phaser/docs/StateManager.js.html

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<h1 class="page-title">Source: core/StateManager.js</h1>
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<pre class="sunlight-highlight-javascript linenums">/* jshint newcap: false */
/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The State Manager is responsible for loading, setting up and switching game states.
*
* @class Phaser.StateManager
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Phaser.State|Object} [pendingState=null] - A State object to seed the manager with.
*/
Phaser.StateManager = function (game, pendingState) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {Object} states - The object containing Phaser.States.
*/
this.states = {};
/**
* @property {Phaser.State} _pendingState - The state to be switched to in the next frame.
* @private
*/
this._pendingState = null;
if (typeof pendingState !== 'undefined' && pendingState !== null)
{
this._pendingState = pendingState;
}
/**
* @property {boolean} _created - Flag that sets if the State has been created or not.
* @private
*/
this._created = false;
/**
* @property {string} current - The current active State object (defaults to null).
*/
this.current = '';
/**
* @property {function} onInitCallback - This will be called when the state is started (i.e. set as the current active state).
*/
this.onInitCallback = null;
/**
* @property {function} onPreloadCallback - This will be called when init states (loading assets...).
*/
this.onPreloadCallback = null;
/**
* @property {function} onCreateCallback - This will be called when create states (setup states...).
*/
this.onCreateCallback = null;
/**
* @property {function} onUpdateCallback - This will be called when State is updated, this doesn't happen during load (@see onLoadUpdateCallback).
*/
this.onUpdateCallback = null;
/**
* @property {function} onRenderCallback - This will be called when the State is rendered, this doesn't happen during load (see onLoadRenderCallback).
*/
this.onRenderCallback = null;
/**
* @property {function} onPreRenderCallback - This will be called before the State is rendered and before the stage is cleared.
*/
this.onPreRenderCallback = null;
/**
* @property {function} onLoadUpdateCallback - This will be called when the State is updated but only during the load process.
*/
this.onLoadUpdateCallback = null;
/**
* @property {function} onLoadRenderCallback - This will be called when the State is rendered but only during the load process.
*/
this.onLoadRenderCallback = null;
/**
* @property {function} onPausedCallback - This will be called when the state is paused.
*/
this.onPausedCallback = null;
/**
* @property {function} onShutDownCallback - This will be called when the state is shut down (i.e. swapped to another state).
*/
this.onShutDownCallback = null;
};
Phaser.StateManager.prototype = {
/**
* The Boot handler is called by Phaser.Game when it first starts up.
* @method Phaser.StateManager#boot
* @private
*/
boot: function () {
this.game.onPause.add(this.pause, this);
this.game.onResume.add(this.resume, this);
if (this._pendingState !== null)
{
if (typeof this._pendingState === 'string')
{
// State was already added, so just start it
this.start(this._pendingState, false, false);
}
else
{
this.add('default', this._pendingState, true);
}
}
},
/**
* Add a new State.
* @method Phaser.StateManager#add
* @param key {string} - A unique key you use to reference this state, i.e. "MainMenu", "Level1".
* @param state {State} - The state you want to switch to.
* @param autoStart {boolean} - Start the state immediately after creating it? (default true)
*/
add: function (key, state, autoStart) {
if (typeof autoStart === "undefined") { autoStart = false; }
var newState;
if (state instanceof Phaser.State)
{
newState = state;
}
else if (typeof state === 'object')
{
newState = state;
newState.game = this.game;
}
else if (typeof state === 'function')
{
newState = new state(this.game);
}
this.states[key] = newState;
if (autoStart)
{
if (this.game.isBooted)
{
this.start(key);
}
else
{
this._pendingState = key;
}
}
return newState;
},
/**
* Delete the given state.
* @method Phaser.StateManager#remove
* @param {string} key - A unique key you use to reference this state, i.e. "MainMenu", "Level1".
*/
remove: function (key) {
if (this.current == key)
{
this.callbackContext = null;
this.onInitCallback = null;
this.onShutDownCallback = null;
this.onPreloadCallback = null;
this.onLoadRenderCallback = null;
this.onLoadUpdateCallback = null;
this.onCreateCallback = null;
this.onUpdateCallback = null;
this.onRenderCallback = null;
this.onPausedCallback = null;
this.onDestroyCallback = null;
}
delete this.states[key];
},
/**
* Start the given state
* @method Phaser.StateManager#start
* @param {string} key - The key of the state you want to start.
* @param {boolean} [clearWorld] - clear everything in the world? (Default to true)
* @param {boolean} [clearCache] - clear asset cache? (Default to false and ONLY available when clearWorld=true)
*/
start: function (key, clearWorld, clearCache) {
if (typeof clearWorld === "undefined") { clearWorld = true; }
if (typeof clearCache === "undefined") { clearCache = false; }
if (this.game.isBooted === false)
{
this._pendingState = key;
return;
}
if (this.checkState(key) === false)
{
return;
}
else
{
// Already got a state running?
if (this.current)
{
this.onShutDownCallback.call(this.callbackContext, this.game);
}
if (clearWorld)
{
this.game.tweens.removeAll();
this.game.world.destroy();
if (clearCache === true)
{
this.game.cache.destroy();
}
}
this.setCurrentState(key);
}
if (this.onPreloadCallback)
{
this.game.load.reset();
this.onPreloadCallback.call(this.callbackContext, this.game);
// Is the loader empty?
if (this.game.load.totalQueuedFiles() === 0)
{
this.game.loadComplete();
}
else
{
// Start the loader going as we have something in the queue
this.game.load.start();
}
}
else
{
// No init? Then there was nothing to load either
this.game.loadComplete();
}
},
/**
* Used by onInit and onShutdown when those functions don't exist on the state
* @method Phaser.StateManager#dummy
* @private
*/
dummy: function () {
},
/**
* Checks i a given phaser state is valid.
* State must exist and have at least one callback function registered..
* @method Phaser.StateManager#checkState
* @param {string} key - The key of the state you want to check.
* @return {boolean} Description.
*/
checkState: function (key) {
if (this.states[key])
{
var valid = false;
if (this.states[key]['preload']) { valid = true; }
if (valid === false && this.states[key]['loadRender']) { valid = true; }
if (valid === false && this.states[key]['loadUpdate']) { valid = true; }
if (valid === false && this.states[key]['create']) { valid = true; }
if (valid === false && this.states[key]['update']) { valid = true; }
if (valid === false && this.states[key]['preRender']) { valid = true; }
if (valid === false && this.states[key]['render']) { valid = true; }
if (valid === false && this.states[key]['paused']) { valid = true; }
if (valid === false)
{
console.warn("Invalid Phaser State object given. Must contain at least a one of the required functions.");
return false;
}
return true;
}
else
{
console.warn("Phaser.StateManager - No state found with the key: " + key);
return false;
}
},
/**
* Links game properties to the State given by the key.
* @method Phaser.StateManager#link
* @param {string} key - State key.
* @protected
*/
link: function (key) {
this.states[key].game = this.game;
this.states[key].add = this.game.add;
this.states[key].camera = this.game.camera;
this.states[key].cache = this.game.cache;
this.states[key].input = this.game.input;
this.states[key].load = this.game.load;
this.states[key].math = this.game.math;
this.states[key].sound = this.game.sound;
this.states[key].stage = this.game.stage;
this.states[key].time = this.game.time;
this.states[key].tweens = this.game.tweens;
this.states[key].world = this.game.world;
this.states[key].particles = this.game.particles;
this.states[key].physics = this.game.physics;
this.states[key].rnd = this.game.rnd;
},
/**
* Sets the current State. Should not be called directly (use StateManager.start)
* @method Phaser.StateManager#setCurrentState
* @param {string} key - State key.
* @private
*/
setCurrentState: function (key) {
this.callbackContext = this.states[key];
this.link(key);
// Used when the state is set as being the current active state
this.onInitCallback = this.states[key]['init'] || this.dummy;
this.onPreloadCallback = this.states[key]['preload'] || null;
this.onLoadRenderCallback = this.states[key]['loadRender'] || null;
this.onLoadUpdateCallback = this.states[key]['loadUpdate'] || null;
this.onCreateCallback = this.states[key]['create'] || null;
this.onUpdateCallback = this.states[key]['update'] || null;
this.onPreRenderCallback = this.states[key]['preRender'] || null;
this.onRenderCallback = this.states[key]['render'] || null;
this.onPausedCallback = this.states[key]['paused'] || null;
// Used when the state is no longer the current active state
this.onShutDownCallback = this.states[key]['shutdown'] || this.dummy;
this.current = key;
this._created = false;
this.onInitCallback.call(this.callbackContext, this.game);
},
/**
* Gets the current State.
*
* @method Phaser.StateManager#getCurrentState
* @return Phaser.State
* @public
*/
getCurrentState: function() {
return this.states[this.current];
},
/**
* @method Phaser.StateManager#loadComplete
* @protected
*/
loadComplete: function () {
if (this._created === false && this.onCreateCallback)
{
this._created = true;
this.onCreateCallback.call(this.callbackContext, this.game);
}
else
{
this._created = true;
}
},
/**
* @method Phaser.StateManager#pause
* @protected
*/
pause: function () {
if (this._created && this.onPausedCallback)
{
this.onPausedCallback.call(this.callbackContext, this.game, true);
}
},
/**
* @method Phaser.StateManager#resume
* @protected
*/
resume: function () {
if (this._created && this.onre)
{
this.onPausedCallback.call(this.callbackContext, this.game, false);
}
},
/**
* @method Phaser.StateManager#update
* @protected
*/
update: function () {
if (this._created && this.onUpdateCallback)
{
this.onUpdateCallback.call(this.callbackContext, this.game);
}
else
{
if (this.onLoadUpdateCallback)
{
this.onLoadUpdateCallback.call(this.callbackContext, this.game);
}
}
},
/**
* @method Phaser.StateManager#preRender
* @protected
*/
preRender: function () {
if (this.onPreRenderCallback)
{
this.onPreRenderCallback.call(this.callbackContext, this.game);
}
},
/**
* @method Phaser.StateManager#render
* @protected
*/
render: function () {
if (this._created && this.onRenderCallback)
{
if (this.game.renderType === Phaser.CANVAS)
{
this.game.context.save();
this.game.context.setTransform(1, 0, 0, 1, 0, 0);
}
this.onRenderCallback.call(this.callbackContext, this.game);
if (this.game.renderType === Phaser.CANVAS)
{
this.game.context.restore();
}
}
else
{
if (this.onLoadRenderCallback)
{
this.onLoadRenderCallback.call(this.callbackContext, this.game);
}
}
},
/**
* Nuke the entire game from orbit
* @method Phaser.StateManager#destroy
*/
destroy: function () {
this.callbackContext = null;
this.onInitCallback = null;
this.onShutDownCallback = null;
this.onPreloadCallback = null;
this.onLoadRenderCallback = null;
this.onLoadUpdateCallback = null;
this.onCreateCallback = null;
this.onUpdateCallback = null;
this.onRenderCallback = null;
this.onPausedCallback = null;
this.onDestroyCallback = null;
this.game = null;
this.states = {};
this._pendingState = null;
}
};
Phaser.StateManager.prototype.constructor = Phaser.StateManager;
</pre>
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