mirror of
https://github.com/photonstorm/phaser
synced 2024-12-21 02:23:29 +00:00
c21365703d
Added "GetCurrentState" to StateManager
528 lines
14 KiB
JavaScript
528 lines
14 KiB
JavaScript
/* jshint newcap: false */
|
|
|
|
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2013 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;
|