mirror of
https://github.com/photonstorm/phaser
synced 2024-11-26 14:40:38 +00:00
83 lines
3.4 KiB
JavaScript
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 = {}));
|