mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 13:43:26 +00:00
* The Layer.removeAll
, remove
and add
methods have been removed. These methods are all still available via the List
class that Layer inherits, but the destroyChild
parameters are no longer available.
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commit
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1 changed files with 2 additions and 108 deletions
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@ -12,7 +12,6 @@ var DataManager = require('../../data/DataManager');
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var EventEmitter = require('eventemitter3');
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var GameObjectEvents = require('../events');
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var List = require('../../structs/List');
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var RemoveBetween = require('../../utils/array/RemoveBetween');
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var Render = require('./LayerRender');
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var SceneEvents = require('../../scene/events');
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var StableSort = require('../../utils/array/StableSort');
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@ -605,105 +604,6 @@ var Layer = new Class({
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return this;
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},
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/**
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* Adds the given Game Object, or array of Game Objects, to this Layer.
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*
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* Each Game Object must be unique within the Layer.
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*
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* @method Phaser.GameObjects.Layer#add
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* @since 3.4.0
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*
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* @generic {Phaser.GameObjects.GameObject} T
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* @genericUse {(T|T[])} - [child]
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*
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* @param {Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]} child - The Game Object, or array of Game Objects, to add to the Layer.
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*
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* @return {this} This Layer instance.
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*/
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add: function (child)
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{
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List.prototype.add.call(this, child);
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return this;
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},
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/**
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* Removes the given Game Object, or array of Game Objects, from this Layer.
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*
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* The Game Objects must already be children of this Layer.
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*
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* You can also optionally call `destroy` on each Game Object that is removed from the Layer.
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*
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* @method Phaser.GameObjects.Layer#remove
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* @since 3.70.0
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*
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* @generic {Phaser.GameObjects.GameObject} T
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* @genericUse {(T|T[])} - [child]
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*
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* @param {Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]} child - The Game Object, or array of Game Objects, to be removed from the Layer.
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* @param {boolean} [destroyChild=false] - Optionally call `destroy` on each child successfully removed from this Layer.
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* @param {boolean} [skipCallback=false] - Skip calling the List.removeCallback.
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*
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* @return {this} This Layer instance.
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remove: function (child, destroyChild, skipCallback)
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{
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var removed = List.prototype.remove.call(this, child, skipCallback);
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if (destroyChild && removed)
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{
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if (!Array.isArray(removed))
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{
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removed = [ removed ];
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}
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for (var i = 0; i < removed.length; i++)
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{
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removed[i].destroy();
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}
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}
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return this;
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},
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*/
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/**
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* Removes all Game Objects from this Layer.
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*
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* You can also optionally call `destroy` on each Game Object that is removed from the Layer.
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*
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* @method Phaser.GameObjects.Layer#removeAll
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* @since 3.4.0
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*
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* @param {boolean} [destroyChild=false] - Optionally call `destroy` on each Game Object successfully removed from this Layer.
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*
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* @return {this} This Layer instance.
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*/
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removeAll: function (destroyChild)
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{
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var list = this.list;
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if (destroyChild)
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{
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for (var i = 0; i < list.length; i++)
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{
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if (list[i] && list[i].scene)
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{
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list[i].off(GameObjectEvents.DESTROY, this.remove, this);
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list[i].destroy();
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}
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}
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this.list = [];
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}
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else
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{
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RemoveBetween(list, 0, list.length, this.removeChildCallback, this);
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}
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return this;
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},
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/**
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* This callback is invoked when this Game Object is added to a Scene.
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*
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@ -832,13 +732,9 @@ var Layer = new Class({
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{
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var displayList = gameObject.displayList;
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if (displayList && displayList !== this && displayList.exists(gameObject))
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if (displayList && displayList !== this)
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{
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displayList.remove(this, true);
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displayList.queueDepthSort();
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gameObject.displayList = null;
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gameObject.removeFromDisplayList();
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}
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if (!gameObject.displayList)
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@ -1044,8 +940,6 @@ var Layer = new Class({
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*/
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destroy: function (fromScene)
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{
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console.log('Layer.destroy', this.list.length);
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// This Game Object has already been destroyed
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if (!this.scene || this.ignoreDestroy)
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{
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