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https://github.com/photonstorm/phaser
synced 2024-11-23 21:24:09 +00:00
Lots of work on the Game Object Factory patterns.
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6 changed files with 112 additions and 22 deletions
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@ -81,8 +81,8 @@ function Config (config)
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callbacks = {};
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}
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this.preBoot = getValue(callbacks, 'preBoot', NOOP);
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this.postBoot = getValue(callbacks, 'postBoot', NOOP);
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this.preBoot = getValue(callbacks, 'preBoot', NOOP);
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this.postBoot = getValue(callbacks, 'postBoot', NOOP);
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}
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@ -13,6 +13,9 @@ var RequestAnimationFrame = require('../dom/RequestAnimationFrame');
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var DOMContentLoaded = require('../dom/DOMContentLoaded');
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var RandomDataGenerator = require('../math/random-data-generator/RandomDataGenerator');
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var CanvasPool = require('../dom/CanvasPool');
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var FactoryContainer = require('../gameobjects/FactoryContainer');
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var Image = require('../gameobjects/image/ImageFactory');
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var GameObjectFactory = require('../state/systems/GameObjectFactory');
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var Game = function (config)
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{
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@ -64,6 +67,8 @@ var Game = function (config)
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*/
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// this.state = new Phaser.StateManager(this, stateConfig);
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this.add = null;
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/**
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* @property {Phaser.Device} device - Contains device information and capabilities.
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*/
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@ -89,8 +94,19 @@ Game.prototype = {
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console.log(CHECKSUM.build);
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console.log('pool', CanvasPool.total());
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console.log('free', CanvasPool.free());
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// console.log('pool', CanvasPool.total());
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// console.log('free', CanvasPool.free());
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// console.dir(FactoryContainer.getType('image'));
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// Create a fake State to test the GF with
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var state = {
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hello: 'world'
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};
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this.add = GameObjectFactory(state);
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console.log(this.add);
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this.config.postBoot();
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@ -1,4 +1,4 @@
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var CHECKSUM = {
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build: '1e855860-b380-11e6-ae1d-777159c5bd92'
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build: 'f71c8930-b620-11e6-b63f-ab05aca00975'
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};
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module.exports = CHECKSUM;
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65
v3/src/gameobjects/FactoryContainer.js
Normal file
65
v3/src/gameobjects/FactoryContainer.js
Normal file
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@ -0,0 +1,65 @@
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 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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/**
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* The GameObject Factory is a global level container of Factory instances.
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* Factories register themselves with this container.
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*
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* @class Phaser.GameObject.Factory
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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*/
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var factories = {};
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var FactoryContainer = function ()
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{
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console.log('FactoryContainer is alive');
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this.register = function (factory)
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{
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if (factories.hasOwnProperty(factory.KEY))
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{
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console.log('Already registered', factory.KEY);
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return this.getType(factory.KEY);
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}
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console.log('registering', factory.KEY);
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factories[factory.KEY] = {
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add: factory.add,
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make: factory.make
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};
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return factory;
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};
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this.getType = function (key)
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{
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return factories[key];
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};
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this.load = function (dest)
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{
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for (var factory in factories)
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{
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console.log('Testing load of:', factory);
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if (factories.hasOwnProperty(factory))
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{
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console.log('Loading', factory);
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dest[factory] = factories[factory].add;
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}
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}
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return dest;
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};
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return this;
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};
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module.exports = FactoryContainer();
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@ -4,6 +4,8 @@
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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 FactoryContainer = require('../../gameobjects/FactoryContainer');
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var ImageFactory = {
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KEY: 'image',
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@ -26,9 +28,12 @@ var ImageFactory = {
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*/
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add: function (x, y, key, frame, group, name)
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{
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if (group === undefined) { group = this.state; }
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console.log('ImageFactory.add', key, x, y, frame, group, name);
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console.log('into State', this.state);
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return group.children.add(new Image(this.state, x, y, key, frame, name));
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// if (group === undefined) { group = this.state; }
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// return group.children.add(new Image(this.state, x, y, key, frame, name));
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},
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/**
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@ -51,4 +56,4 @@ var ImageFactory = {
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};
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module.exports = ImageFactory;
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module.exports = FactoryContainer.register(ImageFactory);
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@ -4,6 +4,8 @@
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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 FactoryContainer = require('../../gameobjects/FactoryContainer');
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/**
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* The GameObject Factory is a quick way to create many common game objects. The Factory is owned by the State.
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*
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@ -12,25 +14,27 @@
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* @param {Phaser.Game} game - A reference to the currently running game.
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*/
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var GameObjectFactory = function (state)
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{
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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* @protected
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*/
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this.game = state.game;
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var GameObjectFactory = {
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/**
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* @property {Phaser.State} state - The State that owns this Factory
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* @protected
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*/
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this.state = state;
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};
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GameObjectFactory.prototype.constructor = GameObjectFactory;
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GameObjectFactory.prototype = {
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state: null
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};
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module.exports = GameObjectFactory;
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function init (state)
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{
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console.log('Creating GameObjectFactory instance for State', state);
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GameObjectFactory.state = state;
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// Load the factories into this Object
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FactoryContainer.load(GameObjectFactory);
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return GameObjectFactory;
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}
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module.exports = init;
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