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355 lines (285 loc) · 9.18 KB
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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Core Component Features.
*
* @class
*/
Phaser.Component.Core = function () {};
/**
* Installs / registers mixin components.
*
* The `this` context should be that of the applicable object instance or prototype.
*
* @method
* @protected
*/
Phaser.Component.Core.install = function (components) {
// Always install 'Core' first
Phaser.Utils.mixinPrototype(this, Phaser.Component.Core.prototype);
this.components = {};
for (var i = 0; i < components.length; i++)
{
var id = components[i];
var replace = false;
if (id === 'Destroy')
{
replace = true;
}
Phaser.Utils.mixinPrototype(this, Phaser.Component[id].prototype, replace);
this.components[id] = true;
}
};
/**
* Initializes the mixin components.
*
* The `this` context should be an instance of the component mixin target.
*
* @method
* @protected
*/
Phaser.Component.Core.init = function (game, x, y, key, frame) {
this.game = game;
this.key = key;
this.position.set(x, y);
this.world = new Phaser.Point(x, y);
this.previousPosition = new Phaser.Point(x, y);
this.events = new Phaser.Events(this);
this._bounds = new Phaser.Rectangle();
if (this.components.PhysicsBody)
{
// Enable-body checks for hasOwnProperty; makes sure to lift property from prototype.
this.body = this.body;
}
if (this.components.Animation)
{
this.animations = new Phaser.AnimationManager(this);
}
if (this.components.LoadTexture && key !== null)
{
this.loadTexture(key, frame);
}
if (this.components.FixedToCamera)
{
this.cameraOffset = new Phaser.Point(x, y);
}
};
Phaser.Component.Core.preUpdate = function () {
if (this.pendingDestroy)
{
this.destroy();
return;
}
this.previousPosition.set(this.world.x, this.world.y);
this.previousRotation = this.rotation;
if (!this.exists || !this.parent.exists)
{
this.renderOrderID = -1;
return false;
}
this.world.setTo(this.game.camera.x + this.worldTransform.tx, this.game.camera.y + this.worldTransform.ty);
if (this.visible)
{
this.renderOrderID = this.game.stage.currentRenderOrderID++;
}
if (this.texture)
{
this.texture.requiresReTint = false;
}
if (this.animations)
{
this.animations.update();
}
if (this.body)
{
this.body.preUpdate();
}
for (var i = 0; i < this.children.length; i++)
{
this.children[i].preUpdate();
}
return true;
};
Phaser.Component.Core.prototype = {
/**
* A reference to the currently running Game.
* @property {Phaser.Game} game
*/
game: null,
/**
* A user defined name given to this Game Object.
* This value isn't ever used internally by Phaser, it is meant as a game level property.
* @property {string} name
* @default
*/
name: '',
/**
* The components this Game Object has installed.
* @property {object} components
* @protected
*/
components: {},
/**
* The z depth of this Game Object within its parent Group.
* No two objects in a Group can have the same z value.
* This value is adjusted automatically whenever the Group hierarchy changes.
* If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop.
* @property {number} z
* @readOnly
*/
z: 0,
/**
* All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to this
* Game Object, or any of its components.
* @see Phaser.Events
* @property {Phaser.Events} events
*/
events: undefined,
/**
* If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.
* Through it you can create, play, pause and stop animations.
* @see Phaser.AnimationManager
* @property {Phaser.AnimationManager} animations
*/
animations: undefined,
/**
* The key of the image or texture used by this Game Object during rendering.
* If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.
* It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.
* 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.
* 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.
* @property {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} key
*/
key: '',
/**
* The world coordinates of this Game Object in pixels.
* Depending on where in the display list this Game Object is placed this value can differ from `position`,
* which contains the x/y coordinates relative to the Game Objects parent.
* @property {Phaser.Point} world
*/
world: null,
/**
* A debug flag designed for use with `Game.enableStep`.
* @property {boolean} debug
* @default
*/
debug: false,
/**
* The position the Game Object was located in the previous frame.
* @property {Phaser.Point} previousPosition
* @readOnly
*/
previousPosition: null,
/**
* The rotation the Game Object was in set to in the previous frame. Value is in radians.
* @property {number} previousRotation
* @readOnly
*/
previousRotation: 0,
/**
* The render order ID is used internally by the renderer and Input Manager and should not be modified.
* This property is mostly used internally by the renderers, but is exposed for the use of plugins.
* @property {number} renderOrderID
* @readOnly
*/
renderOrderID: 0,
/**
* A Game Object is considered `fresh` if it has just been created or reset and is yet to receive a renderer transform update.
* This property is mostly used internally by the physics systems, but is exposed for the use of plugins.
* @property {boolean} fresh
* @readOnly
*/
fresh: true,
/**
* A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update.
* You can set it directly to allow you to flag an object to be destroyed on its next update.
*
* This is extremely useful if you wish to destroy an object from within one of its own callbacks
* such as with Buttons or other Input events.
*
* @property {boolean} pendingDestroy
*/
pendingDestroy: false,
/**
* @property {Phaser.Rectangle} _bounds - Internal cache var.
* @private
*/
_bounds: null,
/**
* @property {boolean} _exists - Internal cache var.
* @private
*/
_exists: true,
/**
* Controls if this Game Object is processed by the core game loop.
* If this Game Object has a physics body it also controls if its physics body is updated or not.
* When `exists` is set to `false` it will remove its physics body from the physics world if it has one.
* It also toggles the `visible` property to false as well.
*
* Setting `exists` to true will add its physics body back in to the physics world, if it has one.
* It will also set the `visible` property to `true`.
*
* @property {boolean} exists
*/
exists: {
get: function () {
return this._exists;
},
set: function (value) {
if (value)
{
this._exists = true;
if (this.body && this.body.type === Phaser.Physics.P2JS)
{
this.body.addToWorld();
}
this.visible = true;
}
else
{
this._exists = false;
if (this.body && this.body.type === Phaser.Physics.P2JS)
{
this.body.removeFromWorld();
}
this.visible = false;
}
}
},
/**
* Override this method in your own custom objects to handle any update requirements.
* It is called immediately after `preUpdate` and before `postUpdate`.
* Remember if this Game Object has any children you should call update on those too.
*
* @method
*/
update: function() {
},
/**
* Internal method called by the World postUpdate cycle.
*
* @method
* @protected
*/
postUpdate: function() {
if (this.customRender)
{
this.key.render();
}
if (this.components.PhysicsBody)
{
Phaser.Component.PhysicsBody.postUpdate.call(this);
}
if (this.components.FixedToCamera)
{
Phaser.Component.FixedToCamera.postUpdate.call(this);
}
for (var i = 0; i < this.children.length; i++)
{
this.children[i].postUpdate();
}
}
};