mirror of
https://github.com/photonstorm/phaser
synced 2024-12-26 04:53:38 +00:00
361 lines
9.5 KiB
JavaScript
361 lines
9.5 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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* Core Component Features.
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*
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* @class
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*/
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Phaser.Component.Core = function () {};
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/**
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* Installs / registers mixin components.
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*
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* The `this` context should be that of the applicable object instance or prototype.
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*
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* @method
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* @protected
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*/
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Phaser.Component.Core.install = function (components) {
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// Always install 'Core' first
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Phaser.Utils.mixinPrototype(this, Phaser.Component.Core.prototype);
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this.components = {};
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for (var i = 0; i < components.length; i++)
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{
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var id = components[i];
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var replace = false;
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if (id === 'Destroy')
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{
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replace = true;
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}
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Phaser.Utils.mixinPrototype(this, Phaser.Component[id].prototype, replace);
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this.components[id] = true;
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}
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};
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/**
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* Initializes the mixin components.
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*
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* The `this` context should be an instance of the component mixin target.
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*
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* @method
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* @protected
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*/
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Phaser.Component.Core.init = function (game, x, y, key, frame)
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{
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this.game = game;
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this.key = key;
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this.data = {};
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this.texture = game.textures.get(key);
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this.frame = (this.texture) ? this.texture.get(frame) : null;
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this.position.set(x, y);
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this.world = new Phaser.Point(x, y);
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this.previousPosition = new Phaser.Point(x, y);
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this.events = new Phaser.Events(this);
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this._bounds = new Phaser.Rectangle();
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if (this.components.PhysicsBody)
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{
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// Enable-body checks for hasOwnProperty; makes sure to lift property from prototype.
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this.body = this.body;
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}
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if (this.components.Animation)
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{
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this.animations = new Phaser.AnimationManager(this);
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}
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if (this.components.FixedToCamera)
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{
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this.cameraOffset = new Phaser.Point(x, y);
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}
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};
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Phaser.Component.Core.preUpdate = function () {
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if (this.pendingDestroy)
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{
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this.destroy();
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return;
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}
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this.previousPosition.set(this.world.x, this.world.y);
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this.previousRotation = this.rotation;
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if (!this.exists || !this.parent.exists)
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{
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this.renderOrderID = -1;
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return false;
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}
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this.world.setTo(this.game.camera.x + this.worldTransform.tx, this.game.camera.y + this.worldTransform.ty);
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if (this.visible)
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{
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this.renderOrderID = this.game.stage.currentRenderOrderID++;
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}
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if (this.animations)
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{
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this.animations.update();
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}
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if (this.body)
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{
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this.body.preUpdate();
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}
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for (var i = 0; i < this.children.length; i++)
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{
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this.children[i].preUpdate();
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}
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return true;
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};
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Phaser.Component.Core.prototype = {
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/**
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* A reference to the currently running Game.
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* @property {Phaser.Game} game
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*/
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game: null,
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/**
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* A user defined name given to this Game Object.
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* This value isn't ever used internally by Phaser, it is meant as a game level property.
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* @property {string} name
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* @default
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*/
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name: '',
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/**
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* An empty Object that belongs to this Game Object.
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* This value isn't ever used internally by Phaser, but may be used by your own code, or
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* by Phaser Plugins, to store data that needs to be associated with the Game Object,
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* without polluting the Game Object directly.
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* @property {Object} data
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* @default
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*/
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data: {},
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/**
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* The components this Game Object has installed.
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* @property {object} components
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* @protected
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*/
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components: {},
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/**
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* The z depth of this Game Object within its parent Group.
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* No two objects in a Group can have the same z value.
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* This value is adjusted automatically whenever the Group hierarchy changes.
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* If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop.
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* @property {number} z
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* @readOnly
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*/
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z: 0,
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/**
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* All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to this
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* Game Object, or any of its components.
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* @see Phaser.Events
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* @property {Phaser.Events} events
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*/
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events: undefined,
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/**
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* If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.
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* Through it you can create, play, pause and stop animations.
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* @see Phaser.AnimationManager
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* @property {Phaser.AnimationManager} animations
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*/
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animations: undefined,
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/**
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* The key of the image or texture used by this Game Object during rendering.
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* If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.
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* It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.
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* If a Game Object is created without a key it is automatically assigned the key `__default` which is a 32x32 transparent PNG stored within the Cache.
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* If a Game Object is given a key which doesn't exist in the Image Cache it is re-assigned the key `__missing` which is a 32x32 PNG of a green box with a line through it.
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* @property {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} key
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*/
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key: '',
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/**
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* The world coordinates of this Game Object in pixels.
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* Depending on where in the display list this Game Object is placed this value can differ from `position`,
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* which contains the x/y coordinates relative to the Game Objects parent.
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* @property {Phaser.Point} world
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*/
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world: null,
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/**
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* A debug flag designed for use with `Game.enableStep`.
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* @property {boolean} debug
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* @default
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*/
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debug: false,
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/**
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* The position the Game Object was located in the previous frame.
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* @property {Phaser.Point} previousPosition
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* @readOnly
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*/
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previousPosition: null,
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/**
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* The rotation the Game Object was in set to in the previous frame. Value is in radians.
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* @property {number} previousRotation
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* @readOnly
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*/
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previousRotation: 0,
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/**
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* The render order ID is used internally by the renderer and Input Manager and should not be modified.
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* This property is mostly used internally by the renderers, but is exposed for the use of plugins.
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* @property {number} renderOrderID
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* @readOnly
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*/
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renderOrderID: 0,
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/**
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* A Game Object is considered `fresh` if it has just been created or reset and is yet to receive a renderer transform update.
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* This property is mostly used internally by the physics systems, but is exposed for the use of plugins.
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* @property {boolean} fresh
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* @readOnly
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*/
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fresh: true,
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/**
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* A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update.
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* You can set it directly to allow you to flag an object to be destroyed on its next update.
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*
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* This is extremely useful if you wish to destroy an object from within one of its own callbacks
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* such as with Buttons or other Input events.
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*
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* @property {boolean} pendingDestroy
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*/
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pendingDestroy: false,
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/**
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* @property {Phaser.Rectangle} _bounds - Internal cache var.
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* @private
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*/
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_bounds: null,
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/**
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* @property {boolean} _exists - Internal cache var.
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* @private
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*/
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_exists: true,
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/**
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* Controls if this Game Object is processed by the core game loop.
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* If this Game Object has a physics body it also controls if its physics body is updated or not.
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* When `exists` is set to `false` it will remove its physics body from the physics world if it has one.
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* It also toggles the `visible` property to false as well.
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*
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* Setting `exists` to true will add its physics body back in to the physics world, if it has one.
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* It will also set the `visible` property to `true`.
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*
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* @property {boolean} exists
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*/
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exists: {
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get: function () {
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return this._exists;
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},
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set: function (value) {
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if (value)
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{
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this._exists = true;
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if (this.body && this.body.type === Phaser.Physics.P2JS)
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{
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this.body.addToWorld();
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}
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this.visible = true;
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}
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else
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{
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this._exists = false;
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if (this.body && this.body.type === Phaser.Physics.P2JS)
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{
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this.body.removeFromWorld();
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}
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this.visible = false;
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}
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}
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},
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/**
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* Override this method in your own custom objects to handle any update requirements.
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* It is called immediately after `preUpdate` and before `postUpdate`.
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* Remember if this Game Object has any children you should call update on those too.
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*
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* @method
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*/
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update: function() {
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},
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/**
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* Internal method called by the World postUpdate cycle.
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*
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* @method
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* @protected
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*/
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postUpdate: function() {
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if (this.customRender)
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{
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this.key.render();
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}
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if (this.components.PhysicsBody)
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{
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Phaser.Component.PhysicsBody.postUpdate.call(this);
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}
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if (this.components.FixedToCamera)
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{
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Phaser.Component.FixedToCamera.postUpdate.call(this);
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}
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for (var i = 0; i < this.children.length; i++)
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{
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this.children[i].postUpdate();
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}
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}
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};
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