var Class = require('../utils/Class'); var plugins = {}; var PluginManager = new Class({ initialize: // The PluginManager is global and belongs to the Game instance, not a Scene. function PluginManager (game) { this.game = game; game.events.once('boot', this.boot, this); }, boot: function () { }, installGlobal: function (sys, globalPlugins) { var game = sys.game; var scene = sys.scene; var map = sys.settings.map; // Reference the GlobalPlugins from Game into Scene.Systems for (var i = 0; i < globalPlugins.length; i++) { var pluginKey = globalPlugins[i]; // console.log('PluginManager.global', pluginKey); sys[pluginKey] = game[pluginKey]; // Scene level injection if (map.hasOwnProperty(pluginKey)) { scene[map[pluginKey]] = sys[pluginKey]; } } }, installLocal: function (sys, scenePlugins) { var scene = sys.scene; var map = sys.settings.map; var isBooted = sys.settings.isBooted; for (var i = 0; i < scenePlugins.length; i++) { var pluginKey = scenePlugins[i]; var source = plugins[pluginKey]; // console.log('PluginManager.local', pluginKey, 'to', source.mapping); var plugin = new source.plugin(scene); sys[source.mapping] = plugin; // Scene level injection if (map.hasOwnProperty(source.mapping)) { scene[map[source.mapping]] = plugin; } // Scene is already booted, usually because this method is being called at run-time, so boot the plugin if (isBooted) { plugin.boot(); } } }, remove: function (key) { delete plugins[key]; }, destroy: function () { plugins = {}; } }); // Static method called directly by the Plugins // Key is a reference used to get the plugin from the plugins object (i.e. InputPlugin) // Plugin is the object to instantiate to create the plugin // Mapping is what the plugin is injected into the Scene.Systems as (i.e. input) PluginManager.register = function (key, plugin, mapping) { plugins[key] = { plugin: plugin, mapping: mapping }; // console.log('PluginManager.register', key, mapping); }; module.exports = PluginManager;