// <reference path="Game.ts" />
/**
* Phaser - State
*
* This is a base State class which can be extended if you are creating your game using TypeScript.
*/
module Phaser {
export class State {
/**
* State constructor
* Create a new <code>State</code>.
*/
constructor(game: Game) {
this.game = game;
this.add = game.add;
this.camera = game.camera;
this.cache = game.cache;
this.collision = game.collision;
this.input = game.input;
this.loader = game.loader;
this.math = game.math;
this.motion = game.motion;
this.sound = game.sound;
this.stage = game.stage;
this.time = game.time;
this.tweens = game.tweens;
this.world = game.world;
}
/**
* Reference to Game.
*/
public game: Game;
/**
* Currently used camera.
* @type {Camera}
*/
public camera: Camera;
/**
* Reference to the assets cache.
* @type {Cache}
*/
public cache: Cache;
/**
* Reference to the collision helper.
* @type {Collision}
*/
public collision: Collision;
/**
* Reference to the GameObject Factory.
* @type {GameObjectFactory}
*/
public add: GameObjectFactory;
/**
* Reference to the input manager
* @type {Input}
*/
public input: Input;
/**
* Reference to the assets loader.
* @type {Loader}
*/
public loader: Loader;
/**
* Reference to the math helper.
* @type {GameMath}
*/
public math: GameMath;
/**
* Reference to the motion helper.
* @type {Motion}
*/
public motion: Motion;
/**
* Reference to the sound manager.
* @type {SoundManager}
*/
public sound: SoundManager;
/**
* Reference to the stage.
* @type {Stage}
*/
public stage: Stage;
/**
* Reference to game clock.
* @type {Time}
*/
public time: Time;
/**
* Reference to the tween manager.
* @type {TweenManager}
*/
public tweens: TweenManager;
/**
* Reference to the world.
* @type {World}
*/
public world: World;
// Override these in your own States
/**
* Override this method to add some load operations.
* If you need to use the loader, you may need to use them here.
*/
public init() { }
/**
* This method is called after the game engine successfully switches states.
* Feel free to add any setup code here.(Do not load anything here, override init() instead)
*/
public create() { }
/**
* Put update logic here.
*/
public update() { }
/**
* Put render operations here.
*/
public render() { }
/**
* This method will be called when game paused.
*/
public paused() { }
/**
* This method will be called when the state is destroyed
*/
public destroy() { }
/**
* Call this method to see if one object collids another.
* @return {boolean} Whether the given objects or groups collids.
*/
public collide(ObjectOrGroup1: Basic = null, ObjectOrGroup2: Basic = null, NotifyCallback = null): bool {
return this.collision.overlap(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, Collision.separate);
}
}
}