phaser/src/gameobjects/UpdateList.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2019 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 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
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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({
initialize:
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function UpdateList (scene)
{
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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;
/**
* The list of Game Objects.
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*
* @name Phaser.GameObjects.UpdateList#_list
* @type {array}
* @private
* @default []
* @since 3.0.0
*/
this._list = [];
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/**
* Game Objects that are pending insertion into the list.
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*
* @name Phaser.GameObjects.UpdateList#_pendingInsertion
* @type {array}
* @private
* @default []
* @since 3.0.0
*/
this._pendingInsertion = [];
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/**
* Game Objects that are pending removal from the list.
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*
* @name Phaser.GameObjects.UpdateList#_pendingRemoval
* @type {array}
* @private
* @default []
* @since 3.0.0
*/
this._pendingRemoval = [];
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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;
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eventEmitter.on(SceneEvents.PRE_UPDATE, this.preUpdate, this);
eventEmitter.on(SceneEvents.UPDATE, this.update, this);
eventEmitter.once(SceneEvents.SHUTDOWN, this.shutdown, this);
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},
/**
* Add a Game Object to the Update List.
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*
* @method Phaser.GameObjects.UpdateList#add
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} child - The Game Object to add.
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*
* @return {Phaser.GameObjects.GameObject} The added Game Object.
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*/
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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/**
* The pre-update step.
*
* Handles Game Objects that are pending insertion to and removal from the list.
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*
* @method Phaser.GameObjects.UpdateList#preUpdate
* @since 3.0.0
*/
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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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/**
* The update step.
*
* Pre-updates every active Game Object in the list.
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*
* @method Phaser.GameObjects.UpdateList#update
* @since 3.0.0
*
* @param {number} time - The current timestamp.
* @param {number} delta - The delta time elapsed since the last frame.
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*/
update: function (time, delta)
{
var list = this._list;
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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/**
* Remove a Game Object from the list.
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*
* @method Phaser.GameObjects.UpdateList#remove
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} child - The Game Object to remove from the list.
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*
* @return {Phaser.GameObjects.GameObject} The removed Game Object.
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*/
remove: function (child)
{
if (this._list.indexOf(child) !== -1 && this._pendingRemoval.indexOf(child) === -1)
{
this._pendingRemoval.push(child);
}
return child;
},
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/**
* Remove all Game Objects from the list.
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*
* @method Phaser.GameObjects.UpdateList#removeAll
* @since 3.0.0
*
* @return {Phaser.GameObjects.UpdateList} This UpdateList.
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*/
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 ()
{
var i = this._list.length;
while (i--)
{
this._list[i].destroy(true);
}
i = this._pendingRemoval.length;
while (i--)
{
this._pendingRemoval[i].destroy(true);
}
i = this._pendingInsertion.length;
while (i--)
{
this._pendingInsertion[i].destroy(true);
}
this._list.length = 0;
this._pendingRemoval.length = 0;
this._pendingInsertion.length = 0;
var eventEmitter = this.systems.events;
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eventEmitter.off(SceneEvents.PRE_UPDATE, this.preUpdate, this);
eventEmitter.off(SceneEvents.UPDATE, this.update, this);
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.scene.sys.events.off(SceneEvents.START, this.start, this);
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this.scene = null;
this.systems = null;
},
/**
* The length of the list.
*
* @name Phaser.GameObjects.UpdateList#length
* @type {integer}
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* @readonly
* @since 3.10.0
*/
length: {
get: function ()
{
return this._list.length;
}
}
});
PluginCache.register('UpdateList', UpdateList, 'updateList');
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module.exports = UpdateList;