mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 19:43:28 +00:00
1502 lines
37 KiB
JavaScript
1502 lines
37 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 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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var Class = require('../utils/Class');
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var CONST = require('./const');
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var GetValue = require('../utils/object/GetValue');
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var NOOP = require('../utils/NOOP');
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var Scene = require('./Scene');
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var Systems = require('./Systems');
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/**
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* @classdesc
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* The Scene Manager.
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*
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* The Scene Manager is a Game level system, responsible for creating, processing and updating all of the
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* Scenes in a Game instance.
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*
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*
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* @class SceneManager
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* @memberOf Phaser.Scenes
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* @constructor
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* @since 3.0.0
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*
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* @param {Phaser.Game} game - The Phaser.Game instance this Scene Manager belongs to.
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* @param {object} sceneConfig - Scene specific configuration settings.
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*/
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var SceneManager = new Class({
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initialize:
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function SceneManager (game, sceneConfig)
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{
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/**
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* The Game that this SceneManager belongs to.
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*
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* @name Phaser.Scenes.SceneManager#game
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* @type {Phaser.Game}
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* @since 3.0.0
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*/
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this.game = game;
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/**
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* An object that maps the keys to the scene so we can quickly get a scene from a key without iteration.
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*
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* @name Phaser.Scenes.SceneManager#keys
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* @type {object}
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* @since 3.0.0
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*/
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this.keys = {};
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/**
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* The array in which all of the scenes are kept.
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*
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* @name Phaser.Scenes.SceneManager#scenes
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* @type {array}
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* @since 3.0.0
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*/
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this.scenes = [];
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/**
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* Scenes pending to be added are stored in here until the manager has time to add it.
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*
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* @name Phaser.Scenes.SceneManager#_pending
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* @type {array}
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* @private
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* @since 3.0.0
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*/
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this._pending = [];
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/**
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* An array of scenes waiting to be started once the game has booted.
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*
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* @name Phaser.Scenes.SceneManager#_start
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* @type {array}
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* @private
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* @since 3.0.0
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*/
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this._start = [];
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/**
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* An operations queue, because we don't manipulate the scenes array during processing.
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*
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* @name Phaser.Scenes.SceneManager#_queue
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* @type {array}
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* @private
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* @since 3.0.0
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*/
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this._queue = [];
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/**
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* Boot time data to merge.
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*
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* @name Phaser.Scenes.SceneManager#_data
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* @type {object}
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* @private
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* @since 3.4.0
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*/
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this._data = {};
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/**
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* Is the Scene Manager actively processing the Scenes list?
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*
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* @name Phaser.Scenes.SceneManager#isProcessing
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* @type {boolean}
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* @default false
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* @readOnly
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* @since 3.0.0
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*/
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this.isProcessing = false;
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/**
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* Has the Scene Manager properly started?
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*
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* @name Phaser.Scenes.SceneManager#isBooted
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* @type {boolean}
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* @default false
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* @readOnly
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* @since 3.4.0
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*/
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this.isBooted = false;
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if (sceneConfig)
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{
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if (!Array.isArray(sceneConfig))
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{
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sceneConfig = [ sceneConfig ];
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}
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for (var i = 0; i < sceneConfig.length; i++)
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{
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// The i === 0 part just autostarts the first Scene given (unless it says otherwise in its config)
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this._pending.push({
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key: 'default',
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scene: sceneConfig[i],
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autoStart: (i === 0),
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data: {}
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});
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}
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}
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game.events.once('ready', this.bootQueue, this);
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},
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/**
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* Internal first-time Scene boot handler.
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*
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* @method Phaser.Scenes.SceneManager#bootQueue
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* @private
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* @since 3.2.0
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*/
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bootQueue: function ()
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{
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if (this.isBooted)
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{
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return;
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}
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var i;
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var entry;
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var key;
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var sceneConfig;
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for (i = 0; i < this._pending.length; i++)
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{
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entry = this._pending[i];
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key = entry.key;
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sceneConfig = entry.scene;
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var newScene;
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if (sceneConfig instanceof Scene)
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{
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newScene = this.createSceneFromInstance(key, sceneConfig);
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}
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else if (typeof sceneConfig === 'object')
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{
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newScene = this.createSceneFromObject(key, sceneConfig);
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}
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else if (typeof sceneConfig === 'function')
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{
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newScene = this.createSceneFromFunction(key, sceneConfig);
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}
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// Replace key in case the scene changed it
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key = newScene.sys.settings.key;
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this.keys[key] = newScene;
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this.scenes.push(newScene);
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// Any data to inject?
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if (this._data[key])
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{
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newScene.sys.settings.data = this._data[key].data;
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if (this._data[key].autoStart)
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{
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entry.autoStart = true;
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}
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}
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if (entry.autoStart || newScene.sys.settings.active)
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{
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this._start.push(key);
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}
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}
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// Clear the pending lists
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this._pending.length = 0;
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this._data = {};
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this.isBooted = true;
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// _start might have been populated by the above
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for (i = 0; i < this._start.length; i++)
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{
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entry = this._start[i];
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this.start(entry);
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}
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this._start.length = 0;
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},
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/**
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* Process the Scene operations queue.
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*
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* @method Phaser.Scenes.SceneManager#processQueue
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* @since 3.0.0
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*/
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processQueue: function ()
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{
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var pendingLength = this._pending.length;
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var queueLength = this._queue.length;
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if (pendingLength === 0 && queueLength === 0)
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{
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return;
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}
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var i;
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var entry;
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if (pendingLength)
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{
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for (i = 0; i < pendingLength; i++)
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{
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entry = this._pending[i];
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this.add(entry.key, entry.scene, entry.autoStart, entry.data);
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}
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// _start might have been populated by this.add
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for (i = 0; i < this._start.length; i++)
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{
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entry = this._start[i];
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this.start(entry);
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}
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// Clear the pending lists
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this._start.length = 0;
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this._pending.length = 0;
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return;
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}
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for (i = 0; i < this._queue.length; i++)
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{
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entry = this._queue[i];
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this[entry.op](entry.keyA, entry.keyB);
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}
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this._queue.length = 0;
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},
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/**
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* Adds a new Scene into the SceneManager.
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* You must give each Scene a unique key by which you'll identify it.
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*
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* The `sceneConfig` can be:
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*
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* * A `Phaser.Scene` object, or an object that extends it.
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* * A plain JavaScript object
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* * A JavaScript ES6 Class that extends `Phaser.Scene`
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* * A JavaScript ES5 prototype based Class
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* * A JavaScript function
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*
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* If a function is given then a new Scene will be created by calling it.
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*
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* @method Phaser.Scenes.SceneManager#add
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* @since 3.0.0
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*
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* @param {string} key - A unique key used to reference the Scene, i.e. `MainMenu` or `Level1`.
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* @param {(Phaser.Scene|SettingsConfig|function)} sceneConfig - The config for the Scene
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* @param {boolean} [autoStart=false] - If `true` the Scene will be started immediately after being added.
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* @param {object} [data] - Optional data object. This will be set as Scene.settings.data and passed to `Scene.init`.
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*
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* @return {?Phaser.Scene} The added Scene, if it was added immediately, otherwise `null`.
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*/
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add: function (key, sceneConfig, autoStart, data)
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{
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if (autoStart === undefined) { autoStart = false; }
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if (data === undefined) { data = {}; }
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// If processing or not booted then put scene into a holding pattern
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if (this.isProcessing || !this.isBooted)
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{
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this._pending.push({
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key: key,
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scene: sceneConfig,
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autoStart: autoStart,
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data: data
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});
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return null;
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}
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key = this.getKey(key, sceneConfig);
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var newScene;
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if (sceneConfig instanceof Scene)
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{
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newScene = this.createSceneFromInstance(key, sceneConfig);
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}
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else if (typeof sceneConfig === 'object')
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{
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sceneConfig.key = key;
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newScene = this.createSceneFromObject(key, sceneConfig);
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}
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else if (typeof sceneConfig === 'function')
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{
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newScene = this.createSceneFromFunction(key, sceneConfig);
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}
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// Any data to inject?
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newScene.sys.settings.data = data;
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// Replace key in case the scene changed it
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key = newScene.sys.settings.key;
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this.keys[key] = newScene;
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this.scenes.push(newScene);
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if (autoStart || newScene.sys.settings.active)
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{
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if (this._pending.length)
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{
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this._start.push(key);
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}
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else
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{
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this.start(key);
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}
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}
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return newScene;
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},
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/**
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* Removes a Scene from the SceneManager.
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*
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* The Scene is removed from the local scenes array, it's key is cleared from the keys
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* cache and Scene.Systems.destroy is then called on it.
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*
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* If the SceneManager is processing the Scenes when this method is called it wil
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* queue the operation for the next update sequence.
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*
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* @method Phaser.Scenes.SceneManager#remove
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* @since 3.2.0
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*
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* @param {(string|Phaser.Scene)} scene - The Scene to be removed.
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*
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* @return {Phaser.Scenes.SceneManager} This SceneManager.
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*/
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remove: function (key)
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{
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if (this.isProcessing)
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{
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this._queue.push({ op: 'remove', keyA: key, keyB: null });
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}
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else
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{
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var sceneToRemove = this.getScene(key);
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if (!sceneToRemove)
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{
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return this;
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}
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var index = this.scenes.indexOf(sceneToRemove);
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var sceneKey = sceneToRemove.sys.settings.key;
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if (index > -1)
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{
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delete this.keys[sceneKey];
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this.scenes.splice(index, 1);
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if (this._start.indexOf(sceneKey) > -1)
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{
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index = this._start.indexOf(sceneKey);
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this._start.splice(index, 1);
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}
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sceneToRemove.sys.destroy();
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}
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}
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return this;
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},
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/**
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* Boot the given Scene.
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*
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* @method Phaser.Scenes.SceneManager#bootScene
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* @private
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* @since 3.0.0
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*
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* @param {Phaser.Scene} scene - The Scene to boot.
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*/
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bootScene: function (scene)
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{
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var sys = scene.sys;
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var settings = sys.settings;
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if (scene.init)
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{
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scene.init.call(scene, settings.data);
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if (settings.isTransition && sys.events.listenerCount('transitionstart') > 0)
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{
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// There are listeners waiting for the event after 'init' has run, so emit it
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sys.events.emit('transitionstart', settings.transitionFrom, settings.transitionDuration);
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// In case they forget to use `once`
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sys.events.off('transitionstart');
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settings.isTransition = false;
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settings.transitionFrom = null;
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}
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}
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var loader;
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if (sys.load)
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{
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loader = sys.load;
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loader.reset();
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}
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if (loader && scene.preload)
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{
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scene.preload.call(scene);
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// Is the loader empty?
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if (loader.list.size === 0)
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{
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this.create(scene);
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}
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else
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{
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settings.status = CONST.LOADING;
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// Start the loader going as we have something in the queue
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loader.once('complete', this.loadComplete, this);
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loader.start();
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}
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}
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else
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{
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// No preload? Then there was nothing to load either
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this.create(scene);
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}
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},
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/**
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* Handles load completion for a Scene's Loader.
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*
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* Starts the Scene that the Loader belongs to.
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*
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* @method Phaser.Scenes.SceneManager#loadComplete
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* @private
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* @since 3.0.0
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*
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* @param {Phaser.Loader.LoaderPlugin} loader - The loader that has completed loading.
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*/
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loadComplete: function (loader)
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{
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var scene = loader.scene;
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this.create(scene);
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},
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/**
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* Handle payload completion for a Scene.
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*
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* @method Phaser.Scenes.SceneManager#payloadComplete
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* @private
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* @since 3.0.0
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*
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* @param {Phaser.Loader.LoaderPlugin} loader - The loader that has completed loading its Scene's payload.
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*/
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payloadComplete: function (loader)
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{
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this.bootScene(loader.scene);
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},
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/**
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* Updates the Scenes.
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*
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* @method Phaser.Scenes.SceneManager#update
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* @since 3.0.0
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*
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* @param {number} time - Time elapsed.
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* @param {number} delta - Delta time from the last update.
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*/
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update: function (time, delta)
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{
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this.processQueue();
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this.isProcessing = true;
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// Loop through the active scenes in reverse order
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for (var i = this.scenes.length - 1; i >= 0; i--)
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{
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var sys = this.scenes[i].sys;
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if (sys.settings.status === CONST.RUNNING)
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{
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sys.step(time, delta);
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}
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}
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},
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/**
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* Informs the Scenes of the Game being resized.
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*
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* @method Phaser.Scenes.SceneManager#resize
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* @since 3.2.0
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*
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* @param {number} width - The new width of the game.
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* @param {number} height - The new height of the game.
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*/
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resize: function (width, height)
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{
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// Loop through the scenes in forward order
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for (var i = 0; i < this.scenes.length; i++)
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{
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var sys = this.scenes[i].sys;
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sys.resize(width, height);
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}
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},
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/**
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* Renders the Scenes.
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*
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* @method Phaser.Scenes.SceneManager#render
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* @since 3.0.0
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*
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* @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - The renderer to use.
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*/
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render: function (renderer)
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{
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// Loop through the scenes in forward order
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for (var i = 0; i < this.scenes.length; i++)
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{
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var sys = this.scenes[i].sys;
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if (sys.settings.visible && sys.settings.status >= CONST.LOADING && sys.settings.status < CONST.SLEEPING)
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{
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sys.render(renderer);
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}
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}
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this.isProcessing = false;
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},
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/**
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* Calls the given Scene's {@link Phaser.Scene#create} method and updates its status.
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*
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* @method Phaser.Scenes.SceneManager#create
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* @private
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* @since 3.0.0
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*
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* @param {Phaser.Scene} scene - The Scene to create.
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*/
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create: function (scene)
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{
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var sys = scene.sys;
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var settings = sys.settings;
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if (scene.create)
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{
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scene.sys.settings.status = CONST.CREATING;
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scene.create.call(scene, scene.sys.settings.data);
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if (settings.isTransition && sys.events.listenerCount('transitionstart') > 0)
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{
|
|
// There are listeners waiting for the event after 'init' has run, so emit it
|
|
sys.events.emit('transitionstart', settings.transitionFrom, settings.transitionDuration);
|
|
|
|
// In case they forget to use `once`
|
|
sys.events.off('transitionstart');
|
|
|
|
settings.isTransition = false;
|
|
settings.transitionFrom = null;
|
|
}
|
|
}
|
|
|
|
settings.status = CONST.RUNNING;
|
|
},
|
|
|
|
/**
|
|
* Creates and initializes a Scene from a function.
|
|
*
|
|
* @method Phaser.Scenes.SceneManager#createSceneFromFunction
|
|
* @private
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The key of the Scene.
|
|
* @param {function} scene - The function to create the Scene from.
|
|
*
|
|
* @return {Phaser.Scene} The created Scene.
|
|
*/
|
|
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);
|
|
|
|
if (!newScene.update)
|
|
{
|
|
newScene.update = NOOP;
|
|
}
|
|
|
|
return newScene;
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Creates and initializes a Scene instance.
|
|
*
|
|
* @method Phaser.Scenes.SceneManager#createSceneFromInstance
|
|
* @private
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The key of the Scene.
|
|
* @param {Phaser.Scene} newScene - The Scene instance.
|
|
*
|
|
* @return {Phaser.Scene} The created Scene.
|
|
*/
|
|
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);
|
|
|
|
return newScene;
|
|
},
|
|
|
|
/**
|
|
* Creates and initializes a Scene from an Object definition.
|
|
*
|
|
* @method Phaser.Scenes.SceneManager#createSceneFromObject
|
|
* @private
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The key of the Scene.
|
|
* @param {(string|SettingsConfig)} sceneConfig - The Scene config.
|
|
*
|
|
* @return {Phaser.Scene} The created Scene.
|
|
*/
|
|
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);
|
|
|
|
// Extract callbacks
|
|
|
|
var defaults = [ 'init', 'preload', 'create', 'update', 'render' ];
|
|
|
|
for (var i = 0; i < defaults.length; i++)
|
|
{
|
|
var sceneCallback = GetValue(sceneConfig, defaults[i], null);
|
|
|
|
// Must always have an update function, no matter what (the rest are optional)
|
|
if (defaults[i] === 'update' && !sceneCallback)
|
|
{
|
|
sceneCallback = NOOP;
|
|
}
|
|
|
|
if (sceneCallback)
|
|
{
|
|
newScene[defaults[i]] = sceneCallback;
|
|
}
|
|
}
|
|
|
|
// Now let's move across any other functions or properties that may exist in the extend object:
|
|
|
|
/*
|
|
scene: {
|
|
preload: preload,
|
|
create: create,
|
|
extend: {
|
|
hello: 1,
|
|
test: 'atari',
|
|
addImage: addImage
|
|
}
|
|
}
|
|
*/
|
|
|
|
if (sceneConfig.hasOwnProperty('extend'))
|
|
{
|
|
for (var propertyKey in sceneConfig.extend)
|
|
{
|
|
var value = sceneConfig.extend[propertyKey];
|
|
|
|
if (propertyKey === 'data' && newScene.hasOwnProperty('data') && typeof value === 'object')
|
|
{
|
|
// Populate the DataManager
|
|
newScene.data.merge(value);
|
|
}
|
|
else if (propertyKey !== 'sys')
|
|
{
|
|
newScene[propertyKey] = value;
|
|
}
|
|
}
|
|
}
|
|
|
|
return newScene;
|
|
},
|
|
|
|
/**
|
|
* Retrieves the key of a Scene from a Scene config.
|
|
*
|
|
* @method Phaser.Scenes.SceneManager#getKey
|
|
* @private
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The key to check in the Scene config.
|
|
* @param {(Phaser.Scene|SettingsConfig|function)} sceneConfig - The Scene config.
|
|
*
|
|
* @return {string} The Scene key.
|
|
*/
|
|
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;
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Retrieves a Scene.
|
|
*
|
|
* @method Phaser.Scenes.SceneManager#getScene
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The Scene to retrieve.
|
|
*
|
|
* @return {?Phaser.Scene} The Scene.
|
|
*/
|
|
getScene: function (key)
|
|
{
|
|
if (typeof key === 'string')
|
|
{
|
|
if (this.keys[key])
|
|
{
|
|
return this.keys[key];
|
|
}
|
|
}
|
|
|
|
// What's the point? If you already have the Scene to pass in to this function, you have the Scene!
|
|
|
|
/*
|
|
else
|
|
{
|
|
for (var i = 0; i < this.scenes.length; i++)
|
|
{
|
|
if (key === this.scenes[i])
|
|
{
|
|
return key;
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
|
|
return null;
|
|
},
|
|
|
|
/**
|
|
* Determines whether a Scene is active.
|
|
*
|
|
* @method Phaser.Scenes.SceneManager#isActive
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The Scene to check.
|
|
*
|
|
* @return {boolean} Whether the Scene is active.
|
|
*/
|
|
isActive: function (key)
|
|
{
|
|
var scene = this.getScene(key);
|
|
|
|
if (scene)
|
|
{
|
|
return scene.sys.isActive();
|
|
}
|
|
|
|
return null;
|
|
},
|
|
|
|
/**
|
|
* Determines whether a Scene is visible.
|
|
*
|
|
* @method Phaser.Scenes.SceneManager#isVisible
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The Scene to check.
|
|
*
|
|
* @return {boolean} Whether the Scene is visible.
|
|
*/
|
|
isVisible: function (key)
|
|
{
|
|
var scene = this.getScene(key);
|
|
|
|
if (scene)
|
|
{
|
|
return scene.sys.isVisible();
|
|
}
|
|
|
|
return null;
|
|
},
|
|
|
|
/**
|
|
* Determines whether a Scene is sleeping.
|
|
*
|
|
* @method Phaser.Scenes.SceneManager#isSleeping
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The Scene to check.
|
|
*
|
|
* @return {boolean} Whether the Scene is sleeping.
|
|
*/
|
|
isSleeping: function (key)
|
|
{
|
|
var scene = this.getScene(key);
|
|
|
|
if (scene)
|
|
{
|
|
return scene.sys.isSleeping();
|
|
}
|
|
|
|
return null;
|
|
},
|
|
|
|
/**
|
|
* Pauses the given Scene.
|
|
*
|
|
* @method Phaser.Scenes.SceneManager#pause
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The Scene to pause.
|
|
*
|
|
* @return {Phaser.Scenes.SceneManager} This SceneManager.
|
|
*/
|
|
pause: function (key)
|
|
{
|
|
var scene = this.getScene(key);
|
|
|
|
if (scene)
|
|
{
|
|
scene.sys.pause();
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Resumes the given Scene.
|
|
*
|
|
* @method Phaser.Scenes.SceneManager#resume
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The Scene to resume.
|
|
*
|
|
* @return {Phaser.Scenes.SceneManager} This SceneManager.
|
|
*/
|
|
resume: function (key)
|
|
{
|
|
var scene = this.getScene(key);
|
|
|
|
if (scene)
|
|
{
|
|
scene.sys.resume();
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Puts the given Scene to sleep.
|
|
*
|
|
* @method Phaser.Scenes.SceneManager#sleep
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The Scene to put to sleep.
|
|
*
|
|
* @return {Phaser.Scenes.SceneManager} This SceneManager.
|
|
*/
|
|
sleep: function (key)
|
|
{
|
|
var scene = this.getScene(key);
|
|
|
|
if (scene)
|
|
{
|
|
scene.sys.sleep();
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Awakens the given Scene.
|
|
*
|
|
* @method Phaser.Scenes.SceneManager#wake
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The Scene to wake up.
|
|
*
|
|
* @return {Phaser.Scenes.SceneManager} This SceneManager.
|
|
*/
|
|
wake: function (key)
|
|
{
|
|
var scene = this.getScene(key);
|
|
|
|
if (scene)
|
|
{
|
|
scene.sys.wake();
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Starts the given Scene.
|
|
*
|
|
* @method Phaser.Scenes.SceneManager#start
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The Scene to start.
|
|
* @param {object} [data] - Optional data object to pass to Scene.Settings and Scene.init.
|
|
*
|
|
* @return {Phaser.Scenes.SceneManager} This SceneManager.
|
|
*/
|
|
start: function (key, data)
|
|
{
|
|
// If the Scene Manager is not running, then put the Scene into a holding pattern
|
|
if (!this.isBooted)
|
|
{
|
|
this._data[key] = {
|
|
autoStart: true,
|
|
data: data
|
|
};
|
|
|
|
return this;
|
|
}
|
|
|
|
var scene = this.getScene(key);
|
|
|
|
if (scene)
|
|
{
|
|
scene.sys.start(data);
|
|
|
|
var loader;
|
|
|
|
if (scene.sys.load)
|
|
{
|
|
loader = scene.sys.load;
|
|
}
|
|
|
|
// Files payload?
|
|
if (loader && Array.isArray(scene.sys.settings.files))
|
|
{
|
|
loader.reset();
|
|
|
|
if (loader.loadArray(scene.sys.settings.files))
|
|
{
|
|
scene.sys.settings.status = CONST.LOADING;
|
|
|
|
loader.once('complete', this.payloadComplete, this);
|
|
|
|
loader.start();
|
|
|
|
return this;
|
|
}
|
|
}
|
|
|
|
this.bootScene(scene);
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Stops the given Scene.
|
|
*
|
|
* @method Phaser.Scenes.SceneManager#stop
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The Scene to stop.
|
|
*
|
|
* @return {Phaser.Scenes.SceneManager} This SceneManager.
|
|
*/
|
|
stop: function (key)
|
|
{
|
|
var scene = this.getScene(key);
|
|
|
|
if (scene)
|
|
{
|
|
scene.sys.shutdown();
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sleeps one one Scene and starts the other.
|
|
*
|
|
* @method Phaser.Scenes.SceneManager#switch
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} from - The Scene to sleep.
|
|
* @param {string} to - The Scene to start.
|
|
*
|
|
* @return {Phaser.Scenes.SceneManager} This SceneManager.
|
|
*/
|
|
switch: function (from, to)
|
|
{
|
|
var sceneA = this.getScene(from);
|
|
var sceneB = this.getScene(to);
|
|
|
|
if (sceneA && sceneB && sceneA !== sceneB)
|
|
{
|
|
this.sleep(from);
|
|
|
|
if (this.isSleeping(to))
|
|
{
|
|
this.wake(to);
|
|
}
|
|
else
|
|
{
|
|
this.start(to);
|
|
}
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Retrieves a Scene by numeric index.
|
|
*
|
|
* @method Phaser.Scenes.SceneManager#getAt
|
|
* @since 3.0.0
|
|
*
|
|
* @param {integer} index - The index of the Scene to retrieve.
|
|
*
|
|
* @return {(Phaser.Scene|undefined)} The Scene.
|
|
*/
|
|
getAt: function (index)
|
|
{
|
|
return this.scenes[index];
|
|
},
|
|
|
|
/**
|
|
* Retrieves the numeric index of a Scene.
|
|
*
|
|
* @method Phaser.Scenes.SceneManager#getIndex
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(string|Phaser.Scene)} key - The key of the Scene.
|
|
*
|
|
* @return {integer} The index of the Scene.
|
|
*/
|
|
getIndex: function (key)
|
|
{
|
|
var scene = this.getScene(key);
|
|
|
|
return this.scenes.indexOf(scene);
|
|
},
|
|
|
|
/**
|
|
* Brings a Scene to the top of the Scenes list.
|
|
*
|
|
* This means it will render above all other Scenes.
|
|
*
|
|
* @method Phaser.Scenes.SceneManager#bringToTop
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(string|Phaser.Scene)} key - The Scene to move.
|
|
*
|
|
* @return {Phaser.Scenes.SceneManager} This SceneManager.
|
|
*/
|
|
bringToTop: function (key)
|
|
{
|
|
if (this.isProcessing)
|
|
{
|
|
this._queue.push({ op: 'bringToTop', keyA: key, keyB: null });
|
|
}
|
|
else
|
|
{
|
|
var index = this.getIndex(key);
|
|
|
|
if (index !== -1 && index < this.scenes.length)
|
|
{
|
|
var scene = this.getScene(key);
|
|
|
|
this.scenes.splice(index, 1);
|
|
this.scenes.push(scene);
|
|
}
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sends a Scene to the back of the Scenes list.
|
|
*
|
|
* This means it will render below all other Scenes.
|
|
*
|
|
* @method Phaser.Scenes.SceneManager#sendToBack
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(string|Phaser.Scene)} key - The Scene to move.
|
|
*
|
|
* @return {Phaser.Scenes.SceneManager} This SceneManager.
|
|
*/
|
|
sendToBack: function (key)
|
|
{
|
|
if (this.isProcessing)
|
|
{
|
|
this._queue.push({ op: 'sendToBack', keyA: key, keyB: null });
|
|
}
|
|
else
|
|
{
|
|
var index = this.getIndex(key);
|
|
|
|
if (index !== -1 && index > 0)
|
|
{
|
|
var scene = this.getScene(key);
|
|
|
|
this.scenes.splice(index, 1);
|
|
this.scenes.unshift(scene);
|
|
}
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Moves a Scene down one position in the Scenes list.
|
|
*
|
|
* @method Phaser.Scenes.SceneManager#moveDown
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(string|Phaser.Scene)} key - The Scene to move.
|
|
*
|
|
* @return {Phaser.Scenes.SceneManager} This SceneManager.
|
|
*/
|
|
moveDown: function (key)
|
|
{
|
|
if (this.isProcessing)
|
|
{
|
|
this._queue.push({ op: 'moveDown', keyA: key, keyB: null });
|
|
}
|
|
else
|
|
{
|
|
var indexA = this.getIndex(key);
|
|
|
|
if (indexA > 0)
|
|
{
|
|
var indexB = indexA - 1;
|
|
var sceneA = this.getScene(key);
|
|
var sceneB = this.getAt(indexB);
|
|
|
|
this.scenes[indexA] = sceneB;
|
|
this.scenes[indexB] = sceneA;
|
|
}
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Moves a Scene up one position in the Scenes list.
|
|
*
|
|
* @method Phaser.Scenes.SceneManager#moveUp
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(string|Phaser.Scene)} key - The Scene to move.
|
|
*
|
|
* @return {Phaser.Scenes.SceneManager} This SceneManager.
|
|
*/
|
|
moveUp: function (key)
|
|
{
|
|
if (this.isProcessing)
|
|
{
|
|
this._queue.push({ op: 'moveUp', keyA: key, keyB: null });
|
|
}
|
|
else
|
|
{
|
|
var indexA = this.getIndex(key);
|
|
|
|
if (indexA < this.scenes.length - 1)
|
|
{
|
|
var indexB = indexA + 1;
|
|
var sceneA = this.getScene(key);
|
|
var sceneB = this.getAt(indexB);
|
|
|
|
this.scenes[indexA] = sceneB;
|
|
this.scenes[indexB] = sceneA;
|
|
}
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Moves a Scene so it is immediately above another Scene in the Scenes list.
|
|
*
|
|
* This means it will render over the top of the other Scene.
|
|
*
|
|
* @method Phaser.Scenes.SceneManager#moveAbove
|
|
* @since 3.2.0
|
|
*
|
|
* @param {(string|Phaser.Scene)} keyA - The Scene that Scene B will be moved above.
|
|
* @param {(string|Phaser.Scene)} keyB - The Scene to be moved.
|
|
*
|
|
* @return {Phaser.Scenes.SceneManager} This SceneManager.
|
|
*/
|
|
moveAbove: function (keyA, keyB)
|
|
{
|
|
if (keyA === keyB)
|
|
{
|
|
return this;
|
|
}
|
|
|
|
if (this.isProcessing)
|
|
{
|
|
this._queue.push({ op: 'moveAbove', keyA: keyA, keyB: keyB });
|
|
}
|
|
else
|
|
{
|
|
var indexA = this.getIndex(keyA);
|
|
var indexB = this.getIndex(keyB);
|
|
|
|
if (indexA > indexB && indexA !== -1 && indexB !== -1)
|
|
{
|
|
var tempScene = this.getAt(indexB);
|
|
|
|
// Remove
|
|
this.scenes.splice(indexB, 1);
|
|
|
|
// Add in new location
|
|
this.scenes.splice(indexA, 0, tempScene);
|
|
}
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Moves a Scene so it is immediately below another Scene in the Scenes list.
|
|
*
|
|
* This means it will render behind the other Scene.
|
|
*
|
|
* @method Phaser.Scenes.SceneManager#moveBelow
|
|
* @since 3.2.0
|
|
*
|
|
* @param {(string|Phaser.Scene)} keyA - The Scene that Scene B will be moved above.
|
|
* @param {(string|Phaser.Scene)} keyB - The Scene to be moved.
|
|
*
|
|
* @return {Phaser.Scenes.SceneManager} This SceneManager.
|
|
*/
|
|
moveBelow: function (keyA, keyB)
|
|
{
|
|
if (keyA === keyB)
|
|
{
|
|
return this;
|
|
}
|
|
|
|
if (this.isProcessing)
|
|
{
|
|
this._queue.push({ op: 'moveBelow', keyA: keyA, keyB: keyB });
|
|
}
|
|
else
|
|
{
|
|
var indexA = this.getIndex(keyA);
|
|
var indexB = this.getIndex(keyB);
|
|
|
|
if (indexA < indexB && indexA !== -1 && indexB !== -1)
|
|
{
|
|
var tempScene = this.getAt(indexB);
|
|
|
|
// Remove
|
|
this.scenes.splice(indexB, 1);
|
|
|
|
// Add in new location
|
|
this.scenes.splice(indexA, 0, tempScene);
|
|
}
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Queue a Scene operation for the next update.
|
|
*
|
|
* @method Phaser.Scenes.SceneManager#queueOp
|
|
* @private
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} op - The operation to perform.
|
|
* @param {(string|Phaser.Scene)} keyA - Scene A.
|
|
* @param {(string|Phaser.Scene)} [keyB] - Scene B.
|
|
*
|
|
* @return {Phaser.Scenes.SceneManager} This SceneManager.
|
|
*/
|
|
queueOp: function (op, keyA, keyB)
|
|
{
|
|
this._queue.push({ op: op, keyA: keyA, keyB: keyB });
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Swaps the positions of two Scenes in the Scenes list.
|
|
*
|
|
* @method Phaser.Scenes.SceneManager#swapPosition
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(string|Phaser.Scene)} keyA - The first Scene to swap.
|
|
* @param {(string|Phaser.Scene)} keyB - The second Scene to swap.
|
|
*
|
|
* @return {Phaser.Scenes.SceneManager} This SceneManager.
|
|
*/
|
|
swapPosition: function (keyA, keyB)
|
|
{
|
|
if (keyA === keyB)
|
|
{
|
|
return this;
|
|
}
|
|
|
|
if (this.isProcessing)
|
|
{
|
|
this._queue.push({ op: 'swapPosition', keyA: keyA, keyB: keyB });
|
|
}
|
|
else
|
|
{
|
|
var indexA = this.getIndex(keyA);
|
|
var indexB = this.getIndex(keyB);
|
|
|
|
if (indexA !== indexB && indexA !== -1 && indexB !== -1)
|
|
{
|
|
var tempScene = this.getAt(indexA);
|
|
|
|
this.scenes[indexA] = this.scenes[indexB];
|
|
this.scenes[indexB] = tempScene;
|
|
}
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Dumps debug information about each Scene to the developer console.
|
|
*
|
|
* @method Phaser.Scenes.SceneManager#dump
|
|
* @since 3.2.0
|
|
*/
|
|
dump: function ()
|
|
{
|
|
var out = [];
|
|
var map = [ 'pending', 'init', 'start', 'loading', 'creating', 'running', 'paused', 'sleeping', 'shutdown', 'destroyed' ];
|
|
|
|
for (var i = 0; i < this.scenes.length; i++)
|
|
{
|
|
var sys = this.scenes[i].sys;
|
|
|
|
var key = (sys.settings.visible && (sys.settings.status === CONST.RUNNING || sys.settings.status === CONST.PAUSED)) ? '[*] ' : '[-] ';
|
|
key += sys.settings.key + ' (' + map[sys.settings.status] + ')';
|
|
|
|
out.push(key);
|
|
}
|
|
|
|
console.log(out.join('\n'));
|
|
},
|
|
|
|
/**
|
|
* Destroy the SceneManager and all of its Scene's systems.
|
|
*
|
|
* @method Phaser.Scenes.SceneManager#destroy
|
|
* @since 3.0.0
|
|
*/
|
|
destroy: function ()
|
|
{
|
|
for (var i = this.scenes.length - 1; i >= 0; i--)
|
|
{
|
|
var sys = this.scenes[i].sys;
|
|
|
|
sys.destroy();
|
|
}
|
|
|
|
this.scenes = [];
|
|
|
|
this._pending = [];
|
|
this._start = [];
|
|
this._queue = [];
|
|
|
|
this.game = null;
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = SceneManager;
|