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https://github.com/photonstorm/phaser
synced 2024-12-03 18:10:10 +00:00
State indexing added.
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parent
967bb6cc02
commit
f2cb384da0
3 changed files with 67 additions and 10 deletions
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@ -244,7 +244,7 @@ Phaser.Renderer.WebGL.prototype = {
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gl.disable(gl.CULL_FACE);
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gl.enable(gl.BLEND);
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// Transparent
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// Transparent
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gl.clearColor(0, 0, 0, 0);
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// Black
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@ -20,6 +20,10 @@ Phaser.State = function (config)
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this.sys = new Phaser.State.Systems(this, config);
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// Needs to have its own Renderer - can make 1 draw call per State if smart enough
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// Use a shared canvas though. Or
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this.renderer;
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// Reference to sys.children, set during sys.init only
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this.children;
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};
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@ -31,12 +31,12 @@ Phaser.StateManager = function (game, pending)
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for (var i = 0; i < pending.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({ key: 'default', state: pending[i], autoStart: (i === 0) });
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this._pending.push({ index: i, key: 'default', state: pending[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({ key: 'default', state: pending, autoStart: true });
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this._pending.push({ index: 0, key: 'default', state: pending, autoStart: true });
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}
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}
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};
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@ -64,6 +64,7 @@ Phaser.StateManager.prototype = {
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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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@ -109,9 +110,9 @@ Phaser.StateManager.prototype = {
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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, adding to list');
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this._pending.push({ index: this._pending.length, key: key, state: state, autoStart: autoStart });
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this._pending.push({ key: key, state: state, autoStart: autoStart });
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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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@ -291,6 +292,24 @@ Phaser.StateManager.prototype = {
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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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@ -390,18 +409,52 @@ Phaser.StateManager.prototype = {
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state.create.call(state);
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}
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this.active.push(state);
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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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console.log('startCreate', i);
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console.log(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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// FIX: Cannot sort because it contains objects?
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this.active.sort(this.sortStates.bind(this));
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this.game.updates.running = true;
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},
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sortStates: function (stateA, stateB)
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{
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// var indexA = this.getActiveStateIndex(stateA.state);
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// var indexB = this.getActiveStateIndex(stateB);
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console.log('sorting states', stateA, stateB);
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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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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];
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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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@ -416,7 +469,7 @@ Phaser.StateManager.prototype = {
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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];
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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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@ -441,7 +494,7 @@ Phaser.StateManager.prototype = {
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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];
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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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@ -456,7 +509,7 @@ Phaser.StateManager.prototype = {
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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];
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var state = this.active[i].state;
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// Can put all kinds of other checks in here, like MainLoop, FPS, etc.
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if (!state.settings.visible || state.sys.color.alpha === 0 || state.sys.children.list.length === 0)
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