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runtimebehavior.js
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/*
* GDevelop JS Platform
* Copyright 2013-2015 Florian Rival (Florian.Rival@gmail.com). All rights reserved.
* This project is released under the MIT License.
*/
/**
* RuntimeBehavior represents a behavior being used by a RuntimeObject.
*
* @class RuntimeBehavior
* @constructor
* @param runtimeScene The scene owning the object of the behavior
* @param behaviorData The object used to setup the behavior
* @param owner The object owning the behavior
*/
gdjs.RuntimeBehavior = function(runtimeScene, behaviorData, owner)
{
this.name = behaviorData.name || "";
this.type = behaviorData.type || "";
this._nameId = gdjs.RuntimeObject.getNameIdentifier(this.name);
this._activated = true;
this.owner = owner;
};
/**
* Get the name of the behavior.
* @method getName
* @return {String} The behavior's name.
*/
gdjs.RuntimeBehavior.prototype.getName = function() {
return this.name;
};
/**
* Get the name identifier of the behavior.
* @method getNameId
* @return {Number} The behavior's name identifier.
*/
gdjs.RuntimeBehavior.prototype.getNameId = function() {
return this._nameId;
};
/**
* Called at each frame before events. Call doStepPreEvents.<br>
* Behaviors writers: Please do not redefine this method. Redefine doStepPreEvents instead.
* @method stepPreEvents
* @param runtimeScene The runtimeScene owning the object
*/
gdjs.RuntimeBehavior.prototype.stepPreEvents = function(runtimeScene) {
if ( this._activated ) this.doStepPreEvents(runtimeScene);
};
/**
* Called at each frame after events. Call doStepPostEvents.<br>
* Behaviors writers: Please do not redefine this method. Redefine doStepPreEvents instead.
* @method stepPostEvents
* @param runtimeScene The runtimeScene owning the object
*/
gdjs.RuntimeBehavior.prototype.stepPostEvents = function(runtimeScene) {
if ( this._activated ) this.doStepPostEvents(runtimeScene);
};
/**
* De/Activate the behavior
* @method activate
*/
gdjs.RuntimeBehavior.prototype.activate = function(enable) {
if ( enable === undefined ) enable = true;
if ( !this._activated && enable ) {
this._activated = true;
this.onActivate();
}
else if ( this._activated && !enable ) {
this._activated = false;
this.onDeActivate();
}
};
/**
* Return true if the behavior is activated
* @method activated
*/
gdjs.RuntimeBehavior.prototype.activated = function() {
return this._activated;
};
/**
* Behaviors writers: Reimplement this method to do extra work
* when the behavior is activated
* @method onActivate
*/
gdjs.RuntimeBehavior.prototype.onActivate = function() {
};
/**
* Behaviors writers: Reimplement this method to do extra work
* when the behavior is deactivated
* @method onDeActivate
*/
gdjs.RuntimeBehavior.prototype.onDeActivate = function() {
};
/**
* Behaviors writers: This method is called each tick before events are done.
* @method doStepPreEvents
* @param runtimeScene The runtimeScene owning the object
*/
gdjs.RuntimeBehavior.prototype.doStepPreEvents = function(runtimeScene) {
};
/**
* Behaviors writers: This method is called each tick after events are done.
* @method doStepPostEvents
* @param runtimeScene The runtimeScene owning the object
*/
gdjs.RuntimeBehavior.prototype.doStepPostEvents = function(runtimeScene) {
}
/**
* Behaviors writers: This method is called when the owner of the behavior
* is removed from its scene.
* @method ownerRemovedFromScene
*/
gdjs.RuntimeBehavior.prototype.ownerRemovedFromScene = function() {
}
//Notify gdjs this.the runtimeBehavior exists.
gdjs.RuntimeBehavior.thisIsARuntimeBehaviorConstructor = "";