/** * Destroy Component Features. * * @class */ Phaser.Component.Destroy = function () {}; Phaser.Component.Destroy.prototype = { /** * @property {boolean} destroyPhase - As a Sprite runs through its destroy method this flag is set to true, and can be checked in any sub-systems it is being destroyed from. * @readOnly */ destroyPhase: false, /** * Destroys the Sprite. This removes it from its parent group, destroys the input, event and animation handlers if present * and nulls its reference to game, freeing it up for garbage collection. * * @method * @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called? */ destroy: function(destroyChildren) { if (this.game === null || this.destroyPhase) { return; } if (typeof destroyChildren === 'undefined') { destroyChildren = true; } this.destroyPhase = true; if (this.events) { this.events.onDestroy$dispatch(this); } if (this.parent) { if (this.parent instanceof Phaser.Group) { this.parent.remove(this); } else { this.parent.removeChild(this); } } if (this.input) { this.input.destroy(); } if (this.animations) { this.animations.destroy(); } if (this.body) { this.body.destroy(); } if (this.events) { this.events.destroy(); } var i = this.children.length; if (destroyChildren) { while (i--) { this.children[i].destroy(destroyChildren); } } else { while (i--) { this.removeChild(this.children[i]); } } if (this._crop) { this._crop = null; } if (this._frame) { this._frame = null; } this.alive = false; this.exists = false; this.visible = false; this.filters = null; this.mask = null; this.game = null; // In case Pixi is still going to try and render it even though destroyed this.renderable = false; // Pixi level DisplayObject destroy this.transformCallback = null; this.transformCallbackContext = null; this.hitArea = null; this.parent = null; this.stage = null; this.worldTransform = null; this.filterArea = null; this._bounds = null; this._currentBounds = null; this._mask = null; this._destroyCachedSprite(); this.destroyPhase = false; } };