mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 19:43:28 +00:00
328 lines
8 KiB
JavaScript
328 lines
8 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2019 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 Update List plugin.
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*
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* Update Lists belong to a Scene and maintain the list Game Objects to be updated every frame.
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*
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* Some or all of these Game Objects may also be part of the Scene's [Display List]{@link Phaser.GameObjects.DisplayList}, for Rendering.
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*
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* @class UpdateList
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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 the Update List belongs to.
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*/
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var UpdateList = new Class({
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initialize:
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function UpdateList (scene)
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{
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/**
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* The Scene that the Update List belongs to.
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*
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* @name Phaser.GameObjects.UpdateList#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.UpdateList#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 list of Game Objects.
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*
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* @name Phaser.GameObjects.UpdateList#_list
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* @type {array}
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* @private
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* @default []
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* @since 3.0.0
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*/
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this._list = [];
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/**
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* Game Objects that are pending insertion into the list.
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*
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* @name Phaser.GameObjects.UpdateList#_pendingInsertion
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* @type {array}
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* @private
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* @default []
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* @since 3.0.0
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*/
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this._pendingInsertion = [];
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/**
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* Game Objects that are pending removal from the list.
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*
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* @name Phaser.GameObjects.UpdateList#_pendingRemoval
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* @type {array}
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* @private
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* @default []
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* @since 3.0.0
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*/
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this._pendingRemoval = [];
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scene.sys.events.once(SceneEvents.BOOT, this.boot, this);
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scene.sys.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.UpdateList#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.systems.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.UpdateList#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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var eventEmitter = this.systems.events;
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eventEmitter.on(SceneEvents.PRE_UPDATE, this.preUpdate, this);
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eventEmitter.on(SceneEvents.UPDATE, this.update, this);
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eventEmitter.once(SceneEvents.SHUTDOWN, this.shutdown, this);
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},
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/**
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* Add a Game Object to the Update List.
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*
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* @method Phaser.GameObjects.UpdateList#add
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.GameObject} child - The Game Object to add.
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*
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* @return {Phaser.GameObjects.GameObject} The added Game Object.
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*/
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add: function (child)
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{
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// Is child already in this list?
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if (this._list.indexOf(child) === -1 && this._pendingInsertion.indexOf(child) === -1)
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{
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this._pendingInsertion.push(child);
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}
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return child;
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},
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/**
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* The pre-update step.
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*
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* Handles Game Objects that are pending insertion to and removal from the list.
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*
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* @method Phaser.GameObjects.UpdateList#preUpdate
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* @since 3.0.0
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*/
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preUpdate: function ()
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{
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var toRemove = this._pendingRemoval.length;
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var toInsert = this._pendingInsertion.length;
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if (toRemove === 0 && toInsert === 0)
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{
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// Quick bail
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return;
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}
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var i;
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var gameObject;
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// Delete old gameObjects
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for (i = 0; i < toRemove; i++)
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{
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gameObject = this._pendingRemoval[i];
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var index = this._list.indexOf(gameObject);
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if (index > -1)
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{
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this._list.splice(index, 1);
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}
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}
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// Move pending to active
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this._list = this._list.concat(this._pendingInsertion.splice(0));
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// Clear the lists
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this._pendingRemoval.length = 0;
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this._pendingInsertion.length = 0;
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},
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/**
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* The update step.
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*
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* Pre-updates every active Game Object in the list.
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*
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* @method Phaser.GameObjects.UpdateList#update
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* @since 3.0.0
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*
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* @param {number} time - The current timestamp.
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* @param {number} delta - The delta time elapsed since the last frame.
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*/
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update: function (time, delta)
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{
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for (var i = 0; i < this._list.length; i++)
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{
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var gameObject = this._list[i];
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if (gameObject.active)
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{
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gameObject.preUpdate.call(gameObject, time, delta);
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}
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}
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},
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/**
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* Remove a Game Object from the list.
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*
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* @method Phaser.GameObjects.UpdateList#remove
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.GameObject} child - The Game Object to remove from the list.
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*
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* @return {Phaser.GameObjects.GameObject} The removed Game Object.
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*/
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remove: function (child)
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{
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var index = this._pendingRemoval.indexOf(child);
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if (index !== -1)
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{
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this._pendingRemoval.push(child);
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}
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return child;
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},
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/**
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* Remove all Game Objects from the list.
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*
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* @method Phaser.GameObjects.UpdateList#removeAll
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* @since 3.0.0
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*
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* @return {Phaser.GameObjects.UpdateList} This UpdateList.
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*/
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removeAll: function ()
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{
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var i = this._list.length;
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while (i--)
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{
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this.remove(this._list[i]);
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}
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return this;
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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.UpdateList#shutdown
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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 i = this._list.length;
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while (i--)
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{
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this._list[i].destroy(true);
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}
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i = this._pendingRemoval.length;
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while (i--)
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{
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this._pendingRemoval[i].destroy(true);
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}
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i = this._pendingInsertion.length;
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while (i--)
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{
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this._pendingInsertion[i].destroy(true);
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}
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this._list.length = 0;
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this._pendingRemoval.length = 0;
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this._pendingInsertion.length = 0;
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var eventEmitter = this.systems.events;
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eventEmitter.off(SceneEvents.PRE_UPDATE, this.preUpdate, this);
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eventEmitter.off(SceneEvents.UPDATE, this.update, this);
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eventEmitter.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.UpdateList#destroy
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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.scene.sys.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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},
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/**
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* The length of the list.
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*
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* @name Phaser.GameObjects.UpdateList#length
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* @type {integer}
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* @readonly
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* @since 3.10.0
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*/
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length: {
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get: function ()
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{
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return this._list.length;
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}
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}
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});
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PluginCache.register('UpdateList', UpdateList, 'updateList');
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module.exports = UpdateList;
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