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[#1091] remove more internal references to me.game
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- the `sortOn` property is now a proper getter/setter for the App World instance `sortOn` property
- Container now defines a `getRootAncestor()` method that will return the reference to the root container parent (aka world container)
- remove more internal reference to me.game in Container and Trigger
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obiot committed Mar 26, 2023
1 parent 2433461 commit 25137b9
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Showing 4 changed files with 67 additions and 38 deletions.
4 changes: 4 additions & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,10 @@
### Added
- Renderer: add new `toBlob()`, `toDataURL()` and `toImageBitmap()` methods to `CanvasTexture`
- Renderer: add new `toBlob()`, `toDataURL()` and `toImageBitmap()` methods to the all Renderers
- Container: new `getRootAncestor()` method that returns the root container's parent (aka World Container)

### Changed
- Application: the `sortOn` property is now a proper getter/setter for the App World instance `sortOn` property

### Fixed
- Renderer: add missing export for the `CanvasTexture` class
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23 changes: 14 additions & 9 deletions src/application/application.js
Original file line number Diff line number Diff line change
Expand Up @@ -72,14 +72,6 @@ import { CANVAS, WEBGL, AUTO } from "../const.js";
*/
this.mergeGroup = true;

/**
* Specify the property to be used when sorting renderables.
* Accepted values : "x", "y", "z"
* @type {string}
* @default "z"
*/
this.sortOn = "z";

/**
* Last time the game update loop was executed. <br>
* Use this value to implement frame prediction in drawing events,
Expand Down Expand Up @@ -221,7 +213,7 @@ import { CANVAS, WEBGL, AUTO } from "../const.js";
}

// create a new physic world
this.world = new World();
this.world = new World(0, 0, this.settings.width, this.settings.height);
// set the reference to this application instance
this.world.app = this;
this.lastUpdate = globalThis.performance.now();
Expand Down Expand Up @@ -249,6 +241,19 @@ import { CANVAS, WEBGL, AUTO } from "../const.js";
this.updateFrameRate();
}

/**
* Specify the property to be used when sorting renderables for this application game world.
* Accepted values : "x", "y", "z"
* @type {string}
* @see World.sortOn
*/
get sortOn() {
return this.world.sortOn;
}
set sortOn(value) {
this.world.sortOn = value;
}

/**
* Fired when a level is fully loaded and all renderable instantiated. <br>
* Additionnaly the level id will also be passed to the called function.
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66 changes: 42 additions & 24 deletions src/renderable/container.js
Original file line number Diff line number Diff line change
Expand Up @@ -57,12 +57,12 @@ let globalFloatingCounter = 0;
this.children = undefined;

/**
* The property of the child object that should be used to sort on <br>
* The property of the child object that should be used to sort on this container
* value : "x", "y", "z"
* @type {string}
* @default me.game.sortOn
* @default "z"
*/
this.sortOn = game.sortOn;
this.sortOn = "z";

/**
* Specify if the children list should be automatically sorted when adding a new child
Expand Down Expand Up @@ -170,9 +170,9 @@ let globalFloatingCounter = 0;
* Add a child to the container <br>
* if auto-sort is disable, the object will be appended at the bottom of the list.
* Adding a child to the container will automatically remove it from its other container.
* Meaning a child can only have one parent. This is important if you add a renderable
* to a container then add it to the me.game.world container it will move it out of the
* orginal container. Then when the me.game.world.reset() is called the renderable
* Meaning a child can only have one parent. This is important if you add a renderable
* to a container then add it to the World container it will move it out of the
* orginal container. Then when the World container reset() method is called the renderable
* will not be in any container. <br>
* if the given child implements a onActivateEvent method, that method will be called
* once the child is added to this container.
Expand Down Expand Up @@ -219,7 +219,7 @@ let globalFloatingCounter = 0;

// force repaint in case this is a static non-animated object
if (this.isAttachedToRoot() === true) {
game.repaint();
this.isDirty = true;
}

// force bounds update if required
Expand All @@ -229,7 +229,7 @@ let globalFloatingCounter = 0;

// if a physic body is defined, add it to the game world
if (child.body instanceof Body) {
game.world.addBody(child.body);
this.getRootAncestor().addBody(child.body);
}

// triggered callback if defined
Expand Down Expand Up @@ -268,7 +268,7 @@ let globalFloatingCounter = 0;

// force repaint in case this is a static non-animated object
if (this.isAttachedToRoot() === true) {
game.repaint();
this.isDirty = true;
}

// force bounds update if required
Expand All @@ -278,7 +278,7 @@ let globalFloatingCounter = 0;

// if a physic body is defined, add it to the game world
if (child.body instanceof Body) {
game.world.addBody(child.body);
this.getRootAncestor().addBody(child.body);
}

// triggered callback if defined
Expand All @@ -300,14 +300,14 @@ let globalFloatingCounter = 0;
* @param {Function} callback - fnction to execute on each element
* @param {object} [thisArg] - value to use as this(i.e reference Object) when executing callback.
* @example
* // iterate through all children of the root container
* me.game.world.forEach((child) => {
* // iterate through all children of this container
* container.forEach((child) => {
* // do something with the child
* child.doSomething();
* });
* me.game.world.forEach((child, index) => { ... });
* me.game.world.forEach((child, index, array) => { ... });
* me.game.world.forEach((child, index, array) => { ... }, thisArg);
* container.forEach((child, index) => { ... });
* container.forEach((child, index, array) => { ... });
* container.forEach((child, index, array) => { ... }, thisArg);
*/
forEach(callback, thisArg) {
var context = this, i = 0;
Expand Down Expand Up @@ -411,15 +411,15 @@ let globalFloatingCounter = 0;
* var ent = myContainer.getChildByProp("name", "mainPlayer");
*
* // or query the whole world :
* var ent = me.game.world.getChildByProp("name", "mainPlayer");
* var ent = container.getChildByProp("name", "mainPlayer");
*
* // partial property matches are also allowed by using a RegExp.
* // the following matches "redCOIN", "bluecoin", "bagOfCoins", etc :
* var allCoins = me.game.world.getChildByProp("name", /coin/i);
* var allCoins = container.getChildByProp("name", /coin/i);
*
* // searching for numbers or other data types :
* var zIndex10 = me.game.world.getChildByProp("z", 10);
* var inViewport = me.game.world.getChildByProp("inViewport", true);
* var zIndex10 = container.getChildByProp("z", 10);
* var inViewport = container.getChildByProp("inViewport", true);
*/
getChildByProp(prop, value) {
var objList = [];
Expand Down Expand Up @@ -531,7 +531,6 @@ let globalFloatingCounter = 0;

/**
* Checks if this container is root or if it's attached to the root container.
* @private
* @returns {boolean}
*/
isAttachedToRoot() {
Expand All @@ -549,6 +548,25 @@ let globalFloatingCounter = 0;
}
}

/**
* Returns the instance of the root container (i.e. the current application World container).
* @returns {Container}
*/
getRootAncestor() {
if (this.root === true) {
return this;
} else {
var ancestor = this.ancestor;
while (ancestor) {
if (ancestor.root === true) {
break;
}
ancestor = ancestor.ancestor;
}
return ancestor;
}
}

/**
* update the cointainer's bounding rect (private)
* @ignore
Expand Down Expand Up @@ -610,7 +628,7 @@ let globalFloatingCounter = 0;
// remove the body first to avoid a condition where a body can be detached
// from its parent, before the body is removed from the game world
if (child.body instanceof Body) {
game.world.removeBody(child.body);
this.getRootAncestor().removeBody(child.body);
}

if (!keepalive) {
Expand All @@ -633,7 +651,7 @@ let globalFloatingCounter = 0;

// force repaint in case this is a static non-animated object
if (this.isAttachedToRoot() === true) {
game.repaint();
this.isDirty = true;
}

// force bounds update if required
Expand Down Expand Up @@ -746,7 +764,7 @@ let globalFloatingCounter = 0;
// clear the defer id
this.pendingSort = null;
// make sure we redraw everything
game.repaint();
this.isDirty = true;
}, this);
}
}
Expand Down Expand Up @@ -815,7 +833,7 @@ let globalFloatingCounter = 0;

/**
* container update function. <br>
* automatically called by the game manager {@link game}
* automatically called by the application update loop {@link Application}
* @protected
* @param {number} dt - time since the last update in milliseconds.
* @returns {boolean} true if the Container is dirty
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12 changes: 7 additions & 5 deletions src/renderable/trigger.js
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,6 @@ import Renderable from "./renderable.js";
import collision from "./../physics/collision.js";
import Body from "./../physics/body.js";
import level from "./../level/level.js";
import { game } from "../index.js";
import pool from "./../system/pooling.js";

/**
Expand All @@ -26,7 +25,7 @@ import pool from "./../system/pooling.js";
* @param {boolean} [settings.flatten] - Flatten all objects into the target container. See {@link level.load}
* @param {boolean} [settings.setViewportBounds] - Resize the viewport to match the level. See {@link level.load}
* @example
* me.game.world.addChild(new me.Trigger(
* world.addChild(new me.Trigger(
* x, y, {
* shapes: [new me.Rect(0, 0, 100, 100)],
* "duration" : 250,
Expand Down Expand Up @@ -87,9 +86,10 @@ import pool from "./../system/pooling.js";
* @ignore
*/
getTriggerSettings() {
var world = this.ancestor.getRootAncestor();
// Lookup for the container instance
if (typeof(this.triggerSettings.container) === "string") {
this.triggerSettings.container = game.world.getChildByName(this.triggerSettings.container)[0];
this.triggerSettings.container = world.getChildByName(this.triggerSettings.container)[0];
}
return this.triggerSettings;
}
Expand All @@ -98,8 +98,9 @@ import pool from "./../system/pooling.js";
* @ignore
*/
onFadeComplete() {
var world = this.ancestor.getRootAncestor();
level.load(this.gotolevel, this.getTriggerSettings());
game.viewport.fadeOut(this.fade, this.duration);
world.app.viewport.fadeOut(this.fade, this.duration);
}

/**
Expand All @@ -110,6 +111,7 @@ import pool from "./../system/pooling.js";
*/
triggerEvent() {
var triggerSettings = this.getTriggerSettings();
var world = this.ancestor.getRootAncestor();

if (triggerSettings.event === "level") {
this.gotolevel = triggerSettings.to;
Expand All @@ -118,7 +120,7 @@ import pool from "./../system/pooling.js";
if (this.fade && this.duration) {
if (!this.fading) {
this.fading = true;
game.viewport.fadeIn(this.fade, this.duration,
world.app.viewport.fadeIn(this.fade, this.duration,
this.onFadeComplete.bind(this));
}
} else {
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