mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 11:33:28 +00:00
124 lines
4.2 KiB
JavaScript
124 lines
4.2 KiB
JavaScript
/**
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* @author Richard Davey <rich@phaser.io>
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* @copyright 2013-2024 Phaser Studio Inc.
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* @license {@link https://github.com/photonstorm/phaser3-plugin-template/blob/master/LICENSE|MIT License}
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*/
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var Class = require('../utils/Class');
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/**
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* @classdesc
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* A Global Plugin is installed just once into the Game owned Plugin Manager.
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* It can listen for Game events and respond to them.
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*
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* @class BasePlugin
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* @memberof Phaser.Plugins
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* @constructor
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* @since 3.8.0
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*
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* @param {Phaser.Plugins.PluginManager} pluginManager - A reference to the Plugin Manager.
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*/
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var BasePlugin = new Class({
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initialize:
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function BasePlugin (pluginManager)
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{
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/**
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* A handy reference to the Plugin Manager that is responsible for this plugin.
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* Can be used as a route to gain access to game systems and events.
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*
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* @name Phaser.Plugins.BasePlugin#pluginManager
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* @type {Phaser.Plugins.PluginManager}
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* @protected
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* @since 3.8.0
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*/
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this.pluginManager = pluginManager;
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/**
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* A reference to the Game instance this plugin is running under.
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*
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* @name Phaser.Plugins.BasePlugin#game
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* @type {Phaser.Game}
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* @protected
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* @since 3.8.0
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*/
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this.game = pluginManager.game;
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},
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/**
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* The PluginManager calls this method on a Global Plugin when the plugin is first instantiated.
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* It will never be called again on this instance.
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* In here you can set-up whatever you need for this plugin to run.
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* If a plugin is set to automatically start then `BasePlugin.start` will be called immediately after this.
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* On a Scene Plugin, this method is never called. Use {@link Phaser.Plugins.ScenePlugin#boot} instead.
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*
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* @method Phaser.Plugins.BasePlugin#init
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* @since 3.8.0
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*
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* @param {?any} [data] - A value specified by the user, if any, from the `data` property of the plugin's configuration object (if started at game boot) or passed in the PluginManager's `install` method (if started manually).
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*/
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init: function ()
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{
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},
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/**
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* The PluginManager calls this method on a Global Plugin when the plugin is started.
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* If a plugin is stopped, and then started again, this will get called again.
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* Typically called immediately after `BasePlugin.init`.
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* On a Scene Plugin, this method is never called.
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*
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* @method Phaser.Plugins.BasePlugin#start
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* @since 3.8.0
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*/
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start: function ()
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{
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// Here are the game-level events you can listen to.
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// At the very least you should offer a destroy handler for when the game closes down.
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// var eventEmitter = this.game.events;
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// eventEmitter.once('destroy', this.gameDestroy, this);
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// eventEmitter.on('pause', this.gamePause, this);
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// eventEmitter.on('resume', this.gameResume, this);
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// eventEmitter.on('resize', this.gameResize, this);
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// eventEmitter.on('prestep', this.gamePreStep, this);
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// eventEmitter.on('step', this.gameStep, this);
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// eventEmitter.on('poststep', this.gamePostStep, this);
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// eventEmitter.on('prerender', this.gamePreRender, this);
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// eventEmitter.on('postrender', this.gamePostRender, this);
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},
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/**
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* The PluginManager calls this method on a Global Plugin when the plugin is stopped.
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* The game code has requested that your plugin stop doing whatever it does.
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* It is now considered as 'inactive' by the PluginManager.
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* Handle that process here (i.e. stop listening for events, etc)
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* If the plugin is started again then `BasePlugin.start` will be called again.
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* On a Scene Plugin, this method is never called.
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*
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* @method Phaser.Plugins.BasePlugin#stop
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* @since 3.8.0
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*/
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stop: function ()
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{
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},
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/**
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* Game instance has been destroyed.
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* You must release everything in here, all references, all objects, free it all up.
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*
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* @method Phaser.Plugins.BasePlugin#destroy
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* @since 3.8.0
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*/
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destroy: function ()
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{
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this.pluginManager = null;
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this.game = null;
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this.scene = null;
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this.systems = null;
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}
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});
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module.exports = BasePlugin;
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