phaser/v3/src/state/Systems.js

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var CameraManager = require('./systems/CameraManager');
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var Clock = require('../time/Clock');
var Component = require('../components');
var EventDispatcher = require('../events/EventDispatcher');
var GameObjectCreator = require('./systems/GameObjectCreator');
var GameObjectFactory = require('./systems/GameObjectFactory');
var Loader = require('./systems/Loader');
var Settings = require('./Settings');
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var StableSort = require('../utils/array/StableSort');
var StateManager = require('./systems/StateManager');
var TweenManager = require('../tween/TweenManager');
var Systems = function (state, config)
{
this.state = state;
this.config = config;
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this.settings = Settings.create(config);
this.sortChildrenFlag = false;
// Set by the GlobalStateManager
this.mask = null;
this.canvas;
this.context;
// CORE (GLOBAL) SYSTEMS / PROPERTIES
this.game;
this.anims;
this.cache;
this.input;
this.registry;
this.textures;
// Reference to State specific managers (Factory, Tweens, Loader, Physics, etc)
this.add;
this.cameras;
this.events;
this.load;
this.make;
this.stateManager;
this.time;
this.tweens;
// State properties
this.children;
this.color;
this.data;
};
Systems.prototype = {
init: function (game)
{
this.game = game;
// Game (Global) level managers
this.anims = this.game.anims;
this.cache = this.game.cache;
this.input = this.game.input;
this.registry = this.game.registry;
this.textures = this.game.textures;
// State specific properties (transform, data, children, etc)
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this.children = new Component.Children(this.state);
this.color = new Component.Color(this.state);
this.data = new Component.Data(this.state);
// State specific managers (Factory, Tweens, Loader, Physics, etc)
this.add = new GameObjectFactory(this.state);
this.cameras = new CameraManager(this.state);
this.events = new EventDispatcher();
this.load = new Loader(this.state);
this.make = new GameObjectCreator(this.state);
this.stateManager = new StateManager(this.state, game);
this.time = new Clock(this.state);
this.tweens = new TweenManager(this.state);
this.inject();
},
inject: function ()
{
var map = this.settings.map;
for (var key in map)
{
if (key === 'sys')
{
continue;
}
this.state[map[key]] = this[key];
}
},
step: function (time, delta)
{
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// Are there any pending StateManager actions?
this.stateManager.update();
if (!this.settings.active)
{
return;
}
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this.time.begin(time);
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this.tweens.begin(time);
var list = this.children.list;
for (var i = 0; i < list.length; i++)
{
list[i].preUpdate(time, delta);
}
// preUpdate TimerEvents
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this.time.update(time, delta);
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this.tweens.update(time, delta);
this.cameras.update(time, delta);
this.state.update.call(this.state, time, delta);
},
render: function (interpolation, renderer)
{
if (!this.settings.visible)
{
return;
}
if (this.sortChildrenFlag)
{
StableSort.inplace(this.children.list, this.sortZ);
this.sortChildrenFlag = false;
}
this.cameras.render(renderer, this.children, interpolation);
},
sortZ: function (childA, childB)
{
return childA._z - childB._z;
},
// A paused State still renders, it just doesn't run ANY of its update handlers or systems
pause: function ()
{
// Was paused by the GlobalStateManager
this.settings.active = false;
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if (this.state.pause)
{
this.state.pause.call(this.state);
}
},
resume: function ()
{
// Was resumed by the GlobalStateManager
this.settings.active = true;
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if (this.state.resume)
{
this.state.resume.call(this.state);
}
},
sleep: function ()
{
// Was sent to sleep by the GlobalStateManager
this.settings.active = false;
this.settings.visible = false;
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if (this.state.sleep)
{
this.state.sleep.call(this.state);
}
},
wake: function ()
{
// Was woken up by the GlobalStateManager
this.settings.active = true;
this.settings.visible = true;
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if (this.state.wake)
{
this.state.wake.call(this.state);
}
},
start: function (data)
{
// Was started by the GlobalStateManager
this.settings.data = data;
this.settings.active = true;
this.settings.visible = true;
},
shutdown: function ()
{
// Was stopped by the GlobalStateManager
this.settings.active = false;
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this.settings.visible = false;
// If all State level managers followed the same pattern then we could just iterate
// the map and call shutdown on all of them, same for destroy
// Move to a Plugin based system? Then plugins can look-up other plugins via the State
// and store their own references to them to avoid constant look-ups.
this.children.removeAll();
this.time.shutdown();
this.tweens.shutdown();
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if (this.state.shutdown)
{
this.state.shutdown.call(this.state);
}
},
// Game level nuke
destroy: function ()
{
// TODO
this.time.destroy();
this.tweens.destroy();
// etc
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if (this.state.destroy)
{
this.state.destroy.call(this.state);
}
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}
};
Systems.prototype.constructor = Systems;
module.exports = Systems;