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| 1 | +/** |
| 2 | +* @author Richard Davey <rich@photonstorm.com> |
| 3 | +* @copyright 2018 Photon Storm Ltd. |
| 4 | +* @license {@link https://github.com/photonstorm/phaser3-plugin-template/blob/master/LICENSE|MIT License} |
| 5 | +*/ |
| 6 | + |
| 7 | +var Class = require('../utils/Class'); |
| 8 | + |
| 9 | +// A Scene Level Plugin is installed into every Scene and belongs to that Scene. |
| 10 | +// It can listen for Scene events and respond to them. |
| 11 | +// It can map itself to a Scene property, or into the Scene Systems, or both. |
| 12 | +// |
| 13 | +// A Global Plugin is installed just once into the Game owned Plugin Manager. |
| 14 | +// It can listen for Game events and respond to them. |
| 15 | + |
| 16 | +/** |
| 17 | + * @classdesc |
| 18 | + * [description] |
| 19 | + * |
| 20 | + * @class BasePlugin |
| 21 | + * @memberOf Phaser.Plugins |
| 22 | + * @constructor |
| 23 | + * @since 3.8.0 |
| 24 | + * |
| 25 | + * @param {Phaser.Game} game - [description] |
| 26 | + */ |
| 27 | +var BasePlugin = new Class({ |
| 28 | + |
| 29 | + initialize: |
| 30 | + |
| 31 | + function BasePlugin (key, pluginManager) |
| 32 | + { |
| 33 | + /** |
| 34 | + * The unique (within this game instance) name of this plugin within the Plugin Manager. |
| 35 | + * This is set by the developer in their game config, although you should provide a default value. |
| 36 | + * |
| 37 | + * @name Phaser.Plugins.BasePlugin#key |
| 38 | + * @type {string} |
| 39 | + * @protected |
| 40 | + * @since 3.8.0 |
| 41 | + */ |
| 42 | + this.key = key; |
| 43 | + |
| 44 | + /** |
| 45 | + * A handy reference to the Plugin Manager that is responsible for this plugin. |
| 46 | + * Can be used as a route to gain access to game systems and events. |
| 47 | + * |
| 48 | + * @name Phaser.Plugins.BasePlugin#pluginManager |
| 49 | + * @type {Phaser.Plugins.BasePluginManager} |
| 50 | + * @protected |
| 51 | + * @since 3.8.0 |
| 52 | + */ |
| 53 | + this.pluginManager = pluginManager; |
| 54 | + |
| 55 | + /** |
| 56 | + * A reference to the Game instance this plugin is running under. |
| 57 | + * |
| 58 | + * @name Phaser.Plugins.BasePlugin#game |
| 59 | + * @type {Phaser.Game} |
| 60 | + * @protected |
| 61 | + * @since 3.8.0 |
| 62 | + */ |
| 63 | + this.game = pluginManager.game; |
| 64 | + |
| 65 | + /** |
| 66 | + * A reference to the Scene that has installed this plugin. |
| 67 | + * Only set if it's a Scene Plugin, otherwise `null`. |
| 68 | + * This property is only set when the plugin is instantiated and added to the Scene, not before. |
| 69 | + * You cannot use it during the `init` method, but you can during the `boot` method. |
| 70 | + * |
| 71 | + * @name Phaser.Plugins.BasePlugin#scene |
| 72 | + * @type {?Phaser.Scene} |
| 73 | + * @protected |
| 74 | + * @since 3.8.0 |
| 75 | + */ |
| 76 | + this.scene; |
| 77 | + |
| 78 | + /** |
| 79 | + * A reference to the Scene Systems of the Scene that has installed this plugin. |
| 80 | + * Only set if it's a Scene Plugin, otherwise `null`. |
| 81 | + * This property is only set when the plugin is instantiated and added to the Scene, not before. |
| 82 | + * You cannot use it during the `init` method, but you can during the `boot` method. |
| 83 | + * |
| 84 | + * @name Phaser.Plugins.BasePlugin#systems |
| 85 | + * @type {?Phaser.Scene.Systems} |
| 86 | + * @protected |
| 87 | + * @since 3.8.0 |
| 88 | + */ |
| 89 | + this.systems; |
| 90 | + }, |
| 91 | + |
| 92 | + /** |
| 93 | + * Called by the PluginManager when this plugin is first instantiated. |
| 94 | + * It will never be called again on this instance. |
| 95 | + * In here you can set-up whatever you need for this plugin to run. |
| 96 | + * If a plugin is set to automatically start then `BasePlugin.start` will be called immediately after this. |
| 97 | + * |
| 98 | + * @method Phaser.Plugins.BasePlugin#init |
| 99 | + * @since 3.8.0 |
| 100 | + */ |
| 101 | + init: function () |
| 102 | + { |
| 103 | + }, |
| 104 | + |
| 105 | + /** |
| 106 | + * Called by the PluginManager when this plugin is started. |
| 107 | + * If a plugin is stopped, and then started again, this will get called again. |
| 108 | + * Typically called immediately after `BasePlugin.init`. |
| 109 | + * |
| 110 | + * @method Phaser.Plugins.BasePlugin#start |
| 111 | + * @since 3.8.0 |
| 112 | + */ |
| 113 | + start: function () |
| 114 | + { |
| 115 | + // Here are the game-level events you can listen to. |
| 116 | + // At the very least you should offer a destroy handler for when the game closes down. |
| 117 | + |
| 118 | + // var eventEmitter = this.game.events; |
| 119 | + |
| 120 | + // eventEmitter.once('destroy', this.gameDestroy, this); |
| 121 | + // eventEmitter.on('pause', this.gamePause, this); |
| 122 | + // eventEmitter.on('resume', this.gameResume, this); |
| 123 | + // eventEmitter.on('resize', this.gameResize, this); |
| 124 | + // eventEmitter.on('prestep', this.gamePreStep, this); |
| 125 | + // eventEmitter.on('step', this.gameStep, this); |
| 126 | + // eventEmitter.on('poststep', this.gamePostStep, this); |
| 127 | + // eventEmitter.on('prerender', this.gamePreRender, this); |
| 128 | + // eventEmitter.on('postrender', this.gamePostRender, this); |
| 129 | + }, |
| 130 | + |
| 131 | + /** |
| 132 | + * Called by the PluginManager when this plugin is stopped. |
| 133 | + * The game code has requested that your plugin stop doing whatever it does. |
| 134 | + * It is now considered as 'inactive' by the PluginManager. |
| 135 | + * Handle that process here (i.e. stop listening for events, etc) |
| 136 | + * If the plugin is started again then `BasePlugin.start` will be called again. |
| 137 | + * |
| 138 | + * @method Phaser.Plugins.BasePlugin#stop |
| 139 | + * @since 3.8.0 |
| 140 | + */ |
| 141 | + stop: function () |
| 142 | + { |
| 143 | + }, |
| 144 | + |
| 145 | + /** |
| 146 | + * If this is a Scene Plugin (i.e. installed into a Scene) then this method is called when the Scene boots. |
| 147 | + * By this point the plugin properties `scene` and `systems` will have already been set. |
| 148 | + * In here you can listen for Scene events and set-up whatever you need for this plugin to run. |
| 149 | + * |
| 150 | + * @method Phaser.Plugins.BasePlugin#boot |
| 151 | + * @since 3.8.0 |
| 152 | + */ |
| 153 | + boot: function () |
| 154 | + { |
| 155 | + // Here are the Scene events you can listen to. |
| 156 | + // At the very least you should offer a destroy handler for when the Scene closes down. |
| 157 | + |
| 158 | + // var eventEmitter = this.systems.events; |
| 159 | + |
| 160 | + // eventEmitter.once('destroy', this.sceneDestroy, this); |
| 161 | + // eventEmitter.on('start', this.sceneStart, this); |
| 162 | + // eventEmitter.on('preupdate', this.scenePreUpdate, this); |
| 163 | + // eventEmitter.on('update', this.sceneUpdate, this); |
| 164 | + // eventEmitter.on('postupdate', this.scenePostUpdate, this); |
| 165 | + // eventEmitter.on('pause', this.scenePause, this); |
| 166 | + // eventEmitter.on('resume', this.sceneResume, this); |
| 167 | + // eventEmitter.on('sleep', this.sceneSleep, this); |
| 168 | + // eventEmitter.on('wake', this.sceneWake, this); |
| 169 | + // eventEmitter.on('shutdown', this.sceneShutdown, this); |
| 170 | + // eventEmitter.on('destroy', this.sceneDestroy, this); |
| 171 | + }, |
| 172 | + |
| 173 | + /** |
| 174 | + * Game instance has been destroyed. |
| 175 | + * You must release everything in here, all references, all objects, free it all up. |
| 176 | + * |
| 177 | + * @method Phaser.Plugins.BasePlugin#destroy |
| 178 | + * @since 3.8.0 |
| 179 | + */ |
| 180 | + destroy: function () |
| 181 | + { |
| 182 | + this.pluginManager = null; |
| 183 | + this.game = null; |
| 184 | + this.scene = null; |
| 185 | + this.systems = null; |
| 186 | + } |
| 187 | + |
| 188 | +}); |
| 189 | + |
| 190 | +module.exports = BasePlugin; |
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