phaser
Version:
A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
136 lines (119 loc) • 3.97 kB
JavaScript
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* A Stage represents the root of the display tree. Everything connected to the stage is rendered
*
* @class Stage
* @extends DisplayObjectContainer
* @constructor
* @param backgroundColor {Number} the background color of the stage, you have to pass this in is in hex format
* like: 0xFFFFFF for white
*
* Creating a stage is a mandatory process when you use Pixi, which is as simple as this :
* var stage = new PIXI.Stage(0xFFFFFF);
* where the parameter given is the background colour of the stage, in hex
* you will use this stage instance to add your sprites to it and therefore to the renderer
* Here is how to add a sprite to the stage :
* stage.addChild(sprite);
*/
PIXI.Stage = function(backgroundColor)
{
PIXI.DisplayObjectContainer.call( this );
/**
* [read-only] Current transform of the object based on world (parent) factors
*
* @property worldTransform
* @type Mat3
* @readOnly
* @private
*/
this.worldTransform = new PIXI.Matrix();
/**
* Whether or not the stage is interactive
*
* @property interactive
* @type Boolean
*/
this.interactive = true;
/**
* The interaction manage for this stage, manages all interactive activity on the stage
*
* @property interactionManager
* @type InteractionManager
*/
this.interactionManager = new PIXI.InteractionManager(this);
/**
* Whether the stage is dirty and needs to have interactions updated
*
* @property dirty
* @type Boolean
* @private
*/
this.dirty = true;
//the stage is its own stage
this.stage = this;
//optimize hit detection a bit
this.stage.hitArea = new PIXI.Rectangle(0,0,100000, 100000);
this.setBackgroundColor(backgroundColor);
};
// constructor
PIXI.Stage.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
PIXI.Stage.prototype.constructor = PIXI.Stage;
/**
* Sets another DOM element which can receive mouse/touch interactions instead of the default Canvas element.
* This is useful for when you have other DOM elements on top of the Canvas element.
*
* @method setInteractionDelegate
* @param domElement {DOMElement} This new domElement which will receive mouse/touch events
*/
PIXI.Stage.prototype.setInteractionDelegate = function(domElement)
{
this.interactionManager.setTargetDomElement( domElement );
};
/*
* Updates the object transform for rendering
*
* @method updateTransform
* @private
*/
PIXI.Stage.prototype.updateTransform = function()
{
this.worldAlpha = 1;
for(var i=0,j=this.children.length; i<j; i++)
{
this.children[i].updateTransform();
}
if(this.dirty)
{
this.dirty = false;
// update interactive!
this.interactionManager.dirty = true;
}
if(this.interactive)this.interactionManager.update();
};
/**
* Sets the background color for the stage
*
* @method setBackgroundColor
* @param backgroundColor {Number} the color of the background, easiest way to pass this in is in hex format
* like: 0xFFFFFF for white
*/
PIXI.Stage.prototype.setBackgroundColor = function(backgroundColor)
{
this.backgroundColor = backgroundColor || 0x000000;
this.backgroundColorSplit = PIXI.hex2rgb(this.backgroundColor);
var hex = this.backgroundColor.toString(16);
hex = '000000'.substr(0, 6 - hex.length) + hex;
this.backgroundColorString = '#' + hex;
};
/**
* This will return the point containing global coords of the mouse.
*
* @method getMousePosition
* @return {Point} The point containing the coords of the global InteractionData position.
*/
PIXI.Stage.prototype.getMousePosition = function()
{
return this.interactionManager.mouse.global;
};