2016-11-29 15:25:14 +00:00
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2017-04-04 22:59:02 +00:00
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var CameraManager = require('./systems/CameraManager');
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2017-06-28 16:17:54 +00:00
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var Clock = require('../time/Clock');
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2017-04-04 22:59:02 +00:00
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var Component = require('../components');
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2016-12-05 15:29:35 +00:00
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var EventDispatcher = require('../events/EventDispatcher');
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2017-01-25 17:10:19 +00:00
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var GameObjectCreator = require('./systems/GameObjectCreator');
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2017-04-04 22:59:02 +00:00
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var GameObjectFactory = require('./systems/GameObjectFactory');
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2016-11-30 17:16:45 +00:00
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var Loader = require('./systems/Loader');
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2017-01-25 17:10:19 +00:00
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var Settings = require('./Settings');
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2017-03-23 19:51:02 +00:00
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var StableSort = require('../utils/array/StableSort');
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2017-04-04 22:59:02 +00:00
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var StateManager = require('./systems/StateManager');
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2017-05-09 19:24:39 +00:00
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var TweenManager = require('../tween/TweenManager');
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2016-11-29 15:25:14 +00:00
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var Systems = function (state, config)
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{
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this.state = state;
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this.config = config;
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2017-02-06 23:59:15 +00:00
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this.settings = Settings.create(config);
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2016-12-06 16:49:29 +00:00
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2017-04-04 22:59:02 +00:00
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this.sortChildrenFlag = false;
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// Set by the GlobalStateManager
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2017-02-07 18:44:26 +00:00
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this.mask = null;
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this.canvas;
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this.context;
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2017-04-04 22:59:02 +00:00
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// CORE (GLOBAL) SYSTEMS / PROPERTIES
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this.game;
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2017-01-25 17:10:19 +00:00
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2017-04-04 22:59:02 +00:00
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this.anims;
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2017-01-30 16:56:04 +00:00
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this.cache;
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2017-04-04 22:59:02 +00:00
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this.input;
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2017-06-29 16:02:08 +00:00
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this.registry;
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2017-01-26 04:06:10 +00:00
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this.textures;
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2017-01-25 17:10:19 +00:00
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// Reference to State specific managers (Factory, Tweens, Loader, Physics, etc)
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2016-11-29 15:25:14 +00:00
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this.add;
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2017-04-04 22:59:02 +00:00
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this.cameras;
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2017-01-25 17:10:19 +00:00
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this.events;
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2017-04-04 22:59:02 +00:00
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this.load;
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this.make;
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2017-02-08 01:07:01 +00:00
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this.stateManager;
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2017-06-29 16:02:08 +00:00
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this.time;
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2017-05-09 19:24:39 +00:00
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this.tweens;
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2016-11-29 15:25:14 +00:00
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2017-01-25 17:10:19 +00:00
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// State properties
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2016-11-29 15:25:14 +00:00
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this.children;
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this.color;
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this.data;
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};
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Systems.prototype = {
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2017-01-25 17:10:19 +00:00
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init: function (game)
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2016-11-29 15:25:14 +00:00
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{
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2017-01-25 17:10:19 +00:00
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this.game = game;
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2016-11-29 15:25:14 +00:00
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2017-06-29 16:02:08 +00:00
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// Game (Global) level managers
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2017-02-12 13:19:55 +00:00
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2017-04-04 22:59:02 +00:00
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this.anims = this.game.anims;
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2017-01-30 16:56:04 +00:00
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this.cache = this.game.cache;
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2017-04-04 22:59:02 +00:00
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this.input = this.game.input;
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2017-06-29 16:02:08 +00:00
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this.registry = this.game.registry;
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2017-01-26 04:06:10 +00:00
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this.textures = this.game.textures;
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2016-11-29 15:25:14 +00:00
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// State specific properties (transform, data, children, etc)
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2017-01-25 17:10:19 +00:00
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2016-12-07 02:40:07 +00:00
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this.children = new Component.Children(this.state);
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this.color = new Component.Color(this.state);
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this.data = new Component.Data(this.state);
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2017-02-08 01:07:01 +00:00
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2017-04-04 22:59:02 +00:00
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// State specific managers (Factory, Tweens, Loader, Physics, etc)
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this.add = new GameObjectFactory(this.state);
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this.cameras = new CameraManager(this.state);
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this.events = new EventDispatcher();
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this.load = new Loader(this.state);
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this.make = new GameObjectCreator(this.state);
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this.stateManager = new StateManager(this.state, game);
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2017-06-29 15:49:05 +00:00
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this.time = new Clock(this.state);
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2017-05-09 19:24:39 +00:00
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this.tweens = new TweenManager(this.state);
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2017-04-04 22:59:02 +00:00
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2017-01-25 17:10:19 +00:00
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this.inject();
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},
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2016-11-29 15:25:14 +00:00
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2017-01-25 17:10:19 +00:00
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inject: function ()
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{
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2017-06-29 23:32:18 +00:00
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var map = this.settings.map;
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for (var key in map)
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{
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if (key === 'sys')
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{
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continue;
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}
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this.state[map[key]] = this[key];
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}
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2016-11-29 15:25:14 +00:00
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},
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2017-04-27 16:03:19 +00:00
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step: function (time, delta)
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2017-04-27 02:11:56 +00:00
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{
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2017-06-30 03:09:19 +00:00
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// Are there any pending StateManager actions?
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this.stateManager.update();
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2017-06-30 02:31:31 +00:00
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if (!this.settings.active)
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{
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return;
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}
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2017-06-28 16:17:54 +00:00
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this.time.begin(time);
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2017-05-17 03:37:30 +00:00
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this.tweens.begin(time);
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2017-05-09 19:24:39 +00:00
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2017-04-27 02:11:56 +00:00
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var list = this.children.list;
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for (var i = 0; i < list.length; i++)
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{
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2017-04-27 16:03:19 +00:00
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list[i].preUpdate(time, delta);
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2017-04-27 02:11:56 +00:00
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}
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2017-06-28 21:19:41 +00:00
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// preUpdate TimerEvents
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2017-06-28 16:17:54 +00:00
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this.time.update(time, delta);
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2017-05-17 03:37:30 +00:00
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this.tweens.update(time, delta);
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2017-04-27 16:03:19 +00:00
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this.cameras.update(time, delta);
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2017-04-27 02:11:56 +00:00
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2017-04-27 16:03:19 +00:00
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this.state.update.call(this.state, time, delta);
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2017-04-27 02:11:56 +00:00
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},
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2017-01-26 04:06:10 +00:00
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render: function (interpolation, renderer)
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2017-01-30 23:58:29 +00:00
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{
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2017-02-08 01:07:01 +00:00
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if (!this.settings.visible)
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{
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return;
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}
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2017-04-04 22:59:02 +00:00
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if (this.sortChildrenFlag)
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{
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StableSort.inplace(this.children.list, this.sortZ);
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this.sortChildrenFlag = false;
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}
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2017-02-21 00:38:22 +00:00
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this.cameras.render(renderer, this.children, interpolation);
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2017-04-04 22:59:02 +00:00
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},
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sortZ: function (childA, childB)
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{
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return childA._z - childB._z;
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2017-06-30 02:31:31 +00:00
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},
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// A paused State still renders, it just doesn't run ANY of its update handlers or systems
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pause: function ()
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{
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// Was paused by the GlobalStateManager
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this.settings.active = false;
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2017-06-30 03:06:53 +00:00
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if (this.state.pause)
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{
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this.state.pause.call(this.state);
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}
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2017-06-30 02:31:31 +00:00
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},
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resume: function ()
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{
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// Was resumed by the GlobalStateManager
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this.settings.active = true;
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2017-06-30 03:06:53 +00:00
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if (this.state.resume)
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{
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this.state.resume.call(this.state);
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}
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2017-06-30 02:31:31 +00:00
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},
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sleep: function ()
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{
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// Was sent to sleep by the GlobalStateManager
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this.settings.active = false;
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this.settings.visible = false;
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2017-06-30 03:06:53 +00:00
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if (this.state.sleep)
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{
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this.state.sleep.call(this.state);
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}
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2017-06-30 02:31:31 +00:00
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},
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wake: function ()
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{
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// Was woken up by the GlobalStateManager
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this.settings.active = true;
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this.settings.visible = true;
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2017-06-30 03:06:53 +00:00
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if (this.state.wake)
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{
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this.state.wake.call(this.state);
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}
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},
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start: function (data)
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{
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// Was started by the GlobalStateManager
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this.settings.data = data;
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this.settings.active = true;
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this.settings.visible = true;
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2017-06-30 02:31:31 +00:00
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},
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shutdown: function ()
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{
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// Was stopped by the GlobalStateManager
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this.settings.active = false;
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2017-06-30 03:06:53 +00:00
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this.settings.visible = false;
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2017-06-30 02:31:31 +00:00
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// If all State level managers followed the same pattern then we could just iterate
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// the map and call shutdown on all of them, same for destroy
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// Move to a Plugin based system? Then plugins can look-up other plugins via the State
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// and store their own references to them to avoid constant look-ups.
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this.children.removeAll();
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this.time.shutdown();
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this.tweens.shutdown();
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2017-06-30 03:06:53 +00:00
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if (this.state.shutdown)
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{
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this.state.shutdown.call(this.state);
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}
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2017-06-30 02:31:31 +00:00
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},
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// Game level nuke
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destroy: function ()
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{
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// TODO
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this.time.destroy();
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this.tweens.destroy();
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// etc
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2017-06-30 03:06:53 +00:00
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if (this.state.destroy)
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{
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this.state.destroy.call(this.state);
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}
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2017-02-08 00:08:09 +00:00
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}
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2016-11-29 15:25:14 +00:00
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};
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2017-06-30 02:31:31 +00:00
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Systems.prototype.constructor = Systems;
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2016-11-29 15:25:14 +00:00
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module.exports = Systems;
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