/
GameObjectFactory.js
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/
GameObjectFactory.js
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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../utils/Class');
var PluginCache = require('../plugins/PluginCache');
var SceneEvents = require('../scene/events');
/**
* @classdesc
* The Game Object Factory is a Scene plugin that allows you to quickly create many common
* types of Game Objects and have them automatically registered with the Scene.
*
* Game Objects directly register themselves with the Factory and inject their own creation
* methods into the class.
*
* @class GameObjectFactory
* @memberof Phaser.GameObjects
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object Factory belongs.
*/
var GameObjectFactory = new Class({
initialize:
function GameObjectFactory (scene)
{
/**
* The Scene to which this Game Object Factory belongs.
*
* @name Phaser.GameObjects.GameObjectFactory#scene
* @type {Phaser.Scene}
* @protected
* @since 3.0.0
*/
this.scene = scene;
/**
* A reference to the Scene.Systems.
*
* @name Phaser.GameObjects.GameObjectFactory#systems
* @type {Phaser.Scenes.Systems}
* @protected
* @since 3.0.0
*/
this.systems = scene.sys;
/**
* A reference to the Scene Event Emitter.
*
* @name Phaser.GameObjects.GameObjectFactory#events
* @type {Phaser.Events.EventEmitter}
* @protected
* @since 3.50.0
*/
this.events = scene.sys.events;
/**
* A reference to the Scene Display List.
*
* @name Phaser.GameObjects.GameObjectFactory#displayList
* @type {Phaser.GameObjects.DisplayList}
* @protected
* @since 3.0.0
*/
this.displayList;
/**
* A reference to the Scene Update List.
*
* @name Phaser.GameObjects.GameObjectFactory#updateList
* @type {Phaser.GameObjects.UpdateList}
* @protected
* @since 3.0.0
*/
this.updateList;
this.events.once(SceneEvents.BOOT, this.boot, this);
this.events.on(SceneEvents.START, this.start, this);
},
/**
* This method is called automatically, only once, when the Scene is first created.
* Do not invoke it directly.
*
* @method Phaser.GameObjects.GameObjectFactory#boot
* @private
* @since 3.5.1
*/
boot: function ()
{
this.displayList = this.systems.displayList;
this.updateList = this.systems.updateList;
this.events.once(SceneEvents.DESTROY, this.destroy, this);
},
/**
* This method is called automatically by the Scene when it is starting up.
* It is responsible for creating local systems, properties and listening for Scene events.
* Do not invoke it directly.
*
* @method Phaser.GameObjects.GameObjectFactory#start
* @private
* @since 3.5.0
*/
start: function ()
{
this.events.once(SceneEvents.SHUTDOWN, this.shutdown, this);
},
/**
* Adds an existing Game Object to this Scene.
*
* If the Game Object renders, it will be added to the Display List.
* If it has a `preUpdate` method, it will be added to the Update List.
*
* @method Phaser.GameObjects.GameObjectFactory#existing
* @since 3.0.0
*
* @generic {(Phaser.GameObjects.GameObject|Phaser.GameObjects.Group|Phaser.GameObjects.Layer)} G - [child,$return]
*
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.Group|Phaser.GameObjects.Layer)} child - The child to be added to this Scene.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that was added.
*/
existing: function (child)
{
if (child.renderCanvas || child.renderWebGL)
{
this.displayList.add(child);
}
// For when custom objects have overridden `preUpdate` but don't hook into the ADDED_TO_SCENE event:
// Adding to the list multiple times is safe, as it won't add duplicates into the list anyway.
if (child.preUpdate)
{
this.updateList.add(child);
}
return child;
},
/**
* The Scene that owns this plugin is shutting down.
* We need to kill and reset all internal properties as well as stop listening to Scene events.
*
* @method Phaser.GameObjects.GameObjectFactory#shutdown
* @private
* @since 3.0.0
*/
shutdown: function ()
{
this.events.off(SceneEvents.SHUTDOWN, this.shutdown, this);
},
/**
* The Scene that owns this plugin is being destroyed.
* We need to shutdown and then kill off all external references.
*
* @method Phaser.GameObjects.GameObjectFactory#destroy
* @private
* @since 3.0.0
*/
destroy: function ()
{
this.shutdown();
this.events.off(SceneEvents.START, this.start, this);
this.scene = null;
this.systems = null;
this.events = null;
this.displayList = null;
this.updateList = null;
}
});
/**
* Static method called directly by the Game Object factory functions.
* With this method you can register a custom GameObject factory in the GameObjectFactory,
* providing a name (`factoryType`) and the constructor (`factoryFunction`) in order
* to be called when you call to Phaser.Scene.add[ factoryType ] method.
*
* @method Phaser.GameObjects.GameObjectFactory.register
* @static
* @since 3.0.0
*
* @param {string} factoryType - The key of the factory that you will use to call to Phaser.Scene.add[ factoryType ] method.
* @param {function} factoryFunction - The constructor function to be called when you invoke to the Phaser.Scene.add method.
*/
GameObjectFactory.register = function (factoryType, factoryFunction)
{
if (!GameObjectFactory.prototype.hasOwnProperty(factoryType))
{
GameObjectFactory.prototype[factoryType] = factoryFunction;
}
};
/**
* Static method called directly by the Game Object factory functions.
* With this method you can remove a custom GameObject factory registered in the GameObjectFactory,
* providing a its `factoryType`.
*
* @method Phaser.GameObjects.GameObjectFactory.remove
* @static
* @since 3.0.0
*
* @param {string} factoryType - The key of the factory that you want to remove from the GameObjectFactory.
*/
GameObjectFactory.remove = function (factoryType)
{
if (GameObjectFactory.prototype.hasOwnProperty(factoryType))
{
delete GameObjectFactory.prototype[factoryType];
}
};
PluginCache.register('GameObjectFactory', GameObjectFactory, 'add');
module.exports = GameObjectFactory;