Files
phaser/Phaser/Basic.js
T
Richard Davey e74114f384 Docs
2013-08-12 00:52:35 +01:00

86 lines
3.0 KiB
JavaScript

/// <reference path="Game.ts" />
/**
* Phaser - Basic
*
* A useful "generic" object on which all GameObjects and Groups are based.
* It has no size, position or graphical data.
*/
var Phaser;
(function (Phaser) {
var Basic = (function () {
/**
* Instantiate the basic object.
*/
function Basic(game) {
/**
* Allows you to give this object a name. Useful for debugging, but not actually used internally.
*/
this.name = '';
this._game = game;
this.ID = -1;
this.exists = true;
this.active = true;
this.visible = true;
this.alive = true;
this.isGroup = false;
this.ignoreGlobalUpdate = false;
this.ignoreGlobalRender = false;
this.ignoreDrawDebug = false;
}
Basic.prototype.destroy = /**
* Override this to null out iables or manually call
* <code>destroy()</code> on class members if necessary.
* Don't forget to call <code>super.destroy()</code>!
*/
function () {
};
Basic.prototype.preUpdate = /**
* Pre-update is called right before <code>update()</code> on each object in the game loop.
*/
function () {
};
Basic.prototype.update = /**
* Override this to update your class's position and appearance.
* This is where most of your game rules and behavioral code will go.
*/
function (forceUpdate) {
if (typeof forceUpdate === "undefined") { forceUpdate = false; }
};
Basic.prototype.postUpdate = /**
* Post-update is called right after <code>update()</code> on each object in the game loop.
*/
function () {
};
Basic.prototype.render = function (camera, cameraOffsetX, cameraOffsetY, forceRender) {
if (typeof forceRender === "undefined") { forceRender = false; }
};
Basic.prototype.kill = /**
* Handy for "killing" game objects.
* Default behavior is to flag them as nonexistent AND dead.
* However, if you want the "corpse" to remain in the game,
* like to animate an effect or whatever, you should override this,
* setting only alive to false, and leaving exists true.
*/
function () {
this.alive = false;
this.exists = false;
};
Basic.prototype.revive = /**
* Handy for bringing game objects "back to life". Just sets alive and exists back to true.
* In practice, this is most often called by <code>Object.reset()</code>.
*/
function () {
this.alive = true;
this.exists = true;
};
Basic.prototype.toString = /**
* Convert object to readable string name. Useful for debugging, save games, etc.
*/
function () {
return "";
};
return Basic;
})();
Phaser.Basic = Basic;
})(Phaser || (Phaser = {}));