mirror of
https://github.com/photonstorm/phaser
synced 2024-11-30 00:21:04 +00:00
2c37dc3fda
You can now start, stop and swap states on the fly. State.visible now also skips the renderer.
530 lines
13 KiB
JavaScript
530 lines
13 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 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 CONST = require('../const');
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var NOOP = require('../utils/NOOP');
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var State = require('./State');
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var Systems = require('./Systems');
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var GetObjectValue = require('../utils/object/GetObjectValue');
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var EventDispatcher = require('../events/EventDispatcher');
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var Rectangle = require('../geom/rectangle/Rectangle');
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var CanvasPool = require('../dom/CanvasPool');
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var CanvasInterpolation = require('../dom/CanvasInterpolation');
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var GetContext = require('../canvas/GetContext');
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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.GlobalStateManager
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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*/
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var GlobalStateManager = function (game, stateConfig)
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{
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this.game = game;
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// Everything kept in here
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this.keys = {};
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this.states = [];
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// Only active states are kept in here
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this.active = [];
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this._pending = [];
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if (stateConfig)
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{
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if (Array.isArray(stateConfig))
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{
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for (var i = 0; i < stateConfig.length; i++)
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{
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// The i === 0 part just starts the first State given
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this._pending.push({
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index: i,
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key: 'default',
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state: stateConfig[i],
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autoStart: (i === 0)
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});
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}
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}
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else
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{
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this._pending.push({
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index: 0,
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key: 'default',
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state: stateConfig,
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autoStart: true
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});
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}
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}
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};
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GlobalStateManager.prototype.constructor = GlobalStateManager;
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GlobalStateManager.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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* The renderer is available by now.
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*
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* @method Phaser.GlobalStateManager#boot
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* @private
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*/
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boot: function ()
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{
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for (var i = 0; i < this._pending.length; i++)
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{
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var entry = this._pending[i];
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this.add(entry.key, entry.state, entry.autoStart);
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}
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// Clear the pending list
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this._pending = [];
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},
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getKey: function (key, stateConfig)
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{
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if (!key) { key = 'default'; }
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if (stateConfig instanceof State)
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{
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key = stateConfig.settings.key;
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}
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else if (typeof stateConfig === 'object' && stateConfig.hasOwnProperty('key'))
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{
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key = stateConfig.key;
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}
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// By this point it's either 'default' or extracted from the State
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if (this.keys.hasOwnProperty(key))
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{
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throw new Error('Cannot add a State with duplicate key: ' + key);
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}
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else
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{
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return key;
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}
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},
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/**
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* Adds a new State into the GlobalStateManager. You must give each State a unique key by which you'll identify it.
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* The State can be either a Phaser.State object (or an object that extends it), a plain JavaScript object or a function.
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* If a function is given a new state object will be created by calling it.
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*
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* @method Phaser.GlobalStateManager#add
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* @param {string} key - A unique key you use to reference this state, i.e. "MainMenu", "Level1".
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* @param {Phaser.State|object|function} state - The state you want to switch to.
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* @param {boolean} [autoStart=false] - If true the State will be started immediately after adding it.
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*/
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add: function (key, stateConfig, autoStart)
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{
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if (autoStart === undefined) { autoStart = false; }
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// if not booted, then put state into a holding pattern
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if (!this.game.isBooted)
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{
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this._pending.push({
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index: this._pending.length,
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key: key,
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state: stateConfig,
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autoStart: autoStart
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});
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console.log('GlobalStateManager not yet booted, adding to list', this._pending.length);
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return;
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}
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key = this.getKey(key, stateConfig);
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// console.log('GlobalStateManager.add', key, stateConfig, autoStart);
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var newState;
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if (stateConfig instanceof State)
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{
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// console.log('GlobalStateManager.add from instance:', key);
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newState = this.createStateFromInstance(key, stateConfig);
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}
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else if (typeof stateConfig === 'object')
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{
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// console.log('GlobalStateManager.add from object:', key);
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stateConfig.key = key;
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newState = this.createStateFromObject(key, stateConfig);
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}
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else if (typeof stateConfig === 'function')
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{
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// console.log('GlobalStateManager.add from function:', key);
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newState = this.createStateFromFunction(key, stateConfig);
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}
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this.keys[key] = newState;
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this.states.push(newState);
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if (autoStart || newState.settings.active)
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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._start.push(key);
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}
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}
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return newState;
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},
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createStateFromInstance: function (key, newState)
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{
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newState.settings.key = key;
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newState.sys.init(this.game);
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this.createStateDisplay(newState);
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return newState;
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},
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createStateFromObject: function (key, stateConfig)
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{
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var newState = new State(stateConfig);
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newState.sys.init(this.game);
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this.createStateDisplay(newState);
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return this.setupCallbacks(newState, stateConfig);
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},
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createStateFromFunction: function (key, state)
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{
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var newState = new state();
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if (newState instanceof State)
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{
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return this.createStateFromInstance(key, newState);
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}
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else
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{
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newState.sys = new Systems(newState);
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newState.sys.init(this.game);
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this.createStateDisplay(newState);
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// Default required functions
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if (!newState.init)
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{
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newState.init = NOOP;
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}
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if (!newState.preload)
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{
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newState.preload = NOOP;
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}
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if (!newState.create)
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{
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newState.create = NOOP;
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}
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if (!newState.shutdown)
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{
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newState.shutdown = NOOP;
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}
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if (!newState.update)
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{
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newState.update = NOOP;
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}
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if (!newState.render)
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{
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newState.render = NOOP;
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}
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return newState;
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}
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},
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setupCallbacks: function (state, stateConfig)
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{
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if (stateConfig === undefined) { stateConfig = state; }
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// Extract callbacks or set NOOP
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state.init = GetObjectValue(stateConfig, 'init', NOOP);
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state.preload = GetObjectValue(stateConfig, 'preload', NOOP);
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state.create = GetObjectValue(stateConfig, 'create', NOOP);
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state.shutdown = GetObjectValue(stateConfig, 'shutdown', NOOP);
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// Game Loop level callbacks
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state.update = GetObjectValue(stateConfig, 'update', NOOP);
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state.render = GetObjectValue(stateConfig, 'render', NOOP);
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return state;
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},
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createStateDisplay: function (state)
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{
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// console.log('createStateDisplay', state.settings.key);
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var settings = state.sys.settings;
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// var x = settings.x;
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// var y = settings.y;
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var width = settings.width;
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var height = settings.height;
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var config = this.game.config;
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if (config.renderType === CONST.CANVAS)
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{
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if (settings.renderToTexture)
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{
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// console.log('renderToTexture', width, height);
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state.sys.canvas = CanvasPool.create(state, width, height);
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state.sys.context = GetContext(state.sys.canvas);
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// Pixel Art mode?
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if (config.pixelArt)
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{
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CanvasInterpolation.setCrisp(state.sys.canvas);
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}
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}
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else
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{
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// console.log('using game canvas');
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state.sys.mask = new Rectangle(0, 0, width, height);
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state.sys.canvas = this.game.canvas;
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state.sys.context = this.game.context;
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}
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}
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else if (config.renderType === CONST.WEBGL)
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{
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// state.sys.fbo = this.game.renderer.createFBO(state, x, y, width, height);
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}
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},
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getState: function (key)
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{
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return this.keys[key];
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},
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getStateIndex: function (state)
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{
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return this.states.indexOf(state);
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},
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getActiveStateIndex: function (state)
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{
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var index = -1;
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for (var i = 0; i < this.active.length; i++)
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{
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if (this.active[i].state === state)
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{
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index = this.active[i].index;
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}
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}
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return index;
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},
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isActive: function (key)
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{
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var state = this.getState(key);
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return (state && state.settings.active && this.active.indexOf(state) !== -1);
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},
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start: function (key)
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{
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// console.log('start:', key);
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// if not booted, then put state into a holding pattern
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if (!this.game.isBooted)
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{
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// console.log('GlobalStateManager not yet booted, setting autoStart on pending list');
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for (var i = 0; i < this._pending.length; i++)
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{
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var entry = this._pending[i];
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if (entry.key === key)
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{
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entry.autoStart = true;
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}
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}
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return;
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}
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var state = this.getState(key);
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if (state)
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{
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// Already started? Nothing more to do here ...
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if (this.isActive(key))
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{
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return;
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}
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state.settings.active = true;
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var loader = state.sys.load;
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// Files payload?
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if (loader && Array.isArray(state.sys.settings.files))
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{
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loader.reset();
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if (loader.loadArray(state.sys.settings.files))
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{
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loader.events.once('LOADER_COMPLETE_EVENT', this.payloadComplete.bind(this));
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loader.start();
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}
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else
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{
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this.bootState(state);
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}
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}
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else
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{
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this.bootState(state);
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}
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}
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},
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payloadComplete: function (event)
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{
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var state = event.loader.state;
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// console.log('payloadComplete', state.sys.settings.key);
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this.bootState(state);
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},
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bootState: function (state)
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{
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// console.log('bootState', state.sys.settings.key);
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// + arguments
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if (state.init)
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{
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state.init.call(state);
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}
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var loader = state.sys.load;
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loader.reset();
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if (state.preload)
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{
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state.preload(this.game);
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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(state);
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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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loader.events.once('LOADER_COMPLETE_EVENT', this.loadComplete.bind(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(state);
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}
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},
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loadComplete: function (event)
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{
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var state = event.loader.state;
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// console.log('loadComplete', state.sys.settings.key);
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this.create(state);
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},
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create: function (state)
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{
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console.log('create', state.sys.settings.key);
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// Insert at the correct index, or it just all goes wrong :)
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var i = this.getStateIndex(state);
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// console.log('create.index', state.sys.settings.key, i);
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this.active.push({ index: i, state: state });
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// Sort the 'active' array based on the index property
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this.active.sort(this.sortStates);
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state.sys.updates.running = true;
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if (state.create)
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{
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state.create();
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}
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},
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pause: function (key)
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{
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var index = this.getActiveStateIndex(this.getState(key));
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if (index > -1)
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{
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var state = this.getState(key);
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state.settings.active = false;
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this.active.splice(index, 1);
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this.active.sort(this.sortStates);
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}
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},
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sortStates: function (stateA, stateB)
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{
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// console.log('sortStates', stateA.state.sys.settings.key, stateA.index, stateB.state.sys.settings.key, stateB.index);
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// Sort descending
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if (stateA.index < stateB.index)
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{
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return -1;
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}
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else if (stateA.index > stateB.index)
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{
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return 1;
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}
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else
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{
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return 0;
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}
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}
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};
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module.exports = GlobalStateManager;
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