phaser/src/gameobjects/container/Container.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @author Felipe Alfonso <@bitnenfer>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = require('../../utils/Class');
var Components = require('../components');
var GameObject = require('../GameObject');
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var List = require('../../structs/List');
var Render = require('./ContainerRender');
var Vector2 = require('../../math/Vector2');
/**
* @classdesc
* A Container Game Object.
*
* @class Container
* @extends Phaser.GameObjects.GameObject
* @memberOf Phaser.GameObjects
* @constructor
* @since 3.4.0
*
* @extends Phaser.GameObjects.Components.BlendMode
* @extends Phaser.GameObjects.Components.Transform
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* @extends Phaser.Structs.List
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
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* @param {number} [x=0] - The horizontal position of this Game Object in the world.
* @param {number} [y=0] - The vertical position of this Game Object in the world.
* @param {Phaser.GameObjects.GameObject[]} [children] - An optional array of Game Objects to add to this Container.
*/
var Container = new Class({
Extends: GameObject,
Mixins: [
Components.BlendMode,
Components.Transform,
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Render,
List
],
initialize:
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function Container (scene, x, y, children)
{
GameObject.call(this, scene, 'Container');
/**
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* The parent property as used by the List methods.
*
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* @name Phaser.GameObjects.Container#parent
* @type {Phaser.GameObjects.Container}
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* @private
* @since 3.4.0
*/
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this.parent = this;
/**
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* An array holding the children of this Container.
*
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* @name Phaser.GameObjects.Container#list
* @type {Phaser.GameObjects.GameObject[]}
* @since 3.4.0
*/
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this.list = [];
/**
* The cursor position.
*
* @name Phaser.GameObjects.Container#position
* @type {integer}
* @since 3.4.0
*/
this.position = 0;
/**
* [description]
*
* @name Phaser.GameObjects.Container#localTransform
* @type {Phaser.GameObjects.Components.TransformMatrix}
* @since 3.4.0
*/
this.localTransform = new Components.TransformMatrix();
/**
* [description]
*
* @name Phaser.GameObjects.Container#tempTransformMatrix
* @type {Phaser.GameObjects.Components.TransformMatrix}
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* @private
* @since 3.4.0
*/
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this.tempTransformMatrix = new Components.TransformMatrix();
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/**
* A callback that is invoked every time a child is added to this list.
*
* @name Phaser.GameObjects.Container#addCallback
* @type {function}
* @private
* @since 3.4.0
*/
this.addCallback = this.addHandler;
/**
* A callback that is invoked every time a child is removed from this list.
*
* @name Phaser.GameObjects.Container#removeCallback
* @type {function}
* @private
* @since 3.4.0
*/
this.removeCallback = this.removeHandler;
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this.setPosition(x, y);
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if (Array.isArray(children))
{
this.addMultiple(children);
}
},
/**
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* Internal add handler.
*
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* @method Phaser.GameObjects.Container#addHandler
* @private
* @since 3.4.0
*
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* @param {Phaser.GameObjects.Container} list - The List the Game Object was added to (also this Container)
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object that was just added to this Container.
*/
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addHandler: function (list, gameObject)
{
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gameObject.on('destroy', this.remove, this);
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if (gameObject.type === 'Container')
{
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gameObject.parentContainer = list;
}
},
/**
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* Internal remove handler.
*
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* @method Phaser.GameObjects.Container#removeHandler
* @private
* @since 3.4.0
*
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* @param {Phaser.GameObjects.Container} list - The List the Game Object was removed from (also this Container)
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object that was just removed from this Container.
*/
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removeHandler: function (list, gameObject)
{
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gameObject.off('destroy', list.remove, this);
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if (gameObject.type === 'Container')
{
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gameObject.parentContainer = null;
}
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},
/**
* Takes a Point-like object, such as a Vector2, Geom.Point or object with public x and y properties,
* and transforms it into the space of this Container, then returns it in the output object.
*
* @method Phaser.GameObjects.Container#pointToContainer
* @since 3.4.0
*
* @param {(object|Phaser.Geom.Point|Phaser.Math.Vector2)} source - The Source Point to be transformed.
* @param {(object|Phaser.Geom.Point|Phaser.Math.Vector2)} [output] - A destination object to store the transformed point in. If none given a Vector2 will be created and returned.
*
* @return {(object|Phaser.Geom.Point|Phaser.Math.Vector2)} The transformed point.
*/
pointToContainer: function (source, output)
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{
if (output === undefined) { output = new Vector2(); }
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if (this.parentContainer)
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{
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return this.parentContainer.pointToContainer(source, output);
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}
var tempMatrix = this.tempTransformMatrix;
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// No need to loadIdentity because applyITRS overwrites every value anyway
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tempMatrix.applyITRS(this.x, this.y, this.rotation, this.scaleX, this.scaleY);
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tempMatrix.invert();
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tempMatrix.transformPoint(source.x, source.y, output);
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return output;
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},
/**
*
*
* @method Phaser.GameObjects.Container#localToWorld
* @since 3.4.0
*
* @param {Phaser.GameObjects.GameObject} child - The child of this Container.
* @param {Phaser.Cameras.Scene2D.Camera} [camera] - The camera to transform against.
* @param {(object|Phaser.Geom.Point|Phaser.Math.Vector2)} [output] - A destination object to store the transformed point in. If none given a Vector2 will be created and returned.
*
* @return {(object|Phaser.Geom.Point|Phaser.Math.Vector2)} The transformed point.
*/
localToWorld: function (child, camera, output)
{
if (camera === undefined) { camera = this.scene.sys.cameras.main; }
if (output === undefined) { output = new Vector2(); }
if (this.exists(child))
{
// Do matrix magic here
// See: Camera.getWorldPoint and InputManager.hitTest
}
return output;
},
/**
* Destroys this Container removing it and all children from the Display List and
* severing all ties to parent resources.
*
* Use this to remove a Container from your game if you don't ever plan to use it again.
* As long as no reference to it exists within your own code it should become free for
* garbage collection by the browser.
*
* If you just want to temporarily disable an object then look at using the
* Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected.
*
* @method Phaser.GameObjects.Container#destroy
* @since 3.4.0
*/
destroy: function ()
{
// This Game Object had already been destroyed
if (!this.scene)
{
return;
}
if (this.preDestroy)
{
this.preDestroy.call(this);
}
this.emit('destroy', this);
var sys = this.scene.sys;
sys.displayList.remove(this);
if (this.data)
{
this.data.destroy();
this.data = undefined;
}
// Tell the Scene to re-sort the children
sys.queueDepthSort();
this.active = false;
this.visible = false;
this.scene = undefined;
this.removeAllListeners();
this.removeAll();
this.list = [];
this.parent = null;
this.parentContainer = null;
}
});
module.exports = Container;