phaser/v3/src/plugins/UpdateList.js

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var Class = require('../utils/Class');
var UpdateList = new Class({
initialize:
function UpdateList (state)
{
this.state = state;
this._list = [];
this._pendingInsertion = [];
this._pendingRemoval = [];
},
add: function (child)
{
this._pendingInsertion.push(child);
},
begin: 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);
}
// Pool them?
// gameObject.destroy();
}
// Move pending to active
this._list = this._list.concat(this._pendingInsertion.splice(0));
// Clear the lists
this._pendingRemoval.length = 0;
this._pendingInsertion.length = 0;
},
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);
}
}
},
// State that owns this Clock is shutting down
shutdown: function ()
{
var i;
for (i = 0; i < this._pendingInsertion.length; i++)
{
this._pendingInsertion[i].destroy();
}
for (i = 0; i < this._list.length; i++)
{
this._list[i].destroy();
}
for (i = 0; i < this._pendingRemoval.length; i++)
{
this._pendingRemoval[i].destroy();
}
this._list.length = 0;
this._pendingRemoval.length = 0;
this._pendingInsertion.length = 0;
},
// Game level nuke
destroy: function ()
{
this.shutdown();
this.state = undefined;
}
});
module.exports = UpdateList;