mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 13:13:43 +00:00
162 lines
No EOL
4.7 KiB
TypeScript
162 lines
No EOL
4.7 KiB
TypeScript
/// <reference path="_definitions.ts" />
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/**
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* State
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*
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* This is a base State class which can be extended if you are creating your game with TypeScript.
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* It provides quick access to common functions such as the camera, cache, input, match, sound and more.
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*
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* @package Phaser.State
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
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*/
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module Phaser {
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export class State {
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/**
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* State constructor
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* Create a new <code>State</code>.
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*/
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constructor(game: Phaser.Game) {
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this.game = game;
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this.add = game.add;
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this.camera = game.camera;
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this.cache = game.cache;
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this.input = game.input;
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this.load = game.load;
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this.math = game.math;
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this.sound = game.sound;
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this.stage = game.stage;
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this.time = game.time;
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this.tweens = game.tweens;
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this.world = game.world;
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}
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/**
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* Reference to Game.
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*/
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public game: Phaser.Game;
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/**
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* Currently used camera.
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* @type {Camera}
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*/
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public camera: Phaser.Camera;
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/**
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* Reference to the assets cache.
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* @type {Cache}
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*/
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public cache: Phaser.Cache;
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/**
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* Reference to the GameObject Factory.
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* @type {GameObjectFactory}
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*/
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public add: Phaser.GameObjectFactory;
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/**
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* Reference to the input manager
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* @type {Input}
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*/
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public input: Phaser.InputManager;
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/**
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* Reference to the assets loader.
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* @type {Loader}
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*/
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public load: Phaser.Loader;
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/**
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* Reference to the math helper.
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* @type {GameMath}
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*/
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public math: Phaser.GameMath;
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/**
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* Reference to the sound manager.
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* @type {SoundManager}
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*/
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public sound: Phaser.SoundManager;
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/**
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* Reference to the stage.
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* @type {Stage}
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*/
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public stage: Phaser.Stage;
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/**
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* Reference to game clock.
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* @type {Time}
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*/
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public time: Phaser.TimeManager;
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/**
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* Reference to the tween manager.
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* @type {TweenManager}
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*/
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public tweens: Phaser.TweenManager;
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/**
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* Reference to the world.
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* @type {World}
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*/
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public world: Phaser.World;
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// Override these in your own States
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/**
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* Override this method to add some load operations.
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* If you need to use the loader, you may need to use them here.
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*/
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public init() { }
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/**
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* This method is called after the game engine successfully switches states.
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* Feel free to add any setup code here.(Do not load anything here, override init() instead)
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*/
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public create() { }
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/**
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* Put update logic here.
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*/
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public update() { }
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/**
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* Put render operations here.
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*/
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public render() { }
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/**
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* This method will be called when game paused.
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*/
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public paused() { }
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/**
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* This method will be called when the state is destroyed
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*/
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public destroy() { }
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/**
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* Checks for overlaps between two objects using the world QuadTree. Can be GameObject vs. GameObject, GameObject vs. Group or Group vs. Group.
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* Note: Does not take the objects scrollFactor into account. All overlaps are check in world space.
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* @param object1 The first GameObject or Group to check. If null the world.group is used.
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* @param object2 The second GameObject or Group to check.
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* @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.
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* @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.
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* @param context The context in which the callbacks will be called
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* @returns {bool} true if the objects overlap, otherwise false.
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*/
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//public collide(objectOrGroup1 = null, objectOrGroup2 = null, notifyCallback = null, context? = this.game.callbackContext): bool {
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// return this.collision.overlap(objectOrGroup1, objectOrGroup2, notifyCallback, Collision.separate, context);
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//}
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}
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} |