mirror of
https://github.com/photonstorm/phaser
synced 2024-12-17 00:23:33 +00:00
Merge branch 'master' into rendering-cleanup
This commit is contained in:
commit
336cc4e3fe
14 changed files with 302 additions and 44 deletions
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@ -229,6 +229,17 @@ var Tile = new Class({
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||||||
return this;
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return this;
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||||||
},
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},
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||||||
|
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||||||
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/**
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||||||
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* The collision group for this Tile, defined within the Tileset. This returns a reference to
|
||||||
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* the collision group stored within the Tileset, so any modification of the returned object
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||||||
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* will impact all tiles that have the same index as this tile.
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||||||
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* @returns {object|null} tileset
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||||||
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*/
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||||||
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getCollisionGroup: function ()
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||||||
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{
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||||||
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return this.tileset ? this.tileset.getTileCollisionGroup(this.index) : null;
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||||||
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},
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||||||
|
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||||||
/**
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/**
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||||||
* Clean up memory.
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* Clean up memory.
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||||||
*/
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*/
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||||||
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@ -510,8 +521,35 @@ var Tile = new Class({
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||||||
{
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{
|
||||||
return this.pixelY + this.height / 2;
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return this.pixelY + this.height / 2;
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||||||
}
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}
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||||||
}
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},
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||||||
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||||||
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/**
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||||||
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* The tileset that contains this Tile. This will only return null if accessed from a LayerData
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* instance before the tile is placed within a StaticTilemapLayer or DynamicTilemapLayer.
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* @property {Tileset|null} tileset
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* @readonly
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||||||
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*/
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tileset: {
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get: function ()
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{
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var tilemapLayer = this.tilemapLayer;
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return tilemapLayer ? tilemapLayer.tileset : null;
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||||||
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}
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||||||
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},
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||||||
|
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||||||
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/**
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||||||
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* The tilemap layer that contains this Tile. This will only return null if accessed from a
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* LayerData instance before the tile is placed within a StaticTilemapLayer or
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* DynamicTilemapLayer.
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||||||
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* @property {StaticTilemapLayer|DynamicTilemapLayer|null} tilemapLayer
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||||||
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* @readonly
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||||||
|
*/
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||||||
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tilemapLayer: {
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||||||
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get: function ()
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||||||
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{
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||||||
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return this.layer.tilemapLayer;
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}
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||||||
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}
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||||||
});
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});
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module.exports = Tile;
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module.exports = Tile;
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|
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@ -1001,6 +1001,19 @@ var Tilemap = new Class({
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||||||
return this;
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return this;
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||||||
},
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},
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||||||
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|
||||||
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/**
|
||||||
|
* See component documentation. If no layer specified, the map's current layer is used.
|
||||||
|
*
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||||||
|
* @return {this|null} Returns this, or null if the layer given was invalid.
|
||||||
|
*/
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||||||
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setCollisionByProperty: function (properties, collides, recalculateFaces, layer)
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||||||
|
{
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||||||
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layer = this.getLayer(layer);
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||||||
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if (layer === null) { return this; }
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||||||
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TilemapComponents.SetCollisionByProperty(properties, collides, recalculateFaces, layer);
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||||||
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return this;
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||||||
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},
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||||||
|
|
||||||
/**
|
/**
|
||||||
* See component documentation. If no layer specified, the map's current layer is used.
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* See component documentation. If no layer specified, the map's current layer is used.
|
||||||
*
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*
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||||||
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@ -1014,6 +1027,19 @@ var Tilemap = new Class({
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||||||
return this;
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return this;
|
||||||
},
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},
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||||||
|
|
||||||
|
/**
|
||||||
|
* See component documentation. If no layer specified, the map's current layer is used.
|
||||||
|
*
|
||||||
|
* @return {this|null} Returns this, or null if the layer given was invalid.
|
||||||
|
*/
|
||||||
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setCollisionFromCollisionGroup: function (collides, recalculateFaces, layer)
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||||||
|
{
|
||||||
|
layer = this.getLayer(layer);
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||||||
|
if (layer === null) { return this; }
|
||||||
|
TilemapComponents.SetCollisionFromCollisionGroup(collides, recalculateFaces, layer);
|
||||||
|
return this;
|
||||||
|
},
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* See component documentation. If no layer specified, the map's current layer is used.
|
* See component documentation. If no layer specified, the map's current layer is used.
|
||||||
*
|
*
|
||||||
|
|
|
@ -72,14 +72,15 @@ var Tileset = new Class({
|
||||||
this.tileSpacing = tileSpacing;
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this.tileSpacing = tileSpacing;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Tileset-specific properties per tile that are typically defined in the Tiled editor.
|
* Tileset-specific properties per tile that are typically defined in the Tiled editor in the
|
||||||
|
* Tileset editor.
|
||||||
* @property {object} tileProperties
|
* @property {object} tileProperties
|
||||||
*/
|
*/
|
||||||
this.tileProperties = tileProperties;
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this.tileProperties = tileProperties;
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||||||
|
|
||||||
/**
|
/**
|
||||||
* Tileset-specific data per tile that are typically defined in the Tiled editor. This is
|
* Tileset-specific data per tile that are typically defined in the Tiled editor, e.g. within
|
||||||
* where collision objects and terrain are stored.
|
* the Tileset collision editor. This is where collision objects and terrain are stored.
|
||||||
* @property {object} tileData
|
* @property {object} tileData
|
||||||
*/
|
*/
|
||||||
this.tileData = tileData;
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this.tileData = tileData;
|
||||||
|
@ -123,20 +124,21 @@ var Tileset = new Class({
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Get a tile's properties that are stored in the Tileset. Returns null if tile index is not
|
* Get a tile's properties that are stored in the Tileset. Returns null if tile index is not
|
||||||
* contained in this Tileset.
|
* contained in this Tileset. This is typically defined in Tiled under the Tileset editor.
|
||||||
*
|
*
|
||||||
* @param {integer} tileIndex - The unique id of the tile across all tilesets in the map.
|
* @param {integer} tileIndex - The unique id of the tile across all tilesets in the map.
|
||||||
* @returns {object|undefined|null}
|
* @returns {object|undefined|null}
|
||||||
*/
|
*/
|
||||||
getTileProperty: function (tileIndex)
|
getTileProperties: function (tileIndex)
|
||||||
{
|
{
|
||||||
if (!this.containsTileIndex(tileIndex)) { return null; }
|
if (!this.containsTileIndex(tileIndex)) { return null; }
|
||||||
return this.tileProperties[tileIndex - this.firstgid];
|
return this.tileProperties[tileIndex - this.firstgid];
|
||||||
},
|
},
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Get a tile's data that is stored in the Tileset. Returns null if tile index is not
|
* Get a tile's data that is stored in the Tileset. Returns null if tile index is not contained
|
||||||
* contained in this Tileset.
|
* in this Tileset. This is typically defined in Tiled and will contain both Tileset collision
|
||||||
|
* info and terrain mapping.
|
||||||
*
|
*
|
||||||
* @param {integer} tileIndex - The unique id of the tile across all tilesets in the map.
|
* @param {integer} tileIndex - The unique id of the tile across all tilesets in the map.
|
||||||
* @returns {object|undefined|null}
|
* @returns {object|undefined|null}
|
||||||
|
@ -148,8 +150,8 @@ var Tileset = new Class({
|
||||||
},
|
},
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Get a tile's data that is stored in the Tileset. Returns null if tile index is not
|
* Get a tile's collision group that is stored in the Tileset. Returns null if tile index is not
|
||||||
* contained in this Tileset.
|
* contained in this Tileset. This is typically defined within Tiled's tileset collision editor.
|
||||||
*
|
*
|
||||||
* @param {integer} tileIndex - The unique id of the tile across all tilesets in the map.
|
* @param {integer} tileIndex - The unique id of the tile across all tilesets in the map.
|
||||||
* @returns {object|null}
|
* @returns {object|null}
|
||||||
|
|
59
src/gameobjects/tilemap/components/SetCollisionByProperty.js
Normal file
59
src/gameobjects/tilemap/components/SetCollisionByProperty.js
Normal file
|
@ -0,0 +1,59 @@
|
||||||
|
var SetTileCollision = require('./SetTileCollision');
|
||||||
|
var CalculateFacesWithin = require('./CalculateFacesWithin');
|
||||||
|
var HasValue = require('../../../utils/object/HasValue');
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Sets collision on the tiles within a layer by checking tile properties. If a tile has a property
|
||||||
|
* that matches the given properties object, its collision flag will be set. The `collides`
|
||||||
|
* parameter controls if collision will be enabled (true) or disabled (false). Passing in
|
||||||
|
* `{ collides: true }` would update the collision flag on any tiles with a "collides" property that
|
||||||
|
* has a value of true. Any tile that doesn't have "collides" set to true will be ignored. You can
|
||||||
|
* also use an array of values, e.g. `{ types: ["stone", "lava", "sand" ] }`. If a tile has a
|
||||||
|
* "types" property that matches any of those values, its collision flag will be updated.
|
||||||
|
*
|
||||||
|
* @param {object} properties - An object with tile properties and corresponding values that should
|
||||||
|
* be checked.
|
||||||
|
* @param {boolean} [collides=true] - If true it will enable collision. If false it will clear
|
||||||
|
* collision.
|
||||||
|
* @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the
|
||||||
|
* update.
|
||||||
|
* @param {LayerData} layer - [description]
|
||||||
|
*/
|
||||||
|
var SetCollisionByProperty = function (properties, collides, recalculateFaces, layer)
|
||||||
|
{
|
||||||
|
if (collides === undefined) { collides = true; }
|
||||||
|
if (recalculateFaces === undefined) { recalculateFaces = true; }
|
||||||
|
|
||||||
|
for (var ty = 0; ty < layer.height; ty++)
|
||||||
|
{
|
||||||
|
for (var tx = 0; tx < layer.width; tx++)
|
||||||
|
{
|
||||||
|
var tile = layer.data[ty][tx];
|
||||||
|
|
||||||
|
if (!tile) { continue; }
|
||||||
|
|
||||||
|
for (var property in properties)
|
||||||
|
{
|
||||||
|
if (!HasValue(tile.properties, property)) { continue; }
|
||||||
|
|
||||||
|
var values = properties[property];
|
||||||
|
if (!Array.isArray(values))
|
||||||
|
{
|
||||||
|
values = [ values ];
|
||||||
|
}
|
||||||
|
|
||||||
|
for (var i = 0; i < values.length; i++)
|
||||||
|
{
|
||||||
|
if (tile.properties[property] === values[i])
|
||||||
|
{
|
||||||
|
SetTileCollision(tile, collides);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (recalculateFaces) { CalculateFacesWithin(0, 0, layer.width, layer.height, layer); }
|
||||||
|
};
|
||||||
|
|
||||||
|
module.exports = SetCollisionByProperty;
|
|
@ -0,0 +1,43 @@
|
||||||
|
var SetTileCollision = require('./SetTileCollision');
|
||||||
|
var CalculateFacesWithin = require('./CalculateFacesWithin');
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Sets collision on the tiles within a layer by checking each tile's collision group data
|
||||||
|
* (typically defined in Tiled within the tileset collision editor). If any objects are found within
|
||||||
|
* a tile's collision group, the tile's colliding information will be set. The `collides` parameter
|
||||||
|
* controls if collision will be enabled (true) or disabled (false).
|
||||||
|
*
|
||||||
|
* @param {boolean} [collides=true] - If true it will enable collision. If false it will clear
|
||||||
|
* collision.
|
||||||
|
* @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the
|
||||||
|
* update.
|
||||||
|
* @param {LayerData} layer - [description]
|
||||||
|
*/
|
||||||
|
var SetCollisionFromCollisionGroup = function (collides, recalculateFaces, layer)
|
||||||
|
{
|
||||||
|
if (collides === undefined) { collides = true; }
|
||||||
|
if (recalculateFaces === undefined) { recalculateFaces = true; }
|
||||||
|
|
||||||
|
for (var ty = 0; ty < layer.height; ty++)
|
||||||
|
{
|
||||||
|
for (var tx = 0; tx < layer.width; tx++)
|
||||||
|
{
|
||||||
|
var tile = layer.data[ty][tx];
|
||||||
|
|
||||||
|
if (!tile) { continue; }
|
||||||
|
|
||||||
|
var collisionGroup = tile.getCollisionGroup();
|
||||||
|
|
||||||
|
// It's possible in Tiled to have a collision group without any shapes, e.g. create a
|
||||||
|
// shape and then delete the shape.
|
||||||
|
if (collisionGroup && collisionGroup.objects && collisionGroup.objects.length > 0)
|
||||||
|
{
|
||||||
|
SetTileCollision(tile, collides);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (recalculateFaces) { CalculateFacesWithin(0, 0, layer.width, layer.height, layer); }
|
||||||
|
};
|
||||||
|
|
||||||
|
module.exports = SetCollisionFromCollisionGroup;
|
|
@ -27,7 +27,9 @@ module.exports = {
|
||||||
RenderDebug: require('./RenderDebug'),
|
RenderDebug: require('./RenderDebug'),
|
||||||
SetCollision: require('./SetCollision'),
|
SetCollision: require('./SetCollision'),
|
||||||
SetCollisionBetween: require('./SetCollisionBetween'),
|
SetCollisionBetween: require('./SetCollisionBetween'),
|
||||||
|
SetCollisionByProperty: require('./SetCollisionByProperty'),
|
||||||
SetCollisionByExclusion: require('./SetCollisionByExclusion'),
|
SetCollisionByExclusion: require('./SetCollisionByExclusion'),
|
||||||
|
SetCollisionFromCollisionGroup: require('./SetCollisionFromCollisionGroup'),
|
||||||
SetTileIndexCallback: require('./SetTileIndexCallback'),
|
SetTileIndexCallback: require('./SetTileIndexCallback'),
|
||||||
SetTileLocationCallback: require('./SetTileLocationCallback'),
|
SetTileLocationCallback: require('./SetTileLocationCallback'),
|
||||||
Shuffle: require('./Shuffle'),
|
Shuffle: require('./Shuffle'),
|
||||||
|
|
|
@ -382,6 +382,17 @@ var DynamicTilemapLayer = new Class({
|
||||||
return this;
|
return this;
|
||||||
},
|
},
|
||||||
|
|
||||||
|
/**
|
||||||
|
* See component documentation.
|
||||||
|
*
|
||||||
|
* @return {this}
|
||||||
|
*/
|
||||||
|
setCollisionByProperty: function (properties, collides, recalculateFaces)
|
||||||
|
{
|
||||||
|
TilemapComponents.SetCollisionByProperty(properties, collides, recalculateFaces, this.layer);
|
||||||
|
return this;
|
||||||
|
},
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* See component documentation.
|
* See component documentation.
|
||||||
*
|
*
|
||||||
|
@ -393,6 +404,17 @@ var DynamicTilemapLayer = new Class({
|
||||||
return this;
|
return this;
|
||||||
},
|
},
|
||||||
|
|
||||||
|
/**
|
||||||
|
* See component documentation.
|
||||||
|
*
|
||||||
|
* @return {this}
|
||||||
|
*/
|
||||||
|
setCollisionFromCollisionGroup: function (collides, recalculateFaces)
|
||||||
|
{
|
||||||
|
TilemapComponents.SetCollisionFromCollisionGroup(collides, recalculateFaces, this.layer);
|
||||||
|
return this;
|
||||||
|
},
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* See component documentation.
|
* See component documentation.
|
||||||
*
|
*
|
||||||
|
|
|
@ -447,6 +447,17 @@ var StaticTilemapLayer = new Class({
|
||||||
return this;
|
return this;
|
||||||
},
|
},
|
||||||
|
|
||||||
|
/**
|
||||||
|
* See component documentation.
|
||||||
|
*
|
||||||
|
* @return {this}
|
||||||
|
*/
|
||||||
|
setCollisionByProperty: function (properties, collides, recalculateFaces)
|
||||||
|
{
|
||||||
|
TilemapComponents.SetCollisionByProperty(properties, collides, recalculateFaces, this.layer);
|
||||||
|
return this;
|
||||||
|
},
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* See component documentation.
|
* See component documentation.
|
||||||
*
|
*
|
||||||
|
@ -469,6 +480,17 @@ var StaticTilemapLayer = new Class({
|
||||||
return this;
|
return this;
|
||||||
},
|
},
|
||||||
|
|
||||||
|
/**
|
||||||
|
* See component documentation.
|
||||||
|
*
|
||||||
|
* @return {this}
|
||||||
|
*/
|
||||||
|
setCollisionFromCollisionGroup: function (collides, recalculateFaces)
|
||||||
|
{
|
||||||
|
TilemapComponents.SetCollisionFromCollisionGroup(collides, recalculateFaces, this.layer);
|
||||||
|
return this;
|
||||||
|
},
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* See component documentation.
|
* See component documentation.
|
||||||
*
|
*
|
||||||
|
|
|
@ -3,6 +3,7 @@ var EventEmitter = require('eventemitter3');
|
||||||
var Key = require('./keys/Key');
|
var Key = require('./keys/Key');
|
||||||
var KeyCodes = require('./keys/KeyCodes');
|
var KeyCodes = require('./keys/KeyCodes');
|
||||||
var KeyCombo = require('./combo/KeyCombo');
|
var KeyCombo = require('./combo/KeyCombo');
|
||||||
|
var KeyMap = require('./keys/KeyMap');
|
||||||
var ProcessKeyCombo = require('./combo/ProcessKeyCombo');
|
var ProcessKeyCombo = require('./combo/ProcessKeyCombo');
|
||||||
var ProcessKeyDown = require('./keys/ProcessKeyDown');
|
var ProcessKeyDown = require('./keys/ProcessKeyDown');
|
||||||
var ProcessKeyUp = require('./keys/ProcessKeyUp');
|
var ProcessKeyUp = require('./keys/ProcessKeyUp');
|
||||||
|
@ -215,26 +216,30 @@ var KeyboardManager = new Class({
|
||||||
for (var i = 0; i < len; i++)
|
for (var i = 0; i < len; i++)
|
||||||
{
|
{
|
||||||
var event = queue[i];
|
var event = queue[i];
|
||||||
|
var code = event.keyCode;
|
||||||
|
|
||||||
// Will emit a keyboard or keyup event
|
// Will emit a keyboard or keyup event
|
||||||
this.emit(event.type, event);
|
this.emit(event.type, event);
|
||||||
|
|
||||||
if (event.type === 'keydown')
|
if (event.type === 'keydown')
|
||||||
{
|
{
|
||||||
this.emit('down_' + event.keyCode, event);
|
if (KeyMap[code])
|
||||||
|
|
||||||
if (keys[event.keyCode])
|
|
||||||
{
|
{
|
||||||
ProcessKeyDown(keys[event.keyCode], event);
|
this.emit('keydown_' + KeyMap[code], event);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (keys[code])
|
||||||
|
{
|
||||||
|
ProcessKeyDown(keys[code], event);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
this.emit('up_' + event.keyCode, event);
|
this.emit('keyup_' + KeyMap[code], event);
|
||||||
|
|
||||||
if (keys[event.keyCode])
|
if (keys[code])
|
||||||
{
|
{
|
||||||
ProcessKeyUp(keys[event.keyCode], event);
|
ProcessKeyUp(keys[code], event);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
10
src/input/keyboard/keys/KeyMap.js
Normal file
10
src/input/keyboard/keys/KeyMap.js
Normal file
|
@ -0,0 +1,10 @@
|
||||||
|
var KeyCodes = require('./KeyCodes');
|
||||||
|
|
||||||
|
var KeyMap = {};
|
||||||
|
|
||||||
|
for (var key in KeyCodes)
|
||||||
|
{
|
||||||
|
KeyMap[KeyCodes[key]] = key;
|
||||||
|
}
|
||||||
|
|
||||||
|
module.exports = KeyMap;
|
|
@ -90,25 +90,21 @@ var SceneManager = new Class({
|
||||||
|
|
||||||
this.start(entry);
|
this.start(entry);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Clear the pending lists
|
||||||
|
this._start.length = 0;
|
||||||
|
this._pending.length = 0;
|
||||||
|
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
for (i = 0; i < queueLength; i++)
|
for (i = 0; i < queueLength; i++)
|
||||||
{
|
{
|
||||||
entry = this._queue[i];
|
entry = this._queue[i];
|
||||||
|
|
||||||
if (entry.op === 'swapPosition')
|
this[entry.op](entry.keyA, entry.keyB);
|
||||||
{
|
|
||||||
this.swapPosition(entry.keyA, entry.keyB);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
this[entry.op](entry.key);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Clear the pending lists
|
|
||||||
this._start.length = 0;
|
|
||||||
this._pending.length = 0;
|
|
||||||
this._queue.length = 0;
|
this._queue.length = 0;
|
||||||
},
|
},
|
||||||
|
|
||||||
|
@ -342,6 +338,8 @@ var SceneManager = new Class({
|
||||||
{
|
{
|
||||||
if (scene.create)
|
if (scene.create)
|
||||||
{
|
{
|
||||||
|
scene.sys.settings.status = CONST.CREATING;
|
||||||
|
|
||||||
scene.create.call(scene, scene.sys.settings.data);
|
scene.create.call(scene, scene.sys.settings.data);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -902,7 +900,7 @@ var SceneManager = new Class({
|
||||||
{
|
{
|
||||||
if (this._processing)
|
if (this._processing)
|
||||||
{
|
{
|
||||||
this._queue.push( { op: 'bringToTop', key: key });
|
this._queue.push( { op: 'bringToTop', keyA: key, keyB: null });
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -934,7 +932,7 @@ var SceneManager = new Class({
|
||||||
{
|
{
|
||||||
if (this._processing)
|
if (this._processing)
|
||||||
{
|
{
|
||||||
this._queue.push( { op: 'sendToBack', key: key });
|
this._queue.push( { op: 'sendToBack', keyA: key, keyB: null });
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -966,7 +964,7 @@ var SceneManager = new Class({
|
||||||
{
|
{
|
||||||
if (this._processing)
|
if (this._processing)
|
||||||
{
|
{
|
||||||
this._queue.push( { op: 'moveDown', key: key });
|
this._queue.push( { op: 'moveDown', keyA: key, keyB: null });
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -1000,7 +998,7 @@ var SceneManager = new Class({
|
||||||
{
|
{
|
||||||
if (this._processing)
|
if (this._processing)
|
||||||
{
|
{
|
||||||
this._queue.push( { op: 'moveUp', key: key });
|
this._queue.push( { op: 'moveUp', keyA: key, keyB: null });
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -1020,6 +1018,13 @@ var SceneManager = new Class({
|
||||||
return this;
|
return this;
|
||||||
},
|
},
|
||||||
|
|
||||||
|
queueOp: function (op, keyA, keyB)
|
||||||
|
{
|
||||||
|
this._queue.push( { op: op, keyA: keyA, keyB: keyB });
|
||||||
|
|
||||||
|
return this;
|
||||||
|
},
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* [description]
|
* [description]
|
||||||
*
|
*
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
var Class = require('../utils/Class');
|
var Class = require('../utils/Class');
|
||||||
|
var CONST = require('./const');
|
||||||
var PluginManager = require('../plugins/PluginManager');
|
var PluginManager = require('../plugins/PluginManager');
|
||||||
|
|
||||||
// A proxy class to the Global Scene Manager
|
// A proxy class to the Global Scene Manager
|
||||||
|
@ -43,10 +44,18 @@ var ScenePlugin = new Class({
|
||||||
if (key === undefined) { key = this.key; }
|
if (key === undefined) { key = this.key; }
|
||||||
|
|
||||||
if (key !== this.key)
|
if (key !== this.key)
|
||||||
|
{
|
||||||
|
if (this.settings.status !== CONST.RUNNING)
|
||||||
|
{
|
||||||
|
this.manager.queueOp('stop', this.key);
|
||||||
|
this.manager.queueOp('start', key);
|
||||||
|
}
|
||||||
|
else
|
||||||
{
|
{
|
||||||
this.manager.stop(this.key);
|
this.manager.stop(this.key);
|
||||||
this.manager.start(key);
|
this.manager.start(key);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
return this;
|
return this;
|
||||||
},
|
},
|
||||||
|
@ -63,9 +72,16 @@ var ScenePlugin = new Class({
|
||||||
launch: function (key, data)
|
launch: function (key, data)
|
||||||
{
|
{
|
||||||
if (key && key !== this.key)
|
if (key && key !== this.key)
|
||||||
|
{
|
||||||
|
if (this.settings.status !== CONST.RUNNING)
|
||||||
|
{
|
||||||
|
this.manager.queueOp('start', key);
|
||||||
|
}
|
||||||
|
else
|
||||||
{
|
{
|
||||||
this.manager.start(key);
|
this.manager.start(key);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
return this;
|
return this;
|
||||||
},
|
},
|
||||||
|
@ -114,9 +130,16 @@ var ScenePlugin = new Class({
|
||||||
switch: function (key)
|
switch: function (key)
|
||||||
{
|
{
|
||||||
if (key !== this.key)
|
if (key !== this.key)
|
||||||
|
{
|
||||||
|
if (this.settings.status !== CONST.RUNNING)
|
||||||
|
{
|
||||||
|
this.manager.queueOp('switch', this.key, key);
|
||||||
|
}
|
||||||
|
else
|
||||||
{
|
{
|
||||||
this.manager.switch(this.key, key);
|
this.manager.switch(this.key, key);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
return this;
|
return this;
|
||||||
},
|
},
|
||||||
|
|
|
@ -5,10 +5,11 @@ module.exports = {
|
||||||
INIT: 1,
|
INIT: 1,
|
||||||
START: 2,
|
START: 2,
|
||||||
LOADING: 3,
|
LOADING: 3,
|
||||||
RUNNING: 4,
|
CREATING: 4,
|
||||||
PAUSED: 5,
|
RUNNING: 5,
|
||||||
SLEEPING: 6,
|
PAUSED: 6,
|
||||||
SHUTDOWN: 7,
|
SLEEPING: 7,
|
||||||
DESTROYED: 8
|
SHUTDOWN: 8,
|
||||||
|
DESTROYED: 9
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
|
@ -120,7 +120,7 @@ var Clock = new Class({
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
delta * this.timeScale;
|
delta *= this.timeScale;
|
||||||
|
|
||||||
for (var i = 0; i < this._active.length; i++)
|
for (var i = 0; i < this._active.length; i++)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue