/** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../utils/Class'); var PluginCache = require('../plugins/PluginCache'); var SceneEvents = require('../scene/events'); /** * @classdesc * The Game Object Creator is a Scene plugin that allows you to quickly create many common * types of Game Objects and return them. Unlike the Game Object Factory, they are not automatically * added to the Scene. * * Game Objects directly register themselves with the Creator and inject their own creation * methods into the class. * * @class GameObjectCreator * @memberof Phaser.GameObjects * @constructor * @since 3.0.0 * * @param {Phaser.Scene} scene - The Scene to which this Game Object Factory belongs. */ var GameObjectCreator = new Class({ initialize: function GameObjectCreator (scene) { /** * The Scene to which this Game Object Creator belongs. * * @name Phaser.GameObjects.GameObjectCreator#scene * @type {Phaser.Scene} * @protected * @since 3.0.0 */ this.scene = scene; /** * A reference to the Scene.Systems. * * @name Phaser.GameObjects.GameObjectCreator#systems * @type {Phaser.Scenes.Systems} * @protected * @since 3.0.0 */ this.systems = scene.sys; /** * A reference to the Scene Display List. * * @name Phaser.GameObjects.GameObjectCreator#displayList * @type {Phaser.GameObjects.DisplayList} * @protected * @since 3.0.0 */ this.displayList; /** * A reference to the Scene Update List. * * @name Phaser.GameObjects.GameObjectCreator#updateList; * @type {Phaser.GameObjects.UpdateList} * @protected * @since 3.0.0 */ this.updateList; scene.sys.events.once(SceneEvents.BOOT, this.boot, this); scene.sys.events.on(SceneEvents.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.GameObjectCreator#boot * @private * @since 3.5.1 */ boot: function () { this.displayList = this.systems.displayList; this.updateList = this.systems.updateList; this.systems.events.once(SceneEvents.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.GameObjectCreator#start * @private * @since 3.5.0 */ start: function () { this.systems.events.once(SceneEvents.SHUTDOWN, this.shutdown, 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.GameObjectCreator#shutdown * @private * @since 3.0.0 */ shutdown: function () { this.systems.events.off(SceneEvents.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.GameObjectCreator#destroy * @private * @since 3.0.0 */ destroy: function () { this.shutdown(); this.scene.sys.events.off(SceneEvents.START, this.start, this); this.scene = null; this.systems = null; this.displayList = null; this.updateList = null; } }); // Static method called directly by the Game Object creator functions GameObjectCreator.register = function (factoryType, factoryFunction) { if (!GameObjectCreator.prototype.hasOwnProperty(factoryType)) { GameObjectCreator.prototype[factoryType] = factoryFunction; } }; GameObjectCreator.remove = function (factoryType) { if (GameObjectCreator.prototype.hasOwnProperty(factoryType)) { delete GameObjectCreator.prototype[factoryType]; } }; PluginCache.register('GameObjectCreator', GameObjectCreator, 'make'); module.exports = GameObjectCreator;