mirror of
https://github.com/photonstorm/phaser
synced 2024-11-30 16:39:34 +00:00
62 lines
1.7 KiB
JavaScript
62 lines
1.7 KiB
JavaScript
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Phaser.State.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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// State specific managers (Factory, Tweens, Loader, Physics, etc)
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this.add;
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this.input;
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this.load;
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this.tweens;
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// State specific properties (transform, data, children, etc)
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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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Phaser.State.Systems.prototype.constructor = Phaser.State.Systems;
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Phaser.State.Systems.prototype = {
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init: function ()
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{
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// State specific managers (Factory, Tweens, Loader, Physics, etc)
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this.add = new Phaser.GameObject.Factory(this.state);
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this.load = new Phaser.Loader(this.state);
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// State specific properties (transform, data, children, etc)
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this.children = new Phaser.Component.Children(this.state);
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this.color = new Phaser.Component.Color(this.state);
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this.data = new Phaser.Component.Data(this.state);
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this.transform = new Phaser.Component.Transform(this.state);
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// Defaults
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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.transform = this.transform;
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// Here we can check which Systems to install as properties into the State object
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// (default systems always exist in here, regardless)
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var config = this.config;
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var t = typeof config;
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if (t !== 'object' || (t === 'object' && !t.hasOwnProperty('systems')))
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{
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return;
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}
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// this.key = (config.hasOwnProperty('key')) ? config.key : '';
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}
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};
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