phaser/src/gameobjects/UpdateList.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
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var Class = require('../utils/Class');
var PluginManager = require('../boot/PluginManager');
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/**
* @classdesc
* [description]
*
* @class UpdateList
* @memberOf Phaser.GameObjects
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
*/
var UpdateList = new Class({
initialize:
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function UpdateList (scene)
{
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/**
* [description]
*
* @name Phaser.GameObjects.UpdateList#scene
* @type {Phaser.Scene}
* @since 3.0.0
*/
this.scene = scene;
/**
* [description]
*
* @name Phaser.GameObjects.UpdateList#systems
* @type {Phaser.Scenes.Systems}
* @since 3.0.0
*/
this.systems = scene.sys;
/**
* [description]
*
* @name Phaser.GameObjects.UpdateList#_list
* @type {array}
* @private
* @default []
* @since 3.0.0
*/
this._list = [];
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/**
* [description]
*
* @name Phaser.GameObjects.UpdateList#_pendingInsertion
* @type {array}
* @private
* @default []
* @since 3.0.0
*/
this._pendingInsertion = [];
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/**
* [description]
*
* @name Phaser.GameObjects.UpdateList#_pendingRemoval
* @type {array}
* @private
* @default []
* @since 3.0.0
*/
this._pendingRemoval = [];
scene.sys.events.on('start', this.start, this);
},
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/**
* This method is called automatically by the Scene when it is starting up.
* It is responsible for creating local systems, properties and listening for Scene events.
* Do not invoke it directly.
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*
* @method Phaser.GameObjects.UpdateList#start
* @private
* @since 3.4.1
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*/
start: function ()
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{
var eventEmitter = this.systems.events;
eventEmitter.on('preupdate', this.preUpdate, this);
eventEmitter.on('update', this.update, this);
eventEmitter.once('shutdown', this.shutdown, this);
eventEmitter.once('destroy', this.destroy, this);
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},
/**
* [description]
*
* @method Phaser.GameObjects.UpdateList#add
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} child - [description]
*
* @return {Phaser.GameObjects.GameObject} [description]
*/
add: function (child)
{
// Is child already in this list?
if (this._list.indexOf(child) === -1 && this._pendingInsertion.indexOf(child) === -1)
{
this._pendingInsertion.push(child);
}
return child;
},
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/**
* [description]
*
* @method Phaser.GameObjects.UpdateList#preUpdate
* @since 3.0.0
*
* @param {number} time - [description]
* @param {number} delta - [description]
*/
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preUpdate: function ()
{
var toRemove = this._pendingRemoval.length;
var toInsert = this._pendingInsertion.length;
if (toRemove === 0 && toInsert === 0)
{
// Quick bail
return;
}
var i;
var gameObject;
// Delete old gameObjects
for (i = 0; i < toRemove; i++)
{
gameObject = this._pendingRemoval[i];
var index = this._list.indexOf(gameObject);
if (index > -1)
{
this._list.splice(index, 1);
}
}
// Move pending to active
this._list = this._list.concat(this._pendingInsertion.splice(0));
// Clear the lists
this._pendingRemoval.length = 0;
this._pendingInsertion.length = 0;
},
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/**
* [description]
*
* @method Phaser.GameObjects.UpdateList#update
* @since 3.0.0
*
* @param {number} time - [description]
* @param {number} delta - [description]
*/
update: function (time, delta)
{
for (var i = 0; i < this._list.length; i++)
{
var gameObject = this._list[i];
if (gameObject.active)
{
gameObject.preUpdate.call(gameObject, time, delta);
}
}
},
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/**
* [description]
*
* @method Phaser.GameObjects.UpdateList#remove
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} child - [description]
*
* @return {Phaser.GameObjects.GameObject} [description]
*/
remove: function (child)
{
var index = this._list.indexOf(child);
if (index !== -1)
{
this._list.splice(index, 1);
}
return child;
},
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/**
* [description]
*
* @method Phaser.GameObjects.UpdateList#removeAll
* @since 3.0.0
*
* @return {Phaser.GameObjects.UpdateList} The UpdateList object.
*/
removeAll: function ()
{
var i = this._list.length;
while (i--)
{
this.remove(this._list[i]);
}
return this;
},
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/**
* The Scene that owns this plugin is shutting down.
* We need to kill and reset all internal properties as well as stop listening to Scene events.
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*
* @method Phaser.GameObjects.UpdateList#shutdown
* @since 3.0.0
*/
shutdown: function ()
{
this.removeAll();
this._list.length = 0;
this._pendingRemoval.length = 0;
this._pendingInsertion.length = 0;
var eventEmitter = this.systems.events;
eventEmitter.off('preupdate', this.preUpdate, this);
eventEmitter.off('update', this.update, this);
eventEmitter.off('shutdown', this.shutdown, this);
},
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/**
* The Scene that owns this plugin is being destroyed.
* We need to shutdown and then kill off all external references.
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*
* @method Phaser.GameObjects.UpdateList#destroy
* @since 3.0.0
*/
destroy: function ()
{
this.shutdown();
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this.scene.sys.events.off('start', this.start, this);
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this.scene = null;
this.systems = null;
}
});
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PluginManager.register('UpdateList', UpdateList, 'updateList');
module.exports = UpdateList;