mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 05:33:35 +00:00
999 lines
24 KiB
HTML
999 lines
24 KiB
HTML
<!DOCTYPE html>
|
|
|
|
<html lang="en">
|
|
<head>
|
|
<meta charset="utf-8">
|
|
<title>Phaser Source: core/StateManager.js</title>
|
|
|
|
<!--[if lt IE 9]>
|
|
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
|
<![endif]-->
|
|
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
|
|
|
|
|
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
|
|
|
</head>
|
|
|
|
<body>
|
|
<div class="container-fluid">
|
|
<div class="navbar navbar-fixed-top navbar-inverse">
|
|
<div class="navbar-inner">
|
|
<a class="brand" href="index.html">Phaser</a>
|
|
<ul class="nav">
|
|
|
|
<li class="dropdown">
|
|
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li>
|
|
<a href="Phaser.html">Phaser</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li>
|
|
<a href="Phaser.Animation.html">Animation</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.AnimationParser.html">AnimationParser</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.BitmapData.html">BitmapData</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.BitmapText.html">BitmapText</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Button.html">Button</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Cache.html">Cache</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Camera.html">Camera</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Canvas.html">Canvas</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Circle.html">Circle</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Color.html">Color</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Device.html">Device</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.html">Easing</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Back.html">Back</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Bounce.html">Bounce</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Circular.html">Circular</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Cubic.html">Cubic</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Elastic.html">Elastic</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Exponential.html">Exponential</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Linear.html">Linear</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Quartic.html">Quartic</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Quintic.html">Quintic</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Events.html">Events</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Filter.html">Filter</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Frame.html">Frame</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.FrameData.html">FrameData</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Game.html">Game</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Graphics.html">Graphics</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Group.html">Group</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Input.html">Input</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.InputHandler.html">InputHandler</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Key.html">Key</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Keyboard.html">Keyboard</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.LinkedList.html">LinkedList</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Loader.html">Loader</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.LoaderParser.html">LoaderParser</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Math.html">Math</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Mouse.html">Mouse</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.MSPointer.html">MSPointer</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Net.html">Net</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Particles.html">Particles</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Physics.html">Physics</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Physics.Arcade.html">Arcade</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Plugin.html">Plugin</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.PluginManager.html">PluginManager</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Point.html">Point</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Pointer.html">Pointer</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Polygon.html">Polygon</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.QuadTree.html">QuadTree</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Rectangle.html">Rectangle</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.RenderTexture.html">RenderTexture</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Signal.html">Signal</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Sound.html">Sound</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.SoundManager.html">SoundManager</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Sprite.html">Sprite</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Stage.html">Stage</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.State.html">State</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.StateManager.html">StateManager</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Text.html">Text</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Tile.html">Tile</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Tilemap.html">Tilemap</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.TilemapParser.html">TilemapParser</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Tileset.html">Tileset</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.TileSprite.html">TileSprite</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Time.html">Time</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Timer.html">Timer</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Touch.html">Touch</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Tween.html">Tween</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.TweenManager.html">TweenManager</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Utils.html">Utils</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Utils.Debug.html">Debug</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.World.html">World</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="SignalBinding.html">SignalBinding</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li>
|
|
<a href="global.html#bottom">bottom</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="global.html#render">render</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="global.html#renderXY">renderXY</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="global.html#right">right</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
</ul>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="row-fluid">
|
|
|
|
|
|
<div class="span12">
|
|
|
|
<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: core/StateManager.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/* 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 (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 () {
|
|
},
|
|
|
|
/**
|
|
* Description.
|
|
* @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.
|
|
* @protected
|
|
*/
|
|
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);
|
|
|
|
},
|
|
|
|
/**
|
|
* @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;
|
|
|
|
}
|
|
|
|
};
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
|
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
|
</span>
|
|
</footer>
|
|
</div>
|
|
|
|
|
|
<br clear="both">
|
|
</div>
|
|
|
|
</div>
|
|
<script src="scripts/sunlight.js"></script>
|
|
<script src="scripts/sunlight.javascript.js"></script>
|
|
<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
|
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
|
|
<script src="scripts/sunlight-plugin.menu.js"></script>
|
|
<script src="scripts/jquery.min.js"></script>
|
|
<script src="scripts/jquery.scrollTo.js"></script>
|
|
<script src="scripts/jquery.localScroll.js"></script>
|
|
<script src="scripts/bootstrap-dropdown.js"></script>
|
|
<script src="scripts/toc.js"></script>
|
|
|
|
|
|
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
|
|
|
|
<script>
|
|
$( function () {
|
|
$( "#toc" ).toc( {
|
|
selectors : "h1,h2,h3,h4",
|
|
showAndHide : false,
|
|
scrollTo : 60
|
|
} );
|
|
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
|
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
|
|
|
} );
|
|
</script>
|
|
|
|
|
|
|
|
</body>
|
|
</html>
|