mirror of
https://github.com/photonstorm/phaser
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PluginManager.remove has a new argument destroy
(defaults to true
) which will let you optionally called the destroy
method of the Plugin being removed.
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parent
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commit
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3 changed files with 11 additions and 3 deletions
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@ -360,6 +360,7 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
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* Stage has had all of its core update loops modified, so they now iterate through the display list forwards, instead of in reverse. Stage.postUpdate is now also a lot smaller, with no conditional branching if there is a Camera Target or not.
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* Within RequestAnimationFrame both `updateRAF` and `updateSetTimeout` now only call `game.update` if `isRunning` is true. This should avoid asynchronous Game destroy errors under environments like Angular (thanks @flogvit #2521)
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* Group.removeAll has a new argument `destroyTexture` which allows you to optionally destroy the BaseTexture of each child, as it is removed from the Group (thanks @stoneman1 #2487)
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* PluginManager.remove has a new argument `destroy` (defaults to `true`) which will let you optionally called the `destroy` method of the Plugin being removed.
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### Bug Fixes
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@ -131,8 +131,11 @@ Phaser.PluginManager.prototype = {
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*
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* @method Phaser.PluginManager#remove
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* @param {Phaser.Plugin} plugin - The plugin to be removed.
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* @param {boolean} [destroy=true] - Call destroy on the plugin that is removed?
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*/
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remove: function (plugin) {
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remove: function (plugin, destroy) {
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if (destroy === undefined) { destroy = true; }
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this._i = this._len;
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@ -140,7 +143,11 @@ Phaser.PluginManager.prototype = {
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{
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if (this.plugins[this._i] === plugin)
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{
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plugin.destroy();
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if (destroy)
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{
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plugin.destroy();
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}
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this.plugins.splice(this._i, 1);
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this._len--;
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return;
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2
typescript/phaser.d.ts
vendored
2
typescript/phaser.d.ts
vendored
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@ -3779,7 +3779,7 @@ declare module "phaser" {
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postRender(): void;
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postUpdate(): void;
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preUpdate(): void;
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remove(plugin: Phaser.Plugin): void;
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remove(plugin: Phaser.Plugin, destroy?: boolean): void;
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removeAll(): void;
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render(): void;
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update(): void;
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