var CanvasInterpolation = require('../display/canvas/CanvasInterpolation'); var CanvasPool = require('../display/canvas/CanvasPool'); var Class = require('../utils/Class'); var CONST = require('../const'); var GetValue = require('../utils/object/GetValue'); var NOOP = require('../utils/NOOP'); var Scene = require('./Scene'); var Systems = require('./Systems'); var SceneManager = new Class({ initialize: function SceneManager (game, sceneConfig) { this.game = game; // Everything kept in here this.keys = {}; this.scenes = []; // Only active scenes are kept in here. They are moved here when started, and moved out when not. // All scenes are stored in the scenes array, regardless of being active or not. this.active = []; // A scene pending to be added to the Scene Manager is stored in here until the manager has time to add it. this._pending = []; // An array of scenes waiting to be started once the game has booted this._start = []; if (sceneConfig) { if (Array.isArray(sceneConfig)) { for (var i = 0; i < sceneConfig.length; i++) { // The i === 0 part just starts the first Scene given this._pending.push({ index: i, key: 'default', scene: sceneConfig[i], autoStart: (i === 0), data: {} }); } } else { this._pending.push({ index: 0, key: 'default', scene: sceneConfig, autoStart: true, data: {} }); } } }, /** * Adds a new Scene into the SceneManager. * You must give each Scene a unique key by which you'll identify it. * * The `sceneConfig` can be: * * * A `Phaser.Scene` object, or an object that extends it. * * A plain JavaScript object * * A JavaScript ES6 Class that extends `Phaser.Scene` * * A JavaScript ES5 prototype based Class * * A JavaScript function * * If a function is given then a new Scene will be created by calling it. * * @method Phaser.Scenes.SceneManager#add * @since 3.0.0 * * @param {string} key - A unique key used to reference the Scene, i.e. `MainMenu` or `Level1`. * @param {Phaser.Scene|object|function} sceneConfig - [description] * @param {boolean} [autoStart=false] - If `true` the Scene will be started immediately after being added. * * @return {Phaser.Scene} [description] */ add: function (key, sceneConfig, autoStart) { if (autoStart === undefined) { autoStart = false; } // if not booted, then put scene into a holding pattern if (!this.game.isBooted) { this._pending.push({ index: this._pending.length, key: key, scene: sceneConfig, autoStart: autoStart }); return; } // var ok = key; key = this.getKey(key, sceneConfig); var newScene; if (sceneConfig instanceof Scene) { newScene = this.createSceneFromInstance(key, sceneConfig); } else if (typeof sceneConfig === 'object') { sceneConfig.key = key; newScene = this.createSceneFromObject(key, sceneConfig); } else if (typeof sceneConfig === 'function') { newScene = this.createSceneFromFunction(key, sceneConfig); } // Replace key in case the scene changed it key = newScene.sys.settings.key; this.keys[key] = newScene; this.scenes.push(newScene); if (autoStart || newScene.sys.settings.active) { if (this.game.isBooted) { this.start(key); } else { this._start.push(key); } } return newScene; }, /** * [description] * * @method Phaser.Scenes.SceneManager#boot * @since 3.0.0 */ boot: function () { var i; var entry; for (i = 0; i < this._pending.length; i++) { entry = this._pending[i]; this.add(entry.key, entry.scene, entry.autoStart); } for (i = 0; i < this._start.length; i++) { entry = this._start[i]; this.start(entry); } // Clear the pending lists this._start = []; this._pending = []; }, /** * [description] * * @method Phaser.Scenes.SceneManager#bootScene * @since 3.0.0 * * @param {Phaser.Scene} scene - [description] */ bootScene: function (scene) { if (scene.init) { scene.init.call(scene, scene.sys.settings.data); } var loader = scene.sys.load; loader.reset(); if (scene.preload) { scene.preload(this.game); // Is the loader empty? if (loader.list.size === 0) { this.create(scene); } else { // Start the loader going as we have something in the queue loader.once('complete', this.loadComplete, this); loader.start(); } } else { // No preload? Then there was nothing to load either this.create(scene); } }, // If the arguments are strings they are assumed to be keys, otherwise they are Scene objects // You can only swap the positions of Active (rendering / updating) Scenes. If a Scene is not active it cannot be moved. /** * [description] * * @method Phaser.Scenes.SceneManager#bringToTop * @since 3.0.0 * * @param {string|Phaser.Scene} scene - [description] */ bringToTop: function (scene) { var index = (typeof scene === 'string') ? this.getActiveSceneIndexByKey(scene) : this.getActiveSceneIndex(scene); if (index < this.active.length) { var i = 0; var entry = this.active.splice(index, 1); for (i = 0; i < this.active.length; i++) { this.active[i].index = i; } this.active.push({ index: i, scene: entry[0].scene }); } }, /** * [description] * * @method Phaser.Scenes.SceneManager#create * @since 3.0.0 * * @param {Phaser.Scene} scene - [description] */ create: function (scene) { // Insert at the correct index, or it just all goes wrong :) var i = this.getSceneIndex(scene); this.active.push({ index: i, scene: scene }); // Sort the 'active' array based on the index property this.active.sort(this.sortScenes); if (scene.create) { scene.create.call(scene, scene.sys.settings.data); } }, /** * [description] * * @method Phaser.Scenes.SceneManager#createSceneDisplay * @since 3.0.0 * * @param {Phaser.Scene} scene - [description] */ createSceneDisplay: function (scene) { var settings = scene.sys.settings; var width = settings.width; var height = settings.height; var config = this.game.config; if (config.renderType === CONST.CANVAS) { if (settings.renderToTexture) { scene.sys.canvas = CanvasPool.create(scene, width, height); scene.sys.context = scene.sys.canvas.getContext('2d'); } else { scene.sys.canvas = this.game.canvas; scene.sys.context = this.game.context; } // Pixel Art mode? if (config.pixelArt) { CanvasInterpolation.setCrisp(scene.sys.canvas); } } }, /** * [description] * * @method Phaser.Scenes.SceneManager#createSceneFromFunction * @since 3.0.0 * * @param {string} key - [description] * @param {function} scene - [description] * * @return {Phaser.Scene} [description] */ createSceneFromFunction: function (key, scene) { var newScene = new scene(); if (newScene instanceof Scene) { var configKey = newScene.sys.settings.key; if (configKey !== '') { key = configKey; } if (this.keys.hasOwnProperty(key)) { throw new Error('Cannot add a Scene with duplicate key: ' + key); } return this.createSceneFromInstance(key, newScene); } else { newScene.sys = new Systems(newScene); newScene.sys.settings.key = key; newScene.sys.init(this.game); this.createSceneDisplay(newScene); // Default required functions if (!newScene.init) { newScene.init = NOOP; } if (!newScene.preload) { newScene.preload = NOOP; } if (!newScene.create) { newScene.create = NOOP; } if (!newScene.shutdown) { newScene.shutdown = NOOP; } if (!newScene.update) { newScene.update = NOOP; } if (!newScene.render) { newScene.render = NOOP; } return newScene; } }, /** * [description] * * @method Phaser.Scenes.SceneManager#createSceneFromInstance * @since 3.0.0 * * @param {string} key - [description] * @param {Phaser.Scene} newScene - [description] * * @return {Phaser.Scene} [description] */ createSceneFromInstance: function (key, newScene) { var configKey = newScene.sys.settings.key; if (configKey !== '') { key = configKey; } else { newScene.sys.settings.key = key; } newScene.sys.init(this.game); this.createSceneDisplay(newScene); return newScene; }, /** * [description] * * @method Phaser.Scenes.SceneManager#createSceneFromObject * @since 3.0.0 * * @param {string} key - [description] * @param {object} sceneConfig - [description] * * @return {Phaser.Scene} [description] */ createSceneFromObject: function (key, sceneConfig) { var newScene = new Scene(sceneConfig); var configKey = newScene.sys.settings.key; if (configKey !== '') { key = configKey; } else { newScene.sys.settings.key = key; } newScene.sys.init(this.game); this.createSceneDisplay(newScene); // Extract callbacks or set NOOP var defaults = [ 'init', 'preload', 'create', 'shutdown', 'update', 'render' ]; for (var i = 0; i < defaults.length; i++) { newScene[defaults[i]] = GetValue(sceneConfig, defaults[i], NOOP); } // Now let's move across any other functions or properties that may exist /* scene: { preload: preload, create: create, extend: { hello: 1, test: 'atari', addImage: addImage } } */ if (sceneConfig.hasOwnProperty('extend')) { for (var propertyKey in sceneConfig.extend) { if (defaults.indexOf(propertyKey) === -1) { newScene[propertyKey] = sceneConfig.extend[propertyKey]; } } } return newScene; }, /** * [description] * * @method Phaser.Scenes.SceneManager#getActiveScene * @since 3.0.0 * * @param {string} key - [description] * * @return {Phaser.Scene} [description] */ getActiveScene: function (key) { var scene = this.getScene(key); for (var i = 0; i < this.active.length; i++) { if (this.active[i].scene === scene) { return this.active[i]; } } }, /** * [description] * * @method Phaser.Scenes.SceneManager#getActiveSceneIndex * @since 3.0.0 * * @param {Phaser.Scene} scene - [description] * * @return {integer} [description] */ getActiveSceneIndex: function (scene) { for (var i = 0; i < this.active.length; i++) { if (this.active[i].scene === scene) { return this.active[i].index; } } return -1; }, /** * [description] * * @method Phaser.Scenes.SceneManager#getActiveSceneIndexByKey * @since 3.0.0 * * @param {string} key - [description] * * @return {integer} [description] */ getActiveSceneIndexByKey: function (key) { var scene = this.keys[key]; for (var i = 0; i < this.active.length; i++) { if (this.active[i].scene === scene) { return this.active[i].index; } } return -1; }, /** * [description] * * @method Phaser.Scenes.SceneManager#getKey * @since 3.0.0 * * @param {string} key - [description] * @param {Phaser.Scene|object|function} sceneConfig - [description] * * @return {string} [description] */ getKey: function (key, sceneConfig) { if (!key) { key = 'default'; } if (typeof sceneConfig === 'function') { return key; } else if (sceneConfig instanceof Scene) { key = sceneConfig.sys.settings.key; } else if (typeof sceneConfig === 'object' && sceneConfig.hasOwnProperty('key')) { key = sceneConfig.key; } // By this point it's either 'default' or extracted from the Scene if (this.keys.hasOwnProperty(key)) { throw new Error('Cannot add a Scene with duplicate key: ' + key); } else { return key; } }, /** * [description] * * @method Phaser.Scenes.SceneManager#getScene * @since 3.0.0 * * @param {string} key - [description] * * @return {Phaser.Scene} [description] */ getScene: function (key) { return this.keys[key]; }, // Gets the Active scene at the given position /** * [description] * * @method Phaser.Scenes.SceneManager#getSceneAt * @since 3.0.0 * * @param {integer} index - [description] * * @return {Phaser.Scene} [description] */ getSceneAt: function (index) { if (this.active[index]) { return this.active[index].scene; } }, /** * [description] * * @method Phaser.Scenes.SceneManager#getSceneIndex * @since 3.0.0 * * @param {Phaser.Scene} scene - [description] * * @return {integer} [description] */ getSceneIndex: function (scene) { return this.scenes.indexOf(scene); }, /** * [description] * * @method Phaser.Scenes.SceneManager#getSceneIndexByKey * @since 3.0.0 * * @param {string} key - [description] * * @return {integer} [description] */ getSceneIndexByKey: function (key) { var scene = this.keys[key]; return this.scenes.indexOf(scene); }, /** * [description] * * @method Phaser.Scenes.SceneManager#isActive * @since 3.0.0 * * @param {string} key - [description] * * @return {boolean} [description] */ isActive: function (key) { var entry = this.getActiveScene(key); return (entry && entry.scene.sys.settings.active); }, /** * [description] * * @method Phaser.Scenes.SceneManager#isSleeping * @since 3.0.0 * * @param {string} key - [description] * * @return {boolean} [description] */ isSleeping: function (key) { var entry = this.getActiveScene(key); if (entry) { return (!entry.scene.sys.settings.active && !entry.scene.sys.settings.visible); } return false; }, /** * [description] * * @method Phaser.Scenes.SceneManager#loadComplete * @since 3.0.0 * * @param {object} event - [description] */ loadComplete: function (loader) { var scene = loader.scene; this.create(scene); }, // If the arguments are strings they are assumed to be keys, otherwise they are Scene objects // You can only swap the positions of Active (rendering / updating) Scenes. If a Scene is not active it cannot be moved. /** * [description] * * @method Phaser.Scenes.SceneManager#moveDown * @since 3.0.0 * * @param {string|Phaser.Scene} scene - [description] */ moveDown: function (scene) { var index = (typeof scene === 'string') ? this.getActiveSceneIndexByKey(scene) : this.getActiveSceneIndex(scene); if (index > 0) { var sceneB = this.getSceneAt(index - 1); if (sceneB) { this.swapPosition(scene, sceneB); } } }, // If the arguments are strings they are assumed to be keys, otherwise they are Scene objects // You can only swap the positions of Active (rendering / updating) Scenes. If a Scene is not active it cannot be moved. /** * [description] * * @method Phaser.Scenes.SceneManager#moveUp * @since 3.0.0 * * @param {string|Phaser.Scene} scene - [description] */ moveUp: function (scene) { var index = (typeof scene === 'string') ? this.getActiveSceneIndexByKey(scene) : this.getActiveSceneIndex(scene); if (index !== -1 && index < this.active.length - 1) { var sceneB = this.getSceneAt(index + 1); if (sceneB) { this.swapPosition(scene, sceneB); } } }, /** * [description] * * @method Phaser.Scenes.SceneManager#pause * @since 3.0.0 * * @param {string} key - [description] */ pause: function (key) { var entry = this.getActiveScene(key); if (entry) { entry.scene.sys.pause(); } }, /** * [description] * * @method Phaser.Scenes.SceneManager#payloadComplete * @since 3.0.0 * * @param {object} event - [description] */ payloadComplete: function (event) { var scene = event.loader.scene; this.bootScene(scene); }, /** * [description] * * @method Phaser.Scenes.SceneManager#resume * @since 3.0.0 * * @param {string} key - [description] */ resume: function (key) { var entry = this.getActiveScene(key); if (entry) { entry.scene.sys.resume(); } }, // If the arguments are strings they are assumed to be keys, otherwise they are Scene objects // You can only swap the positions of Active (rendering / updating) Scenes. If a Scene is not active it cannot be moved. /** * [description] * * @method Phaser.Scenes.SceneManager#sendToBack * @since 3.0.0 * * @param {string|Phaser.Scene} scene - [description] */ sendToBack: function (scene) { var index = (typeof scene === 'string') ? this.getActiveSceneIndexByKey(scene) : this.getActiveSceneIndex(scene); if (index > 0) { var entry = this.active.splice(index, 1); this.active.unshift({ index: 0, scene: entry[0].scene }); for (var i = 0; i < this.active.length; i++) { this.active[i].index = i; } } }, /** * [description] * * @method Phaser.Scenes.SceneManager#sleep * @since 3.0.0 * * @param {string} key - [description] */ sleep: function (key) { var entry = this.getActiveScene(key); if (entry) { entry.scene.sys.sleep(); } }, /** * [description] * * @method Phaser.Scenes.SceneManager#sortScenes * @since 3.0.0 * * @param {object} sceneA - [description] * @param {object} sceneB - [description] * * @return {integer} [description] */ sortScenes: function (sceneA, sceneB) { // Sort descending if (sceneA.index < sceneB.index) { return -1; } else if (sceneA.index > sceneB.index) { return 1; } else { return 0; } }, /** * [description] * * @method Phaser.Scenes.SceneManager#start * @since 3.0.0 * * @param {string} key - [description] * @param {object} data - [description] */ start: function (key, data) { if (data === undefined) { data = {}; } // if not booted, then put scene into a holding pattern if (!this.game.isBooted) { for (var i = 0; i < this._pending.length; i++) { var entry = this._pending[i]; if (entry.key === key) { entry.autoStart = true; entry.data = data; } } return; } var scene = this.getScene(key); if (scene) { // Already started? Nothing more to do here ... if (this.isActive(key)) { return; } scene.sys.start(data); var loader = scene.sys.load; // Files payload? if (loader && Array.isArray(scene.sys.settings.files)) { loader.reset(); if (loader.loadArray(scene.sys.settings.files)) { loader.once('complete', this.payloadComplete, this); loader.start(); } else { this.bootScene(scene); } } else { this.bootScene(scene); } } }, /** * [description] * * @method Phaser.Scenes.SceneManager#stop * @since 3.0.0 * * @param {string} key - [description] */ stop: function (key) { var entry = this.getActiveScene(key); if (entry) { entry.scene.sys.shutdown(); // Remove from the active list var index = this.active.indexOf(entry); if (index !== -1) { this.active.splice(index, 1); this.active.sort(this.sortScenes); } } }, /** * [description] * * @method Phaser.Scenes.SceneManager#swap * @since 3.0.0 * * @param {string} from - [description] * @param {string} to - [description] */ swap: function (from, to) { this.sleep(from); if (this.isSleeping(to)) { this.wake(to); } else { this.start(to); } }, // If the arguments are strings they are assumed to be keys, otherwise they are Scene objects // You can only swap the positions of Active (rendering / updating) Scenes. If a Scene is not active it cannot be moved. /** * [description] * * @method Phaser.Scenes.SceneManager#swapPosition * @since 3.0.0 * * @param {string|Phaser.Scene} scene1 - [description] * @param {string|Phaser.Scene} scene2 - [description] */ swapPosition: function (scene1, scene2) { if (scene1 === scene2) { return; } var index1 = (typeof scene1 === 'string') ? this.getActiveSceneIndexByKey(scene1) : this.getActiveSceneIndex(scene1); var index2 = (typeof scene2 === 'string') ? this.getActiveSceneIndexByKey(scene2) : this.getActiveSceneIndex(scene2); if (index1 !== -1 && index2 !== -1 && index1 !== index2) { this.active[index1].index = index2; this.active[index2].index = index1; this.active.sort(this.sortScenes); } }, /** * [description] * * @method Phaser.Scenes.SceneManager#wake * @since 3.0.0 * * @param {string} key - [description] */ wake: function (key) { var entry = this.getActiveScene(key); if (entry) { entry.scene.sys.wake(); } } }); module.exports = SceneManager;