// A proxy class to the Global State Manager var StateManager = function (state, game) { // The State that owns this StateManager this.state = state; this.settings = state.sys.settings; this.key = state.sys.settings.key; // GlobalStateManager this.manager = game.state; // Private this._queue = []; }; StateManager.prototype = { update: function () { var len = this._queue.length; if (len === 0) { return; } var manager = this.manager; // Process the queue for (var i = 0; i < len; i++) { var action = this._queue[i]; switch (action.type) { case 'start': manager.stop(this.key); manager.start(action.key, action.data); break; case 'launch': manager.start(action.key, action.data); break; case 'pause': manager.pause(action.key); break; case 'resume': manager.resume(action.key); break; case 'stop': manager.stop(action.key); break; case 'swap': manager.swap(this.key, action.key); break; case 'sleep': manager.sleep(action.key); break; case 'wake': manager.wake(action.key); break; } } this._queue.length = 0; }, // Shutdown this State and run the given one start: function (key, data) { if (key === undefined) { key = this.key; } this._queue.push({ type: 'start', key: key, data: data }); return this; }, // Launch the given State and run it in parallel with this one launch: function (key, data) { if (key === undefined) { key = this.key; } this._queue.push({ type: 'launch', key: key, data: data }); return this; }, // Pause the State - this stops the update step from happening but it still renders pause: function (key) { if (key === undefined) { key = this.key; } this._queue.push({ type: 'pause', key: key }); return this; }, // Resume the State - starts the update loop again resume: function (key) { if (key === undefined) { key = this.key; } this._queue.push({ type: 'resume', key: key }); return this; }, // Makes the State sleep (no update, no render) but doesn't shutdown sleep: function (key) { this._queue.push({ type: 'sleep', key: key }); return this; }, // Makes the State wake-up (starts update and render) wake: function (key) { this._queue.push({ type: 'wake', key: key }); return this; }, // Makes this State sleep then starts the State given swap: function (key) { this._queue.push({ type: 'swap', key: key }); return this; }, // Shutdown the State, clearing display list, timers, etc stop: function (key) { if (key === undefined) { key = this.key; } this._queue.push({ type: 'stop', key: key }); return this; }, setVisible: function (value) { this.settings.visible = value; return this; }, moveUp: function () { this._queue.push({ type: 'moveUp' }); }, moveDown: function () { this._queue.push({ type: 'moveDown' }); }, bringToTop: function () { this._queue.push({ type: 'bringToTop' }); }, sendToBack: function () { this._queue.push({ type: 'sendToBack' }); }, transitionTo: function (key, duration) { }, isActive: function (key) { if (key === undefined) { key = this.key; } return this.manager.isActive(key); } }; StateManager.prototype.constructor = StateManager; module.exports = StateManager;