mirror of
https://github.com/photonstorm/phaser
synced 2025-01-13 05:38:48 +00:00
103 lines
2.9 KiB
JavaScript
103 lines
2.9 KiB
JavaScript
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var Class = require('../../../src/utils/Class');
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var BasePlugin = require('../../../src/plugins/BasePlugin');
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var Spine = require('./spine-canvas');
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/**
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* @classdesc
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* TODO
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*
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* @class SpinePlugin
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* @constructor
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*
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* @param {Phaser.Scene} scene - The Scene to which this plugin is being installed.
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* @param {Phaser.Plugins.PluginManager} pluginManager - A reference to the Phaser Plugin Manager.
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*/
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var SpinePlugin = new Class({
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Extends: BasePlugin,
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initialize:
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function SpinePlugin (pluginManager)
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{
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// console.log('SpinePlugin enabled');
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BasePlugin.call(this, pluginManager);
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// this.skeletonRenderer = new Spine.canvas.SkeletonRenderer(this.game.context);
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// console.log(this.skeletonRenderer);
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// pluginManager.registerGameObject('sprite3D', this.sprite3DFactory, this.sprite3DCreator);
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},
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/**
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* Creates a new Sprite3D Game Object and adds it to the Scene.
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*
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* @method Phaser.GameObjects.GameObjectFactory#sprite3D
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* @since 3.0.0
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*
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* @param {number} x - The horizontal position of this Game Object.
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* @param {number} y - The vertical position of this Game Object.
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* @param {number} z - The z position of this Game Object.
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* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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*
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* @return {Phaser.GameObjects.Sprite3D} The Game Object that was created.
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*/
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sprite3DFactory: function (x, y, z, key, frame)
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{
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// var sprite = new Sprite3D(this.scene, x, y, z, key, frame);
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// this.displayList.add(sprite.gameObject);
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// this.updateList.add(sprite.gameObject);
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// return sprite;
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},
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/**
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* The Scene that owns this plugin is shutting down.
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* We need to kill and reset all internal properties as well as stop listening to Scene events.
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*
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* @method Camera3DPlugin#shutdown
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* @private
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* @since 3.0.0
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*/
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shutdown: function ()
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{
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var eventEmitter = this.systems.events;
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eventEmitter.off('update', this.update, this);
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eventEmitter.off('shutdown', this.shutdown, this);
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this.removeAll();
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},
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/**
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* The Scene that owns this plugin is being destroyed.
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* We need to shutdown and then kill off all external references.
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*
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* @method Camera3DPlugin#destroy
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* @private
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* @since 3.0.0
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*/
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destroy: function ()
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{
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this.shutdown();
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this.pluginManager = null;
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this.game = null;
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this.scene = null;
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this.systems = null;
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}
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});
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module.exports = SpinePlugin;
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