mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 05:33:35 +00:00
294 lines
7.5 KiB
JavaScript
294 lines
7.5 KiB
JavaScript
/* jshint newcap: false */
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Plugin Manager is responsible for the loading, running and unloading of Phaser Plugins.
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*
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* @class Phaser.PluginManager
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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*/
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Phaser.PluginManager = function(game) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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/**
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* @property {Phaser.Plugin[]} plugins - An array of all the plugins being managed by this PluginManager.
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*/
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this.plugins = [];
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/**
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* @property {number} _len - Internal cache var.
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* @private
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*/
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this._len = 0;
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/**
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* @property {number} _i - Internal cache var.
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* @private
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*/
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this._i = 0;
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};
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Phaser.PluginManager.prototype = {
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/**
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* Add a new Plugin into the PluginManager.
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* The Plugin must have 2 properties: game and parent. Plugin.game is set to the game reference the PluginManager uses, and parent is set to the PluginManager.
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*
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* @method Phaser.PluginManager#add
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* @param {object|Phaser.Plugin} plugin - The Plugin to add into the PluginManager. This can be a function or an existing object.
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* @param {...*} parameter - Additional arguments that will be passed to the Plugin.init method.
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* @return {Phaser.Plugin} The Plugin that was added to the manager.
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*/
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add: function (plugin) {
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var args = Array.prototype.slice.call(arguments, 1);
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var result = false;
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// Prototype?
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if (typeof plugin === 'function')
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{
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plugin = new plugin(this.game, this);
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}
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else
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{
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plugin.game = this.game;
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plugin.parent = this;
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}
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// Check for methods now to avoid having to do this every loop
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if (typeof plugin['preUpdate'] === 'function')
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{
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plugin.hasPreUpdate = true;
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result = true;
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}
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if (typeof plugin['update'] === 'function')
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{
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plugin.hasUpdate = true;
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result = true;
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}
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if (typeof plugin['postUpdate'] === 'function')
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{
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plugin.hasPostUpdate = true;
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result = true;
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}
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if (typeof plugin['render'] === 'function')
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{
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plugin.hasRender = true;
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result = true;
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}
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if (typeof plugin['postRender'] === 'function')
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{
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plugin.hasPostRender = true;
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result = true;
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}
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// The plugin must have at least one of the above functions to be added to the PluginManager.
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if (result)
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{
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if (plugin.hasPreUpdate || plugin.hasUpdate || plugin.hasPostUpdate)
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{
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plugin.active = true;
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}
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if (plugin.hasRender || plugin.hasPostRender)
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{
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plugin.visible = true;
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}
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this._len = this.plugins.push(plugin);
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// Allows plugins to run potentially destructive code outside of the constructor, and only if being added to the PluginManager
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if (typeof plugin['init'] === 'function')
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{
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plugin.init.apply(plugin, args);
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}
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return plugin;
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}
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else
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{
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return null;
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}
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},
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/**
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* Remove a Plugin from the PluginManager. It calls Plugin.destroy on the plugin before removing it from the manager.
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*
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* @method Phaser.PluginManager#remove
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* @param {Phaser.Plugin} plugin - The plugin to be removed.
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* @param {boolean} [destroy=true] - Call destroy on the plugin that is removed?
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*/
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remove: function (plugin, destroy) {
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if (destroy === undefined) { destroy = true; }
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this._i = this._len;
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while (this._i--)
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{
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if (this.plugins[this._i] === plugin)
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{
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if (destroy)
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{
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plugin.destroy();
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}
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this.plugins.splice(this._i, 1);
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this._len--;
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return;
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}
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}
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},
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/**
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* Remove all Plugins from the PluginManager. It calls Plugin.destroy on every plugin before removing it from the manager.
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*
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* @method Phaser.PluginManager#removeAll
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*/
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removeAll: function() {
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this._i = this._len;
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while (this._i--)
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{
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this.plugins[this._i].destroy();
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}
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this.plugins.length = 0;
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this._len = 0;
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},
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/**
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* Pre-update is called at the very start of the update cycle, before any other subsystems have been updated (including Physics).
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* It only calls plugins who have active=true.
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*
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* @method Phaser.PluginManager#preUpdate
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*/
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preUpdate: function () {
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this._i = this._len;
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while (this._i--)
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{
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if (this.plugins[this._i].active && this.plugins[this._i].hasPreUpdate)
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{
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this.plugins[this._i].preUpdate();
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}
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}
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},
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/**
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* Update is called after all the core subsystems (Input, Tweens, Sound, etc) and the State have updated, but before the render.
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* It only calls plugins who have active=true.
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*
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* @method Phaser.PluginManager#update
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*/
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update: function () {
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this._i = this._len;
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while (this._i--)
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{
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if (this.plugins[this._i].active && this.plugins[this._i].hasUpdate)
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{
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this.plugins[this._i].update();
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}
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}
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},
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/**
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* PostUpdate is the last thing to be called before the world render.
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* In particular, it is called after the world postUpdate, which means the camera has been adjusted.
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* It only calls plugins who have active=true.
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*
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* @method Phaser.PluginManager#postUpdate
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*/
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postUpdate: function () {
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this._i = this._len;
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while (this._i--)
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{
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if (this.plugins[this._i].active && this.plugins[this._i].hasPostUpdate)
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{
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this.plugins[this._i].postUpdate();
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}
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}
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},
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/**
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* Render is called right after the Game Renderer completes, but before the State.render.
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* It only calls plugins who have visible=true.
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*
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* @method Phaser.PluginManager#render
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*/
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render: function () {
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this._i = this._len;
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while (this._i--)
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{
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if (this.plugins[this._i].visible && this.plugins[this._i].hasRender)
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{
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this.plugins[this._i].render();
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}
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}
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},
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/**
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* Post-render is called after the Game Renderer and State.render have run.
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* It only calls plugins who have visible=true.
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*
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* @method Phaser.PluginManager#postRender
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*/
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postRender: function () {
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this._i = this._len;
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while (this._i--)
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{
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if (this.plugins[this._i].visible && this.plugins[this._i].hasPostRender)
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{
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this.plugins[this._i].postRender();
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}
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}
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},
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/**
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* Clear down this PluginManager, calls destroy on every plugin and nulls out references.
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*
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* @method Phaser.PluginManager#destroy
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*/
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destroy: function () {
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this.removeAll();
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this.game = null;
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}
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};
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Phaser.PluginManager.prototype.constructor = Phaser.PluginManager;
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