mirror of
https://github.com/photonstorm/phaser
synced 2024-12-25 04:23:30 +00:00
252 lines
6.9 KiB
JavaScript
252 lines
6.9 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Class = require('../utils/Class');
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var List = require('../structs/List');
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var PluginCache = require('../plugins/PluginCache');
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var GameObjectEvents = require('./events');
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var SceneEvents = require('../scene/events');
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var StableSort = require('../utils/array/StableSort');
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/**
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* @classdesc
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* The Display List plugin.
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*
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* Display Lists belong to a Scene and maintain the list of Game Objects to render every frame.
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*
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* Some of these Game Objects may also be part of the Scene's [Update List]{@link Phaser.GameObjects.UpdateList}, for updating.
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*
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* @class DisplayList
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* @extends Phaser.Structs.List.<Phaser.GameObjects.GameObject>
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* @memberof Phaser.GameObjects
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* @constructor
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* @since 3.0.0
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*
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* @param {Phaser.Scene} scene - The Scene that this Display List belongs to.
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*/
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var DisplayList = new Class({
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Extends: List,
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initialize:
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function DisplayList (scene)
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{
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List.call(this, scene);
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/**
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* The flag the determines whether Game Objects should be sorted when `depthSort()` is called.
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*
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* @name Phaser.GameObjects.DisplayList#sortChildrenFlag
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.sortChildrenFlag = false;
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/**
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* The Scene that this Display List belongs to.
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*
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* @name Phaser.GameObjects.DisplayList#scene
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* @type {Phaser.Scene}
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* @since 3.0.0
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*/
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this.scene = scene;
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/**
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* The Scene's Systems.
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*
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* @name Phaser.GameObjects.DisplayList#systems
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* @type {Phaser.Scenes.Systems}
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* @since 3.0.0
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*/
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this.systems = scene.sys;
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/**
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* The Scene's Event Emitter.
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*
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* @name Phaser.GameObjects.DisplayList#events
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* @type {Phaser.Events.EventEmitter}
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* @since 3.50.0
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*/
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this.events = scene.sys.events;
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// Set the List callbacks
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this.addCallback = this.addChildCallback;
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this.removeCallback = this.removeChildCallback;
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this.events.once(SceneEvents.BOOT, this.boot, this);
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this.events.on(SceneEvents.START, this.start, this);
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},
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/**
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* This method is called automatically, only once, when the Scene is first created.
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* Do not invoke it directly.
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*
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* @method Phaser.GameObjects.DisplayList#boot
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* @private
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* @since 3.5.1
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*/
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boot: function ()
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{
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this.events.once(SceneEvents.DESTROY, this.destroy, this);
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},
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/**
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* Internal method called from `List.addCallback`.
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*
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* @method Phaser.GameObjects.DisplayList#addChildCallback
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* @private
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* @fires Phaser.Scenes.Events#ADDED_TO_SCENE
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* @fires Phaser.GameObjects.Events#ADDED_TO_SCENE
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* @since 3.50.0
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*
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* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object that was added to the list.
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*/
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addChildCallback: function (gameObject)
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{
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gameObject.emit(GameObjectEvents.ADDED_TO_SCENE, gameObject, this.scene);
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this.events.emit(SceneEvents.ADDED_TO_SCENE, gameObject, this.scene);
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},
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/**
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* Internal method called from `List.removeCallback`.
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*
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* @method Phaser.GameObjects.DisplayList#removeChildCallback
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* @private
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* @fires Phaser.Scenes.Events#REMOVED_FROM_SCENE
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* @fires Phaser.GameObjects.Events#REMOVED_FROM_SCENE
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* @since 3.50.0
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*
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* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object that was removed from the list.
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*/
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removeChildCallback: function (gameObject)
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{
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gameObject.emit(GameObjectEvents.REMOVED_FROM_SCENE, gameObject, this.scene);
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this.events.emit(SceneEvents.REMOVED_FROM_SCENE, gameObject, this.scene);
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},
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/**
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* This method is called automatically by the Scene when it is starting up.
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* It is responsible for creating local systems, properties and listening for Scene events.
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* Do not invoke it directly.
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*
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* @method Phaser.GameObjects.DisplayList#start
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* @private
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* @since 3.5.0
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*/
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start: function ()
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{
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this.events.once(SceneEvents.SHUTDOWN, this.shutdown, this);
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},
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/**
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* Force a sort of the display list on the next call to depthSort.
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*
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* @method Phaser.GameObjects.DisplayList#queueDepthSort
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* @since 3.0.0
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*/
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queueDepthSort: function ()
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{
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this.sortChildrenFlag = true;
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},
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/**
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* Immediately sorts the display list if the flag is set.
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*
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* @method Phaser.GameObjects.DisplayList#depthSort
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* @since 3.0.0
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*/
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depthSort: function ()
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{
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if (this.sortChildrenFlag)
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{
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StableSort(this.list, this.sortByDepth);
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this.sortChildrenFlag = false;
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}
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},
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/**
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* Compare the depth of two Game Objects.
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*
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* @method Phaser.GameObjects.DisplayList#sortByDepth
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.GameObject} childA - The first Game Object.
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* @param {Phaser.GameObjects.GameObject} childB - The second Game Object.
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*
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* @return {integer} The difference between the depths of each Game Object.
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*/
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sortByDepth: function (childA, childB)
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{
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return childA._depth - childB._depth;
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},
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/**
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* Returns an array which contains all objects currently on the Display List.
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* This is a reference to the main list array, not a copy of it, so be careful not to modify it.
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*
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* @method Phaser.GameObjects.DisplayList#getChildren
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* @since 3.12.0
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*
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* @return {Phaser.GameObjects.GameObject[]} The group members.
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*/
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getChildren: function ()
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{
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return this.list;
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},
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/**
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* The Scene that owns this plugin is shutting down.
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* We need to kill and reset all internal properties as well as stop listening to Scene events.
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*
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* @method Phaser.GameObjects.DisplayList#shutdown
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* @private
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* @since 3.0.0
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*/
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shutdown: function ()
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{
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var list = this.list;
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var i = list.length;
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while (i--)
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{
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list[i].destroy(true);
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}
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list.length = 0;
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this.events.off(SceneEvents.SHUTDOWN, this.shutdown, this);
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},
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/**
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* The Scene that owns this plugin is being destroyed.
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* We need to shutdown and then kill off all external references.
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*
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* @method Phaser.GameObjects.DisplayList#destroy
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* @private
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* @since 3.0.0
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*/
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destroy: function ()
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{
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this.shutdown();
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this.events.off(SceneEvents.START, this.start, this);
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this.scene = null;
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this.systems = null;
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this.events = null;
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}
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});
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PluginCache.register('DisplayList', DisplayList, 'displayList');
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module.exports = DisplayList;
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