phaser/v3/src/state/StateManager.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var CONST = require('../const');
var NOOP = require('../utils/NOOP');
var State = require('./State');
var Settings = require('./Settings');
var Systems = require('./Systems');
var GetObjectValue = require('../utils/GetObjectValue');
var EventDispatcher = require('../events/EventDispatcher');
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/**
* The State Manager is responsible for loading, setting up and switching game states.
*
* @class Phaser.StateManager
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
var StateManager = function (game, stateConfig)
{
this.game = game;
// Everything kept in here
this.keys = {};
this.states = [];
// Only active states are kept in here
this.active = [];
this._pending = [];
if (stateConfig)
{
if (Array.isArray(stateConfig))
{
for (var i = 0; i < stateConfig.length; i++)
{
// The i === 0 part just starts the first State given
this._pending.push({
index: i,
key: 'default',
state: stateConfig[i],
autoStart: (i === 0)
});
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}
}
else
{
this._pending.push({
index: 0,
key: 'default',
state: stateConfig,
autoStart: true
});
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}
}
};
StateManager.prototype.constructor = StateManager;
StateManager.prototype = {
/**
* The Boot handler is called by Phaser.Game when it first starts up.
* The renderer is available by now.
*
* @method Phaser.StateManager#boot
* @private
*/
boot: function ()
{
for (var i = 0; i < this._pending.length; i++)
{
var entry = this._pending[i];
this.add(entry.key, entry.state, entry.autoStart);
}
// Clear the pending list
this._pending = [];
},
getKey: function (key, stateConfig)
{
if (!key) { key = 'default'; }
if (stateConfig instanceof State)
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{
key = stateConfig.settings.key;
}
else if (typeof stateConfig === 'object' && stateConfig.hasOwnProperty('key'))
{
key = stateConfig.key;
}
// By this point it's either 'default' or extracted from the State
if (this.keys.hasOwnProperty(key))
{
throw new Error('Cannot add a State with duplicate key: ' + key);
}
else
{
return key;
}
},
/**
* Adds a new State into the StateManager. You must give each State a unique key by which you'll identify it.
* The State can be either a Phaser.State object (or an object that extends it), a plain JavaScript object or a function.
* If a function is given a new state object will be created by calling it.
*
* @method Phaser.StateManager#add
* @param {string} key - A unique key you use to reference this state, i.e. "MainMenu", "Level1".
* @param {Phaser.State|object|function} state - The state you want to switch to.
* @param {boolean} [autoStart=false] - If true the State will be started immediately after adding it.
*/
add: function (key, stateConfig, autoStart)
{
if (autoStart === undefined) { autoStart = false; }
// if not booted, then put state into a holding pattern
if (!this.game.isBooted)
{
this._pending.push({
index: this._pending.length,
key: key,
state: stateConfig,
autoStart: autoStart
});
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// console.log('StateManager not yet booted, adding to list', this._pending.length);
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return;
}
key = this.getKey(key, stateConfig);
var newState;
if (stateConfig instanceof State)
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{
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// console.log('StateManager.add from instance', key);
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newState = this.createStateFromInstance(key, stateConfig);
}
else if (typeof stateConfig === 'object')
{
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// console.log('StateManager.add from object', key);
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stateConfig.key = key;
newState = this.createStateFromObject(key, stateConfig);
}
else if (typeof stateConfig === 'function')
{
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// console.log('StateManager.add from function', key);
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newState = this.createStateFromFunction(key, stateConfig);
}
this.keys[key] = newState;
this.states.push(newState);
if (autoStart || newState.settings.active)
{
if (this.game.isBooted)
{
this.start(key);
}
else
{
this._start.push(key);
}
}
return newState;
},
createStateFromInstance: function (key, newState)
{
newState.settings.key = key;
newState.sys.init(this.game);
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if (this.game.config.renderType === CONST.WEBGL)
{
this.createStateFrameBuffer(newState);
}
return newState;
},
createStateFromObject: function (key, stateConfig)
{
var newState = new State(stateConfig);
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newState.sys.init(this.game);
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if (this.game.config.renderType === CONST.WEBGL)
{
this.createStateFrameBuffer(newState);
}
return this.setupCallbacks(newState, stateConfig);
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},
createStateFromFunction: function (key, state)
{
var newState = new state();
if (newState instanceof State)
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{
return this.createStateFromInstance(key, newState);
}
else
{
newState.game = this.game;
newState.settings = new Settings(newState, key);
newState.sys = new Systems(newState);
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newState.sys.init(this.game);
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if (this.game.config.renderType === CONST.WEBGL)
{
this.createStateFrameBuffer(newState);
}
// Default required functions
return this.setupCallbacks(newState);
}
},
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setupCallbacks: function (newState, stateConfig)
{
if (stateConfig === undefined) { stateConfig = newState; }
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// Extract callbacks or set NOOP
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newState.init = GetObjectValue(stateConfig, 'init', NOOP);
newState.preload = GetObjectValue(stateConfig, 'preload', NOOP);
newState.create = GetObjectValue(stateConfig, 'create', NOOP);
newState.shutdown = GetObjectValue(stateConfig, 'shutdown', NOOP);
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// Game Loop level callbacks
newState.update = GetObjectValue(stateConfig, 'update', NOOP);
newState.render = GetObjectValue(stateConfig, 'render', NOOP);
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return newState;
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},
createStateFrameBuffer: function (newState)
{
var x = newState.settings.x;
var y = newState.settings.y;
if (newState.settings.width === -1)
{
newState.settings.width = this.game.config.width;
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}
if (newState.settings.height === -1)
{
newState.settings.height = this.game.config.height;
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}
var width = newState.settings.width;
var height = newState.settings.height;
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newState.sys.fbo = this.game.renderer.createFBO(newState, x, y, width, height);
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},
getState: function (key)
{
return this.keys[key];
},
getStateIndex: function (state)
{
return this.states.indexOf(state);
},
getActiveStateIndex: function (state)
{
for (var i = 0; i < this.active.length; i++)
{
if (this.active[i].state === state)
{
return this.active[i].index;
}
}
return -1;
},
isActive: function (key)
{
var state = this.getState(key);
return (state && state.settings.active && this.active.indexOf(state) !== -1);
},
start: function (key)
{
// if not booted, then put state into a holding pattern
if (!this.game.isBooted)
{
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// console.log('StateManager not yet booted, setting autoStart on pending list');
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for (var i = 0; i < this._pending.length; i++)
{
var entry = this._pending[i];
if (entry.key === key)
{
entry.autoStart = true;
}
}
return;
}
var state = this.getState(key);
if (state)
{
// Already started? Nothing more to do here ...
if (this.isActive(key))
{
return;
}
state.settings.active = true;
// + arguments
if (state.init)
{
state.init.call(state);
}
if (state.preload && state.sys.load)
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{
state.sys.load.reset();
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state.preload.call(state, this.game);
// Is the loader empty?
if (state.sys.load.list.size === 0)
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{
this.startCreate(state);
}
else
{
// Start the loader going as we have something in the queue
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state.sys.load.events.once('LOADER_COMPLETE_EVENT', this.loadComplete.bind(this));
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state.sys.load.start();
}
}
else
{
// No preload? Then there was nothing to load either
this.startCreate(state);
}
}
},
loadComplete: function (event)
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{
var state = event.loader.state;
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// Make sure to do load-update one last time before state is set to _created
// Stop doing this ...
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if (state.hasOwnProperty('loadUpdate'))
{
state.loadUpdate.call(state);
}
this.startCreate(state);
},
startCreate: function (state)
{
if (state.create)
{
state.create.call(state);
}
// Insert at the correct index, or it just all goes wrong :)
var i = this.getStateIndex(state);
this.active.push({ index: i, state: state });
// Sort the 'active' array based on the index property
this.active.sort(this.sortStates.bind(this));
state.sys.updates.running = true;
},
pause: function (key)
{
var index = this.getActiveStateIndex(key);
if (index > -1)
{
var state = this.getState(key);
state.settings.active = false;
this.active.splice(index, 1);
this.active.sort(this.sortStates.bind(this));
}
},
sortStates: function (stateA, stateB)
{
// Sort descending
if (stateA.index < stateB.index)
{
return -1;
}
else if (stateA.index > stateB.index)
{
return 1;
}
else
{
return 0;
}
}
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};
module.exports = StateManager;