/** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../utils/Class'); var ProcessQueue = require('../structs/ProcessQueue'); var PluginCache = require('../plugins/PluginCache'); var SceneEvents = require('../scene/events'); /** * @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 * @extends Phaser.Structs.ProcessQueue * @memberof Phaser.GameObjects * @constructor * @since 3.0.0 * * @param {Phaser.Scene} scene - The Scene that the Update List belongs to. */ var UpdateList = new Class({ Extends: ProcessQueue, initialize: function UpdateList (scene) { ProcessQueue.call(this); /** * 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; 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.UpdateList#boot * @private * @since 3.5.1 */ boot: function () { 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.UpdateList#start * @private * @since 3.5.0 */ start: function () { var eventEmitter = this.systems.events; eventEmitter.on(SceneEvents.PRE_UPDATE, this.update, this); eventEmitter.on(SceneEvents.UPDATE, this.sceneUpdate, this); eventEmitter.once(SceneEvents.SHUTDOWN, this.shutdown, this); }, /** * The update step. * * Pre-updates every active Game Object in the list. * * @method Phaser.GameObjects.UpdateList#sceneUpdate * @since 3.20.0 * * @param {number} time - The current timestamp. * @param {number} delta - The delta time elapsed since the last frame. */ sceneUpdate: function (time, delta) { var list = this._active; var length = list.length; for (var i = 0; i < length; i++) { var gameObject = list[i]; if (gameObject.active) { gameObject.preUpdate.call(gameObject, time, delta); } } }, /** * 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 () { var i = this._active.length; while (i--) { this._active[i].destroy(true); } i = this._pending.length; while (i--) { this._pending[i].destroy(true); } i = this._destroy.length; while (i--) { this._destroy[i].destroy(true); } this._toProcess = 0; this._pending = []; this._active = []; this._destroy = []; var eventEmitter = this.systems.events; eventEmitter.off(SceneEvents.PRE_UPDATE, this.preUpdate, this); eventEmitter.off(SceneEvents.UPDATE, this.update, this); eventEmitter.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.UpdateList#destroy * @since 3.0.0 */ destroy: function () { this.shutdown(); this.scene.sys.events.off(SceneEvents.START, this.start, this); this.scene = null; this.systems = null; } }); PluginCache.register('UpdateList', UpdateList, 'updateList'); module.exports = UpdateList;