phaser/src/gameobjects/components/Destroy.js

103 lines
2.3 KiB
JavaScript

Phaser.Component.Destroy = function () {};
Phaser.Component.Destroy.prototype = {
/**
* @property {boolean} destroyPhase - As a Sprite runs through its destroy method this flag is set to true, and can be checked in any sub-systems it is being destroyed from.
* @readOnly
*/
destroyPhase: false,
/**
* Destroys the Sprite. This removes it from its parent group, destroys the input, event and animation handlers if present
* and nulls its reference to game, freeing it up for garbage collection.
*
* @method Phaser.Sprite#destroy
* @memberof Phaser.Sprite
* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
*/
destroy: function(destroyChildren) {
if (this.game === null || this.destroyPhase) { return; }
if (typeof destroyChildren === 'undefined') { destroyChildren = true; }
this.destroyPhase = true;
if (this.events)
{
this.events.onDestroy$dispatch(this);
}
if (this.parent)
{
if (this.parent instanceof Phaser.Group)
{
this.parent.remove(this);
}
else
{
this.parent.removeChild(this);
}
}
if (this.input)
{
this.input.destroy();
}
if (this.animations)
{
this.animations.destroy();
}
if (this.body)
{
this.body.destroy();
}
if (this.events)
{
this.events.destroy();
}
var i = this.children.length;
if (destroyChildren)
{
while (i--)
{
this.children[i].destroy(destroyChildren);
}
}
else
{
while (i--)
{
this.removeChild(this.children[i]);
}
}
if (this._crop)
{
this._crop = null;
}
if (this._frame)
{
this._frame = null;
}
this.alive = false;
this.exists = false;
this.visible = false;
this.filters = null;
this.mask = null;
this.game = null;
this.destroyPhase = false;
}
};