phaser/v3/src/state/systems/StateManager.js

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// A proxy class to the Global State Manager
var StateManager = function (state, game)
{
// The State that owns this StateManager
this.state = state;
this.settings = state.sys.settings;
this.key = state.sys.settings.key;
// GlobalStateManager
this.manager = game.state;
// Private
this._queue = [];
};
StateManager.prototype = {
update: function ()
{
var len = this._queue.length;
if (len === 0)
{
return;
}
var manager = this.manager;
// Process the queue
for (var i = 0; i < len; i++)
{
var action = this._queue[i];
switch (action.type)
{
case 'start':
manager.stop(this.key);
manager.start(action.key, action.data);
break;
case 'launch':
manager.start(action.key, action.data);
break;
case 'pause':
manager.pause(action.key);
break;
case 'resume':
manager.resume(action.key);
break;
case 'stop':
manager.stop(action.key);
break;
case 'swap':
manager.swap(this.key, action.key);
break;
case 'sleep':
manager.sleep(action.key);
break;
case 'wake':
manager.wake(action.key);
break;
}
}
this._queue.length = 0;
},
// Shutdown this State and run the given one
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start: function (key, data)
{
if (key === undefined) { key = this.key; }
this._queue.push({ type: 'start', key: key, data: data });
return this;
},
// Launch the given State and run it in parallel with this one
launch: function (key, data)
{
if (key === undefined) { key = this.key; }
this._queue.push({ type: 'launch', key: key, data: data });
return this;
},
// Pause the State - this stops the update step from happening but it still renders
pause: function (key)
{
if (key === undefined) { key = this.key; }
this._queue.push({ type: 'pause', key: key });
return this;
},
// Resume the State - starts the update loop again
resume: function (key)
{
if (key === undefined) { key = this.key; }
this._queue.push({ type: 'resume', key: key });
return this;
},
// Makes the State sleep (no update, no render) but doesn't shutdown
sleep: function (key)
{
this._queue.push({ type: 'sleep', key: key });
return this;
},
// Makes the State wake-up (starts update and render)
wake: function (key)
{
this._queue.push({ type: 'wake', key: key });
return this;
},
// Makes this State sleep then starts the State given
swap: function (key)
{
this._queue.push({ type: 'swap', key: key });
return this;
},
// Shutdown the State, clearing display list, timers, etc
stop: function (key)
{
if (key === undefined) { key = this.key; }
this._queue.push({ type: 'stop', key: key });
return this;
},
setVisible: function (value)
{
this.settings.visible = value;
return this;
},
moveUp: function ()
{
this._queue.push({ type: 'moveUp' });
},
moveDown: function ()
{
this._queue.push({ type: 'moveDown' });
},
bringToTop: function ()
{
this._queue.push({ type: 'bringToTop' });
},
sendToBack: function ()
{
this._queue.push({ type: 'sendToBack' });
},
transitionTo: function (key, duration)
{
},
isActive: function (key)
{
if (key === undefined) { key = this.key; }
return this.manager.isActive(key);
}
};
StateManager.prototype.constructor = StateManager;
module.exports = StateManager;