2016-11-29 15:25:14 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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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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2016-11-29 15:25:14 +00:00
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var GameObjectFactory = require('./systems/GameObjectFactory');
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var GameObjectCreator = require('./systems/GameObjectCreator');
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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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2016-11-29 15:25:14 +00:00
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var UpdateManager = require('./systems/UpdateManager');
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2016-12-07 02:40:07 +00:00
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var Component = require('../components');
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// var Camera = require('../camera/Camera');
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var Settings = require('./Settings');
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var RTree = require('../structs/RTree');
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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.game = null;
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2016-11-29 15:25:14 +00:00
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this.config = config;
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this.settings;
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2016-12-06 16:49:29 +00:00
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2017-01-25 17:10:19 +00:00
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// CORE SYSTEMS / PROPERTIES
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this.cache;
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this.textures;
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// Reference to State specific managers (Factory, Tweens, Loader, Physics, etc)
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this.add;
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this.make;
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this.load;
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this.events;
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this.updates;
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this.tree;
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// State properties
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// this.camera;
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this.children;
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this.color;
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this.data;
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this.fbo;
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this.time;
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this.transform;
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};
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Systems.prototype.constructor = Systems;
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Systems.prototype = {
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init: function (game)
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{
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console.log('State.Systems.init');
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this.game = game;
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this.settings = Settings(this.config, this.game.config);
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this.cache = this.game.cache;
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this.textures = this.game.textures;
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2016-12-05 15:29:35 +00:00
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// State specific managers (Factory, Tweens, Loader, Physics, etc)
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this.tree = RTree(16);
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this.events = new EventDispatcher();
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this.add = new GameObjectFactory(this.state);
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this.make = GameObjectCreator(this.state);
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this.updates = new UpdateManager(this.state);
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this.load = new Loader(this.state);
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// State specific properties (transform, data, children, etc)
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// this.camera = new Camera(this.state, 0, 0, this.settings.width, this.settings.height);
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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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this.transform = new Component.Transform(this.state);
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this.inject();
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},
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inject: function ()
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{
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// Defaults properties injected into the State
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this.state.game = this.game;
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this.state.events = this.events;
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this.state.add = this.add;
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this.state.load = this.load;
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this.state.children = this.children;
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this.state.color = this.color;
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this.state.data = this.data;
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this.state.settings = this.settings;
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// this.state.camera = this.camera;
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this.state.transform = this.transform;
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this.state.state = this.game.state;
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this.state.cache = this.game.cache;
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this.state.textures = this.game.textures;
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},
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// Called just once per frame, regardless of speed
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begin: function (timestamp, frameDelta)
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{
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},
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// Potentially called multiple times per frame (on super-fast systems)
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update: function (timestep, physicsStep)
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{
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for (var c = 0; c < this.children.list.length; c++)
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{
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var child = this.children.list[c];
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// if (child.exists)
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// {
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child.update(timestep);
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// }
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}
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this.state.update(timestep, physicsStep);
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},
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render: function (interpolation, renderer)
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{
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this.transform.updateRoot();
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// Now what? :)
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2017-01-31 13:32:03 +00:00
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renderer.render(this.state, this.transform.flatRenderArray, interpolation);
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this.state.render(interpolation);
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},
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// Called just once per frame, regardless of speed
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2017-01-31 00:56:13 +00:00
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/*
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OLDrender: function (interpolation, renderer)
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{
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this.updates.start();
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if (this.settings.visible && this.color.alpha !== 0)
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{
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var list = this.tree.search({
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minX: this.camera.x,
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minY: this.camera.y,
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maxX: this.camera.right,
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maxY: this.camera.bottom
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});
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renderer.render(this.state, list, interpolation);
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}
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this.updates.stop();
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this.state.render(interpolation);
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}
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*/
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};
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module.exports = Systems;
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