main/GameState.js
import { GameObject } from 'model/core/GameObject';
var _sequence = 0;
var _time = 0;
var _fps = 60;
var _loaded = false;
var _width = 0;
var _height = 0;
var _ratio = 1;
var _world = new GameObject('world');
_world.uid = _sequence++;
export class GameState {
static get world() { return _world; }
static get sequence() { return _sequence; }
static get time() { return _time; }
static get fps() { return _fps; }
static get loaded() { return _loaded; }
static get canvas() { return _canvas; }
static get width() { return _width; }
static get height() { return _height; }
static get ratio() { return _ratio; }
static set sequence(sequence) { _sequence = sequence; }
static set time(time) { _time = time; }
static set fps(fps) { _fps = fps; }
static set loaded(loaded) { _loaded = loaded; }
static set canvas(canvas) { _canvas = canvas; }
static set width(width) { _width = width; }
static set height(height) { _height = height; }
static set ratio(ratio) { _ratio = ratio; }
static attach(go) {
// TODO: Verificar UID de todos os filhos também, desde que já não estejam no world
go.uid = _sequence++;
_world.attach(go);
}
}