/// /** * Phaser - State * * This is a base State class which can be extended if you are creating your game using TypeScript. */ module Phaser { export class State { /** * State constructor * Create a new State. */ constructor(game: Game) { this.game = game; this.add = game.add; this.camera = game.camera; this.cache = game.cache; this.collision = game.collision; this.input = game.input; this.loader = game.loader; this.math = game.math; this.motion = game.motion; this.sound = game.sound; this.stage = game.stage; this.time = game.time; this.tweens = game.tweens; this.world = game.world; } /** * Reference to Game. */ public game: Game; /** * Currently used camera. * @type {Camera} */ public camera: Camera; /** * Reference to the assets cache. * @type {Cache} */ public cache: Cache; /** * Reference to the collision helper. * @type {Collision} */ public collision: Collision; /** * Reference to the GameObject Factory. * @type {GameObjectFactory} */ public add: GameObjectFactory; /** * Reference to the input manager * @type {Input} */ public input: Input; /** * Reference to the assets loader. * @type {Loader} */ public loader: Loader; /** * Reference to the math helper. * @type {GameMath} */ public math: GameMath; /** * Reference to the motion helper. * @type {Motion} */ public motion: Motion; /** * Reference to the sound manager. * @type {SoundManager} */ public sound: SoundManager; /** * Reference to the stage. * @type {Stage} */ public stage: Stage; /** * Reference to game clock. * @type {Time} */ public time: Time; /** * Reference to the tween manager. * @type {TweenManager} */ public tweens: TweenManager; /** * Reference to the world. * @type {World} */ public world: World; // 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. */ public init() { } /** * 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) */ public create() { } /** * Put update logic here. */ public update() { } /** * Put render operations here. */ public render() { } /** * This method will be called when game paused. */ public paused() { } /** * This method will be called when the state is destroyed */ public destroy() { } /** * Call this method to see if one object collids another. * @return {boolean} Whether the given objects or groups collids. */ public collide(ObjectOrGroup1: Basic = null, ObjectOrGroup2: Basic = null, NotifyCallback = null): bool { return this.collision.overlap(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, Collision.separate); } } }