Creating and Destroying objects working well again
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@@ -80,12 +80,6 @@ function newFloatingLayer () {
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}
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function addFloatingObject (pFloatingObject) {
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/*
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As you can see here, even though the floating objects are created outside this layer, its creator it is not supossed to keep
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the reference to the object, so that the managment of the objects references can live entirely inside this module. What the
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creator keeps, is a handle to the object which it can use to retrieve the floating object when needed.
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*/
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currentHandle++
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pFloatingObject.handle = currentHandle // Math.floor((Math.random() * 10000000) + 1);
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invisibleFloatingObjects.push(pFloatingObject)
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@@ -93,19 +87,11 @@ function newFloatingLayer () {
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function removeFloatingObject (pFloatingObjectHandle) {
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try {
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/*
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The floting object to be killed can be either at the visible or the invisible array. What we do here is look for it
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at each of the arrays until we find it. Once found, we remove it and is sent to the dying floating objects array.
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*/
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for (let i = 0; i < invisibleFloatingObjects.length; i++) {
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let floatingObject = invisibleFloatingObjects[i]
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if (floatingObject.handle === pFloatingObjectHandle) {
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invisibleFloatingObjects.splice(i, 1) // Delete item from array.
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floatingObject.finalize()
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return
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}
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}
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@@ -115,8 +101,6 @@ function newFloatingLayer () {
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if (floatingObject.handle === pFloatingObjectHandle) {
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visibleFloatingObjects.splice(i, 1) // Delete item from array.
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floatingObject.finalize()
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return
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}
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}
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@@ -73,7 +73,7 @@ function newStrategy () {
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}
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function destroyPart (node) {
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canvas.floatingSpace.strategyPartConstructor.destroyStrategyPart(payload)
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canvas.floatingSpace.strategyPartConstructor.destroyStrategyPart(node.payload)
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}
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function generateStrategyParts () {
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