phaser
Version:
A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
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JavaScript
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/***/ "../../../node_modules/eventemitter3/index.js":
/*!*******************************************************************************!*\
!*** /Users/rich/Documents/GitHub/phaser/node_modules/eventemitter3/index.js ***!
\*******************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
var has = Object.prototype.hasOwnProperty
, prefix = '~';
/**
* Constructor to create a storage for our `EE` objects.
* An `Events` instance is a plain object whose properties are event names.
*
* @constructor
* @private
*/
function Events() {}
//
// We try to not inherit from `Object.prototype`. In some engines creating an
// instance in this way is faster than calling `Object.create(null)` directly.
// If `Object.create(null)` is not supported we prefix the event names with a
// character to make sure that the built-in object properties are not
// overridden or used as an attack vector.
//
if (Object.create) {
Events.prototype = Object.create(null);
//
// This hack is needed because the `__proto__` property is still inherited in
// some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5.
//
if (!new Events().__proto__) prefix = false;
}
/**
* Representation of a single event listener.
*
* @param {Function} fn The listener function.
* @param {*} context The context to invoke the listener with.
* @param {Boolean} [once=false] Specify if the listener is a one-time listener.
* @constructor
* @private
*/
function EE(fn, context, once) {
this.fn = fn;
this.context = context;
this.once = once || false;
}
/**
* Add a listener for a given event.
*
* @param {EventEmitter} emitter Reference to the `EventEmitter` instance.
* @param {(String|Symbol)} event The event name.
* @param {Function} fn The listener function.
* @param {*} context The context to invoke the listener with.
* @param {Boolean} once Specify if the listener is a one-time listener.
* @returns {EventEmitter}
* @private
*/
function addListener(emitter, event, fn, context, once) {
if (typeof fn !== 'function') {
throw new TypeError('The listener must be a function');
}
var listener = new EE(fn, context || emitter, once)
, evt = prefix ? prefix + event : event;
if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++;
else if (!emitter._events[evt].fn) emitter._events[evt].push(listener);
else emitter._events[evt] = [emitter._events[evt], listener];
return emitter;
}
/**
* Clear event by name.
*
* @param {EventEmitter} emitter Reference to the `EventEmitter` instance.
* @param {(String|Symbol)} evt The Event name.
* @private
*/
function clearEvent(emitter, evt) {
if (--emitter._eventsCount === 0) emitter._events = new Events();
else delete emitter._events[evt];
}
/**
* Minimal `EventEmitter` interface that is molded against the Node.js
* `EventEmitter` interface.
*
* @constructor
* @public
*/
function EventEmitter() {
this._events = new Events();
this._eventsCount = 0;
}
/**
* Return an array listing the events for which the emitter has registered
* listeners.
*
* @returns {Array}
* @public
*/
EventEmitter.prototype.eventNames = function eventNames() {
var names = []
, events
, name;
if (this._eventsCount === 0) return names;
for (name in (events = this._events)) {
if (has.call(events, name)) names.push(prefix ? name.slice(1) : name);
}
if (Object.getOwnPropertySymbols) {
return names.concat(Object.getOwnPropertySymbols(events));
}
return names;
};
/**
* Return the listeners registered for a given event.
*
* @param {(String|Symbol)} event The event name.
* @returns {Array} The registered listeners.
* @public
*/
EventEmitter.prototype.listeners = function listeners(event) {
var evt = prefix ? prefix + event : event
, handlers = this._events[evt];
if (!handlers) return [];
if (handlers.fn) return [handlers.fn];
for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) {
ee[i] = handlers[i].fn;
}
return ee;
};
/**
* Return the number of listeners listening to a given event.
*
* @param {(String|Symbol)} event The event name.
* @returns {Number} The number of listeners.
* @public
*/
EventEmitter.prototype.listenerCount = function listenerCount(event) {
var evt = prefix ? prefix + event : event
, listeners = this._events[evt];
if (!listeners) return 0;
if (listeners.fn) return 1;
return listeners.length;
};
/**
* Calls each of the listeners registered for a given event.
*
* @param {(String|Symbol)} event The event name.
* @returns {Boolean} `true` if the event had listeners, else `false`.
* @public
*/
EventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {
var evt = prefix ? prefix + event : event;
if (!this._events[evt]) return false;
var listeners = this._events[evt]
, len = arguments.length
, args
, i;
if (listeners.fn) {
if (listeners.once) this.removeListener(event, listeners.fn, undefined, true);
switch (len) {
case 1: return listeners.fn.call(listeners.context), true;
case 2: return listeners.fn.call(listeners.context, a1), true;
case 3: return listeners.fn.call(listeners.context, a1, a2), true;
case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true;
case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true;
case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true;
}
for (i = 1, args = new Array(len -1); i < len; i++) {
args[i - 1] = arguments[i];
}
listeners.fn.apply(listeners.context, args);
} else {
var length = listeners.length
, j;
for (i = 0; i < length; i++) {
if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true);
switch (len) {
case 1: listeners[i].fn.call(listeners[i].context); break;
case 2: listeners[i].fn.call(listeners[i].context, a1); break;
case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break;
case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break;
default:
if (!args) for (j = 1, args = new Array(len -1); j < len; j++) {
args[j - 1] = arguments[j];
}
listeners[i].fn.apply(listeners[i].context, args);
}
}
}
return true;
};
/**
* Add a listener for a given event.
*
* @param {(String|Symbol)} event The event name.
* @param {Function} fn The listener function.
* @param {*} [context=this] The context to invoke the listener with.
* @returns {EventEmitter} `this`.
* @public
*/
EventEmitter.prototype.on = function on(event, fn, context) {
return addListener(this, event, fn, context, false);
};
/**
* Add a one-time listener for a given event.
*
* @param {(String|Symbol)} event The event name.
* @param {Function} fn The listener function.
* @param {*} [context=this] The context to invoke the listener with.
* @returns {EventEmitter} `this`.
* @public
*/
EventEmitter.prototype.once = function once(event, fn, context) {
return addListener(this, event, fn, context, true);
};
/**
* Remove the listeners of a given event.
*
* @param {(String|Symbol)} event The event name.
* @param {Function} fn Only remove the listeners that match this function.
* @param {*} context Only remove the listeners that have this context.
* @param {Boolean} once Only remove one-time listeners.
* @returns {EventEmitter} `this`.
* @public
*/
EventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) {
var evt = prefix ? prefix + event : event;
if (!this._events[evt]) return this;
if (!fn) {
clearEvent(this, evt);
return this;
}
var listeners = this._events[evt];
if (listeners.fn) {
if (
listeners.fn === fn &&
(!once || listeners.once) &&
(!context || listeners.context === context)
) {
clearEvent(this, evt);
}
} else {
for (var i = 0, events = [], length = listeners.length; i < length; i++) {
if (
listeners[i].fn !== fn ||
(once && !listeners[i].once) ||
(context && listeners[i].context !== context)
) {
events.push(listeners[i]);
}
}
//
// Reset the array, or remove it completely if we have no more listeners.
//
if (events.length) this._events[evt] = events.length === 1 ? events[0] : events;
else clearEvent(this, evt);
}
return this;
};
/**
* Remove all listeners, or those of the specified event.
*
* @param {(String|Symbol)} [event] The event name.
* @returns {EventEmitter} `this`.
* @public
*/
EventEmitter.prototype.removeAllListeners = function removeAllListeners(event) {
var evt;
if (event) {
evt = prefix ? prefix + event : event;
if (this._events[evt]) clearEvent(this, evt);
} else {
this._events = new Events();
this._eventsCount = 0;
}
return this;
};
//
// Alias methods names because people roll like that.
//
EventEmitter.prototype.off = EventEmitter.prototype.removeListener;
EventEmitter.prototype.addListener = EventEmitter.prototype.on;
//
// Expose the prefix.
//
EventEmitter.prefixed = prefix;
//
// Allow `EventEmitter` to be imported as module namespace.
//
EventEmitter.EventEmitter = EventEmitter;
//
// Expose the module.
//
if (true) {
module.exports = EventEmitter;
}
/***/ }),
/***/ "../../../src/data/DataManager.js":
/*!*******************************************************************!*\
!*** /Users/rich/Documents/GitHub/phaser/src/data/DataManager.js ***!
\*******************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = __webpack_require__(/*! ../utils/Class */ "../../../src/utils/Class.js");
/**
* @callback DataEachCallback
*
* @param {*} parent - The parent object of the DataManager.
* @param {string} key - The key of the value.
* @param {*} value - The value.
* @param {...*} [args] - Additional arguments that will be passed to the callback, after the game object, key, and data.
*/
/**
* @classdesc
* The Data Component features a means to store pieces of data specific to a Game Object, System or Plugin.
* You can then search, query it, and retrieve the data. The parent must either extend EventEmitter,
* or have a property called `events` that is an instance of it.
*
* @class DataManager
* @memberof Phaser.Data
* @constructor
* @since 3.0.0
*
* @param {object} parent - The object that this DataManager belongs to.
* @param {Phaser.Events.EventEmitter} eventEmitter - The DataManager's event emitter.
*/
var DataManager = new Class({
initialize:
function DataManager (parent, eventEmitter)
{
/**
* The object that this DataManager belongs to.
*
* @name Phaser.Data.DataManager#parent
* @type {*}
* @since 3.0.0
*/
this.parent = parent;
/**
* The DataManager's event emitter.
*
* @name Phaser.Data.DataManager#events
* @type {Phaser.Events.EventEmitter}
* @since 3.0.0
*/
this.events = eventEmitter;
if (!eventEmitter)
{
this.events = (parent.events) ? parent.events : parent;
}
/**
* The data list.
*
* @name Phaser.Data.DataManager#list
* @type {Object.<string, *>}
* @default {}
* @since 3.0.0
*/
this.list = {};
/**
* The public values list. You can use this to access anything you have stored
* in this Data Manager. For example, if you set a value called `gold` you can
* access it via:
*
* ```javascript
* this.data.values.gold;
* ```
*
* You can also modify it directly:
*
* ```javascript
* this.data.values.gold += 1000;
* ```
*
* Doing so will emit a `setdata` event from the parent of this Data Manager.
*
* Do not modify this object directly. Adding properties directly to this object will not
* emit any events. Always use `DataManager.set` to create new items the first time around.
*
* @name Phaser.Data.DataManager#values
* @type {Object.<string, *>}
* @default {}
* @since 3.10.0
*/
this.values = {};
/**
* Whether setting data is frozen for this DataManager.
*
* @name Phaser.Data.DataManager#_frozen
* @type {boolean}
* @private
* @default false
* @since 3.0.0
*/
this._frozen = false;
if (!parent.hasOwnProperty('sys') && this.events)
{
this.events.once('destroy', this.destroy, this);
}
},
/**
* Retrieves the value for the given key, 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
* this.data.get('gold');
* ```
*
* Or access the value directly:
*
* ```javascript
* this.data.values.gold;
* ```
*
* You can also pass in an array of keys, in which case an array of values will be returned:
*
* ```javascript
* this.data.get([ 'gold', 'armor', 'health' ]);
* ```
*
* This approach is useful for destructuring arrays in ES6.
*
* @method Phaser.Data.DataManager#get
* @since 3.0.0
*
* @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.
*/
get: function (key)
{
var list = this.list;
if (Array.isArray(key))
{
var output = [];
for (var i = 0; i < key.length; i++)
{
output.push(list[key[i]]);
}
return output;
}
else
{
return list[key];
}
},
/**
* Retrieves all data values in a new object.
*
* @method Phaser.Data.DataManager#getAll
* @since 3.0.0
*
* @return {Object.<string, *>} All data values.
*/
getAll: function ()
{
var results = {};
for (var key in this.list)
{
if (this.list.hasOwnProperty(key))
{
results[key] = this.list[key];
}
}
return results;
},
/**
* Queries the DataManager for the values of keys matching the given regular expression.
*
* @method Phaser.Data.DataManager#query
* @since 3.0.0
*
* @param {RegExp} search - A regular expression object. If a non-RegExp object obj is passed, it is implicitly converted to a RegExp by using new RegExp(obj).
*
* @return {Object.<string, *>} The values of the keys matching the search string.
*/
query: function (search)
{
var results = {};
for (var key in this.list)
{
if (this.list.hasOwnProperty(key) && key.match(search))
{
results[key] = this.list[key];
}
}
return results;
},
/**
* Sets a value for the given key. If the key doesn't already exist in the Data Manager then it is created.
*
* ```javascript
* data.set('name', 'Red Gem Stone');
* ```
*
* You can also pass in an object of key value pairs as the first argument:
*
* ```javascript
* data.set({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });
* ```
*
* To get a value back again you can call `get`:
*
* ```javascript
* data.get('gold');
* ```
*
* Or you can access the value directly via the `values` property, where it works like any other variable:
*
* ```javascript
* data.values.gold += 50;
* ```
*
* When the value is first set, a `setdata` event is emitted.
*
* 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.Data.DataManager#set
* @since 3.0.0
*
* @param {(string|object)} key - The key to set the value for. Or an object or 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 {Phaser.Data.DataManager} This DataManager object.
*/
set: function (key, data)
{
if (this._frozen)
{
return this;
}
if (typeof key === 'string')
{
return this.setValue(key, data);
}
else
{
for (var entry in key)
{
this.setValue(entry, key[entry]);
}
}
return this;
},
/**
* Internal value setter, called automatically by the `set` method.
*
* @method Phaser.Data.DataManager#setValue
* @private
* @since 3.10.0
*
* @param {string} key - The key to set the value for.
* @param {*} data - The value to set.
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
setValue: function (key, data)
{
if (this._frozen)
{
return this;
}
if (this.has(key))
{
// Hit the key getter, which will in turn emit the events.
this.values[key] = data;
}
else
{
var _this = this;
var list = this.list;
var events = this.events;
var parent = this.parent;
Object.defineProperty(this.values, key, {
enumerable: true,
configurable: true,
get: function ()
{
return list[key];
},
set: function (value)
{
if (!_this._frozen)
{
var previousValue = list[key];
list[key] = value;
events.emit('changedata', parent, key, value, previousValue);
events.emit('changedata_' + key, parent, value, previousValue);
}
}
});
list[key] = data;
events.emit('setdata', parent, key, data);
}
return this;
},
/**
* Passes all data entries to the given callback.
*
* @method Phaser.Data.DataManager#each
* @since 3.0.0
*
* @param {DataEachCallback} callback - The function to call.
* @param {*} [context] - Value to use as `this` when executing callback.
* @param {...*} [args] - Additional arguments that will be passed to the callback, after the game object, key, and data.
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
each: function (callback, context)
{
var args = [ this.parent, null, undefined ];
for (var i = 1; i < arguments.length; i++)
{
args.push(arguments[i]);
}
for (var key in this.list)
{
args[1] = key;
args[2] = this.list[key];
callback.apply(context, args);
}
return this;
},
/**
* Merge the given object of key value pairs into this DataManager.
*
* Any newly created values will emit a `setdata` event. Any updated values (see the `overwrite` argument)
* will emit a `changedata` event.
*
* @method Phaser.Data.DataManager#merge
* @since 3.0.0
*
* @param {Object.<string, *>} data - The data to merge.
* @param {boolean} [overwrite=true] - Whether to overwrite existing data. Defaults to true.
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
merge: function (data, overwrite)
{
if (overwrite === undefined) { overwrite = true; }
// Merge data from another component into this one
for (var key in data)
{
if (data.hasOwnProperty(key) && (overwrite || (!overwrite && !this.has(key))))
{
this.setValue(key, data[key]);
}
}
return this;
},
/**
* Remove the value for the given key.
*
* If the key is found in this Data Manager it is removed from the internal lists and a
* `removedata` event is emitted.
*
* You can also pass in an array of keys, in which case all keys in the array will be removed:
*
* ```javascript
* this.data.remove([ 'gold', 'armor', 'health' ]);
* ```
*
* @method Phaser.Data.DataManager#remove
* @since 3.0.0
*
* @param {(string|string[])} key - The key to remove, or an array of keys to remove.
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
remove: function (key)
{
if (this._frozen)
{
return this;
}
if (Array.isArray(key))
{
for (var i = 0; i < key.length; i++)
{
this.removeValue(key[i]);
}
}
else
{
return this.removeValue(key);
}
return this;
},
/**
* Internal value remover, called automatically by the `remove` method.
*
* @method Phaser.Data.DataManager#removeValue
* @private
* @since 3.10.0
*
* @param {string} key - The key to set the value for.
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
removeValue: function (key)
{
if (this.has(key))
{
var data = this.list[key];
delete this.list[key];
delete this.values[key];
this.events.emit('removedata', this.parent, key, data);
}
return this;
},
/**
* Retrieves the data associated with the given 'key', deletes it from this Data Manager, then returns it.
*
* @method Phaser.Data.DataManager#pop
* @since 3.0.0
*
* @param {string} key - The key of the value to retrieve and delete.
*
* @return {*} The value of the given key.
*/
pop: function (key)
{
var data = undefined;
if (!this._frozen && this.has(key))
{
data = this.list[key];
delete this.list[key];
delete this.values[key];
this.events.emit('removedata', this, key, data);
}
return data;
},
/**
* Determines whether the given key is set in this Data Manager.
*
* Please note that the 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.Data.DataManager#has
* @since 3.0.0
*
* @param {string} key - The key to check.
*
* @return {boolean} Returns `true` if the key exists, otherwise `false`.
*/
has: function (key)
{
return this.list.hasOwnProperty(key);
},
/**
* Freeze or unfreeze this Data Manager. A frozen Data Manager will block all attempts
* to create new values or update existing ones.
*
* @method Phaser.Data.DataManager#setFreeze
* @since 3.0.0
*
* @param {boolean} value - Whether to freeze or unfreeze the Data Manager.
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
setFreeze: function (value)
{
this._frozen = value;
return this;
},
/**
* Delete all data in this Data Manager and unfreeze it.
*
* @method Phaser.Data.DataManager#reset
* @since 3.0.0
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
reset: function ()
{
for (var key in this.list)
{
delete this.list[key];
delete this.values[key];
}
this._frozen = false;
return this;
},
/**
* Destroy this data manager.
*
* @method Phaser.Data.DataManager#destroy
* @since 3.0.0
*/
destroy: function ()
{
this.reset();
this.events.off('changedata');
this.events.off('setdata');
this.events.off('removedata');
this.parent = null;
},
/**
* Gets or sets the frozen state of this Data Manager.
* A frozen Data Manager will block all attempts to create new values or update existing ones.
*
* @name Phaser.Data.DataManager#freeze
* @type {boolean}
* @since 3.0.0
*/
freeze: {
get: function ()
{
return this._frozen;
},
set: function (value)
{
this._frozen = (value) ? true : false;
}
},
/**
* Return the total number of entries in this Data Manager.
*
* @name Phaser.Data.DataManager#count
* @type {integer}
* @since 3.0.0
*/
count: {
get: function ()
{
var i = 0;
for (var key in this.list)
{
if (this.list[key] !== undefined)
{
i++;
}
}
return i;
}
}
});
module.exports = DataManager;
/***/ }),
/***/ "../../../src/gameobjects/GameObject.js":
/*!*************************************************************************!*\
!*** /Users/rich/Documents/GitHub/phaser/src/gameobjects/GameObject.js ***!
\*************************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = __webpack_require__(/*! ../utils/Class */ "../../../src/utils/Class.js");
var ComponentsToJSON = __webpack_require__(/*! ./components/ToJSON */ "../../../src/gameobjects/components/ToJSON.js");
var DataManager = __webpack_require__(/*! ../data/DataManager */ "../../../src/data/DataManager.js");
var EventEmitter = __webpack_require__(/*! eventemitter3 */ "../../../node_modules/eventemitter3/index.js");
/**
* @classdesc
* The base class that all Game Objects extend.
* You don't create GameObjects directly and they cannot be added to the display list.
* Instead, use them as the base for your own custom classes.
*
* @class GameObject
* @memberof Phaser.GameObjects
* @extends Phaser.Events.EventEmitter
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs.
* @param {string} type - A textual representation of the type of Game Object, i.e. `sprite`.
*/
var GameObject = new Class({
Extends: EventEmitter,
initialize:
function GameObject (scene, type)
{
EventEmitter.call(this);
/**
* The Scene to which this Game Object belongs.
* Game Objects can only belong to one Scene.
*
* @name Phaser.GameObjects.GameObject#scene
* @type {Phaser.Scene}
* @protected
* @since 3.0.0
*/
this.scene = scene;
/**
* 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.GameObject#type
* @type {string}
* @since 3.0.0
*/
this.type = type;
/**
* The parent Container of this Game Object, if it has one.
*
* @name Phaser.GameObjects.GameObject#parentContainer
* @type {Phaser.GameObjects.Container}
* @since 3.4.0
*/
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.GameObject#name
* @type {string}
* @default ''
* @since 3.0.0
*/
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.GameObject#active
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.active = true;
/**
* The Tab Index of the Game Object.
* Reserved for future use by plugins and the Input Manager.
*
* @name Phaser.GameObjects.GameObject#tabIndex
* @type {integer}
* @default -1
* @since 3.0.0
*/
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.GameObject#data
* @type {Phaser.Data.DataManager}
* @default null
* @since 3.0.0
*/
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.GameObject#renderFlags
* @type {integer}
* @default 15
* @since 3.0.0
*/
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.GameObject#cameraFilter
* @type {number}
* @default 0
* @since 3.0.0
*/
this.cameraFilter = 0;
/**
* If this Game Object is enabled for input then this property will contain an InteractiveObject instance.
* Not usually set directly. Instead call `GameObject.setInteractive()`.
*
* @name Phaser.GameObjects.GameObject#input
* @type {?Phaser.Input.InteractiveObject}
* @default null
* @since 3.0.0
*/
this.input = null;
/**
* If this Game Object is enabled for physics then this property will contain a reference to a Physics Body.
*
* @name Phaser.GameObjects.GameObject#body
* @type {?(object|Phaser.Physics.Arcade.Body|Phaser.Physics.Impact.Body)}
* @default null
* @since 3.0.0
*/
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.GameObject#ignoreDestroy
* @type {boolean}
* @default false
* @since 3.5.0
*/
this.ignoreDestroy = false;
// 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.GameObject#setActive
* @since 3.0.0
*
* @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.GameObject#setName
* @since 3.0.0
*
* @param {string} value - The name to be given to this Game Object.
*
* @return {this} This GameObject.
*/
setName: function (value)
{
this.name = value;
return this;
},
/**
* Adds a Data Manager component to this Game Object.
*
* @method Phaser.GameObjects.GameObject#setDataEnabled
* @since 3.0.0
* @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.GameObject#setData
* @since 3.0.0
*
* @param {(string|object)} key - The key to set the value for. Or an object or 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;
},
/**
* 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.GameObject#getData
* @since 3.0.0
*
* @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);
},
/**
* Pass this Game Object to the Input Manager to enable it for Input.
*
* Input works by using hit areas, these are nearly always geometric shapes, such as rectangles or circles, that act as the hit area
* for the Game Object. However, you can provide your own hit area shape and callback, should you wish to handle some more advanced
* input detection.
*
* If no arguments are provided it will try and create a rectangle hit area based on the texture frame the Game Object is using. If
* this isn't a texture-bound object, such as a Graphics or BitmapText object, this will fail, and you'll need to provide a specific
* shape for it to use.
*
* You can also provide an Input Configuration Object as the only argument to this method.
*
* @method Phaser.GameObjects.GameObject#setInteractive
* @since 3.0.0
*
* @param {(Phaser.Input.InputConfiguration|any)} [shape] - Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.
* @param {HitAreaCallback} [callback] - A callback to be invoked when the Game Object is interacted with. If you provide a shape you must also provide a callback.
* @param {boolean} [dropZone=false] - Should this Game Object be treated as a drop zone target?
*
* @return {this} This GameObject.
*/
setInteractive: function (shape, callback, dropZone)
{
this.scene.sys.input.enable(this, shape, callback, dropZone);
return this;
},
/**
* If this Game Object has previously been enabled for input, this will disable it.
*
* An object that is disabled for input stops processing or being considered for
* input events, but can be turned back on again at any time by simply calling
* `setInteractive()` with no arguments provided.
*
* If want to completely remove interaction from this Game Object then use `removeInteractive` instead.
*
* @method Phaser.GameObjects.GameObject#disableInteractive
* @since 3.7.0
*
* @return {this} This GameObject.
*/
disableInteractive: function ()
{
if (this.input)
{
this.input.enabled = false;
}
return this;
},
/**
* If this Game Object has previously been enabled for input, this will queue it
* for removal, causing it to no longer be interactive. The removal happens on
* the next game step, it is not immediate.
*
* The Interactive Object that was assigned to this Game Object will be destroyed,
* removed from the Input Manager and cleared from this Game Object.
*
* If you wish to re-enable this Game Object at a later date you will need to
* re-create its InteractiveObject by calling `setInteractive` again.
*
* If you wish to only temporarily stop an object from receiving input then use
* `disableInteractive` instead, as that toggles the interactive state, where-as
* this erases it completely.
*
* If you wish to resize a hit area, don't remove and then set it as being
* interactive. Instead, access the hitarea object directly and resize the shape
* being used. I.e.: `sprite.input.hitArea.setSize(width, height)` (assuming the
* shape is a Rectangle, which it is by default.)
*
* @method Phaser.GameObjects.GameObject#removeInteractive
* @since 3.7.0
*
* @return {this} This GameObject.
*/
removeInteractive: function ()
{
this.scene.sys.input.clear(this);
this.input = undefined;
return this;
},
/**
* To be overridden by custom GameObjects. Allows base objects to be used in a Pool.
*
* @method Phaser.GameObjects.GameObject#update
* @since 3.0.0
*
* @param {...*} [args] - args
*/
update: function ()
{
},
/**
* Returns a JSON representation of the Game Object.
*
* @method Phaser.GameObjects.GameObject#toJSON
* @since 3.0.0
*
* @return {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.GameObject#willRender
* @since 3.0.0
*
* @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 !(GameObject.RENDER_MASK !== this.renderFlags || (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.GameObject#getIndexList
* @since 3.4.0
*
* @return {integer[]} 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), parent.name]);
indexes.unshift(parent.getIndex(child));
child = parent;
if (!parent.parentContainer)
{
break;
}
else
{
parent = parent.parentContainer;
}
}
// indexes.unshift([this.scene.sys.displayList.getIndex(child), 'root']);
indexes.unshift(this.scene.sys.displayList.getIndex(child));