mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 17:16:03 +00:00
54 lines
2.1 KiB
TypeScript
54 lines
2.1 KiB
TypeScript
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import Game from '../boot/Game';
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export default class StateManager {
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private _pending;
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private _start;
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active: any;
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keys: any;
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game: Game;
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states: any;
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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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constructor(game: Game, stateConfig: any);
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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(): void;
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getKey(key: any, stateConfig: any): any;
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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(key: any, stateConfig: any, autoStart: any): any;
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createStateFromInstance(key: any, newState: any): any;
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createStateFromObject(key: any, stateConfig: any): any;
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createStateFromFunction(key: any, state: any): any;
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setupCallbacks(newState: any, stateConfig?: any): any;
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createStateFrameBuffer(newState: any): void;
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getState(key: any): any;
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getStateIndex(state: any): any;
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getActiveStateIndex(state: any): any;
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isActive(key: any): boolean;
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start(key: any): void;
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loadComplete(event: any): void;
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startCreate(state: any): void;
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pause(key: any): void;
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sortStates(stateA: any, stateB: any): 0 | 1 | -1;
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step(timestamp: any): void;
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renderChildren(renderer: any, state: any, interpolationPercentage: any): void;
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}
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