phaser/src/gameobjects/UpdateList.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Class = require('../utils/Class');
var ProcessQueue = require('../structs/ProcessQueue');
var PluginCache = require('../plugins/PluginCache');
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var SceneEvents = require('../scene/events');
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/**
* @classdesc
* The Update List plugin.
*
* Update Lists belong to a Scene and maintain the list Game Objects to be updated every frame.
*
* Some or all of these Game Objects may also be part of the Scene's [Display List]{@link Phaser.GameObjects.DisplayList}, for Rendering.
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*
* @class UpdateList
* @extends Phaser.Structs.ProcessQueue.<Phaser.GameObjects.GameObject>
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* @memberof Phaser.GameObjects
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* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - The Scene that the Update List belongs to.
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*/
var UpdateList = new Class({
Extends: ProcessQueue,
initialize:
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function UpdateList (scene)
{
ProcessQueue.call(this);
// No duplicates in this list
this.checkQueue = true;
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/**
* The Scene that the Update List belongs to.
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*
* @name Phaser.GameObjects.UpdateList#scene
* @type {Phaser.Scene}
* @since 3.0.0
*/
this.scene = scene;
/**
* The Scene's Systems.
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*
* @name Phaser.GameObjects.UpdateList#systems
* @type {Phaser.Scenes.Systems}
* @since 3.0.0
*/
this.systems = scene.sys;
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/**
* The `pending` list is a selection of items which are due to be made 'active' in the next update.
*
* @name Phaser.GameObjects.UpdateList#_pending
* @type {Array.<*>}
* @private
* @default []
* @since 3.20.0
*/
/**
* The `active` list is a selection of items which are considered active and should be updated.
*
* @name Phaser.GameObjects.UpdateList#_active
* @type {Array.<*>}
* @private
* @default []
* @since 3.20.0
*/
/**
* The `destroy` list is a selection of items that were active and are awaiting being destroyed in the next update.
*
* @name Phaser.GameObjects.UpdateList#_destroy
* @type {Array.<*>}
* @private
* @default []
* @since 3.20.0
*/
/**
* The total number of items awaiting processing.
*
* @name Phaser.GameObjects.UpdateList#_toProcess
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* @type {number}
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* @private
* @default 0
* @since 3.0.0
*/
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scene.sys.events.once(SceneEvents.BOOT, this.boot, this);
scene.sys.events.on(SceneEvents.START, this.start, this);
},
/**
* This method is called automatically, only once, when the Scene is first created.
* Do not invoke it directly.
*
* @method Phaser.GameObjects.UpdateList#boot
* @private
* @since 3.5.1
*/
boot: function ()
{
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this.systems.events.once(SceneEvents.DESTROY, this.destroy, 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 3.5.0
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*/
start: function ()
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{
var eventEmitter = this.systems.events;
eventEmitter.on(SceneEvents.PRE_UPDATE, this.update, this);
eventEmitter.on(SceneEvents.UPDATE, this.sceneUpdate, this);
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eventEmitter.once(SceneEvents.SHUTDOWN, this.shutdown, this);
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},
/**
* The update step.
*
* Pre-updates every active Game Object in the list.
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*
* @method Phaser.GameObjects.UpdateList#sceneUpdate
* @since 3.20.0
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*
* @param {number} time - The current timestamp.
* @param {number} delta - The delta time elapsed since the last frame.
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*/
sceneUpdate: function (time, delta)
{
var list = this._active;
var length = list.length;
for (var i = 0; i < length; i++)
{
var gameObject = list[i];
if (gameObject.active)
{
gameObject.preUpdate.call(gameObject, time, delta);
}
}
},
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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 ()
{
var i = this._active.length;
while (i--)
{
this._active[i].destroy(true);
}
i = this._pending.length;
while (i--)
{
this._pending[i].destroy(true);
}
i = this._destroy.length;
while (i--)
{
this._destroy[i].destroy(true);
}
this._toProcess = 0;
this._pending = [];
this._active = [];
this._destroy = [];
this.removeAllListeners();
var eventEmitter = this.systems.events;
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eventEmitter.off(SceneEvents.PRE_UPDATE, this.preUpdate, this);
eventEmitter.off(SceneEvents.UPDATE, this.sceneUpdate, this);
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eventEmitter.off(SceneEvents.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.systems.events.off(SceneEvents.START, this.start, this);
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this.scene = null;
this.systems = null;
}
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/**
* Adds a new item to the Update List.
*
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* The item is added to the pending list and made active in the next update.
*
* @method Phaser.GameObjects.UpdateList#add
* @since 3.0.0
*
* @param {*} item - The item to add to the queue.
*
* @return {*} The item that was added.
*/
/**
* Removes an item from the Update List.
*
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* The item is added to the pending destroy and fully removed in the next update.
*
* @method Phaser.GameObjects.UpdateList#remove
* @since 3.0.0
*
* @param {*} item - The item to be removed from the queue.
*
* @return {*} The item that was removed.
*/
/**
* Removes all active items from this Update List.
*
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* All the items are marked as 'pending destroy' and fully removed in the next update.
*
* @method Phaser.GameObjects.UpdateList#removeAll
* @since 3.20.0
*
* @return {this} This Update List object.
*/
/**
* Update this queue. First it will process any items awaiting destruction, and remove them.
*
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* Then it will check to see if there are any items pending insertion, and move them to an
* active state. Finally, it will return a list of active items for further processing.
*
* @method Phaser.GameObjects.UpdateList#update
* @since 3.0.0
*
* @return {Array.<*>} A list of active items.
*/
/**
* Returns the current list of active items.
*
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* This method returns a reference to the active list array, not a copy of it.
* Therefore, be careful to not modify this array outside of the ProcessQueue.
*
* @method Phaser.GameObjects.UpdateList#getActive
* @since 3.0.0
*
* @return {Array.<*>} A list of active items.
*/
/**
* The number of entries in the active list.
*
* @name Phaser.GameObjects.UpdateList#length
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* @type {number}
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* @readonly
* @since 3.20.0
*/
});
PluginCache.register('UpdateList', UpdateList, 'updateList');
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module.exports = UpdateList;