phaser-ce
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Phaser CE (Community Edition) is a fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
308 lines (268 loc) • 8.56 kB
JavaScript
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
* @author Chad Engler https://github.com/englercj @Rolnaaba
*/
/**
* Originally based on https://github.com/mrdoob/eventtarget.js/ from mr Doob.
* Currently takes inspiration from the nodejs EventEmitter, EventEmitter3, and smokesignals
*/
/**
* Mixins event emitter functionality to a class
*
* @class EventTarget
* @example
* function MyEmitter() {}
*
* Phaser.EventTarget.mixin(MyEmitter.prototype);
*
* var em = new MyEmitter();
* em.emit('eventName', 'some data', 'some more data', {}, null, ...);
*/
Phaser.EventTarget = {
/**
* Backward compat from when this used to be a function
*/
call: function callCompat (obj)
{
if(obj)
{
obj = obj.prototype || obj;
Phaser.EventTarget.mixin(obj);
}
},
/**
* Mixes in the properties of the EventTarget prototype onto another object
*
* @method Phaser.EventTarget.mixin
* @param object {Object} The obj to mix into
*/
mixin: function mixin (obj)
{
/**
* Return a list of assigned event listeners.
*
* @method Phaser.EventTarget.listeners
* @param eventName {String} The events that should be listed.
* @return {Array} An array of listener functions
*/
obj.listeners = function listeners (eventName)
{
this._listeners = this._listeners || {};
return this._listeners[eventName] ? this._listeners[eventName].slice() : [];
};
/**
* Emit an event to all registered event listeners.
*
* @method Phaser.EventTarget.emit
* @alias dispatchEvent
* @param eventName {String} The name of the event.
* @return {Boolean} Indication if we've emitted an event.
*/
obj.emit = obj.dispatchEvent = function emit (eventName, data)
{
this._listeners = this._listeners || {};
// backwards compat with old method ".emit({ type: 'something' })"
if(typeof eventName === 'object')
{
data = eventName;
eventName = eventName.type;
}
// ensure we are using a real pixi event
if(!data || data.__isEventObject !== true)
{
data = new Phaser.Event(this, eventName, data);
}
// iterate the listeners
if(this._listeners && this._listeners[eventName])
{
var listeners = this._listeners[eventName].slice(0),
length = listeners.length,
fn = listeners[0],
i;
for(i = 0; i < length; fn = listeners[++i])
{
// call the event listener
fn.call(this, data);
// if "stopImmediatePropagation" is called, stop calling sibling events
if(data.stoppedImmediate)
{
return this;
}
}
// if "stopPropagation" is called then don't bubble the event
if(data.stopped)
{
return this;
}
}
// bubble this event up the scene graph
if(this.parent && this.parent.emit)
{
this.parent.emit.call(this.parent, eventName, data);
}
return this;
};
/**
* Register a new EventListener for the given event.
*
* @method Phaser.EventTarget.on
* @alias addEventListener
* @param eventName {String} Name of the event.
* @param callback {Functon} fn Callback function.
*/
obj.on = obj.addEventListener = function on (eventName, fn)
{
this._listeners = this._listeners || {};
(this._listeners[eventName] = this._listeners[eventName] || [])
.push(fn);
return this;
};
/**
* Add an EventListener that's only called once.
*
* @method Phaser.EventTarget.once
* @param eventName {String} Name of the event.
* @param callback {Function} Callback function.
*/
obj.once = function once (eventName, fn)
{
this._listeners = this._listeners || {};
var self = this;
function onceHandlerWrapper ()
{
fn.apply(self.off(eventName, onceHandlerWrapper), arguments);
}
onceHandlerWrapper._originalHandler = fn;
return this.on(eventName, onceHandlerWrapper);
};
/**
* Remove event listeners.
*
* @method Phaser.EventTarget.off
* @alias removeEventListener
* @param eventName {String} The event we want to remove.
* @param callback {Function} The listener that we need to find.
*/
obj.off = obj.removeEventListener = function off (eventName, fn)
{
this._listeners = this._listeners || {};
if(!this._listeners[eventName])
{ return this; }
var list = this._listeners[eventName],
i = fn ? list.length : 0;
while(i-- > 0)
{
if(list[i] === fn || list[i]._originalHandler === fn)
{
list.splice(i, 1);
}
}
if(list.length === 0)
{
delete this._listeners[eventName];
}
return this;
};
/**
* Remove all listeners or only the listeners for the specified event.
*
* @method Phaser.EventTarget.removeAllListeners
* @param eventName {String} The event you want to remove all listeners for.
*/
obj.removeAllListeners = function removeAllListeners (eventName)
{
this._listeners = this._listeners || {};
if(!this._listeners[eventName])
{ return this; }
delete this._listeners[eventName];
return this;
};
}
};
/**
* Creates an homogenous object for tracking events so users can know what to expect.
*
* @class Event
* @extends Object
* @constructor
* @param target {Object} The target object that the event is called on
* @param name {String} The string name of the event that was triggered
* @param data {Object} Arbitrary event data to pass along
*/
Phaser.Event = function (target, name, data)
{
// for duck typing in the ".on()" function
this.__isEventObject = true;
/**
* Tracks the state of bubbling propagation. Do not
* set this directly, instead use `event.stopPropagation()`
*
* @property stopped
* @type Boolean
* @private
* @readOnly
*/
this.stopped = false;
/**
* Tracks the state of sibling listener propagation. Do not
* set this directly, instead use `event.stopImmediatePropagation()`
*
* @property stoppedImmediate
* @type Boolean
* @private
* @readOnly
*/
this.stoppedImmediate = false;
/**
* The original target the event triggered on.
*
* @property target
* @type Object
* @readOnly
*/
this.target = target;
/**
* The string name of the event that this represents.
*
* @property type
* @type String
* @readOnly
*/
this.type = name;
/**
* The data that was passed in with this event.
*
* @property data
* @type Object
* @readOnly
*/
this.data = data;
// backwards compat with older version of events
this.content = data;
/**
* The timestamp when the event occurred.
*
* @property timeStamp
* @type Number
* @readOnly
*/
this.timeStamp = Date.now();
};
/**
* Stops the propagation of events up the scene graph (prevents bubbling).
*
* @method Phaser.Event#stopPropagation
*/
Phaser.Event.prototype.stopPropagation = function stopPropagation ()
{
this.stopped = true;
};
/**
* Stops the propagation of events to sibling listeners (no longer calls any listeners).
*
* @method Phaser.Event#stopImmediatePropagation
*/
Phaser.Event.prototype.stopImmediatePropagation = function stopImmediatePropagation ()
{
this.stoppedImmediate = true;
};