mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 11:33:28 +00:00
575 lines
14 KiB
JavaScript
575 lines
14 KiB
JavaScript
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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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var CONST = require('../const');
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var NOOP = require('../utils/NOOP');
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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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*/
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var StateManager = function (game, stateConfig)
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{
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this.game = game;
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// Everything kept in here
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this.keys = {};
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this.states = [];
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// Only active states are kept in here
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this.active = [];
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this._pending = [];
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if (stateConfig)
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{
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if (Array.isArray(stateConfig))
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{
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for (var i = 0; i < stateConfig.length; i++)
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{
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// The i === 0 part just starts the first State given
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this._pending.push({ index: i, key: 'default', state: stateConfig[i], autoStart: (i === 0) });
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}
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}
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else
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{
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this._pending.push({ index: 0, key: 'default', state: stateConfig, autoStart: true });
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}
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}
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};
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StateManager.prototype.constructor = StateManager;
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StateManager.prototype = {
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/**
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* The Boot handler is called by Phaser.Game when it first starts up.
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* The renderer is available by now.
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*
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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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{
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// this.game.onPause.add(this.pause, this);
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// this.game.onResume.add(this.resume, this);
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console.log('StateManager.boot');
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for (var i = 0; i < this._pending.length; i++)
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{
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var entry = this._pending[i];
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this.add(entry.key, entry.state, entry.autoStart);
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}
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// Clear the pending list
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this._pending = [];
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},
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getKey: function (key, stateConfig)
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{
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if (!key) { key = 'default'; }
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if (stateConfig instanceof Phaser.State)
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{
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key = stateConfig.settings.key;
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}
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else if (typeof stateConfig === 'object' && stateConfig.hasOwnProperty('key'))
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{
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key = stateConfig.key;
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}
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// By this point it's either 'default' or extracted from the State
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if (this.keys.hasOwnProperty(key))
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{
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throw new Error('Cannot add a State with duplicate key: ' + key);
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}
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else
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{
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return key;
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}
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},
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/**
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* Adds a new State into the StateManager. You must give each State a unique key by which you'll identify it.
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* The State can be either a Phaser.State object (or an object that extends it), a plain JavaScript object or a function.
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* If a function is given a new state object will be created by calling it.
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*
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* @method Phaser.StateManager#add
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* @param {string} key - A unique key you use to reference this state, i.e. "MainMenu", "Level1".
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* @param {Phaser.State|object|function} state - The state you want to switch to.
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* @param {boolean} [autoStart=false] - If true the State will be started immediately after adding it.
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*/
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add: function (key, stateConfig, autoStart)
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{
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if (autoStart === undefined) { autoStart = false; }
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// if not booted, then put state into a holding pattern
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if (!this.game.isBooted)
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{
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this._pending.push({
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index: this._pending.length,
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key: key,
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state: stateConfig,
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autoStart: autoStart
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});
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console.log('StateManager not yet booted, adding to list', this._pending.length);
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return;
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}
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key = this.getKey(key, stateConfig);
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var newState;
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if (stateConfig instanceof Phaser.State)
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{
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console.log('StateManager.add from instance', key);
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newState = this.createStateFromInstance(key, stateConfig);
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}
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else if (typeof stateConfig === 'object')
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{
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console.log('StateManager.add from object', key);
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stateConfig.key = key;
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newState = this.createStateFromObject(key, stateConfig);
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}
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else if (typeof stateConfig === 'function')
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{
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console.log('StateManager.add from function', key);
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newState = this.createStateFromFunction(key, stateConfig);
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}
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this.keys[key] = newState;
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this.states.push(newState);
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// window.console.dir(newState);
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if (autoStart || newState.settings.active)
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{
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if (this.game.isBooted)
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{
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this.start(key);
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}
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else
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{
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this._start.push(key);
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}
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}
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return newState;
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},
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createStateFromInstance: function (key, newState)
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{
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newState.game = this.game;
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newState.settings.key = key;
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newState.sys.init();
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if (this.game.config.renderType === CONST.WEBGL)
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{
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this.createStateFrameBuffer(newState);
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}
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return newState;
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},
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createStateFromObject: function (key, stateConfig)
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{
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var newState = new Phaser.State(stateConfig);
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newState.game = this.game;
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newState.sys.init();
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if (this.game.config.renderType === CONST.WEBGL)
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{
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this.createStateFrameBuffer(newState);
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}
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// Extract callbacks or set NOOP
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if (stateConfig.hasOwnProperty('init'))
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{
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newState.init = stateConfig.init;
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}
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if (stateConfig.hasOwnProperty('preload'))
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{
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newState.preload = stateConfig.preload;
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}
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if (stateConfig.hasOwnProperty('create'))
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{
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newState.create = stateConfig.create;
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}
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if (stateConfig.hasOwnProperty('shutdown'))
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{
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newState.shutdown = stateConfig.shutdown;
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}
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newState.preUpdate = (stateConfig.hasOwnProperty('preUpdate')) ? stateConfig.preUpdate : NOOP;
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newState.update = (stateConfig.hasOwnProperty('update')) ? stateConfig.update : NOOP;
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newState.postUpdate = (stateConfig.hasOwnProperty('postUpdate')) ? stateConfig.postUpdate : NOOP;
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newState.render = (stateConfig.hasOwnProperty('render')) ? stateConfig.render : NOOP;
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return newState;
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},
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createStateFromFunction: function (key, state)
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{
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var newState = new state();
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if (newState instanceof Phaser.State)
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{
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return this.createStateFromInstance(key, newState);
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}
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else
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{
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newState.game = this.game;
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newState.settings = new Phaser.State.Settings(newState, key);
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newState.sys = new Phaser.State.Systems(newState);
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newState.sys.init();
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if (this.game.config.renderType === CONST.WEBGL)
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{
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this.createStateFrameBuffer(newState);
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}
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// Default required functions
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if (!newState.preUpdate)
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{
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newState.preUpdate = NOOP;
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}
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if (!newState.update)
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{
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newState.update = NOOP;
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}
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if (!newState.postUpdate)
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{
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newState.postUpdate = NOOP;
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}
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if (!newState.render)
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{
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newState.render = NOOP;
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}
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return newState;
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}
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},
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createStateFrameBuffer: function (newState)
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{
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var x = newState.settings.x;
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var y = newState.settings.y;
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if (newState.settings.width === -1)
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{
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newState.settings.width = this.game.width;
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}
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if (newState.settings.height === -1)
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{
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newState.settings.height = this.game.height;
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}
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var width = newState.settings.width;
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var height = newState.settings.height;
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newState.sys.fbo = this.game.renderer.createFBO(newState, x, y, width, height);
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},
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getState: function (key)
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{
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return this.keys[key];
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},
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getStateIndex: function (state)
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{
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return this.states.indexOf(state);
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},
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getActiveStateIndex: function (state)
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{
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for (var i = 0; i < this.active.length; i++)
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{
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if (this.active[i].state === state)
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{
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return this.active[i].index;
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}
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}
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return -1;
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},
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isActive: function (key)
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{
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var state = this.getState(key);
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return (state && state.settings.active && this.active.indexOf(state) !== -1);
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},
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start: function (key)
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{
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// if not booted, then put state into a holding pattern
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if (!this.game.isBooted)
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{
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console.log('StateManager not yet booted, setting autoStart on pending list');
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for (var i = 0; i < this._pending.length; i++)
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{
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var entry = this._pending[i];
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if (entry.key === key)
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{
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entry.autoStart = true;
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}
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}
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return;
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}
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var state = this.getState(key);
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if (state)
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{
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// Already started? Nothing more to do here ...
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if (this.isActive(key))
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{
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return;
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}
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state.settings.active = true;
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// + arguments
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if (state.init)
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{
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state.init.call(state);
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}
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if (state.preload)
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{
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state.sys.load.reset(true);
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state.preload.call(state, this.game);
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// Is the loader empty?
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if (state.sys.load.totalQueuedFiles() === 0 && state.sys.load.totalQueuedPacks() === 0)
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{
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// console.log('empty queue');
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this.startCreate(state);
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}
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else
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{
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// console.log('load start');
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// Start the loader going as we have something in the queue
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// state.load.onLoadComplete.addOnce(this.loadComplete, this, 0, state);
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state.sys.load.start();
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}
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}
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else
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{
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// console.log('no preload');
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// No preload? Then there was nothing to load either
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this.startCreate(state);
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}
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}
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},
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loadComplete: function (state)
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{
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// console.log('loadComplete');
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// Make sure to do load-update one last time before state is set to _created
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if (state.hasOwnProperty('loadUpdate'))
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{
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state.loadUpdate.call(state);
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}
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this.startCreate(state);
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},
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startCreate: function (state)
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{
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if (state.create)
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{
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state.create.call(state);
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}
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// Insert at the correct index, or it just all goes wrong :)
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var i = this.getStateIndex(state);
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this.active.push({ index: i, state: state });
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// Sort the 'active' array based on the index property
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this.active.sort(this.sortStates.bind(this));
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state.sys.updates.running = true;
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state.sys.mainloop.start();
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},
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pause: function (key)
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{
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var index = this.getActiveStateIndex(key);
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if (index > -1)
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{
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var state = this.getState(key);
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state.settings.active = false;
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this.active.splice(index, 1);
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this.active.sort(this.sortStates.bind(this));
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}
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},
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sortStates: function (stateA, stateB)
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{
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// Sort descending
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if (stateA.index < stateB.index)
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{
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return -1;
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}
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else if (stateA.index > stateB.index)
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{
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return 1;
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}
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else
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{
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return 0;
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}
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},
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// See if we can reduce this down to just update and render
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step: function (timestamp)
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{
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for (var i = 0; i < this.active.length; i++)
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{
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var state = this.active[i].state;
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if (state.sys.mainloop.running)
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{
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state.sys.mainloop.step(timestamp);
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}
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}
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},
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/*
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preUpdate: function ()
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{
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for (var i = 0; i < this.active.length; i++)
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{
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var state = this.active[i].state;
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for (var c = 0; c < state.sys.children.list.length; c++)
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{
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state.sys.children.list[c].preUpdate();
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}
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state.preUpdate();
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}
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},
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update: function ()
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{
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for (var i = 0; i < this.active.length; i++)
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{
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var state = this.active[i].state;
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// Invoke State Main Loop here - updating all of its systems (tweens, physics, etc)
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||
|
|
||
|
// This shouldn't be called if the State is still loading
|
||
|
// Have a State.STATUS const in the Settings, dictating what is going on
|
||
|
|
||
|
for (var c = 0; c < state.sys.children.list.length; c++)
|
||
|
{
|
||
|
var child = state.sys.children.list[c];
|
||
|
|
||
|
if (child.exists)
|
||
|
{
|
||
|
child.update();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
state.update();
|
||
|
}
|
||
|
},
|
||
|
|
||
|
postUpdate: function ()
|
||
|
{
|
||
|
for (var i = 0; i < this.active.length; i++)
|
||
|
{
|
||
|
var state = this.active[i].state;
|
||
|
|
||
|
for (var c = 0; c < state.sys.children.list.length; c++)
|
||
|
{
|
||
|
state.sys.children.list[c].postUpdate();
|
||
|
}
|
||
|
|
||
|
state.postUpdate();
|
||
|
}
|
||
|
},
|
||
|
|
||
|
render: function ()
|
||
|
{
|
||
|
for (var i = 0; i < this.active.length; i++)
|
||
|
{
|
||
|
var state = this.active[i].state;
|
||
|
|
||
|
// Can put all kinds of other checks in here, like MainLoop, FPS, etc.
|
||
|
if (!state.settings.visible || state.sys.color.alpha === 0 || state.sys.children.list.length === 0)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
this.game.renderer.render(state);
|
||
|
}
|
||
|
},
|
||
|
*/
|
||
|
|
||
|
renderChildren: function (renderer, state, interpolationPercentage)
|
||
|
{
|
||
|
// Populates the display list
|
||
|
for (var c = 0; c < state.sys.children.list.length; c++)
|
||
|
{
|
||
|
var child = state.sys.children.list[c];
|
||
|
|
||
|
child.render(renderer, child, interpolationPercentage);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
module.exports = StateManager;
|