Phaser.StateManager = function (game, pendingState) { this.game = game; this.states = {}; if (pendingState !== null) { this._pendingState = pendingState; } }; Phaser.StateManager.prototype = { /** * @type {Phaser.Game} */ game: null, /** * The state to be switched to in the next frame. * @type {State} */ _pendingState: null, /** * Flag that sets if the State has been created or not. * @type {Boolean} */ _created: false, /** * The state to be switched to in the next frame. * @type {Object} */ states: {}, /** * The current active State object (defaults to null) * @type {String} */ current: '', /** * This will be called when the state is started (i.e. set as the current active state) * @type {function} */ onInitCallback: null, /** * This will be called when init states. (loading assets...) * @type {function} */ onPreloadCallback: null, /** * This will be called when create states. (setup states...) * @type {function} */ onCreateCallback: null, /** * This will be called when State is updated, this doesn't happen during load (see onLoadUpdateCallback) * @type {function} */ onUpdateCallback: null, /** * This will be called when the State is rendered, this doesn't happen during load (see onLoadRenderCallback) * @type {function} */ onRenderCallback: null, /** * This will be called before the State is rendered and before the stage is cleared * @type {function} */ onPreRenderCallback: null, /** * This will be called when the State is updated but only during the load process * @type {function} */ onLoadUpdateCallback: null, /** * This will be called when the State is rendered but only during the load process * @type {function} */ onLoadRenderCallback: null, /** * This will be called when states paused. * @type {function} */ onPausedCallback: null, /** * This will be called when the state is shut down (i.e. swapped to another state) * @type {function} */ onShutDownCallback: null, boot: function () { // console.log('Phaser.StateManager.boot'); if (this._pendingState !== null) { // console.log('_pendingState found'); // console.log(typeof this._pendingState); if (typeof this._pendingState === 'string') { // State was already added, so just start it this.start(this._pendingState, false, false); } else { this.add('default', this._pendingState, true); } } }, /** * Add a new State. * @param key {String} A unique key you use to reference this state, i.e. "MainMenu", "Level1". * @param state {State} The state you want to switch to. * @param autoStart {Boolean} Start the state immediately after creating it? (default true) */ add: function (key, state, autoStart) { if (typeof autoStart === "undefined") { autoStart = false; } // console.log('Phaser.StateManager.addState', key); // console.log(typeof state); // console.log('autoStart?', autoStart); var newState; if (state instanceof Phaser.State) { // console.log('Phaser.StateManager.addState: Phaser.State given'); newState = state; newState.link(this.game); } else if (typeof state === 'object') { // console.log('Phaser.StateManager.addState: Object given'); newState = state; newState.game = this.game; } else if (typeof state === 'function') { // console.log('Phaser.StateManager.addState: Function given'); newState = new state(this.game); } this.states[key] = newState; if (autoStart) { if (this.game.isBooted) { // console.log('Game is booted, so we can start the state now'); this.start(key); } else { // console.log('Game is NOT booted, so set the current state as pending'); this._pendingState = key; } } return newState; }, remove: function (key) { if (this.current == key) { this.callbackContext = null; this.onInitCallback = null; this.onShutDownCallback = null; this.onPreloadCallback = null; this.onLoadRenderCallback = null; this.onLoadUpdateCallback = null; this.onCreateCallback = null; this.onUpdateCallback = null; this.onRenderCallback = null; this.onPausedCallback = null; this.onDestroyCallback = null; } delete this.states[key]; }, /** * Start the given state * @param key {String} The key of the state you want to start. * @param [clearWorld] {bool} clear everything in the world? (Default to true) * @param [clearCache] {bool} clear asset cache? (Default to false and ONLY available when clearWorld=true) */ start: function (key, clearWorld, clearCache) { // console.log('Phaser.StateManager.start', key); // console.log(this); // console.log(this.callbackContext); if (typeof clearWorld === "undefined") { clearWorld = true; } if (typeof clearCache === "undefined") { clearCache = false; } if (this.game.isBooted == false) { // console.log('Game is NOT booted, so set the requested state as pending'); this._pendingState = key; return; } if (this.checkState(key) == false) { return; } else { // Already got a state running? if (this.current) { this.onShutDownCallback.call(this.callbackContext); } if (clearWorld) { this.game.world.destroy(); if (clearCache == true) { this.game.cache.destroy(); } } this.setCurrentState(key); } if (this.onPreloadCallback) { // console.log('Preload Callback found'); this.game.load.reset(); this.onPreloadCallback.call(this.callbackContext); // Is the loader empty? if (this.game.load.queueSize == 0) { // console.log('Loader queue empty'); this.game.loadComplete(); if (this.onCreateCallback) { this.onCreateCallback.call(this.callbackContext); } this._created = true; } else { // console.log('Loader started'); // Start the loader going as we have something in the queue this.game.load.start(); } } else { // console.log('Preload callback not found'); // No init? Then there was nothing to load either if (this.onCreateCallback) { // console.log('Create callback found'); this.onCreateCallback.call(this.callbackContext); } this._created = true; this.game.loadComplete(); } }, // Used by onInit and onShutdown when those functions don't exist on the state dummy: function () { }, checkState: function (key) { if (this.states[key]) { var valid = false; if (this.states[key]['preload']) { valid = true; } if (valid == false && this.states[key]['loadRender']) { valid = true; } if (valid == false && this.states[key]['loadUpdate']) { valid = true; } if (valid == false && this.states[key]['create']) { valid = true; } if (valid == false && this.states[key]['update']) { valid = true; } if (valid == false && this.states[key]['preRender']) { valid = true; } if (valid == false && this.states[key]['render']) { valid = true; } if (valid == false && this.states[key]['paused']) { valid = true; } if (valid == false) { console.warn("Invalid Phaser State object given. Must contain at least a one of the required functions."); return false; } return true; } else { console.warn("Phaser.StateManager - No state found with the key: " + key); return false; } }, setCurrentState: function (key) { this.callbackContext = this.states[key]; // Used when the state is set as being the current active state this.onInitCallback = this.states[key]['init'] || this.dummy; this.onPreloadCallback = this.states[key]['preload'] || null; this.onLoadRenderCallback = this.states[key]['loadRender'] || null; this.onLoadUpdateCallback = this.states[key]['loadUpdate'] || null; this.onCreateCallback = this.states[key]['create'] || null; this.onUpdateCallback = this.states[key]['update'] || null; this.onPreRenderCallback = this.states[key]['preRender'] || null; this.onRenderCallback = this.states[key]['render'] || null; this.onPausedCallback = this.states[key]['paused'] || null; // Used when the state is no longer the current active state this.onShutDownCallback = this.states[key]['shutdown'] || this.dummy; this.current = key; this._created = false; this.onInitCallback.call(this.callbackContext); }, loadComplete: function () { // console.log('Phaser.StateManager.loadComplete'); if (this._created == false && this.onCreateCallback) { // console.log('Create callback found'); this.onCreateCallback.call(this.callbackContext); this._created = true; } }, update: function () { if (this._created && this.onUpdateCallback) { this.onUpdateCallback.call(this.callbackContext); } else { if (this.onLoadUpdateCallback) { this.onLoadUpdateCallback.call(this.callbackContext); } } }, preRender: function () { if (this.onPreRenderCallback) { this.onPreRenderCallback.call(this.callbackContext); } }, render: function () { if (this._created && this.onRenderCallback) { this.onRenderCallback.call(this.callbackContext); } else { if (this.onLoadRenderCallback) { this.onLoadRenderCallback.call(this.callbackContext); } } }, /** * Nuke the entire game from orbit */ destroy: function () { this.callbackContext = null; this.onInitCallback = null; this.onShutDownCallback = null; this.onPreloadCallback = null; this.onLoadRenderCallback = null; this.onLoadUpdateCallback = null; this.onCreateCallback = null; this.onUpdateCallback = null; this.onRenderCallback = null; this.onPausedCallback = null; this.onDestroyCallback = null; this.game = null; this.states = {}; this._pendingState = null; } };