2013-10-02 11:11:22 +00:00
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2013-10-02 14:05:55 +00:00
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2013-10-02 11:11:22 +00:00
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2013-10-02 11:11:22 +00:00
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<h1 class="page-title">Source: core/StateManager.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 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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/**
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* The State Manager is responsible for loading, setting up and switching game states.
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*
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* @class Phaser.StateManager
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {Phaser.State|Object} [pendingState=null] - A State object to seed the manager with.
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*/
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Phaser.StateManager = function (game, pendingState) {
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/**
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* A reference to the currently running game.
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* @property {Phaser.Game} game.
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*/
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this.game = game;
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/**
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* Description.
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* @property {Description} states.
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*/
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this.states = {};
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if (pendingState !== null)
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{
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this._pendingState = pendingState;
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}
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};
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Phaser.StateManager.prototype = {
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/**
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* A reference to the currently running game.
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* @property {Phaser.Game} game.
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*/
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game: null,
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/**
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* The state to be switched to in the next frame.
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* @property {State} _pendingState
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* @private
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*/
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_pendingState: null,
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/**
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* Flag that sets if the State has been created or not.
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* @property {boolean}_created
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* @private
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*/
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_created: false,
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/**
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* The state to be switched to in the next frame.
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* @property {Description} states
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*/
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states: {},
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/**
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* The current active State object (defaults to null).
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* @property {string} current
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*/
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current: '',
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/**
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* This will be called when the state is started (i.e. set as the current active state).
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* @property {function} onInitCallback
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*/
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onInitCallback: null,
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/**
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* This will be called when init states (loading assets...).
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* @property {function} onPreloadCallback
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*/
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onPreloadCallback: null,
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/**
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* This will be called when create states (setup states...).
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* @property {function} onCreateCallback
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*/
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onCreateCallback: null,
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/**
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* This will be called when State is updated, this doesn't happen during load (@see onLoadUpdateCallback).
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* @property {function} onUpdateCallback
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*/
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onUpdateCallback: null,
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/**
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* This will be called when the State is rendered, this doesn't happen during load (see onLoadRenderCallback).
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* @property {function} onRenderCallback
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*/
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onRenderCallback: null,
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/**
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* This will be called before the State is rendered and before the stage is cleared.
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* @property {function} onPreRenderCallback
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*/
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onPreRenderCallback: null,
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/**
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* This will be called when the State is updated but only during the load process.
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* @property {function} onLoadUpdateCallback
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*/
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onLoadUpdateCallback: null,
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/**
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* This will be called when the State is rendered but only during the load process.
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* @property {function} onLoadRenderCallback
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*/
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onLoadRenderCallback: null,
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/**
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* This will be called when states paused.
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* @property {function} onPausedCallback
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*/
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onPausedCallback: null,
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/**
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* This will be called when the state is shut down (i.e. swapped to another state).
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* @property {function} onShutDownCallback
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*/
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onShutDownCallback: null,
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/**
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* Description.
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* @method Phaser.StateManager#boot
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* @private
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*/
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boot: function () {
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// console.log('Phaser.StateManager.boot');
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if (this._pendingState !== null)
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{
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// console.log('_pendingState found');
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// console.log(typeof this._pendingState);
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if (typeof this._pendingState === 'string')
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{
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// State was already added, so just start it
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this.start(this._pendingState, false, false);
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}
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else
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{
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this.add('default', this._pendingState, true);
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}
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}
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},
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/**
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* Add a new State.
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* @method Phaser.StateManager#add
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* @param key {string} - A unique key you use to reference this state, i.e. "MainMenu", "Level1".
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* @param state {State} - The state you want to switch to.
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* @param autoStart {boolean} - Start the state immediately after creating it? (default true)
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*/
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add: function (key, state, autoStart) {
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if (typeof autoStart === "undefined") { autoStart = false; }
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// console.log('Phaser.StateManager.addState', key);
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// console.log(typeof state);
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// console.log('autoStart?', autoStart);
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var newState;
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if (state instanceof Phaser.State)
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{
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// console.log('Phaser.StateManager.addState: Phaser.State given');
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newState = state;
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}
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else if (typeof state === 'object')
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{
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// console.log('Phaser.StateManager.addState: Object given');
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newState = state;
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newState.game = this.game;
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}
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else if (typeof state === 'function')
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{
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// console.log('Phaser.StateManager.addState: Function given');
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newState = new state(this.game);
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}
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this.states[key] = newState;
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if (autoStart)
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{
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if (this.game.isBooted)
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{
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// console.log('Game is booted, so we can start the state now');
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this.start(key);
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}
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else
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{
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// console.log('Game is NOT booted, so set the current state as pending');
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this._pendingState = key;
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}
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}
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return newState;
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},
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/**
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* Delete the given state.
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* @method Phaser.StateManager#remove
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|
* @param {string} key - A unique key you use to reference this state, i.e. "MainMenu", "Level1".
|
|
|
|
*/
|
|
|
|
remove: function (key) {
|
|
|
|
|
|
|
|
if (this.current == key)
|
|
|
|
{
|
|
|
|
this.callbackContext = null;
|
|
|
|
|
|
|
|
this.onInitCallback = null;
|
|
|
|
this.onShutDownCallback = null;
|
|
|
|
|
|
|
|
this.onPreloadCallback = null;
|
|
|
|
this.onLoadRenderCallback = null;
|
|
|
|
this.onLoadUpdateCallback = null;
|
|
|
|
this.onCreateCallback = null;
|
|
|
|
this.onUpdateCallback = null;
|
|
|
|
this.onRenderCallback = null;
|
|
|
|
this.onPausedCallback = null;
|
|
|
|
this.onDestroyCallback = null;
|
|
|
|
}
|
|
|
|
|
|
|
|
delete this.states[key];
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Start the given state
|
|
|
|
* @method Phaser.StateManager#start
|
|
|
|
* @param {string} key - The key of the state you want to start.
|
|
|
|
* @param {boolean} [clearWorld] - clear everything in the world? (Default to true)
|
|
|
|
* @param {boolean} [clearCache] - clear asset cache? (Default to false and ONLY available when clearWorld=true)
|
|
|
|
*/
|
|
|
|
start: function (key, clearWorld, clearCache) {
|
|
|
|
|
|
|
|
// console.log('Phaser.StateManager.start', key);
|
|
|
|
// console.log(this);
|
|
|
|
// console.log(this.callbackContext);
|
|
|
|
|
|
|
|
if (typeof clearWorld === "undefined") { clearWorld = true; }
|
|
|
|
if (typeof clearCache === "undefined") { clearCache = false; }
|
|
|
|
|
|
|
|
if (this.game.isBooted == false)
|
|
|
|
{
|
|
|
|
// console.log('Game is NOT booted, so set the requested state as pending');
|
|
|
|
this._pendingState = key;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.checkState(key) == false)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Already got a state running?
|
|
|
|
if (this.current)
|
|
|
|
{
|
|
|
|
this.onShutDownCallback.call(this.callbackContext);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (clearWorld)
|
|
|
|
{
|
|
|
|
this.game.tweens.removeAll();
|
|
|
|
|
|
|
|
this.game.world.destroy();
|
|
|
|
|
|
|
|
if (clearCache == true)
|
|
|
|
{
|
|
|
|
this.game.cache.destroy();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
this.setCurrentState(key);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.onPreloadCallback)
|
|
|
|
{
|
|
|
|
// console.log('Preload Callback found');
|
|
|
|
this.game.load.reset();
|
|
|
|
this.onPreloadCallback.call(this.callbackContext);
|
|
|
|
|
|
|
|
// Is the loader empty?
|
|
|
|
if (this.game.load.queueSize == 0)
|
|
|
|
{
|
|
|
|
// console.log('Loader queue empty');
|
|
|
|
this.game.loadComplete();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// console.log('Loader started');
|
|
|
|
// Start the loader going as we have something in the queue
|
|
|
|
this.game.load.start();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// console.log('Preload callback not found');
|
|
|
|
// No init? Then there was nothing to load either
|
|
|
|
this.game.loadComplete();
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Used by onInit and onShutdown when those functions don't exist on the state
|
|
|
|
* @method Phaser.StateManager#dummy
|
|
|
|
* @private
|
|
|
|
*/
|
|
|
|
dummy: function () {
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Description.
|
|
|
|
* @method Phaser.StateManager#checkState
|
|
|
|
* @param {string} key - The key of the state you want to check.
|
|
|
|
* @return {boolean} Description.
|
|
|
|
*/
|
|
|
|
checkState: function (key) {
|
|
|
|
|
|
|
|
if (this.states[key])
|
|
|
|
{
|
|
|
|
var valid = false;
|
|
|
|
|
|
|
|
if (this.states[key]['preload']) { valid = true; }
|
|
|
|
|
|
|
|
if (valid == false && this.states[key]['loadRender']) { valid = true; }
|
|
|
|
if (valid == false && this.states[key]['loadUpdate']) { valid = true; }
|
|
|
|
if (valid == false && this.states[key]['create']) { valid = true; }
|
|
|
|
if (valid == false && this.states[key]['update']) { valid = true; }
|
|
|
|
if (valid == false && this.states[key]['preRender']) { valid = true; }
|
|
|
|
if (valid == false && this.states[key]['render']) { valid = true; }
|
|
|
|
if (valid == false && this.states[key]['paused']) { valid = true; }
|
|
|
|
|
|
|
|
if (valid == false)
|
|
|
|
{
|
|
|
|
console.warn("Invalid Phaser State object given. Must contain at least a one of the required functions.");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
console.warn("Phaser.StateManager - No state found with the key: " + key);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Links game properties to the State given by the key.
|
|
|
|
* @method Phaser.StateManager#link
|
|
|
|
* @param {string} key - State key.
|
|
|
|
* @protected
|
|
|
|
*/
|
|
|
|
link: function (key) {
|
|
|
|
|
|
|
|
// console.log('linked');
|
|
|
|
this.states[key].game = this.game;
|
|
|
|
this.states[key].add = this.game.add;
|
|
|
|
this.states[key].camera = this.game.camera;
|
|
|
|
this.states[key].cache = this.game.cache;
|
|
|
|
this.states[key].input = this.game.input;
|
|
|
|
this.states[key].load = this.game.load;
|
|
|
|
this.states[key].math = this.game.math;
|
|
|
|
this.states[key].sound = this.game.sound;
|
|
|
|
this.states[key].stage = this.game.stage;
|
|
|
|
this.states[key].time = this.game.time;
|
|
|
|
this.states[key].tweens = this.game.tweens;
|
|
|
|
this.states[key].world = this.game.world;
|
|
|
|
this.states[key].particles = this.game.particles;
|
|
|
|
this.states[key].physics = this.game.physics;
|
|
|
|
this.states[key].rnd = this.game.rnd;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sets the current State. Should not be called directly (use StateManager.start)
|
|
|
|
* @method Phaser.StateManager#setCurrentState
|
|
|
|
* @param {string} key - State key.
|
|
|
|
* @protected
|
|
|
|
*/
|
|
|
|
setCurrentState: function (key) {
|
|
|
|
|
|
|
|
this.callbackContext = this.states[key];
|
|
|
|
|
|
|
|
this.link(key);
|
|
|
|
|
|
|
|
// Used when the state is set as being the current active state
|
|
|
|
this.onInitCallback = this.states[key]['init'] || this.dummy;
|
|
|
|
|
|
|
|
this.onPreloadCallback = this.states[key]['preload'] || null;
|
|
|
|
this.onLoadRenderCallback = this.states[key]['loadRender'] || null;
|
|
|
|
this.onLoadUpdateCallback = this.states[key]['loadUpdate'] || null;
|
|
|
|
this.onCreateCallback = this.states[key]['create'] || null;
|
|
|
|
this.onUpdateCallback = this.states[key]['update'] || null;
|
|
|
|
this.onPreRenderCallback = this.states[key]['preRender'] || null;
|
|
|
|
this.onRenderCallback = this.states[key]['render'] || null;
|
|
|
|
this.onPausedCallback = this.states[key]['paused'] || null;
|
|
|
|
|
|
|
|
// Used when the state is no longer the current active state
|
|
|
|
this.onShutDownCallback = this.states[key]['shutdown'] || this.dummy;
|
|
|
|
|
|
|
|
this.current = key;
|
|
|
|
this._created = false;
|
|
|
|
|
|
|
|
this.onInitCallback.call(this.callbackContext);
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @method Phaser.StateManager#loadComplete
|
|
|
|
* @protected
|
|
|
|
*/
|
|
|
|
loadComplete: function () {
|
|
|
|
|
|
|
|
// console.log('Phaser.StateManager.loadComplete');
|
|
|
|
|
|
|
|
if (this._created == false && this.onCreateCallback)
|
|
|
|
{
|
|
|
|
// console.log('Create callback found');
|
|
|
|
this._created = true;
|
|
|
|
this.onCreateCallback.call(this.callbackContext);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
this._created = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @method Phaser.StateManager#update
|
|
|
|
* @protected
|
|
|
|
*/
|
|
|
|
update: function () {
|
|
|
|
|
|
|
|
if (this._created && this.onUpdateCallback)
|
|
|
|
{
|
|
|
|
this.onUpdateCallback.call(this.callbackContext);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (this.onLoadUpdateCallback)
|
|
|
|
{
|
|
|
|
this.onLoadUpdateCallback.call(this.callbackContext);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @method Phaser.StateManager#preRender
|
|
|
|
* @protected
|
|
|
|
*/
|
|
|
|
preRender: function () {
|
|
|
|
|
|
|
|
if (this.onPreRenderCallback)
|
|
|
|
{
|
|
|
|
this.onPreRenderCallback.call(this.callbackContext);
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @method Phaser.StateManager#render
|
|
|
|
* @protected
|
|
|
|
*/
|
|
|
|
render: function () {
|
|
|
|
|
|
|
|
if (this._created && this.onRenderCallback)
|
|
|
|
{
|
|
|
|
this.onRenderCallback.call(this.callbackContext);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (this.onLoadRenderCallback)
|
|
|
|
{
|
|
|
|
this.onLoadRenderCallback.call(this.callbackContext);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Nuke the entire game from orbit
|
|
|
|
* @method Phaser.StateManager#destroy
|
|
|
|
*/
|
|
|
|
destroy: function () {
|
|
|
|
|
|
|
|
this.callbackContext = null;
|
|
|
|
|
|
|
|
this.onInitCallback = null;
|
|
|
|
this.onShutDownCallback = null;
|
|
|
|
|
|
|
|
this.onPreloadCallback = null;
|
|
|
|
this.onLoadRenderCallback = null;
|
|
|
|
this.onLoadUpdateCallback = null;
|
|
|
|
this.onCreateCallback = null;
|
|
|
|
this.onUpdateCallback = null;
|
|
|
|
this.onRenderCallback = null;
|
|
|
|
this.onPausedCallback = null;
|
|
|
|
this.onDestroyCallback = null;
|
|
|
|
|
|
|
|
this.game = null;
|
|
|
|
this.states = {};
|
|
|
|
this._pendingState = null;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
};
|
|
|
|
</pre>
|
|
|
|
</article>
|
|
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
|
|
|
|
<div class="clearfix"></div>
|
|
|
|
<footer>
|
|
|
|
|
|
|
|
|
|
|
|
<span class="copyright">
|
|
|
|
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
|
|
|
</span>
|
|
|
|
<br />
|
|
|
|
|
|
|
|
<span class="jsdoc-message">
|
|
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
2013-10-02 14:05:55 +00:00
|
|
|
on Wed Oct 02 2013 15:04:48 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
2013-10-02 11:11:22 +00:00
|
|
|
</span>
|
|
|
|
</footer>
|
|
|
|
</div>
|
|
|
|
|
|
|
|
|
|
|
|
<br clear="both">
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|
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|
</div>
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|
</div>
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<script src="scripts/sunlight.js"></script>
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<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
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$( function () {
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$( "#toc" ).toc( {
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