/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = require('../utils/Class'); var PluginCache = require('../plugins/PluginCache'); /** * @classdesc * The Update List plugin. * * Update Lists belong to a Scene and maintain the list Game Objects to be updated every frame. * * Some or all of these Game Objects may also be part of the Scene's [Display List]{@link Phaser.GameObjects.DisplayList}, for Rendering. * * @class UpdateList * @memberOf Phaser.GameObjects * @constructor * @since 3.0.0 * * @param {Phaser.Scene} scene - The Scene that the Update List belongs to. */ var UpdateList = new Class({ initialize: function UpdateList (scene) { /** * The Scene that the Update List belongs to. * * @name Phaser.GameObjects.UpdateList#scene * @type {Phaser.Scene} * @since 3.0.0 */ this.scene = scene; /** * The Scene's Systems. * * @name Phaser.GameObjects.UpdateList#systems * @type {Phaser.Scenes.Systems} * @since 3.0.0 */ this.systems = scene.sys; /** * The list of Game Objects. * * @name Phaser.GameObjects.UpdateList#_list * @type {array} * @private * @default [] * @since 3.0.0 */ this._list = []; /** * Game Objects that are pending insertion into the list. * * @name Phaser.GameObjects.UpdateList#_pendingInsertion * @type {array} * @private * @default [] * @since 3.0.0 */ this._pendingInsertion = []; /** * Game Objects that are pending removal from the list. * * @name Phaser.GameObjects.UpdateList#_pendingRemoval * @type {array} * @private * @default [] * @since 3.0.0 */ this._pendingRemoval = []; scene.sys.events.once('boot', this.boot, this); scene.sys.events.on('start', this.start, this); }, /** * This method is called automatically, only once, when the Scene is first created. * Do not invoke it directly. * * @method Phaser.GameObjects.UpdateList#boot * @private * @since 3.5.1 */ boot: function () { this.systems.events.once('destroy', this.destroy, this); }, /** * This method is called automatically by the Scene when it is starting up. * It is responsible for creating local systems, properties and listening for Scene events. * Do not invoke it directly. * * @method Phaser.GameObjects.UpdateList#start * @private * @since 3.5.0 */ start: function () { var eventEmitter = this.systems.events; eventEmitter.on('preupdate', this.preUpdate, this); eventEmitter.on('update', this.update, this); eventEmitter.once('shutdown', this.shutdown, this); }, /** * Add a Game Object to the Update List. * * @method Phaser.GameObjects.UpdateList#add * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} child - The Game Object to add. * * @return {Phaser.GameObjects.GameObject} The added Game Object. */ add: function (child) { // Is child already in this list? if (this._list.indexOf(child) === -1 && this._pendingInsertion.indexOf(child) === -1) { this._pendingInsertion.push(child); } return child; }, /** * The pre-update step. * * Handles Game Objects that are pending insertion to and removal from the list. * * @method Phaser.GameObjects.UpdateList#preUpdate * @since 3.0.0 */ preUpdate: function () { var toRemove = this._pendingRemoval.length; var toInsert = this._pendingInsertion.length; if (toRemove === 0 && toInsert === 0) { // Quick bail return; } var i; var gameObject; // Delete old gameObjects for (i = 0; i < toRemove; i++) { gameObject = this._pendingRemoval[i]; var index = this._list.indexOf(gameObject); if (index > -1) { this._list.splice(index, 1); } } // Move pending to active this._list = this._list.concat(this._pendingInsertion.splice(0)); // Clear the lists this._pendingRemoval.length = 0; this._pendingInsertion.length = 0; }, /** * The update step. * * Pre-updates every active Game Object in the list. * * @method Phaser.GameObjects.UpdateList#update * @since 3.0.0 * * @param {number} time - The current timestamp. * @param {number} delta - The delta time elapsed since the last frame. */ update: function (time, delta) { for (var i = 0; i < this._list.length; i++) { var gameObject = this._list[i]; if (gameObject.active) { gameObject.preUpdate.call(gameObject, time, delta); } } }, /** * Remove a Game Object from the list. * * @method Phaser.GameObjects.UpdateList#remove * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} child - The Game Object to remove from the list. * * @return {Phaser.GameObjects.GameObject} The removed Game Object. */ remove: function (child) { var index = this._list.indexOf(child); if (index !== -1) { this._list.splice(index, 1); } return child; }, /** * Remove all Game Objects from the list. * * @method Phaser.GameObjects.UpdateList#removeAll * @since 3.0.0 * * @return {Phaser.GameObjects.UpdateList} The UpdateList object. */ removeAll: function () { var i = this._list.length; while (i--) { this.remove(this._list[i]); } return this; }, /** * The Scene that owns this plugin is shutting down. * We need to kill and reset all internal properties as well as stop listening to Scene events. * * @method Phaser.GameObjects.UpdateList#shutdown * @since 3.0.0 */ shutdown: function () { this.removeAll(); this._list.length = 0; this._pendingRemoval.length = 0; this._pendingInsertion.length = 0; var eventEmitter = this.systems.events; eventEmitter.off('preupdate', this.preUpdate, this); eventEmitter.off('update', this.update, this); eventEmitter.off('shutdown', this.shutdown, this); }, /** * The Scene that owns this plugin is being destroyed. * We need to shutdown and then kill off all external references. * * @method Phaser.GameObjects.UpdateList#destroy * @since 3.0.0 */ destroy: function () { this.shutdown(); this.scene.sys.events.off('start', this.start, this); this.scene = null; this.systems = null; }, /** * [description] * * @name Phaser.GameObjects.UpdateList#length * @type {integer} * @readOnly * @since 3.10.0 */ length: { get: function () { return this._list.length; } } }); PluginCache.register('UpdateList', UpdateList, 'updateList'); module.exports = UpdateList;