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Layer.js
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Layer.js
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/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2024 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var BlendModes = require('../../renderer/BlendModes');
var Class = require('../../utils/Class');
var Components = require('../components');
var ComponentsToJSON = require('../components/ToJSON');
var DataManager = require('../../data/DataManager');
var EventEmitter = require('eventemitter3');
var GameObjectEvents = require('../events');
var List = require('../../structs/List');
var Render = require('./LayerRender');
var SceneEvents = require('../../scene/events');
var StableSort = require('../../utils/array/StableSort');
/**
* @classdesc
* A Layer Game Object.
*
* A Layer is a special type of Game Object that acts as a Display List. You can add any type of Game Object
* to a Layer, just as you would to a Scene. Layers can be used to visually group together 'layers' of Game
* Objects:
*
* ```javascript
* const spaceman = this.add.sprite(150, 300, 'spaceman');
* const bunny = this.add.sprite(400, 300, 'bunny');
* const elephant = this.add.sprite(650, 300, 'elephant');
*
* const layer = this.add.layer();
*
* layer.add([ spaceman, bunny, elephant ]);
* ```
*
* The 3 sprites in the example above will now be managed by the Layer they were added to. Therefore,
* if you then set `layer.setVisible(false)` they would all vanish from the display.
*
* You can also control the depth of the Game Objects within the Layer. For example, calling the
* `setDepth` method of a child of a Layer will allow you to adjust the depth of that child _within the
* Layer itself_, rather than the whole Scene. The Layer, too, can have its depth set as well.
*
* The Layer class also offers many different methods for manipulating the list, such as the
* methods `moveUp`, `moveDown`, `sendToBack`, `bringToTop` and so on. These allow you to change the
* display list position of the Layers children, causing it to adjust the order in which they are
* rendered. Using `setDepth` on a child allows you to override this.
*
* Layers can have Post FX Pipelines set, which allows you to easily enable a post pipeline across
* a whole range of children, which, depending on the effect, can often be far more efficient that doing so
* on a per-child basis.
*
* Layers have no position or size within the Scene. This means you cannot enable a Layer for
* physics or input, or change the position, rotation or scale of a Layer. They also have no scroll
* factor, texture, tint, origin, crop or bounds.
*
* If you need those kind of features then you should use a Container instead. Containers can be added
* to Layers, but Layers cannot be added to Containers.
*
* However, you can set the Alpha, Blend Mode, Depth, Mask and Visible state of a Layer. These settings
* will impact all children being rendered by the Layer.
*
* @class Layer
* @extends Phaser.Structs.List.<Phaser.GameObjects.GameObject>
* @memberof Phaser.GameObjects
* @constructor
* @since 3.50.0
*
* @extends Phaser.GameObjects.Components.AlphaSingle
* @extends Phaser.GameObjects.Components.BlendMode
* @extends Phaser.GameObjects.Components.Depth
* @extends Phaser.GameObjects.Components.Mask
* @extends Phaser.GameObjects.Components.PostPipeline
* @extends Phaser.GameObjects.Components.Visible
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
* @param {Phaser.GameObjects.GameObject[]} [children] - An optional array of Game Objects to add to this Layer.
*/
var Layer = new Class({
Extends: List,
Mixins: [
Components.AlphaSingle,
Components.BlendMode,
Components.Depth,
Components.Mask,
Components.PostPipeline,
Components.Visible,
EventEmitter,
Render
],
initialize:
function Layer (scene, children)
{
List.call(this, scene);
EventEmitter.call(this);
/**
* A reference to the Scene to which this Game Object belongs.
*
* Game Objects can only belong to one Scene.
*
* You should consider this property as being read-only. You cannot move a
* Game Object to another Scene by simply changing it.
*
* @name Phaser.GameObjects.Layer#scene
* @type {Phaser.Scene}
* @since 3.50.0
*/
this.scene = scene;
/**
* Holds a reference to the Display List that contains this Game Object.
*
* This is set automatically when this Game Object is added to a Scene or Layer.
*
* You should treat this property as being read-only.
*
* @name Phaser.GameObjects.Layer#displayList
* @type {(Phaser.GameObjects.DisplayList|Phaser.GameObjects.Layer)}
* @default null
* @since 3.50.0
*/
this.displayList = null;
/**
* A textual representation of this Game Object, i.e. `sprite`.
* Used internally by Phaser but is available for your own custom classes to populate.
*
* @name Phaser.GameObjects.Layer#type
* @type {string}
* @since 3.50.0
*/
this.type = 'Layer';
/**
* The current state of this Game Object.
*
* Phaser itself will never modify this value, although plugins may do so.
*
* Use this property to track the state of a Game Object during its lifetime. For example, it could change from
* a state of 'moving', to 'attacking', to 'dead'. The state value should be an integer (ideally mapped to a constant
* in your game code), or a string. These are recommended to keep it light and simple, with fast comparisons.
* If you need to store complex data about your Game Object, look at using the Data Component instead.
*
* @name Phaser.GameObjects.Layer#state
* @type {(number|string)}
* @since 3.50.0
*/
this.state = 0;
/**
* A Layer cannot be placed inside a Container.
*
* This property is kept purely so a Layer has the same
* shape as a Game Object.
*
* @name Phaser.GameObjects.Layer#parentContainer
* @type {Phaser.GameObjects.Container}
* @since 3.51.0
*/
this.parentContainer = null;
/**
* The name of this Game Object.
* Empty by default and never populated by Phaser, this is left for developers to use.
*
* @name Phaser.GameObjects.Layer#name
* @type {string}
* @default ''
* @since 3.50.0
*/
this.name = '';
/**
* The active state of this Game Object.
* A Game Object with an active state of `true` is processed by the Scenes UpdateList, if added to it.
* An active object is one which is having its logic and internal systems updated.
*
* @name Phaser.GameObjects.Layer#active
* @type {boolean}
* @default true
* @since 3.50.0
*/
this.active = true;
/**
* The Tab Index of the Game Object.
* Reserved for future use by plugins and the Input Manager.
*
* @name Phaser.GameObjects.Layer#tabIndex
* @type {number}
* @default -1
* @since 3.51.0
*/
this.tabIndex = -1;
/**
* A Data Manager.
* It allows you to store, query and get key/value paired information specific to this Game Object.
* `null` by default. Automatically created if you use `getData` or `setData` or `setDataEnabled`.
*
* @name Phaser.GameObjects.Layer#data
* @type {Phaser.Data.DataManager}
* @default null
* @since 3.50.0
*/
this.data = null;
/**
* The flags that are compared against `RENDER_MASK` to determine if this Game Object will render or not.
* The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively.
* If those components are not used by your custom class then you can use this bitmask as you wish.
*
* @name Phaser.GameObjects.Layer#renderFlags
* @type {number}
* @default 15
* @since 3.50.0
*/
this.renderFlags = 15;
/**
* A bitmask that controls if this Game Object is drawn by a Camera or not.
* Not usually set directly, instead call `Camera.ignore`, however you can
* set this property directly using the Camera.id property:
*
* @example
* this.cameraFilter |= camera.id
*
* @name Phaser.GameObjects.Layer#cameraFilter
* @type {number}
* @default 0
* @since 3.50.0
*/
this.cameraFilter = 0;
/**
* This property is kept purely so a Layer has the same
* shape as a Game Object. You cannot input enable a Layer.
*
* @name Phaser.GameObjects.Layer#input
* @type {?Phaser.Types.Input.InteractiveObject}
* @default null
* @since 3.51.0
*/
this.input = null;
/**
* This property is kept purely so a Layer has the same
* shape as a Game Object. You cannot give a Layer a physics body.
*
* @name Phaser.GameObjects.Layer#body
* @type {?(Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody|MatterJS.BodyType)}
* @default null
* @since 3.51.0
*/
this.body = null;
/**
* This Game Object will ignore all calls made to its destroy method if this flag is set to `true`.
* This includes calls that may come from a Group, Container or the Scene itself.
* While it allows you to persist a Game Object across Scenes, please understand you are entirely
* responsible for managing references to and from this Game Object.
*
* @name Phaser.GameObjects.Layer#ignoreDestroy
* @type {boolean}
* @default false
* @since 3.50.0
*/
this.ignoreDestroy = false;
/**
* A reference to the Scene Systems.
*
* @name Phaser.GameObjects.Layer#systems
* @type {Phaser.Scenes.Systems}
* @since 3.50.0
*/
this.systems = scene.sys;
/**
* A reference to the Scene Event Emitter.
*
* @name Phaser.GameObjects.Layer#events
* @type {Phaser.Events.EventEmitter}
* @since 3.50.0
*/
this.events = scene.sys.events;
/**
* The flag the determines whether Game Objects should be sorted when `depthSort()` is called.
*
* @name Phaser.GameObjects.Layer#sortChildrenFlag
* @type {boolean}
* @default false
* @since 3.50.0
*/
this.sortChildrenFlag = false;
// Set the List callbacks
this.addCallback = this.addChildCallback;
this.removeCallback = this.removeChildCallback;
this.initPostPipeline();
this.clearAlpha();
this.setBlendMode(BlendModes.SKIP_CHECK);
if (children)
{
this.add(children);
}
// Tell the Scene to re-sort the children
scene.sys.queueDepthSort();
},
/**
* Sets the `active` property of this Game Object and returns this Game Object for further chaining.
* A Game Object with its `active` property set to `true` will be updated by the Scenes UpdateList.
*
* @method Phaser.GameObjects.Layer#setActive
* @since 3.50.0
*
* @param {boolean} value - True if this Game Object should be set as active, false if not.
*
* @return {this} This GameObject.
*/
setActive: function (value)
{
this.active = value;
return this;
},
/**
* Sets the `name` property of this Game Object and returns this Game Object for further chaining.
* The `name` property is not populated by Phaser and is presented for your own use.
*
* @method Phaser.GameObjects.Layer#setName
* @since 3.50.0
*
* @param {string} value - The name to be given to this Game Object.
*
* @return {this} This GameObject.
*/
setName: function (value)
{
this.name = value;
return this;
},
/**
* Sets the current state of this Game Object.
*
* Phaser itself will never modify the State of a Game Object, although plugins may do so.
*
* For example, a Game Object could change from a state of 'moving', to 'attacking', to 'dead'.
* The state value should typically be an integer (ideally mapped to a constant
* in your game code), but could also be a string. It is recommended to keep it light and simple.
* If you need to store complex data about your Game Object, look at using the Data Component instead.
*
* @method Phaser.GameObjects.Layer#setState
* @since 3.50.0
*
* @param {(number|string)} value - The state of the Game Object.
*
* @return {this} This GameObject.
*/
setState: function (value)
{
this.state = value;
return this;
},
/**
* Adds a Data Manager component to this Game Object.
*
* @method Phaser.GameObjects.Layer#setDataEnabled
* @since 3.50.0
* @see Phaser.Data.DataManager
*
* @return {this} This GameObject.
*/
setDataEnabled: function ()
{
if (!this.data)
{
this.data = new DataManager(this);
}
return this;
},
/**
* Allows you to store a key value pair within this Game Objects Data Manager.
*
* If the Game Object has not been enabled for data (via `setDataEnabled`) then it will be enabled
* before setting the value.
*
* If the key doesn't already exist in the Data Manager then it is created.
*
* ```javascript
* sprite.setData('name', 'Red Gem Stone');
* ```
*
* You can also pass in an object of key value pairs as the first argument:
*
* ```javascript
* sprite.setData({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });
* ```
*
* To get a value back again you can call `getData`:
*
* ```javascript
* sprite.getData('gold');
* ```
*
* Or you can access the value directly via the `values` property, where it works like any other variable:
*
* ```javascript
* sprite.data.values.gold += 50;
* ```
*
* When the value is first set, a `setdata` event is emitted from this Game Object.
*
* If the key already exists, a `changedata` event is emitted instead, along an event named after the key.
* For example, if you updated an existing key called `PlayerLives` then it would emit the event `changedata-PlayerLives`.
* These events will be emitted regardless if you use this method to set the value, or the direct `values` setter.
*
* Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings.
* This means the keys `gold` and `Gold` are treated as two unique values within the Data Manager.
*
* @method Phaser.GameObjects.Layer#setData
* @since 3.50.0
*
* @param {(string|object)} key - The key to set the value for. Or an object of key value pairs. If an object the `data` argument is ignored.
* @param {*} [data] - The value to set for the given key. If an object is provided as the key this argument is ignored.
*
* @return {this} This GameObject.
*/
setData: function (key, value)
{
if (!this.data)
{
this.data = new DataManager(this);
}
this.data.set(key, value);
return this;
},
/**
* Increase a value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is increased from 0.
*
* If the Game Object has not been enabled for data (via `setDataEnabled`) then it will be enabled
* before setting the value.
*
* If the key doesn't already exist in the Data Manager then it is created.
*
* When the value is first set, a `setdata` event is emitted from this Game Object.
*
* @method Phaser.GameObjects.Layer#incData
* @since 3.50.0
*
* @param {(string|object)} key - The key to increase the value for.
* @param {*} [data] - The value to increase for the given key.
*
* @return {this} This GameObject.
*/
incData: function (key, value)
{
if (!this.data)
{
this.data = new DataManager(this);
}
this.data.inc(key, value);
return this;
},
/**
* Toggle a boolean value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is toggled from false.
*
* If the Game Object has not been enabled for data (via `setDataEnabled`) then it will be enabled
* before setting the value.
*
* If the key doesn't already exist in the Data Manager then it is created.
*
* When the value is first set, a `setdata` event is emitted from this Game Object.
*
* @method Phaser.GameObjects.Layer#toggleData
* @since 3.50.0
*
* @param {(string|object)} key - The key to toggle the value for.
*
* @return {this} This GameObject.
*/
toggleData: function (key)
{
if (!this.data)
{
this.data = new DataManager(this);
}
this.data.toggle(key);
return this;
},
/**
* Retrieves the value for the given key in this Game Objects Data Manager, or undefined if it doesn't exist.
*
* You can also access values via the `values` object. For example, if you had a key called `gold` you can do either:
*
* ```javascript
* sprite.getData('gold');
* ```
*
* Or access the value directly:
*
* ```javascript
* sprite.data.values.gold;
* ```
*
* You can also pass in an array of keys, in which case an array of values will be returned:
*
* ```javascript
* sprite.getData([ 'gold', 'armor', 'health' ]);
* ```
*
* This approach is useful for destructuring arrays in ES6.
*
* @method Phaser.GameObjects.Layer#getData
* @since 3.50.0
*
* @param {(string|string[])} key - The key of the value to retrieve, or an array of keys.
*
* @return {*} The value belonging to the given key, or an array of values, the order of which will match the input array.
*/
getData: function (key)
{
if (!this.data)
{
this.data = new DataManager(this);
}
return this.data.get(key);
},
/**
* A Layer cannot be enabled for input.
*
* This method does nothing and is kept to ensure
* the Layer has the same shape as a Game Object.
*
* @method Phaser.GameObjects.Layer#setInteractive
* @since 3.51.0
*
* @return {this} This GameObject.
*/
setInteractive: function ()
{
return this;
},
/**
* A Layer cannot be enabled for input.
*
* This method does nothing and is kept to ensure
* the Layer has the same shape as a Game Object.
*
* @method Phaser.GameObjects.Layer#disableInteractive
* @since 3.51.0
*
* @return {this} This GameObject.
*/
disableInteractive: function ()
{
return this;
},
/**
* A Layer cannot be enabled for input.
*
* This method does nothing and is kept to ensure
* the Layer has the same shape as a Game Object.
*
* @method Phaser.GameObjects.Layer#removeInteractive
* @since 3.51.0
*
* @return {this} This GameObject.
*/
removeInteractive: function ()
{
return this;
},
/**
* This callback is invoked when this Game Object is added to a Scene.
*
* Can be overriden by custom Game Objects, but be aware of some Game Objects that
* will use this, such as Sprites, to add themselves into the Update List.
*
* You can also listen for the `ADDED_TO_SCENE` event from this Game Object.
*
* @method Phaser.GameObjects.Layer#addedToScene
* @since 3.50.0
*/
addedToScene: function ()
{
},
/**
* This callback is invoked when this Game Object is removed from a Scene.
*
* Can be overriden by custom Game Objects, but be aware of some Game Objects that
* will use this, such as Sprites, to removed themselves from the Update List.
*
* You can also listen for the `REMOVED_FROM_SCENE` event from this Game Object.
*
* @method Phaser.GameObjects.Layer#removedFromScene
* @since 3.50.0
*/
removedFromScene: function ()
{
},
/**
* To be overridden by custom GameObjects. Allows base objects to be used in a Pool.
*
* @method Phaser.GameObjects.Layer#update
* @since 3.50.0
*
* @param {...*} [args] - args
*/
update: function ()
{
},
/**
* Returns a JSON representation of the Game Object.
*
* @method Phaser.GameObjects.Layer#toJSON
* @since 3.50.0
*
* @return {Phaser.Types.GameObjects.JSONGameObject} A JSON representation of the Game Object.
*/
toJSON: function ()
{
return ComponentsToJSON(this);
},
/**
* Compares the renderMask with the renderFlags to see if this Game Object will render or not.
* Also checks the Game Object against the given Cameras exclusion list.
*
* @method Phaser.GameObjects.Layer#willRender
* @since 3.50.0
*
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to check against this Game Object.
*
* @return {boolean} True if the Game Object should be rendered, otherwise false.
*/
willRender: function (camera)
{
return !(this.renderFlags !== 15 || this.list.length === 0 || (this.cameraFilter !== 0 && (this.cameraFilter & camera.id)));
},
/**
* Returns an array containing the display list index of either this Game Object, or if it has one,
* its parent Container. It then iterates up through all of the parent containers until it hits the
* root of the display list (which is index 0 in the returned array).
*
* Used internally by the InputPlugin but also useful if you wish to find out the display depth of
* this Game Object and all of its ancestors.
*
* @method Phaser.GameObjects.Layer#getIndexList
* @since 3.51.0
*
* @return {number[]} An array of display list position indexes.
*/
getIndexList: function ()
{
// eslint-disable-next-line consistent-this
var child = this;
var parent = this.parentContainer;
var indexes = [];
while (parent)
{
indexes.unshift(parent.getIndex(child));
child = parent;
if (!parent.parentContainer)
{
break;
}
else
{
parent = parent.parentContainer;
}
}
indexes.unshift(this.displayList.getIndex(child));
return indexes;
},
/**
* Internal method called from `List.addCallback`.
*
* @method Phaser.GameObjects.Layer#addChildCallback
* @private
* @fires Phaser.Scenes.Events#ADDED_TO_SCENE
* @fires Phaser.GameObjects.Events#ADDED_TO_SCENE
* @since 3.50.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object that was added to the list.
*/
addChildCallback: function (gameObject)
{
var displayList = gameObject.displayList;
if (displayList && displayList !== this)
{
gameObject.removeFromDisplayList();
}
if (!gameObject.displayList)
{
this.queueDepthSort();
gameObject.displayList = this;
gameObject.emit(GameObjectEvents.ADDED_TO_SCENE, gameObject, this.scene);
this.events.emit(SceneEvents.ADDED_TO_SCENE, gameObject, this.scene);
}
},
/**
* Internal method called from `List.removeCallback`.
*
* @method Phaser.GameObjects.Layer#removeChildCallback
* @private
* @fires Phaser.Scenes.Events#REMOVED_FROM_SCENE
* @fires Phaser.GameObjects.Events#REMOVED_FROM_SCENE
* @since 3.50.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object that was removed from the list.
*/
removeChildCallback: function (gameObject)
{
this.queueDepthSort();
gameObject.displayList = null;
gameObject.emit(GameObjectEvents.REMOVED_FROM_SCENE, gameObject, this.scene);
this.events.emit(SceneEvents.REMOVED_FROM_SCENE, gameObject, this.scene);
},
/**
* Force a sort of the display list on the next call to depthSort.
*
* @method Phaser.GameObjects.Layer#queueDepthSort
* @since 3.50.0
*/
queueDepthSort: function ()
{
this.sortChildrenFlag = true;
},
/**
* Immediately sorts the display list if the flag is set.
*
* @method Phaser.GameObjects.Layer#depthSort
* @since 3.50.0
*/
depthSort: function ()
{
if (this.sortChildrenFlag)
{
StableSort(this.list, this.sortByDepth);
this.sortChildrenFlag = false;
}
},
/**
* Compare the depth of two Game Objects.
*
* @method Phaser.GameObjects.Layer#sortByDepth
* @since 3.50.0
*
* @param {Phaser.GameObjects.GameObject} childA - The first Game Object.
* @param {Phaser.GameObjects.GameObject} childB - The second Game Object.
*
* @return {number} The difference between the depths of each Game Object.
*/
sortByDepth: function (childA, childB)
{
return childA._depth - childB._depth;
},
/**
* Returns an array which contains all Game Objects within this Layer.
*
* This is a reference to the main list array, not a copy of it, so be careful not to modify it.
*
* @method Phaser.GameObjects.Layer#getChildren
* @since 3.50.0
*
* @return {Phaser.GameObjects.GameObject[]} The group members.
*/
getChildren: function ()
{
return this.list;
},
/**
* Adds this Layer to the given Display List.
*
* If no Display List is specified, it will default to the Display List owned by the Scene to which
* this Layer belongs.
*
* A Layer can only exist on one Display List at any given time, but may move freely between them.
*
* If this Layer is already on another Display List when this method is called, it will first
* be removed from it, before being added to the new list.
*
* You can query which list it is on by looking at the `Phaser.GameObjects.Layer#displayList` property.
*
* If a Layer isn't on any display list, it will not be rendered. If you just wish to temporarily
* disable it from rendering, consider using the `setVisible` method, instead.
*
* @method Phaser.GameObjects.Layer#addToDisplayList
* @fires Phaser.Scenes.Events#ADDED_TO_SCENE
* @fires Phaser.GameObjects.Events#ADDED_TO_SCENE
* @since 3.60.0
*
* @param {(Phaser.GameObjects.DisplayList|Phaser.GameObjects.Layer)} [displayList] - The Display List to add to. Defaults to the Scene Display List.
*
* @return {this} This Layer.
*/
addToDisplayList: function (displayList)
{
if (displayList === undefined) { displayList = this.scene.sys.displayList; }
if (this.displayList && this.displayList !== displayList)
{
this.removeFromDisplayList();
}
// Don't repeat if it's already on this list
if (!displayList.exists(this))
{
this.displayList = displayList;
displayList.add(this, true);
displayList.queueDepthSort();
this.emit(GameObjectEvents.ADDED_TO_SCENE, this, this.scene);
displayList.events.emit(SceneEvents.ADDED_TO_SCENE, this, this.scene);
}
return this;
},
/**
* Removes this Layer from the Display List it is currently on.
*
* A Layer can only exist on one Display List at any given time, but may move freely removed
* and added back at a later stage.
*
* You can query which list it is on by looking at the `Phaser.GameObjects.GameObject#displayList` property.
*
* If a Layer isn't on any Display List, it will not be rendered. If you just wish to temporarily
* disable it from rendering, consider using the `setVisible` method, instead.
*
* @method Phaser.GameObjects.Layer#removeFromDisplayList
* @fires Phaser.Scenes.Events#REMOVED_FROM_SCENE
* @fires Phaser.GameObjects.Events#REMOVED_FROM_SCENE
* @since 3.60.0
*
* @return {this} This Layer.
*/
removeFromDisplayList: function ()
{
var displayList = this.displayList || this.scene.sys.displayList;
if (displayList.exists(this))
{
displayList.remove(this, true);
displayList.queueDepthSort();
this.displayList = null;
this.emit(GameObjectEvents.REMOVED_FROM_SCENE, this, this.scene);
displayList.events.emit(SceneEvents.REMOVED_FROM_SCENE, this, this.scene);
}
return this;
},
/**
* Destroys this Layer removing it from the Display List and Update List and
* severing all ties to parent resources.
*
* Also destroys all children of this Layer. If you do not wish for the
* children to be destroyed, you should move them from this Layer first.
*
* Use this to remove this Layer from your game if you don't ever plan to use it again.
* As long as no reference to it exists within your own code it should become free for
* garbage collection by the browser.
*
* If you just want to temporarily disable an object then look at using the
* Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected.
*
* @method Phaser.GameObjects.Layer#destroy
* @fires Phaser.GameObjects.Events#DESTROY
* @since 3.50.0
*
* @param {boolean} [fromScene=false] - `True` if this Game Object is being destroyed by the Scene, `false` if not.
*/
destroy: function (fromScene)
{
// This Game Object has already been destroyed
if (!this.scene || this.ignoreDestroy)
{
return;
}
this.emit(GameObjectEvents.DESTROY, this);
var list = this.list;
while (list.length)
{
list[0].destroy(fromScene);
}
this.removeAllListeners();
this.resetPostPipeline(true);
if (this.displayList)
{
this.displayList.remove(this, true, false);
this.displayList.queueDepthSort();
}
if (this.data)
{
this.data.destroy();
this.data = undefined;
}
this.active = false;
this.visible = false;
this.list = undefined;
this.scene = undefined;
this.displayList = undefined;
this.systems = undefined;
this.events = undefined;
}
});
module.exports = Layer;