Move configs to global vars, save memory. Add getAnim and setAnim and related properties. Vastly improve destroy handling.

This commit is contained in:
Richard Davey 2022-12-14 18:12:23 +00:00
parent c4ba83819b
commit 98b0123004

View file

@ -21,6 +21,67 @@ var StableSort = require('../../utils/array/StableSort');
var Vector2 = require('../../math/Vector2');
var Wrap = require('../../math/Wrap');
/**
* Names of simple configuration properties.
*
* @ignore
*/
var configFastMap = [
'active',
'blendMode',
'collideBottom',
'collideLeft',
'collideRight',
'collideTop',
'deathCallback',
'deathCallbackScope',
'emitCallback',
'emitCallbackScope',
'follow',
'frequency',
'gravityX',
'gravityY',
'maxParticles',
'maxAliveParticles',
'name',
'on',
'particleBringToTop',
'particleClass',
'radial',
'timeScale',
'trackVisible',
'visible'
];
/**
* Names of complex configuration properties.
*
* @ignore
*/
var configOpMap = [
'accelerationX',
'accelerationY',
'angle',
'alpha',
'bounce',
'delay',
'lifespan',
'maxVelocityX',
'maxVelocityY',
'moveToX',
'moveToY',
'quantity',
'rotate',
'scaleX',
'scaleY',
'speedX',
'speedY',
'tint',
'x',
'y'
];
/**
* @classdesc
* A particle emitter represents a single particle stream.
@ -88,70 +149,6 @@ var ParticleEmitter = new Class({
*/
this.defaultFrame = manager.defaultFrame;
/**
* Names of simple configuration properties.
*
* @name Phaser.GameObjects.Particles.ParticleEmitter#configFastMap
* @type {object}
* @since 3.0.0
*/
this.configFastMap = [
'active',
'blendMode',
'collideBottom',
'collideLeft',
'collideRight',
'collideTop',
'deathCallback',
'deathCallbackScope',
'emitCallback',
'emitCallbackScope',
'follow',
'frequency',
'gravityX',
'gravityY',
'maxParticles',
'maxAliveParticles',
'name',
'on',
'particleBringToTop',
'particleClass',
'radial',
'timeScale',
'trackVisible',
'visible'
];
/**
* Names of complex configuration properties.
*
* @name Phaser.GameObjects.Particles.ParticleEmitter#configOpMap
* @type {object}
* @since 3.0.0
*/
this.configOpMap = [
'accelerationX',
'accelerationY',
'angle',
'alpha',
'bounce',
'delay',
'lifespan',
'maxVelocityX',
'maxVelocityY',
'moveToX',
'moveToY',
'quantity',
'rotate',
'scaleX',
'scaleY',
'speedX',
'speedY',
'tint',
'x',
'y'
];
/**
* The name of this Particle Emitter.
*
@ -731,6 +728,79 @@ var ParticleEmitter = new Class({
*/
this.frameQuantity = 1;
/**
* The animations assigned to particles.
*
* @name Phaser.GameObjects.Particles.ParticleEmitter#anims
* @type {string[]}
* @since 3.60.0
*/
this.anims = [];
/**
* The default animation assigned to particles.
*
* @name Phaser.GameObjects.Particles.ParticleEmitter#defaultAnim
* @type {string}
* @since 3.60.0
*/
this.defaultAnim = null;
/**
* The current animation, as an index of {@link Phaser.GameObjects.Particles.ParticleEmitter#anims}.
*
* @name Phaser.GameObjects.Particles.ParticleEmitter#currentAnim
* @type {number}
* @default 0
* @since 3.60.0
* @see Phaser.GameObjects.Particles.ParticleEmitter#setAnim
*/
this.currentAnim = 0;
/**
* Whether animations {@link Phaser.GameObjects.Particles.ParticleEmitter#anims} are selected at random.
*
* @name Phaser.GameObjects.Particles.ParticleEmitter#randomAnim
* @type {boolean}
* @default true
* @since 3.60.0
* @see Phaser.GameObjects.Particles.ParticleEmitter#setAnim
*/
this.randomAnim = true;
/**
* The number of consecutive particles that receive a single animation (per frame cycle).
*
* @name Phaser.GameObjects.Particles.ParticleEmitter#animQuantity
* @type {number}
* @default 1
* @since 3.60.0
* @see Phaser.GameObjects.Particles.ParticleEmitter#setAnim
*/
this.animQuantity = 1;
/**
* Counts up to {@link Phaser.GameObjects.Particles.ParticleEmitter#animQuantity}.
*
* @name Phaser.GameObjects.Particles.ParticleEmitter#_animCounter
* @type {number}
* @private
* @default 0
* @since 3.60.0
*/
this._animCounter = 0;
/**
* Cached amount of animations in the `ParticleEmitter.anims` array.
*
* @name Phaser.GameObjects.Particles.ParticleEmitter#_animLength
* @type {number}
* @private
* @default 0
* @since 3.60.0
*/
this._animLength = 0;
/**
* Inactive particles.
*
@ -773,6 +843,17 @@ var ParticleEmitter = new Class({
*/
this._frameCounter = 0;
/**
* Cached amount of frames in the `ParticleEmitter.frames` array.
*
* @name Phaser.GameObjects.Particles.ParticleEmitter#_frameLength
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
this._frameLength = 0;
if (config)
{
this.fromJSON(config);
@ -801,9 +882,9 @@ var ParticleEmitter = new Class({
var i = 0;
var key = '';
for (i = 0; i < this.configFastMap.length; i++)
for (i = 0; i < configFastMap.length; i++)
{
key = this.configFastMap[i];
key = configFastMap[i];
if (HasValue(config, key))
{
@ -811,9 +892,9 @@ var ParticleEmitter = new Class({
}
}
for (i = 0; i < this.configOpMap.length; i++)
for (i = 0; i < configOpMap.length; i++)
{
key = this.configOpMap[i];
key = configOpMap[i];
if (HasValue(config, key))
{
@ -879,6 +960,10 @@ var ParticleEmitter = new Class({
{
this.setFrame(config.frame);
}
else if (HasValue(config, 'anim'))
{
this.setAnim(config.anim);
}
if (HasValue(config, 'reserve'))
{
@ -905,16 +990,16 @@ var ParticleEmitter = new Class({
var i = 0;
var key = '';
for (i = 0; i < this.configFastMap.length; i++)
for (i = 0; i < configFastMap.length; i++)
{
key = this.configFastMap[i];
key = configFastMap[i];
output[key] = this[key];
}
for (i = 0; i < this.configOpMap.length; i++)
for (i = 0; i < configOpMap.length; i++)
{
key = this.configOpMap[i];
key = configOpMap[i];
if (this[key])
{
@ -1006,7 +1091,7 @@ var ParticleEmitter = new Class({
this._frameCounter++;
if (this._frameCounter === this.frameQuantity)
if (this._frameCounter >= this.frameQuantity)
{
this._frameCounter = 0;
this.currentFrame = Wrap(this.currentFrame + 1, 0, this._frameLength);
@ -1016,14 +1101,14 @@ var ParticleEmitter = new Class({
}
},
// frame: 0
// frame: 'red'
// frame: [ 0, 1, 2, 3 ]
// frame: [ 'red', 'green', 'blue', 'pink', 'white' ]
// frame: { frames: [ 'red', 'green', 'blue', 'pink', 'white' ], [cycle: bool], [quantity: int] }
/**
* Sets a pattern for assigning texture frames to emitted particles.
* Sets a pattern for assigning texture frames to emitted particles. The `frames` configuration can be any of:
*
* frame: 0
* frame: 'red'
* frame: [ 0, 1, 2, 3 ]
* frame: [ 'red', 'green', 'blue', 'pink', 'white' ]
* frame: { frames: [ 'red', 'green', 'blue', 'pink', 'white' ], [cycle: bool], [quantity: int] }
*
* @method Phaser.GameObjects.Particles.ParticleEmitter#setFrame
* @since 3.0.0
@ -1042,7 +1127,6 @@ var ParticleEmitter = new Class({
this.randomFrame = pickRandom;
this.frameQuantity = quantity;
this.currentFrame = 0;
this._frameCounter = 0;
var t = typeof (frames);
@ -1079,6 +1163,106 @@ var ParticleEmitter = new Class({
return this;
},
/**
* Chooses an animation from {@link Phaser.GameObjects.Particles.ParticleEmitter#anims}, if populated.
*
* @method Phaser.GameObjects.Particles.ParticleEmitter#getAnim
* @since 3.60.0
*
* @return {string} The animation to play, or `null` if there aren't any.
*/
getAnim: function ()
{
var anims = this.anims;
if (anims.length === 0)
{
return null;
}
else if (anims.length === 1)
{
return this.defaultAnim;
}
else if (this.randomAnim)
{
return GetRandom(anims);
}
else
{
var anim = anims[this.currentAnim];
this._animCounter++;
if (this._animCounter >= this.animQuantity)
{
this._animCounter = 0;
this.currentAnim = Wrap(this.currentAnim + 1, 0, this._animLength);
}
return anim;
}
},
/**
* Sets a pattern for assigning animations to emitted particles. The `anims` configuration can be any of:
*
* anim: 'red'
* anim: [ 'red', 'green', 'blue', 'pink', 'white' ]
* anim: { anims: [ 'red', 'green', 'blue', 'pink', 'white' ], [cycle: bool], [quantity: int] }
*
* @method Phaser.GameObjects.Particles.ParticleEmitter#setAnim
* @since 3.60.0
*
* @param {(array|string|Phaser.Types.GameObjects.Particles.ParticleEmitterFrameConfig)} anims - One or more animations, or a configuration object.
* @param {boolean} [pickRandom=true] - Whether animations should be assigned at random from `anims`.
* @param {number} [quantity=1] - The number of consecutive particles that will receive each animation.
*
* @return {this} This Particle Emitter.
*/
setAnim: function (anims, pickRandom, quantity)
{
if (pickRandom === undefined) { pickRandom = true; }
if (quantity === undefined) { quantity = 1; }
this.randomAnim = pickRandom;
this.animQuantity = quantity;
this.currentAnim = 0;
var t = typeof (anims);
if (Array.isArray(anims) || t === 'string')
{
this.manager.setEmitterAnims(anims, this);
}
else if (t === 'object')
{
var animConfig = anims;
anims = GetFastValue(animConfig, 'anims', null);
if (anims)
{
this.manager.setEmitterAnims(anims, this);
}
var isCycle = GetFastValue(animConfig, 'cycle', false);
this.randomAnim = (isCycle) ? false : true;
this.animQuantity = GetFastValue(animConfig, 'quantity', quantity);
}
this._animLength = this.anims.length;
if (this._animLength === 1)
{
this.animQuantity = 1;
this.randomAnim = false;
}
return this;
},
/**
* Turns {@link Phaser.GameObjects.Particles.ParticleEmitter#radial} particle movement on or off.
*
@ -2092,10 +2276,42 @@ var ParticleEmitter = new Class({
return a.y - b.y;
},
/**
* Destroys this Particle Emitter and all Particles it owns.
*
* @method Phaser.GameObjects.Particles.ParticleEmitter#destroy
* @since 3.60.0
*/
destroy: function ()
{
// TODO
// Particles, animations, etc
this.manager = null;
this.texture = null;
this.frames = null;
this.anims = null;
this.defaultFrame = null;
this.emitCallback = null;
this.emitCallbackScope = null;
this.deathCallback = null;
this.deathCallbackScope = null;
this.emitZone = null;
this.deathZone = null;
this.bounds = null;
this.follow = null;
var i;
for (i = 0; i < this.particles.length; i++)
{
this.particles[i].destroy();
}
for (i = 0; i < this.dead.length; i++)
{
this.dead[i].destroy();
}
this.particles = [];
this.dead = [];
}
});