phaser/TS Source/State.js
2013-08-28 07:02:57 +01:00

83 lines
3.4 KiB
JavaScript

/// <reference path="_definitions.ts" />
/**
* State
*
* This is a base State class which can be extended if you are creating your game with TypeScript.
* It provides quick access to common functions such as the camera, cache, input, match, sound and more.
*
* @package Phaser.State
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
*/
var Phaser;
(function (Phaser) {
var State = (function () {
/**
* State constructor
* Create a new <code>State</code>.
*/
function State(game) {
this.game = game;
this.add = game.add;
this.camera = game.camera;
this.cache = game.cache;
this.input = game.input;
this.load = game.load;
this.math = game.math;
this.sound = game.sound;
this.stage = game.stage;
this.time = game.time;
this.tweens = game.tweens;
this.world = game.world;
}
State.prototype.init = // 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.
*/
function () {
};
State.prototype.create = /**
* 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)
*/
function () {
};
State.prototype.update = /**
* Put update logic here.
*/
function () {
};
State.prototype.render = /**
* Put render operations here.
*/
function () {
};
State.prototype.paused = /**
* This method will be called when game paused.
*/
function () {
};
State.prototype.destroy = /**
* This method will be called when the state is destroyed
*/
function () {
};
return State;
})();
Phaser.State = State;
/**
* Checks for overlaps between two objects using the world QuadTree. Can be GameObject vs. GameObject, GameObject vs. Group or Group vs. Group.
* Note: Does not take the objects scrollFactor into account. All overlaps are check in world space.
* @param object1 The first GameObject or Group to check. If null the world.group is used.
* @param object2 The second GameObject or Group to check.
* @param notifyCallback A callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you passed them to Collision.overlap.
* @param processCallback A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then notifyCallback will only be called if processCallback returns true.
* @param context The context in which the callbacks will be called
* @returns {bool} true if the objects overlap, otherwise false.
*/
//public collide(objectOrGroup1 = null, objectOrGroup2 = null, notifyCallback = null, context? = this.game.callbackContext): bool {
// return this.collision.overlap(objectOrGroup1, objectOrGroup2, notifyCallback, Collision.separate, context);
//}
})(Phaser || (Phaser = {}));