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<h1 class="file-heading">File: src\core\Entity.ts</h1>
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<pre class="code prettyprint linenums">
/**
*
* @module Kiwi
*
*/
module Kiwi {
/**
* An Entity is a base class for game objects to extend from and thus you should never directly instantiate this class.
* Every entity requires that you pass to it the state to which it belongs, so that when you switch states the appropriate entities can be deleted.
*
* @class Entity
* @namespace Kiwi
* @constructor
* @param state {State} The state that this entity belongs to. Used to generate the Unique ID and for garbage collection.
* @param x {Number} The entities position on the x axis.
* @param y {Number} The entities position on the y axis.
* @return {Kiwi.Entity} This entity.
*
*/
export class Entity implements Kiwi.IChild {
constructor(state: Kiwi.State, x:number, y: number) {
// Properties
this.state = state;
this.game = state.game;
this.id = this.game.rnd.uuid();
this.state.addToTrackingList(this);
this._clock = this.game.time.clock;
this._exists = true;
this._active = true;
this._visible = true;
this.components = new Kiwi.ComponentManager(Kiwi.ENTITY, this);
this.transform = new Kiwi.Geom.Transform();
this.transform.x = x;
this.transform.y = y;
}
public glRenderer: Kiwi.Renderers.Renderer;
/**
* Represents the position, scale, rotation and registration of this Entity.
* @property transform
* @type Kiwi.Geom.Transform
* @public
*/
public transform: Kiwi.Geom.Transform;
/**
* The group that this entity belongs to. If added onto the state then this is the state.
* @property _parent
* @type Kiwi.Group
* @private
*/
private _parent: Kiwi.Group = null;
/**
* The group that this entity belongs to/is a child of once added to one. If added onto the state then this is the state.
* @property parent
* @type Group
* @param val {Kiwi.Group}
* @public
*/
public set parent(val: Kiwi.Group) {
this.transform.parent = (val !== null) ? val.transform : null ;
this._parent = val;
}
public get parent(): Kiwi.Group {
return this._parent;
}
/**
* X coordinate of this Entity. This is just aliased to the transform property.
* @property x
* @type Number
* @public
*/
public get x(): number {
return this.transform.x;
}
public set x(value: number) {
this.transform.x = value;
}
/**
* Y coordinate of this Entity. This is just aliased to the transform property.
* @property y
* @type Number
* @public
*/
public get y(): number {
return this.transform.y;
}
public set y(value: number) {
this.transform.y = value;
}
/**
* X coordinate of this Entity in world space; that is, after inheriting parent transforms. This is just aliased to the transform property. Property is READ-ONLY.
* @property worldX
* @type number
* @public
* @since 1.1.0
*/
public get worldX(): number {
return( this.transform.worldX );
}
/**
* Y coordinate of this Entity in world space; that is, after inheriting parent transforms. This is just aliased to the transform property. Property is READ-ONLY.
* @property worldY
* @type number
* @public
* @since 1.1.0
*/
public get worldY(): number {
return( this.transform.worldY );
}
/**
* Scale X of this Entity. This is just aliased to the transform property.
* @property scaleX
* @type Number
* @public
*/
public get scaleX():number {
return this.transform.scaleX;
}
public set scaleX(value:number) {
this.transform.scaleX = value;
}
/**
* Scale Y coordinate of this Entity. This is just aliased to the transform property.
* @property scaleY
* @type Number
* @public
*/
public get scaleY(): number {
return this.transform.scaleY;
}
public set scaleY(value: number) {
this.transform.scaleY = value;
}
/**
* Scale both axes of this Entity. This is just aliased to the transform property. This is WRITE-ONLY.
* @property scale
* @type number
* @public
* @since 1.1.0
*/
public set scale(value: number) {
this.transform.scale = value;
}
/**
* Rotation of this Entity. This is just aliased to the transform property.
* @property rotation
* @type Number
* @public
*/
public get rotation(): number {
return this.transform.rotation;
}
public set rotation(value: number) {
this.transform.rotation = value;
}
/**
* The rotation point on the x-axis. This is just aliased to the rotPointX on the transform object.
* @property rotPointX
* @type number
* @public
*/
public get rotPointX(): number {
return this.transform.rotPointX;
}
public set rotPointX(value: number) {
this.transform.rotPointX = value;
}
/**
* The rotation point on the y-axis. This is just aliased to the rotPointY on the transform object.
* @property rotPointY
* @type number
* @public
*/
public get rotPointY(): number {
return this.transform.rotPointY;
}
public set rotPointY(value: number) {
this.transform.rotPointY = value;
}
/**
* The anchor point on the x-axis. This is just aliased to the rotPointX on the transform object.
* @property anchorPointX
* @type number
* @public
* @since 1.1.0
*/
public get anchorPointX(): number {
return this.transform.anchorPointX;
}
public set anchorPointX(value: number) {
this.transform.anchorPointX = value;
}
/**
* The anchor point on the y-axis. This is just aliased to the rotPointY on the transform object.
* @property anchorPointY
* @type number
* @public
* @since 1.1.0
*/
public get anchorPointY(): number {
return this.transform.anchorPointY;
}
public set anchorPointY(value: number) {
this.transform.anchorPointY = value;
}
/**
* Returns the type of child that this is.
* @type Number
* @return {Number} returns the type of child that the entity is
* @public
*/
public childType():number {
return Kiwi.ENTITY;
}
/**
* The alpha of this entity.
* @property _alpha
* @type Number
* @private
*/
private _alpha: number = 1;
/**
* Alpha of this entity. A number between 0 (invisible) and 1 (completely visible).
* @property alpha
* @type Number
* @public
*/
public set alpha(value: number) {
if (value <= 0) value = 0;
if (value > 1) value = 1;
this._alpha = value;
}
public get alpha(): number {
return this._alpha;
}
/**
* A boolean that indicates whether or not this entity is visible or not. Note that is does not get set to false if the alpha is 0.
* @property _visible
* @type boolean
* @default true
* @private
*/
private _visible: boolean;
/**
* Set the visibility of this entity. True or False.
* @property visible
* @type boolean
* @default true
* @public
*/
public set visible(value: boolean) {
this._visible = value;
}
public get visible(): boolean {
return this._visible;
}
/**
* The width of the entity in pixels, pre-transform.
*
* To obtain the actual width, multiply width by scaleX.
* @property width
* @type number
* @default 0
* @public
*/
public width: number = 0; //If bounds are implemented then getters and setters here would be nice.
/**
* The height of the entity in pixels, pre-transform.
*
* To obtain the actual height, multiply height by scaleY.
* @property height
* @type number
* @default 0
* @public
*/
public height: number = 0;
/**
* Scale to desired width, preserving aspect ratio. This function changes the scale, not the width. If the width changes, for example, as part of an animation sequence, the Entity will retain the new scale.
* @method scaleToWidth
* @param value {Number} The desired width in pixels.
* @public
* @since 1.1.0
*/
public scaleToWidth(value: number) {
this.scale = value / this.width;
}
/**
* Scale to desired height, preserving aspect ratio. This function changes the scale, not the height. If the height changes, for example, as part of an animation sequence, the Entity will retain the new scale.
* @method scaleToHeight
* @param value {Number} The desired height in pixels.
* @public
* @since 1.1.0
*/
public scaleToHeight(value: number) {
this.scale = value / this.height;
}
/**
* Center the anchor point. Moves the anchor point (rotPointX and Y) to precisely halfway along the width and height properties of this Entity.
* @method centerAnchorPoint
* @public
* @since 1.1.0
*/
public centerAnchorPoint() {
this.anchorPointX = this.width * 0.5;
this.anchorPointY = this.height * 0.5;
}
/**
* The texture atlas that is to be used on this entity.
* @property atlas
* @type Kiwi.Textures.TextureAtlas
* @public
*/
public atlas: Kiwi.Textures.TextureAtlas = null;
/**
* Holds the current cell that is being used by the entity.
* @property _cellIndex
* @type number
* @default 0
* @private
*/
private _cellIndex: number = 0;
/**
* Used as a reference to a single Cell in the atlas that is to be rendered.
*
* E.g. If you had a spritesheet with 3 frames/cells and you wanted the second frame to be displayed you would change this value to 1
* @property cellIndex
* @type number
* @default 0
* @public
*/
public get cellIndex():number {
return this._cellIndex;
}
public set cellIndex(val: number) {
//If the entity has a texture atlas
if (this.atlas !== null) {
var cell = this.atlas.cells[val];
if (cell !== undefined) {
//Update the width/height of the GameObject to be the same as the width/height
this._cellIndex = val;
this.width = cell.w;
this.height = cell.h;
} else {
Kiwi.Log.error('Could not the set the cellIndex of a Entity, to cell that does not exist on its TextureAtlas.', '#entity', "#cellIndex");
}
}
}
/**
* The Component Manager
* @property components
* @type Kiwi.ComponentManager
* @public
*/
public components: Kiwi.ComponentManager;
/**
* The game this Entity belongs to
* @property game
* @type Game
* @public
*/
public game: Kiwi.Game;
/**
* The state this Entity belongs to (either the current game state or a persistent world state)
* @property state
* @type State
* @public
*/
public state: Kiwi.State;
/**
* A unique identifier for this Entity within the game used internally by the framework. See the name property for a friendly version.
* @property id
* @type string
* @public
*/
public id: string;
/**
* A name for this Entity. This is not checked for uniqueness within the Game, but is very useful for debugging
* @property name
* @type string
* @default ''
* @public
*/
public name: string = '';
/**
* If an Entity no longer exists it is cleared for garbage collection or pool re-allocation
* @property _exists
* @type boolean
* @private
*/
private _exists: boolean;
/**
* Toggles the existence of this Entity. An Entity that no longer exists can be garbage collected or re-allocated in a pool.
* @property exists
* @type boolean
* @public
*/
public set exists(value: boolean) {
this._exists = value;
}
public get exists():boolean {
return this._exists;
}
/**
* Any tags that are on this Entity. This can be used to grab GameObjects or Groups on the whole game which have these particular tags.
* By default Entitys contain no tags.
* @property _tags
* @type Array
* @since 1.1.0
* @private
*/
private _tags: string[] = [];
/**
* Adds a new Tag to this Entity. Useful for identifying large amounts of the same type of GameObjects.
* You can pass multiple strings to add multiple tags.
* @method addTag
* @param tag {string} The tag that you would like to add to this Entity.
* @since 1.1.0
* @public
*/
public addTag(...args: any[]) {
//Loop through the arguments
for (var i = 0; i < args.length; i++) {
if (this._tags.indexOf(args[i]) == -1) {
this._tags.push(args[i]);
}
}
}
/**
* Removes a Tag from this Entity.
* @method removeTag
* @param tag {string} The tag that you would like to remove from this Entity.
* @since 1.1.0
* @public
*/
public removeTag(...args: any[]) {
for (var i = 0; i < args.length; i++) {
var index = this._tags.indexOf(args[i]);
if (index !== -1) this._tags.splice(index, 1);
}
}
/**
* Checks to see if this Entity has a Tag based upon a string which you pass.
* @method hasTag
* @param tag {string}
* @since 1.1.0
* @return {boolean}
* @public
*/
public hasTag(tag: string): boolean {
var len = this._tags.length;
while (len--) {
if (this._tags[len] === tag) {
return true;
}
}
return false;
}
/**
* An active Entity is one that has its update method called by its parent.
* @property _active
* @type boolean
* @default true
* @private
*/
private _active: boolean;
/**
* Toggles the active state of this Entity. An Entity that is active has its update method called by its parent.
* This method should be over-ridden to handle specific dom/canvas/webgl implementations.
* @property active
* @type boolean
* @public
*/
public set active(value: boolean) {
this._active = value;
}
public get active():boolean {
return this._active;
}
/**
* Controls whether render is automatically called by the parent.
* @property _willRender
* @type boolean
* @default true
* @private
* @deprecated Use _visible instead
*/
private _willRender: boolean;
/**
* Toggles if this Entity will be rendered.
* @property willRender
* @type boolean
* @default true
* @public
* @deprecated Use visible instead
*/
public set willRender(value: boolean) {
this._willRender = value;
}
public get willRender():boolean {
return this._willRender;
}
/**
* Controls if this Entity is input enabled or not (i.e. responds to touch/mouse events)
* @property _inputEnabled
* @type boolean
* @private
* @deprecated As of 1.2.3, nothing was found to use this.
*/
private _inputEnabled: boolean;
/**
* Controls if this Entity is input enabled or not (i.e. responds to touch/mouse events)
* This method should be over-ridden to handle specific game object implementations.
* @property inputEnabled
* @type boolean
* @public
* @deprecated As of 1.2.3, nothing was found to use this.
*/
public set inputEnabled(value: boolean) {
this._inputEnabled = value;
}
public get inputEnabled():boolean {
return this._inputEnabled;
}
/**
* The clock that this entity use's for time based calculations. This generated by the state on instatiation.
* @property _clock
* @type Kiwi.Clock
* @private
*/
private _clock: Kiwi.Time.Clock = null;
/**
* The Clock used to update this all of this Entities components (defaults to the Game MasterClock)
* @property clock
* @type Kiwi.Time.Clock
* @public
*/
public set clock(value: Kiwi.Time.Clock) {
this._clock = value;
}
public get clock(): Kiwi.Time.Clock {
return this._clock;
}
/**
* A value used by components to control if the Entity needs re-rendering
* @property _dirty
* @type boolean
* @private
*/
private _dirty: boolean;
/**
* A value used by components to control if the Entity needs re-rendering
* @property dirty
* @type boolean
* @public
*/
public set dirty(value: boolean) {
this._dirty = value;
}
public get dirty():boolean {
return this._dirty;
}