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1331 lines
36 KiB
HTML
1331 lines
36 KiB
HTML
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.Point.html">Point</a>
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<a href="Phaser.Pointer.html">Pointer</a>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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<a href="Phaser.Rectangle.html">Rectangle</a>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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<a href="Phaser.Rope.html">Rope</a>
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<a href="Phaser.Signal.html">Signal</a>
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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<a href="Phaser.SinglePad.html">SinglePad</a>
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<a href="Phaser.Sound.html">Sound</a>
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<a href="Phaser.SoundManager.html">SoundManager</a>
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<a href="Phaser.Sprite.html">Sprite</a>
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<li class="class-depth-1">
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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<a href="Phaser.Stage.html">Stage</a>
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<a href="Phaser.State.html">State</a>
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<a href="Phaser.StateManager.html">StateManager</a>
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<li class="class-depth-1">
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<a href="Phaser.Text.html">Text</a>
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<a href="Phaser.Tile.html">Tile</a>
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<li class="class-depth-1">
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<a href="Phaser.Tilemap.html">Tilemap</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tileset.html">Tileset</a>
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<li class="class-depth-1">
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<a href="Phaser.TileSprite.html">TileSprite</a>
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<a href="Phaser.Time.html">Time</a>
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<a href="Phaser.Timer.html">Timer</a>
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<li class="class-depth-1">
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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</li>
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tween.html">Tween</a>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<li class="class-depth-1">
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<a href="Phaser.Utils.html">Utils</a>
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<li class="class-depth-2">
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<div id="main">
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<h1 class="page-title">Source: D:/wamp/www/phaser/src/core/World.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2014 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* "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.
|
|
*
|
|
* @class Phaser.World
|
|
* @extends Phaser.Group
|
|
* @constructor
|
|
* @param {Phaser.Game} game - Reference to the current game instance.
|
|
*/
|
|
Phaser.World = function (game) {
|
|
|
|
Phaser.Group.call(this, game, null, '__world', false);
|
|
|
|
/**
|
|
* The World has no fixed size, but it does have a bounds outside of which objects are no longer considered as being "in world" and you should use this to clean-up the display list and purge dead objects.
|
|
* By default we set the Bounds to be from 0,0 to Game.width,Game.height. I.e. it will match the size given to the game constructor with 0,0 representing the top-left of the display.
|
|
* However 0,0 is actually the center of the world, and if you rotate or scale the world all of that will happen from 0,0.
|
|
* So if you want to make a game in which the world itself will rotate you should adjust the bounds so that 0,0 is the center point, i.e. set them to -1000,-1000,2000,2000 for a 2000x2000 sized world centered around 0,0.
|
|
* @property {Phaser.Rectangle} bounds - Bound of this world that objects can not escape from.
|
|
*/
|
|
this.bounds = new Phaser.Rectangle(0, 0, game.width, game.height);
|
|
|
|
/**
|
|
* @property {Phaser.Camera} camera - Camera instance.
|
|
*/
|
|
this.camera = null;
|
|
|
|
/**
|
|
* @property {boolean} _definedSize - True if the World has been given a specifically defined size (i.e. from a Tilemap or direct in code) or false if it's just matched to the Game dimensions.
|
|
* @readonly
|
|
*/
|
|
this._definedSize = false;
|
|
|
|
/**
|
|
* @property {number} width - The defined width of the World. Sometimes the bounds needs to grow larger than this (if you resize the game) but this retains the original requested dimension.
|
|
*/
|
|
this._width = game.width;
|
|
|
|
/**
|
|
* @property {number} height - The defined height of the World. Sometimes the bounds needs to grow larger than this (if you resize the game) but this retains the original requested dimension.
|
|
*/
|
|
this._height = game.height;
|
|
|
|
};
|
|
|
|
Phaser.World.prototype = Object.create(Phaser.Group.prototype);
|
|
Phaser.World.prototype.constructor = Phaser.World;
|
|
|
|
/**
|
|
* Initialises the game world.
|
|
*
|
|
* @method Phaser.World#boot
|
|
* @protected
|
|
*/
|
|
Phaser.World.prototype.boot = function () {
|
|
|
|
this.camera = new Phaser.Camera(this.game, 0, 0, 0, this.game.width, this.game.height);
|
|
|
|
this.camera.displayObject = this;
|
|
|
|
this.camera.scale = this.scale;
|
|
|
|
this.game.camera = this.camera;
|
|
|
|
this.game.stage.addChild(this);
|
|
|
|
};
|
|
|
|
/**
|
|
* Updates the size of this world. Note that this doesn't modify the world x/y coordinates, just the width and height.
|
|
* The Camera bounds and Physics bounds (if set) are also updated to match the new World bounds.
|
|
*
|
|
* @method Phaser.World#setBounds
|
|
* @param {number} x - Top left most corner of the world.
|
|
* @param {number} y - Top left most corner of the world.
|
|
* @param {number} width - New width of the game world in pixels.
|
|
* @param {number} height - New height of the game world in pixels.
|
|
*/
|
|
Phaser.World.prototype.setBounds = function (x, y, width, height) {
|
|
|
|
this._definedSize = true;
|
|
this._width = width;
|
|
this._height = height;
|
|
|
|
this.bounds.setTo(x, y, width, height);
|
|
|
|
if (this.camera.bounds)
|
|
{
|
|
// The Camera can never be smaller than the game size
|
|
this.camera.bounds.setTo(x, y, Math.max(width, this.game.width), Math.max(height, this.game.height));
|
|
}
|
|
|
|
this.game.physics.setBoundsToWorld();
|
|
|
|
};
|
|
|
|
Phaser.World.prototype.resize = function (width, height) {
|
|
|
|
// Don't ever scale the World bounds lower than the original requested dimensions if it's a defined world size
|
|
|
|
if (this._definedSize)
|
|
{
|
|
if (width < this._width)
|
|
{
|
|
width = this._width;
|
|
}
|
|
|
|
if (height < this._height)
|
|
{
|
|
height = this._height;
|
|
}
|
|
}
|
|
|
|
this.bounds.width = width;
|
|
this.bounds.height = height;
|
|
|
|
this.game.camera.setBoundsToWorld();
|
|
|
|
this.game.physics.setBoundsToWorld();
|
|
|
|
};
|
|
|
|
/**
|
|
* Destroyer of worlds.
|
|
*
|
|
* @method Phaser.World#shutdown
|
|
*/
|
|
Phaser.World.prototype.shutdown = function () {
|
|
|
|
// World is a Group, so run a soft destruction on this and all children.
|
|
this.destroy(true, true);
|
|
|
|
};
|
|
|
|
/**
|
|
* This will take the given game object and check if its x/y coordinates fall outside of the world bounds.
|
|
* If they do it will reposition the object to the opposite side of the world, creating a wrap-around effect.
|
|
* If sprite has a P2 body then the body (sprite.body) should be passed as first parameter to the function.
|
|
*
|
|
* @method Phaser.World#wrap
|
|
* @param {Phaser.Sprite|Phaser.Image|Phaser.TileSprite|Phaser.Text} sprite - The object you wish to wrap around the world bounds.
|
|
* @param {number} [padding=0] - Extra padding added equally to the sprite.x and y coordinates before checking if within the world bounds. Ignored if useBounds is true.
|
|
* @param {boolean} [useBounds=false] - If useBounds is false wrap checks the object.x/y coordinates. If true it does a more accurate bounds check, which is more expensive.
|
|
* @param {boolean} [horizontal=true] - If horizontal is false, wrap will not wrap the object.x coordinates horizontally.
|
|
* @param {boolean} [vertical=true] - If vertical is false, wrap will not wrap the object.y coordinates vertically.
|
|
*/
|
|
Phaser.World.prototype.wrap = function (sprite, padding, useBounds, horizontal, vertical) {
|
|
|
|
if (typeof padding === 'undefined') { padding = 0; }
|
|
if (typeof useBounds === 'undefined') { useBounds = false; }
|
|
if (typeof horizontal === 'undefined') { horizontal = true; }
|
|
if (typeof vertical === 'undefined') { vertical = true; }
|
|
|
|
if (!useBounds)
|
|
{
|
|
if (horizontal && sprite.x + padding < this.bounds.x)
|
|
{
|
|
sprite.x = this.bounds.right + padding;
|
|
}
|
|
else if (horizontal && sprite.x - padding > this.bounds.right)
|
|
{
|
|
sprite.x = this.bounds.left - padding;
|
|
}
|
|
|
|
if (vertical && sprite.y + padding < this.bounds.top)
|
|
{
|
|
sprite.y = this.bounds.bottom + padding;
|
|
}
|
|
else if (vertical && sprite.y - padding > this.bounds.bottom)
|
|
{
|
|
sprite.y = this.bounds.top - padding;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sprite.getBounds();
|
|
|
|
if (horizontal)
|
|
{
|
|
if ((sprite.x + sprite._currentBounds.width) < this.bounds.x)
|
|
{
|
|
sprite.x = this.bounds.right;
|
|
}
|
|
else if (sprite.x > this.bounds.right)
|
|
{
|
|
sprite.x = this.bounds.left;
|
|
}
|
|
}
|
|
|
|
if (vertical)
|
|
{
|
|
if ((sprite.y + sprite._currentBounds.height) < this.bounds.top)
|
|
{
|
|
sprite.y = this.bounds.bottom;
|
|
}
|
|
else if (sprite.y > this.bounds.bottom)
|
|
{
|
|
sprite.y = this.bounds.top;
|
|
}
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @name Phaser.World#width
|
|
* @property {number} width - Gets or sets the current width of the game world. The world can never be smaller than the game (canvas) dimensions.
|
|
*/
|
|
Object.defineProperty(Phaser.World.prototype, "width", {
|
|
|
|
get: function () {
|
|
return this.bounds.width;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value < this.game.width)
|
|
{
|
|
value = this.game.width;
|
|
}
|
|
|
|
this.bounds.width = value;
|
|
this._width = value;
|
|
this._definedSize = true;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.World#height
|
|
* @property {number} height - Gets or sets the current height of the game world. The world can never be smaller than the game (canvas) dimensions.
|
|
*/
|
|
Object.defineProperty(Phaser.World.prototype, "height", {
|
|
|
|
get: function () {
|
|
return this.bounds.height;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value < this.game.height)
|
|
{
|
|
value = this.game.height;
|
|
}
|
|
|
|
this.bounds.height = value;
|
|
this._height = value;
|
|
this._definedSize = true;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.World#centerX
|
|
* @property {number} centerX - Gets the X position corresponding to the center point of the world.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.World.prototype, "centerX", {
|
|
|
|
get: function () {
|
|
return this.bounds.halfWidth;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.World#centerY
|
|
* @property {number} centerY - Gets the Y position corresponding to the center point of the world.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.World.prototype, "centerY", {
|
|
|
|
get: function () {
|
|
return this.bounds.halfHeight;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.World#randomX
|
|
* @property {number} randomX - Gets a random integer which is lesser than or equal to the current width of the game world.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.World.prototype, "randomX", {
|
|
|
|
get: function () {
|
|
|
|
if (this.bounds.x < 0)
|
|
{
|
|
return this.game.rnd.integerInRange(this.bounds.x, (this.bounds.width - Math.abs(this.bounds.x)));
|
|
}
|
|
else
|
|
{
|
|
return this.game.rnd.integerInRange(this.bounds.x, this.bounds.width);
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.World#randomY
|
|
* @property {number} randomY - Gets a random integer which is lesser than or equal to the current height of the game world.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.World.prototype, "randomY", {
|
|
|
|
get: function () {
|
|
|
|
if (this.bounds.y < 0)
|
|
{
|
|
return this.game.rnd.integerInRange(this.bounds.y, (this.bounds.height - Math.abs(this.bounds.y)));
|
|
}
|
|
else
|
|
{
|
|
return this.game.rnd.integerInRange(this.bounds.y, this.bounds.height);
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
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<div class="clearfix"></div>
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|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
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|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Sat Nov 15 2014 19:54:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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