mirror of
https://github.com/photonstorm/phaser
synced 2024-12-20 01:55:45 +00:00
436 lines
No EOL
10 KiB
JavaScript
436 lines
No EOL
10 KiB
JavaScript
Phaser.StateManager = function (game, pendingState) {
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this.game = game;
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this.states = {};
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if (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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Phaser.StateManager.prototype = {
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/**
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* @type {Phaser.Game}
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*/
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game: null,
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/**
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* The state to be switched to in the next frame.
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* @type {State}
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*/
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_pendingState: null,
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/**
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* Flag that sets if the State has been created or not.
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* @type {Boolean}
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*/
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_created: false,
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/**
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* The state to be switched to in the next frame.
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* @type {Object}
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*/
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states: {},
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/**
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* The current active State object (defaults to null)
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* @type {String}
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*/
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current: '',
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/**
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* This will be called when the state is started (i.e. set as the current active state)
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* @type {function}
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*/
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onInitCallback: null,
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/**
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* This will be called when init states. (loading assets...)
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* @type {function}
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*/
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onPreloadCallback: null,
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/**
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* This will be called when create states. (setup states...)
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* @type {function}
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*/
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onCreateCallback: null,
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/**
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* This will be called when State is updated, this doesn't happen during load (see onLoadUpdateCallback)
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* @type {function}
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*/
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onUpdateCallback: null,
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/**
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* This will be called when the State is rendered, this doesn't happen during load (see onLoadRenderCallback)
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* @type {function}
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*/
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onRenderCallback: null,
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/**
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* This will be called before the State is rendered and before the stage is cleared
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* @type {function}
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*/
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onPreRenderCallback: null,
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/**
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* This will be called when the State is updated but only during the load process
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* @type {function}
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*/
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onLoadUpdateCallback: null,
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/**
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* This will be called when the State is rendered but only during the load process
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* @type {function}
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*/
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onLoadRenderCallback: null,
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/**
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* This will be called when states paused.
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* @type {function}
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*/
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onPausedCallback: null,
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/**
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* This will be called when the state is shut down (i.e. swapped to another state)
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* @type {function}
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*/
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onShutDownCallback: null,
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boot: function () {
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// console.log('Phaser.StateManager.boot');
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if (this._pendingState !== null)
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{
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// console.log('_pendingState found');
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// console.log(typeof this._pendingState);
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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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* @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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// console.log('Phaser.StateManager.addState', key);
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// console.log(typeof state);
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// console.log('autoStart?', autoStart);
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var newState;
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if (state instanceof Phaser.State)
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{
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// console.log('Phaser.StateManager.addState: Phaser.State given');
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newState = state;
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newState.link(this.game);
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}
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else if (typeof state === 'object')
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{
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// console.log('Phaser.StateManager.addState: Object given');
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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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// console.log('Phaser.StateManager.addState: Function given');
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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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// console.log('Game is booted, so we can start the state now');
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this.start(key);
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}
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else
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{
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// console.log('Game is NOT booted, so set the current state as pending');
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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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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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* @param key {String} The key of the state you want to start.
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* @param [clearWorld] {bool} clear everything in the world? (Default to true)
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* @param [clearCache] {bool} 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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// console.log('Phaser.StateManager.start', key);
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// console.log(this);
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// console.log(this.callbackContext);
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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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// console.log('Game is NOT booted, so set the requested state as pending');
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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);
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}
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if (clearWorld) {
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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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// console.log('Preload Callback found');
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this.game.load.reset();
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this.onPreloadCallback.call(this.callbackContext);
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// Is the loader empty?
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if (this.game.load.queueSize == 0)
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{
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// console.log('Loader queue empty');
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this.game.loadComplete();
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if (this.onCreateCallback)
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{
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this.onCreateCallback.call(this.callbackContext);
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}
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this._created = true;
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}
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else
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{
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// console.log('Loader started');
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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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// console.log('Preload callback not found');
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// No init? Then there was nothing to load either
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if (this.onCreateCallback)
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{
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// console.log('Create callback found');
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this.onCreateCallback.call(this.callbackContext);
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}
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this._created = true;
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this.game.loadComplete();
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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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dummy: function () {
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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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setCurrentState: function (key) {
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this.callbackContext = this.states[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);
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},
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loadComplete: function () {
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// console.log('Phaser.StateManager.loadComplete');
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if (this._created == false && this.onCreateCallback)
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{
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// console.log('Create callback found');
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this._created = true;
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this.onCreateCallback.call(this.callbackContext);
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}
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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);
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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);
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}
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}
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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);
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}
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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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this.onRenderCallback.call(this.callbackContext);
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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);
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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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*/
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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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}; |