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</li> <li class="class-depth-0"> <a href="global.html#WEBGL">WEBGL</a> </li> <li class="class-depth-0"> <a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a> </li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li> <li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li> <li class="class-depth-1"><a href="Phaser.World.html">World</a></li> <li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li> <li class="class-depth-1"><a href="Phaser.Cache.html">Cache</a></li> <li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li> <li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li> <li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li> <li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li> <li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li> <li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li> <li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li> <li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li> <li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li> <li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li> <li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li> <li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li> <li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li> <li class="class-depth-1"><a 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href="Phaser.Weapon.html">Weapon</a></li> <li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li> <li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li> <li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li> <li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li> <li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li> <li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li> <li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li> <li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li> <li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li> <li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li> <li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li> <li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li> <li class="class-depth-1"><a href="Phaser.KeyCode.html">Key Codes</a></li> <li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li> <li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li> <li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li> <li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li> <li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li> <li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li> <li class="class-depth-1"><a href="http://phaser.io/learn">Tutorials</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/newsletter">Newsletter</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/slack">Slack</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/donate">Donate</a></li> <li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li> </ul> </li> </ul> </div> </div> <div class="row-fluid"> <div class="span12"> <div id="main"> <h1 class="page-title">Source: src/core/PluginManager.js</h1> <section> <article> <pre class="sunlight-highlight-javascript linenums">/* jshint newcap: false */ /** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Plugin Manager is responsible for the loading, running and unloading of Phaser Plugins. * * @class Phaser.PluginManager * @constructor * @param {Phaser.Game} game - A reference to the currently running game. */ Phaser.PluginManager = function(game) { /** * @property {Phaser.Game} game - A reference to the currently running game. */ this.game = game; /** * @property {Phaser.Plugin[]} plugins - An array of all the plugins being managed by this PluginManager. */ this.plugins = []; /** * @property {number} _len - Internal cache var. * @private */ this._len = 0; /** * @property {number} _i - Internal cache var. * @private */ this._i = 0; }; Phaser.PluginManager.prototype = { /** * Add a new Plugin into the PluginManager. * The Plugin must have 2 properties: game and parent. Plugin.game is set to the game reference the PluginManager uses, and parent is set to the PluginManager. * * @method Phaser.PluginManager#add * @param {object|Phaser.Plugin} plugin - The Plugin to add into the PluginManager. This can be a function or an existing object. * @param {...*} parameter - Additional arguments that will be passed to the Plugin.init method. * @return {Phaser.Plugin} The Plugin that was added to the manager. */ add: function (plugin) { var args = Array.prototype.slice.call(arguments, 1); var result = false; // Prototype? if (typeof plugin === 'function') { plugin = new plugin(this.game, this); } else { plugin.game = this.game; plugin.parent = this; } // Check for methods now to avoid having to do this every loop if (typeof plugin['preUpdate'] === 'function') { plugin.hasPreUpdate = true; result = true; } if (typeof plugin['update'] === 'function') { plugin.hasUpdate = true; result = true; } if (typeof plugin['postUpdate'] === 'function') { plugin.hasPostUpdate = true; result = true; } if (typeof plugin['render'] === 'function') { plugin.hasRender = true; result = true; } if (typeof plugin['postRender'] === 'function') { plugin.hasPostRender = true; result = true; } // The plugin must have at least one of the above functions to be added to the PluginManager. if (result) { if (plugin.hasPreUpdate || plugin.hasUpdate || plugin.hasPostUpdate) { plugin.active = true; } if (plugin.hasRender || plugin.hasPostRender) { plugin.visible = true; } this._len = this.plugins.push(plugin); // Allows plugins to run potentially destructive code outside of the constructor, and only if being added to the PluginManager if (typeof plugin['init'] === 'function') { plugin.init.apply(plugin, args); } return plugin; } else { return null; } }, /** * Remove a Plugin from the PluginManager. It calls Plugin.destroy on the plugin before removing it from the manager. * * @method Phaser.PluginManager#remove * @param {Phaser.Plugin} plugin - The plugin to be removed. * @param {boolean} [destroy=true] - Call destroy on the plugin that is removed? */ remove: function (plugin, destroy) { if (destroy === undefined) { destroy = true; } this._i = this._len; while (this._i--) { if (this.plugins[this._i] === plugin) { if (destroy) { plugin.destroy(); } this.plugins.splice(this._i, 1); this._len--; return; } } }, /** * Remove all Plugins from the PluginManager. It calls Plugin.destroy on every plugin before removing it from the manager. * * @method Phaser.PluginManager#removeAll */ removeAll: function() { this._i = this._len; while (this._i--) { this.plugins[this._i].destroy(); } this.plugins.length = 0; this._len = 0; }, /** * Pre-update is called at the very start of the update cycle, before any other subsystems have been updated (including Physics). * It only calls plugins who have active=true. * * @method Phaser.PluginManager#preUpdate */ preUpdate: function () { this._i = this._len; while (this._i--) { if (this.plugins[this._i].active && this.plugins[this._i].hasPreUpdate) { this.plugins[this._i].preUpdate(); } } }, /** * Update is called after all the core subsystems (Input, Tweens, Sound, etc) and the State have updated, but before the render. * It only calls plugins who have active=true. * * @method Phaser.PluginManager#update */ update: function () { this._i = this._len; while (this._i--) { if (this.plugins[this._i].active && this.plugins[this._i].hasUpdate) { this.plugins[this._i].update(); } } }, /** * PostUpdate is the last thing to be called before the world render. * In particular, it is called after the world postUpdate, which means the camera has been adjusted. * It only calls plugins who have active=true. * * @method Phaser.PluginManager#postUpdate */ postUpdate: function () { this._i = this._len; while (this._i--) { if (this.plugins[this._i].active && this.plugins[this._i].hasPostUpdate) { this.plugins[this._i].postUpdate(); } } }, /** * Render is called right after the Game Renderer completes, but before the State.render. * It only calls plugins who have visible=true. * * @method Phaser.PluginManager#render */ render: function () { this._i = this._len; while (this._i--) { if (this.plugins[this._i].visible && this.plugins[this._i].hasRender) { this.plugins[this._i].render(); } } }, /** * Post-render is called after the Game Renderer and State.render have run. * It only calls plugins who have visible=true. * * @method Phaser.PluginManager#postRender */ postRender: function () { this._i = this._len; while (this._i--) { if (this.plugins[this._i].visible && this.plugins[this._i].hasPostRender) { this.plugins[this._i].postRender(); } } }, /** * Clear down this PluginManager, calls destroy on every plugin and nulls out references. * * @method Phaser.PluginManager#destroy */ destroy: function () { this.removeAll(); this.game = null; } }; Phaser.PluginManager.prototype.constructor = Phaser.PluginManager; </pre> </article> </section> </div> <div class="clearfix"></div> <footer> <span class="copyright"> Phaser Copyright © 2012-2016 Photon Storm Ltd. </span> <br /> <span class="jsdoc-message"> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.0</a> on Fri Aug 26 2016 01:16:09 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. </span> </footer> </div> <br clear="both"> </div> </div> <script src="scripts/sunlight.js"></script> <script src="scripts/sunlight.javascript.js"></script> <script src="scripts/sunlight-plugin.doclinks.js"></script> <script src="scripts/sunlight-plugin.linenumbers.js"></script> <script src="scripts/sunlight-plugin.menu.js"></script> <script src="scripts/jquery.min.js"></script> <script src="scripts/jquery.scrollTo.js"></script> <script src="scripts/jquery.localScroll.js"></script> <script src="scripts/bootstrap-dropdown.js"></script> <script src="scripts/toc.js"></script> <script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script> <script> $( function () { $( "#toc" ).toc( { anchorName : function(i, heading, prefix) { return $(heading).attr("id") || ( prefix + i ); }, selectors : "h1,h2,h3,h4", showAndHide : false, scrollTo : 60 } ); $( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" ); $( "#main span[id^='toc']" ).addClass( "toc-shim" ); } ); </script> </body> </html>