phaser/docs/PluginManager.js.html
photonstorm 5d5c64d22f Tilemap.createCollisionObjects will parse Tiled data for objectgroups and convert polyline instances into physics objects you can collide with in the world.
After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required.
Debug.renderPhysicsBody updated to take camera location and body rotation into account.
Body movement functions put back to velocity :)
Updated to latest dev version of pixi and latest p2.js
Updated docs
2014-02-18 03:01:51 +00:00

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<h1 class="page-title">Source: core/PluginManager.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/* jshint newcap: false */
/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 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
* @classdesc Phaser - PluginManager
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Description} parent - Description.
*/
Phaser.PluginManager = function(game, parent) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {Description} _parent - Description.
* @private
*/
this._parent = parent;
/**
* @property {array} plugins - Description.
*/
this.plugins = [];
/**
* @property {array} _pluginsLength - Description.
* @private
* @default
*/
this._pluginsLength = 0;
};
Phaser.PluginManager.prototype = {
/**
* Add a new Plugin to the PluginManager.
* The plugin's game and parent reference are set to this game and pluginmanager parent.
* @method Phaser.PluginManager#add
* @param {Phaser.Plugin} plugin - Description.
* @return {Phaser.Plugin} Description.
*/
add: function (plugin) {
var result = false;
// Prototype?
if (typeof plugin === 'function')
{
plugin = new plugin(this.game, this._parent);
}
else
{
plugin.game = this.game;
plugin.parent = this._parent;
}
// 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._pluginsLength = 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();
}
return plugin;
}
else
{
return null;
}
},
/**
* Remove a Plugin from the PluginManager.
* @method Phaser.PluginManager#remove
* @param {Phaser.Plugin} plugin - The plugin to be removed.
*/
remove: function (plugin) {
if (this._pluginsLength === 0)
{
return;
}
for (this._p = 0; this._p &lt; this._pluginsLength; this._p++)
{
if (this.plugins[this._p] === plugin)
{
plugin.destroy();
this.plugins.splice(this._p, 1);
this._pluginsLength--;
return;
}
}
},
/**
* Removes all Plugins from the PluginManager.
* @method Phaser.PluginManager#removeAll
*/
removeAll: function() {
for (this._p = 0; this._p &lt; this._pluginsLength; this._p++)
{
this.plugins[this._p].destroy();
}
this.plugins.length = 0;
this._pluginsLength = 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 () {
if (this._pluginsLength === 0)
{
return;
}
for (this._p = 0; this._p &lt; this._pluginsLength; this._p++)
{
if (this.plugins[this._p].active && this.plugins[this._p].hasPreUpdate)
{
this.plugins[this._p].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 () {
if (this._pluginsLength === 0)
{
return;
}
for (this._p = 0; this._p &lt; this._pluginsLength; this._p++)
{
if (this.plugins[this._p].active && this.plugins[this._p].hasUpdate)
{
this.plugins[this._p].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 () {
if (this._pluginsLength === 0)
{
return;
}
for (this._p = 0; this._p &lt; this._pluginsLength; this._p++)
{
if (this.plugins[this._p].active && this.plugins[this._p].hasPostUpdate)
{
this.plugins[this._p].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 () {
if (this._pluginsLength === 0)
{
return;
}
for (this._p = 0; this._p &lt; this._pluginsLength; this._p++)
{
if (this.plugins[this._p].visible && this.plugins[this._p].hasRender)
{
this.plugins[this._p].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 () {
if (this._pluginsLength === 0)
{
return;
}
for (this._p = 0; this._p &lt; this._pluginsLength; this._p++)
{
if (this.plugins[this._p].visible && this.plugins[this._p].hasPostRender)
{
this.plugins[this._p].postRender();
}
}
},
/**
* Clear down this PluginManager and null out references
*
* @method Phaser.PluginManager#destroy
*/
destroy: function () {
this.plugins.length = 0;
this._pluginsLength = 0;
this.game = null;
this._parent = null;
}
};
Phaser.PluginManager.prototype.constructor = Phaser.PluginManager;
</pre>
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