mirror of
https://github.com/photonstorm/phaser
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227 lines
6.8 KiB
JavaScript
227 lines
6.8 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2022 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 PluginCache = require('../plugins/PluginCache');
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var SceneEvents = require('../scene/events');
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/**
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* @classdesc
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* The Game Object Factory is a Scene plugin that allows you to quickly create many common
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* types of Game Objects and have them automatically registered with the Scene.
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*
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* Game Objects directly register themselves with the Factory and inject their own creation
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* methods into the class.
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*
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* @class GameObjectFactory
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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 to which this Game Object Factory belongs.
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*/
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var GameObjectFactory = new Class({
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initialize:
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function GameObjectFactory (scene)
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{
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/**
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* The Scene to which this Game Object Factory belongs.
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*
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* @name Phaser.GameObjects.GameObjectFactory#scene
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* @type {Phaser.Scene}
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* @protected
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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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* A reference to the Scene.Systems.
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*
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* @name Phaser.GameObjects.GameObjectFactory#systems
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* @type {Phaser.Scenes.Systems}
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* @protected
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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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* A reference to the Scene Event Emitter.
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*
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* @name Phaser.GameObjects.GameObjectFactory#events
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* @type {Phaser.Events.EventEmitter}
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* @protected
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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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/**
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* A reference to the Scene Display List.
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*
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* @name Phaser.GameObjects.GameObjectFactory#displayList
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* @type {Phaser.GameObjects.DisplayList}
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* @protected
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* @since 3.0.0
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*/
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this.displayList;
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/**
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* A reference to the Scene Update List.
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*
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* @name Phaser.GameObjects.GameObjectFactory#updateList
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* @type {Phaser.GameObjects.UpdateList}
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* @protected
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* @since 3.0.0
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*/
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this.updateList;
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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.GameObjectFactory#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.displayList = this.systems.displayList;
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this.updateList = this.systems.updateList;
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this.events.once(SceneEvents.DESTROY, this.destroy, this);
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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.GameObjectFactory#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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* Adds an existing Game Object to this Scene.
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*
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* If the Game Object renders, it will be added to the Display List.
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* If it has a `preUpdate` method, it will be added to the Update List.
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*
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* @method Phaser.GameObjects.GameObjectFactory#existing
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* @since 3.0.0
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*
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* @generic {(Phaser.GameObjects.GameObject|Phaser.GameObjects.Group|Phaser.GameObjects.Layer)} G - [child,$return]
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*
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* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.Group|Phaser.GameObjects.Layer)} child - The child to be added to this Scene.
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object that was added.
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*/
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existing: function (child)
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{
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if (child.renderCanvas || child.renderWebGL)
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{
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this.displayList.add(child);
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}
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// For when custom objects have overridden `preUpdate` but don't hook into the ADDED_TO_SCENE event:
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// Adding to the list multiple times is safe, as it won't add duplicates into the list anyway.
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if (child.preUpdate)
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{
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this.updateList.add(child);
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}
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return child;
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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.GameObjectFactory#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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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.GameObjectFactory#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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this.displayList = null;
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this.updateList = null;
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}
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});
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/**
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* Static method called directly by the Game Object factory functions.
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* With this method you can register a custom GameObject factory in the GameObjectFactory,
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* providing a name (`factoryType`) and the constructor (`factoryFunction`) in order
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* to be called when you call to Phaser.Scene.add[ factoryType ] method.
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*
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* @method Phaser.GameObjects.GameObjectFactory.register
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* @static
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* @since 3.0.0
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*
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* @param {string} factoryType - The key of the factory that you will use to call to Phaser.Scene.add[ factoryType ] method.
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* @param {function} factoryFunction - The constructor function to be called when you invoke to the Phaser.Scene.add method.
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*/
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GameObjectFactory.register = function (factoryType, factoryFunction)
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{
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if (!GameObjectFactory.prototype.hasOwnProperty(factoryType))
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{
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GameObjectFactory.prototype[factoryType] = factoryFunction;
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}
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};
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/**
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* Static method called directly by the Game Object factory functions.
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* With this method you can remove a custom GameObject factory registered in the GameObjectFactory,
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* providing a its `factoryType`.
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*
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* @method Phaser.GameObjects.GameObjectFactory.remove
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* @static
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* @since 3.0.0
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*
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* @param {string} factoryType - The key of the factory that you want to remove from the GameObjectFactory.
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*/
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GameObjectFactory.remove = function (factoryType)
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{
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if (GameObjectFactory.prototype.hasOwnProperty(factoryType))
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{
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delete GameObjectFactory.prototype[factoryType];
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}
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};
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PluginCache.register('GameObjectFactory', GameObjectFactory, 'add');
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module.exports = GameObjectFactory;
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