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<h1 class="page-title">Source: core/World.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 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
* @constructor
* @param {Phaser.Game} game - Reference to the current game instance.
*/
Phaser.World = function (game) {
Phaser.Group.call(this, game, null, '__world', false);
/**
* @property {Phaser.Point} scale - Replaces the PIXI.Point with a slightly more flexible one.
*/
this.scale = new Phaser.Point(1, 1);
/**
* 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 {number} currentRenderOrderID - Reset each frame, keeps a count of the total number of objects updated.
*/
this.currentRenderOrderID = 0;
};
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._container;
this.game.camera = this.camera;
}
/**
* This is called automatically every frame, and is where main logic happens.
*
* @method Phaser.World#update
*/
Phaser.World.prototype.update = function () {
this.currentRenderOrderID = 0;
if (this.game.stage._stage.first._iNext)
{
var currentNode = this.game.stage._stage.first._iNext;
do
{
if (currentNode['preUpdate'])
{
currentNode.preUpdate();
}
if (currentNode['update'])
{
currentNode.update();
}
currentNode = currentNode._iNext;
}
while (currentNode != this.game.stage._stage.last._iNext)
}
}
/**
* This is called automatically every frame, and is where main logic happens.
* @method Phaser.World#postUpdate
*/
Phaser.World.prototype.postUpdate = function () {
this.camera.update();
if (this.game.stage._stage.first._iNext)
{
var currentNode = this.game.stage._stage.first._iNext;
do
{
if (currentNode['postUpdate'])
{
currentNode.postUpdate();
}
currentNode = currentNode._iNext;
}
while (currentNode != this.game.stage._stage.last._iNext)
}
}
/**
* Updates the size of this world. Note that this doesn't modify the world x/y coordinates, just the width and height.
* If you need to adjust the bounds of the world
* @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 world.
* @param {number} height - New height of the world.
*/
Phaser.World.prototype.setBounds = function (x, y, width, height) {
this.bounds.setTo(x, y, width, height);
if (this.camera.bounds)
{
this.camera.bounds.setTo(x, y, width, height);
}
}
/**
* Destroyer of worlds.
* @method Phaser.World#destroy
*/
Phaser.World.prototype.destroy = function () {
this.camera.x = 0;
this.camera.y = 0;
this.game.input.reset(true);
this.removeAll();
}
/**
* @name Phaser.World#width
* @property {number} width - Gets or sets the current width of the game world.
*/
Object.defineProperty(Phaser.World.prototype, "width", {
get: function () {
return this.bounds.width;
},
set: function (value) {
this.bounds.width = value;
}
});
/**
* @name Phaser.World#height
* @property {number} height - Gets or sets the current height of the game world.
*/
Object.defineProperty(Phaser.World.prototype, "height", {
get: function () {
return this.bounds.height;
},
set: function (value) {
this.bounds.height = value;
}
});
/**
* @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 &lt; 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 &lt; 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>
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