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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
// bitmask flag for GameObject.renderMask
var _FLAG = 1; // 0001
/**
* Provides methods used for setting the visibility of a Game Object.
* Should be applied as a mixin and not used directly.
*
* @namespace Phaser.GameObjects.Components.Visible
* @since 3.0.0
*/
var Visible = {
/**
* Private internal value. Holds the visible value.
*
* @name Phaser.GameObjects.Components.Visible#_visible
* @type {boolean}
* @private
* @default true
* @since 3.0.0
*/
_visible: true,
/**
* The visible state of the Game Object.
*
* An invisible Game Object will skip rendering, but will still process update logic.
*
* @name Phaser.GameObjects.Components.Visible#visible
* @type {boolean}
* @since 3.0.0
*/
visible: {
get: function ()
{
return this._visible;
},
set: function (value)
{
if (value)
{
this._visible = true;
this.renderFlags |= _FLAG;
}
else
{
this._visible = false;
this.renderFlags &= ~_FLAG;
}
}
},
/**
* Sets the visibility of this Game Object.
*
* An invisible Game Object will skip rendering, but will still process update logic.
*
* @method Phaser.GameObjects.Components.Visible#setVisible
* @since 3.0.0
*
* @param {boolean} value - The visible state of the Game Object.
*
* @return {this} This Game Object instance.
*/
setVisible: function (value)
{
this.visible = value;
return this;
}
};
module.exports = Visible;