/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = require('../utils/Class'); var CONST = require('./const'); var GetPhysicsPlugins = require('./GetPhysicsPlugins'); var GetScenePlugins = require('./GetScenePlugins'); var Plugins = require('../plugins'); var Settings = require('./Settings'); /** * @classdesc * The Scene Systems class. * * This class is available from within a Scene under the property `sys`. * It is responsible for managing all of the plugins a Scene has running, including the display list, and * handling the update step and renderer. It also contains references to global systems belonging to Game. * * @class Systems * @memberOf Phaser.Scenes * @constructor * @since 3.0.0 * * @param {Phaser.Scene} scene - The Scene that owns this Systems instance. * @param {(string|SettingsConfig)} config - Scene specific configuration settings. */ var Systems = new Class({ initialize: function Systems (scene, config) { /** * [description] * * @name Phaser.Scenes.Systems#scene * @type {Phaser.Scene} * @since 3.0.0 */ this.scene = scene; /** * [description] * * @name Phaser.Scenes.Systems#game * @type {Phaser.Game} * @since 3.0.0 */ this.game; /** * [description] * * @name Phaser.Scenes.Systems#config * @type {(string|SettingsConfig)} * @since 3.0.0 */ this.config = config; /** * [description] * * @name Phaser.Scenes.Systems#settings * @type {SettingsObject} * @since 3.0.0 */ this.settings = Settings.create(config); /** * A handy reference to the Scene canvas / context. * * @name Phaser.Scenes.Systems#canvas * @type {HTMLCanvasElement} * @since 3.0.0 */ this.canvas; /** * [description] * * @name Phaser.Scenes.Systems#context * @type {CanvasRenderingContext2D} * @since 3.0.0 */ this.context; // Global Systems - these are single-instance global managers that belong to Game /** * [description] * * @name Phaser.Scenes.Systems#anims * @type {Phaser.Animations.AnimationManager} * @since 3.0.0 */ this.anims; /** * [description] * * @name Phaser.Scenes.Systems#cache * @type {Phaser.Cache.CacheManager} * @since 3.0.0 */ this.cache; /** * [description] * * @name Phaser.Scenes.Systems#plugins * @type {Phaser.Boot.PluginManager} * @since 3.0.0 */ this.plugins; /** * [description] * * @name Phaser.Scenes.Systems#registry * @type {Phaser.Data.DataManager} * @since 3.0.0 */ this.registry; /** * [description] * * @name Phaser.Scenes.Systems#sound * @type {Phaser.Sound.BaseSoundManager} * @since 3.0.0 */ this.sound; /** * [description] * * @name Phaser.Scenes.Systems#textures * @type {Phaser.Textures.TextureManager} * @since 3.0.0 */ this.textures; // Core Plugins - these are non-optional Scene plugins, needed by lots of the other systems /** * [description] * * @name Phaser.Scenes.Systems#add * @type {Phaser.GameObjects.GameObjectFactory} * @since 3.0.0 */ this.add; /** * [description] * * @name Phaser.Scenes.Systems#cameras * @type {Phaser.Cameras.Scene2D.CameraManager} * @since 3.0.0 */ this.cameras; /** * [description] * * @name Phaser.Scenes.Systems#displayList * @type {Phaser.GameObjects.DisplayList} * @since 3.0.0 */ this.displayList; /** * [description] * * @name Phaser.Scenes.Systems#events * @type {Phaser.Events.EventEmitter} * @since 3.0.0 */ this.events; /** * [description] * * @name Phaser.Scenes.Systems#make * @type {Phaser.GameObjects.GameObjectCreator} * @since 3.0.0 */ this.make; /** * [description] * * @name Phaser.Scenes.Systems#scenePlugin * @type {Phaser.Scenes.ScenePlugin} * @since 3.0.0 */ this.scenePlugin; /** * [description] * * @name Phaser.Scenes.Systems#updateList * @type {Phaser.GameObjects.UpdateList} * @since 3.0.0 */ this.updateList; }, /** * This method is called only once by the Scene Manager when the Scene is instantiated. * It is responsible for setting up all of the Scene plugins and references. * It should never be called directly. * * @method Phaser.Scenes.Systems#init * @protected * @since 3.0.0 * * @param {Phaser.Game} game - A reference to the Phaser Game instance. */ init: function (game) { this.settings.status = CONST.INIT; this.game = game; this.canvas = game.canvas; this.context = game.context; var pluginManager = game.plugins; this.plugins = pluginManager; pluginManager.installGlobal(this, Plugins.Global); pluginManager.installLocal(this, Plugins.CoreScene); pluginManager.installLocal(this, GetScenePlugins(this)); pluginManager.installLocal(this, GetPhysicsPlugins(this)); this.events.emit('boot', this); this.settings.isBooted = true; }, /** * Called by a plugin, it tells the System to install the plugin locally. * * @method Phaser.Scenes.Systems#install * @private * @since 3.0.0 * * @param {array} plugin - An array of plugins to install into this Scene. */ install: function (plugin) { if (!Array.isArray(plugin)) { plugin = [ plugin ]; } this.plugins.installLocal(this, plugin); }, /** * A single game step. Called automatically by the Scene Manager as a result of a Request Animation * Frame or Set Timeout call to the main Game instance. * * @method Phaser.Scenes.Systems#step * @since 3.0.0 * * @param {number} time - [description] * @param {number} delta - [description] */ step: function (time, delta) { this.events.emit('preupdate', time, delta); this.events.emit('update', time, delta); this.scene.update.call(this.scene, time, delta); this.events.emit('postupdate', time, delta); }, /** * Called automatically by the Scene Manager. Instructs the Scene to render itself via * its Camera Manager to the renderer given. * * @method Phaser.Scenes.Systems#render * @since 3.0.0 * * @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - [description] */ render: function (renderer) { var displayList = this.displayList; displayList.depthSort(); this.cameras.render(renderer, displayList); this.events.emit('render', renderer); }, /** * Force a sort of the display list on the next render. * * @method Phaser.Scenes.Systems#queueDepthSort * @since 3.0.0 */ queueDepthSort: function () { this.displayList.queueDepthSort(); }, /** * Immediately sorts the display list if the flag is set. * * @method Phaser.Scenes.Systems#depthSort * @since 3.0.0 */ depthSort: function () { this.displayList.depthSort(); }, /** * Pause this Scene. * A paused Scene still renders, it just doesn't run ANY of its update handlers or systems. * * @method Phaser.Scenes.Systems#pause * @since 3.0.0 * * @return {Phaser.Scenes.Systems} This Systems object. */ pause: function () { if (this.settings.active) { this.settings.status = CONST.PAUSED; this.settings.active = false; this.events.emit('pause', this); } return this; }, /** * Resume this Scene from a paused state. * * @method Phaser.Scenes.Systems#resume * @since 3.0.0 * * @return {Phaser.Scenes.Systems} This Systems object. */ resume: function () { if (!this.settings.active) { this.settings.status = CONST.RUNNING; this.settings.active = true; this.events.emit('resume', this); } return this; }, /** * Send this Scene to sleep. * * A sleeping Scene doesn't run it's update step or render anything, but it also isn't destroyed, * or have any of its systems or children removed, meaning it can be re-activated at any point. * * @method Phaser.Scenes.Systems#sleep * @since 3.0.0 * * @return {Phaser.Scenes.Systems} This Systems object. */ sleep: function () { this.settings.status = CONST.SLEEPING; this.settings.active = false; this.settings.visible = false; this.events.emit('sleep', this); return this; }, /** * Wake-up this Scene if it was previously asleep. * * @method Phaser.Scenes.Systems#wake * @since 3.0.0 * * @return {Phaser.Scenes.Systems} This Systems object. */ wake: function () { this.settings.status = CONST.RUNNING; this.settings.active = true; this.settings.visible = true; this.events.emit('wake', this); return this; }, /** * Is this Scene sleeping? * * @method Phaser.Scenes.Systems#isSleeping * @since 3.0.0 * * @return {boolean} [description] */ isSleeping: function () { return (this.settings.status === CONST.SLEEPING); }, /** * Is this Scene active? * * @method Phaser.Scenes.Systems#isActive * @since 3.0.0 * * @return {boolean} [description] */ isActive: function () { return (this.settings.status === CONST.RUNNING); }, /** * Is this Scene visible and rendering? * * @method Phaser.Scenes.Systems#isVisible * @since 3.0.0 * * @return {boolean} [description] */ isVisible: function () { return this.settings.visible; }, /** * Sets the visible state of this Scene. * An invisible Scene will not render, but will still process updates. * * @method Phaser.Scenes.Systems#setVisible * @since 3.0.0 * * @param {boolean} value - [description] * * @return {Phaser.Scenes.Systems} This Systems object. */ setVisible: function (value) { this.settings.visible = value; return this; }, /** * Set the active state of this Scene. * An active Scene will run its core update loop. * * @method Phaser.Scenes.Systems#setActive * @since 3.0.0 * * @param {boolean} value - If `true` the Scene will be resumed, if previously paused. If `false` it will be paused. * * @return {Phaser.Scenes.Systems} This Systems object. */ setActive: function (value) { if (value) { return this.resume(); } else { return this.pause(); } }, /** * Start this Scene running and rendering. * Called automatically by the SceneManager. * * @method Phaser.Scenes.Systems#start * @since 3.0.0 * * @param {object} data - Optional data object that may have been passed to this Scene from another. */ start: function (data) { if (data) { this.settings.data = data; } this.settings.status = CONST.START; this.settings.active = true; this.settings.visible = true; this.events.emit('start', this); }, /** * Called automatically by the SceneManager if the Game resizes. * Dispatches an event you can respond to in your game code. * * @method Phaser.Scenes.Systems#resize * @since 3.2.0 * * @param {number} width - The new width of the game. * @param {number} height - The new height of the game. */ resize: function (width, height) { this.events.emit('resize', width, height); }, /** * Shutdown this Scene and send a shutdown event to all of its systems. * A Scene that has been shutdown will not run its update loop or render, but it does * not destroy any of its plugins or references. It is put into hibernation for later use. * If you don't ever plan to use this Scene again, then it should be destroyed instead * to free-up resources. * * @method Phaser.Scenes.Systems#shutdown * @since 3.0.0 */ shutdown: function () { this.settings.status = CONST.SHUTDOWN; this.settings.active = false; this.settings.visible = false; this.events.emit('shutdown', this); }, /** * Destroy this Scene and send a destroy event all of its systems. * A destroyed Scene cannot be restarted. * You should not call this directly, instead use `SceneManager.remove`. * * @method Phaser.Scenes.Systems#destroy * @private * @since 3.0.0 */ destroy: function () { this.settings.status = CONST.DESTROYED; this.settings.active = false; this.settings.visible = false; this.events.emit('destroy', this); this.events.removeAllListeners(); var props = [ 'scene', 'game', 'anims', 'cache', 'plugins', 'registry', 'sound', 'textures', 'add', 'camera', 'displayList', 'events', 'make', 'scenePlugin', 'updateList' ]; for (var i = 0; i < props.length; i++) { this[props[i]] = null; } } }); module.exports = Systems;