mirror of
https://github.com/photonstorm/phaser
synced 2024-12-20 01:55:45 +00:00
514 lines
14 KiB
JavaScript
514 lines
14 KiB
JavaScript
/* jshint newcap: false */
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The State Manager is responsible for loading, setting up and switching game states.
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*
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* @class Phaser.StateManager
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {Phaser.State|Object} [pendingState=null] - A State object to seed the manager with.
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*/
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Phaser.StateManager = function (game, pendingState) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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/**
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* @property {Object} states - The object containing Phaser.States.
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*/
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this.states = {};
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/**
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* @property {Phaser.State} _pendingState - The state to be switched to in the next frame.
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* @private
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*/
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this._pendingState = null;
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if (typeof pendingState !== 'undefined' && pendingState !== null)
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{
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this._pendingState = pendingState;
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}
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/**
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* @property {boolean} _created - Flag that sets if the State has been created or not.
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* @private
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*/
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this._created = false;
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/**
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* @property {string} current - The current active State object (defaults to null).
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*/
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this.current = '';
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/**
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* @property {function} onInitCallback - This will be called when the state is started (i.e. set as the current active state).
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*/
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this.onInitCallback = null;
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/**
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* @property {function} onPreloadCallback - This will be called when init states (loading assets...).
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*/
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this.onPreloadCallback = null;
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/**
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* @property {function} onCreateCallback - This will be called when create states (setup states...).
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*/
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this.onCreateCallback = null;
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/**
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* @property {function} onUpdateCallback - This will be called when State is updated, this doesn't happen during load (@see onLoadUpdateCallback).
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*/
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this.onUpdateCallback = null;
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/**
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* @property {function} onRenderCallback - This will be called when the State is rendered, this doesn't happen during load (see onLoadRenderCallback).
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*/
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this.onRenderCallback = null;
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/**
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* @property {function} onPreRenderCallback - This will be called before the State is rendered and before the stage is cleared.
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*/
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this.onPreRenderCallback = null;
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/**
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* @property {function} onLoadUpdateCallback - This will be called when the State is updated but only during the load process.
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*/
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this.onLoadUpdateCallback = null;
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/**
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* @property {function} onLoadRenderCallback - This will be called when the State is rendered but only during the load process.
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*/
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this.onLoadRenderCallback = null;
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/**
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* @property {function} onPausedCallback - This will be called when the state is paused.
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*/
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this.onPausedCallback = null;
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/**
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* @property {function} onShutDownCallback - This will be called when the state is shut down (i.e. swapped to another state).
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*/
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this.onShutDownCallback = null;
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};
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Phaser.StateManager.prototype = {
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/**
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* The Boot handler is called by Phaser.Game when it first starts up.
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* @method Phaser.StateManager#boot
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* @private
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*/
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boot: function () {
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this.game.onPause.add(this.pause, this);
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this.game.onResume.add(this.resume, this);
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if (this._pendingState !== null)
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{
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if (typeof this._pendingState === 'string')
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{
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// State was already added, so just start it
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this.start(this._pendingState, false, false);
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}
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else
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{
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this.add('default', this._pendingState, true);
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}
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}
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},
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/**
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* Add a new State.
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* @method Phaser.StateManager#add
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* @param key {string} - A unique key you use to reference this state, i.e. "MainMenu", "Level1".
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* @param state {State} - The state you want to switch to.
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* @param autoStart {boolean} - Start the state immediately after creating it? (default true)
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*/
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add: function (key, state, autoStart) {
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if (typeof autoStart === "undefined") { autoStart = false; }
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var newState;
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if (state instanceof Phaser.State)
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{
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newState = state;
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}
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else if (typeof state === 'object')
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{
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newState = state;
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newState.game = this.game;
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}
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else if (typeof state === 'function')
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{
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newState = new state(this.game);
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}
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this.states[key] = newState;
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if (autoStart)
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{
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if (this.game.isBooted)
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{
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this.start(key);
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}
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else
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{
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this._pendingState = key;
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}
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}
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return newState;
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},
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/**
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* Delete the given state.
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* @method Phaser.StateManager#remove
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* @param {string} key - A unique key you use to reference this state, i.e. "MainMenu", "Level1".
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*/
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remove: function (key) {
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if (this.current == key)
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{
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this.callbackContext = null;
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this.onInitCallback = null;
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this.onShutDownCallback = null;
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this.onPreloadCallback = null;
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this.onLoadRenderCallback = null;
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this.onLoadUpdateCallback = null;
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this.onCreateCallback = null;
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this.onUpdateCallback = null;
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this.onRenderCallback = null;
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this.onPausedCallback = null;
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this.onDestroyCallback = null;
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}
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delete this.states[key];
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},
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/**
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* Start the given state
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* @method Phaser.StateManager#start
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* @param {string} key - The key of the state you want to start.
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* @param {boolean} [clearWorld] - clear everything in the world? (Default to true)
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* @param {boolean} [clearCache] - clear asset cache? (Default to false and ONLY available when clearWorld=true)
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*/
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start: function (key, clearWorld, clearCache) {
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if (typeof clearWorld === "undefined") { clearWorld = true; }
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if (typeof clearCache === "undefined") { clearCache = false; }
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if (this.game.isBooted === false)
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{
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this._pendingState = key;
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return;
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}
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if (this.checkState(key) === false)
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{
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return;
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}
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else
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{
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// Already got a state running?
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if (this.current)
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{
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this.onShutDownCallback.call(this.callbackContext, this.game);
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}
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if (clearWorld)
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{
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this.game.tweens.removeAll();
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this.game.world.destroy();
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if (clearCache === true)
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{
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this.game.cache.destroy();
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}
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}
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this.setCurrentState(key);
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}
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if (this.onPreloadCallback)
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{
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this.game.load.reset();
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this.onPreloadCallback.call(this.callbackContext, this.game);
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// Is the loader empty?
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if (this.game.load.totalQueuedFiles() === 0)
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{
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this.game.loadComplete();
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}
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else
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{
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// Start the loader going as we have something in the queue
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this.game.load.start();
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}
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}
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else
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{
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// No init? Then there was nothing to load either
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this.game.loadComplete();
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}
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},
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/**
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* Used by onInit and onShutdown when those functions don't exist on the state
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* @method Phaser.StateManager#dummy
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* @private
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*/
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dummy: function () {
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},
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/**
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* Description.
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* @method Phaser.StateManager#checkState
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* @param {string} key - The key of the state you want to check.
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* @return {boolean} Description.
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*/
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checkState: function (key) {
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if (this.states[key])
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{
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var valid = false;
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if (this.states[key]['preload']) { valid = true; }
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if (valid === false && this.states[key]['loadRender']) { valid = true; }
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if (valid === false && this.states[key]['loadUpdate']) { valid = true; }
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if (valid === false && this.states[key]['create']) { valid = true; }
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if (valid === false && this.states[key]['update']) { valid = true; }
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if (valid === false && this.states[key]['preRender']) { valid = true; }
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if (valid === false && this.states[key]['render']) { valid = true; }
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if (valid === false && this.states[key]['paused']) { valid = true; }
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if (valid === false)
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{
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console.warn("Invalid Phaser State object given. Must contain at least a one of the required functions.");
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return false;
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}
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return true;
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}
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else
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{
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console.warn("Phaser.StateManager - No state found with the key: " + key);
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return false;
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}
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},
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/**
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* Links game properties to the State given by the key.
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* @method Phaser.StateManager#link
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* @param {string} key - State key.
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* @protected
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*/
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link: function (key) {
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this.states[key].game = this.game;
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this.states[key].add = this.game.add;
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this.states[key].camera = this.game.camera;
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this.states[key].cache = this.game.cache;
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this.states[key].input = this.game.input;
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this.states[key].load = this.game.load;
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this.states[key].math = this.game.math;
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this.states[key].sound = this.game.sound;
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this.states[key].stage = this.game.stage;
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this.states[key].time = this.game.time;
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this.states[key].tweens = this.game.tweens;
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this.states[key].world = this.game.world;
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this.states[key].particles = this.game.particles;
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this.states[key].physics = this.game.physics;
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this.states[key].rnd = this.game.rnd;
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},
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/**
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* Sets the current State. Should not be called directly (use StateManager.start)
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* @method Phaser.StateManager#setCurrentState
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* @param {string} key - State key.
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* @protected
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*/
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setCurrentState: function (key) {
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this.callbackContext = this.states[key];
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this.link(key);
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// Used when the state is set as being the current active state
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this.onInitCallback = this.states[key]['init'] || this.dummy;
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this.onPreloadCallback = this.states[key]['preload'] || null;
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this.onLoadRenderCallback = this.states[key]['loadRender'] || null;
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this.onLoadUpdateCallback = this.states[key]['loadUpdate'] || null;
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this.onCreateCallback = this.states[key]['create'] || null;
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this.onUpdateCallback = this.states[key]['update'] || null;
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this.onPreRenderCallback = this.states[key]['preRender'] || null;
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this.onRenderCallback = this.states[key]['render'] || null;
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this.onPausedCallback = this.states[key]['paused'] || null;
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// Used when the state is no longer the current active state
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this.onShutDownCallback = this.states[key]['shutdown'] || this.dummy;
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this.current = key;
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this._created = false;
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this.onInitCallback.call(this.callbackContext, this.game);
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},
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/**
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* @method Phaser.StateManager#loadComplete
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* @protected
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*/
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loadComplete: function () {
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if (this._created === false && this.onCreateCallback)
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{
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this._created = true;
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this.onCreateCallback.call(this.callbackContext, this.game);
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}
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else
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{
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this._created = true;
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}
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},
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/**
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* @method Phaser.StateManager#pause
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* @protected
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*/
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pause: function () {
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if (this._created && this.onPausedCallback)
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{
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this.onPausedCallback.call(this.callbackContext, this.game, true);
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}
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},
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/**
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* @method Phaser.StateManager#resume
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* @protected
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*/
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resume: function () {
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if (this._created && this.onre)
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{
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this.onPausedCallback.call(this.callbackContext, this.game, false);
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}
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},
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/**
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* @method Phaser.StateManager#update
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* @protected
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*/
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update: function () {
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if (this._created && this.onUpdateCallback)
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{
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this.onUpdateCallback.call(this.callbackContext, this.game);
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}
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else
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{
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if (this.onLoadUpdateCallback)
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{
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this.onLoadUpdateCallback.call(this.callbackContext, this.game);
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}
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}
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},
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/**
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* @method Phaser.StateManager#preRender
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* @protected
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*/
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preRender: function () {
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if (this.onPreRenderCallback)
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{
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this.onPreRenderCallback.call(this.callbackContext, this.game);
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}
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},
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/**
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* @method Phaser.StateManager#render
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* @protected
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*/
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render: function () {
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if (this._created && this.onRenderCallback)
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{
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if (this.game.renderType === Phaser.CANVAS)
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{
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this.game.context.save();
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this.game.context.setTransform(1, 0, 0, 1, 0, 0);
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}
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this.onRenderCallback.call(this.callbackContext, this.game);
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if (this.game.renderType === Phaser.CANVAS)
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{
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this.game.context.restore();
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}
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}
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else
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{
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if (this.onLoadRenderCallback)
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{
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this.onLoadRenderCallback.call(this.callbackContext, this.game);
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}
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}
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},
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/**
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* Nuke the entire game from orbit
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* @method Phaser.StateManager#destroy
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*/
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destroy: function () {
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this.callbackContext = null;
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this.onInitCallback = null;
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this.onShutDownCallback = null;
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this.onPreloadCallback = null;
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this.onLoadRenderCallback = null;
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this.onLoadUpdateCallback = null;
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this.onCreateCallback = null;
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this.onUpdateCallback = null;
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this.onRenderCallback = null;
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this.onPausedCallback = null;
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this.onDestroyCallback = null;
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this.game = null;
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this.states = {};
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this._pendingState = null;
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}
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};
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