phaser/src/scene/ScenePlugin.js

627 lines
15 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = require('../utils/Class');
var CONST = require('./const');
var PluginManager = require('../boot/PluginManager');
/**
* @classdesc
* A proxy class to the Global Scene Manager.
*
* @class ScenePlugin
* @memberOf Phaser.Scenes
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - The Scene that this ScenePlugin belongs to.
*/
var ScenePlugin = new Class({
initialize:
function ScenePlugin (scene)
{
/**
* The Scene that this ScenePlugin belongs to.
*
* @name Phaser.Scenes.ScenePlugin#scene
* @type {Phaser.Scene}
* @since 3.0.0
*/
this.scene = scene;
/**
* The Scene Systems instance of the Scene that this ScenePlugin belongs to.
*
* @name Phaser.Scenes.ScenePlugin#systems
* @type {Phaser.Scenes.Systems}
* @since 3.0.0
*/
this.systems = scene.sys;
if (!scene.sys.settings.isBooted)
{
scene.sys.events.once('boot', this.boot, this);
}
/**
* The settings of the Scene this ScenePlugin belongs to.
*
* @name Phaser.Scenes.ScenePlugin#settings
* @type {SettingsObject}
* @since 3.0.0
*/
this.settings = scene.sys.settings;
/**
* The key of the Scene this ScenePlugin belongs to.
*
* @name Phaser.Scenes.ScenePlugin#key
* @type {string}
* @since 3.0.0
*/
this.key = scene.sys.settings.key;
/**
* The Game's SceneManager.
*
* @name Phaser.Scenes.ScenePlugin#manager
* @type {Phaser.Scenes.SceneManager}
* @since 3.0.0
*/
this.manager = scene.sys.game.scene;
},
/**
* Boot the ScenePlugin.
*
* Registers event handlers.
*
* @method Phaser.Scenes.ScenePlugin#boot
* @since 3.0.0
*/
boot: function ()
{
var eventEmitter = this.systems.events;
eventEmitter.on('shutdown', this.shutdown, this);
eventEmitter.on('destroy', this.destroy, this);
},
/**
* Shutdown this Scene and run the given one.
*
* @method Phaser.Scenes.ScenePlugin#start
* @since 3.0.0
*
* @param {string} key - The Scene to start.
* @param {object} [data] - The Scene data.
*
* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
*/
start: function (key, data)
{
if (key === undefined) { key = this.key; }
if (this.settings.status !== CONST.RUNNING)
{
this.manager.queueOp('stop', this.key);
this.manager.queueOp('start', key, data);
}
else
{
this.manager.stop(this.key);
this.manager.start(key, data);
}
return this;
},
/**
* Restarts this Scene.
*
* @method Phaser.Scenes.ScenePlugin#restart
* @since 3.4.0
*
* @param {object} [data] - The Scene data.
*
* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
*/
restart: function (data)
{
var key = this.key;
if (this.settings.status !== CONST.RUNNING)
{
this.manager.queueOp('stop', key);
this.manager.queueOp('start', key, data);
}
else
{
this.manager.stop(key);
this.manager.start(key, data);
}
return this;
},
/**
* Add the Scene into the Scene Manager and start it if 'autoStart' is true or the Scene config 'active' property is set.
*
* @method Phaser.Scenes.ScenePlugin#add
* @since 3.0.0
*
* @param {string} key - The Scene key.
* @param {(Phaser.Scene|SettingsConfig|function)} sceneConfig - The config for the Scene.
* @param {boolean} autoStart - Whether to start the Scene after it's added.
*
* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
*/
add: function (key, sceneConfig, autoStart)
{
this.manager.add(key, sceneConfig, autoStart);
return this;
},
/**
* Launch the given Scene and run it in parallel with this one.
*
* @method Phaser.Scenes.ScenePlugin#launch
* @since 3.0.0
*
* @param {string} key - The Scene to launch.
* @param {object} [data] - The Scene data.
*
* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
*/
launch: function (key, data)
{
if (key && key !== this.key)
{
if (this.settings.status !== CONST.RUNNING)
{
this.manager.queueOp('start', key, data);
}
else
{
this.manager.start(key, data);
}
}
return this;
},
/**
* Pause the Scene - this stops the update step from happening but it still renders.
*
* @method Phaser.Scenes.ScenePlugin#pause
* @since 3.0.0
*
* @param {string} key - The Scene to pause.
*
* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
*/
pause: function (key)
{
if (key === undefined) { key = this.key; }
this.manager.pause(key);
return this;
},
/**
* Resume the Scene - starts the update loop again.
*
* @method Phaser.Scenes.ScenePlugin#resume
* @since 3.0.0
*
* @param {string} key - The Scene to resume.
*
* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
*/
resume: function (key)
{
if (key === undefined) { key = this.key; }
this.manager.resume(key);
return this;
},
/**
* Makes the Scene sleep (no update, no render) but doesn't shutdown.
*
* @method Phaser.Scenes.ScenePlugin#sleep
* @since 3.0.0
*
* @param {string} key - The Scene to put to sleep.
*
* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
*/
sleep: function (key)
{
if (key === undefined) { key = this.key; }
this.manager.sleep(key);
return this;
},
/**
* Makes the Scene wake-up (starts update and render)
*
* @method Phaser.Scenes.ScenePlugin#wake
* @since 3.0.0
*
* @param {string} key - The Scene to wake up.
*
* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
*/
wake: function (key)
{
if (key === undefined) { key = this.key; }
this.manager.wake(key);
return this;
},
/**
* Makes this Scene sleep then starts the Scene given.
*
* @method Phaser.Scenes.ScenePlugin#switch
* @since 3.0.0
*
* @param {string} key - The Scene to start.
*
* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
*/
switch: function (key)
{
if (key !== this.key)
{
if (this.settings.status !== CONST.RUNNING)
{
this.manager.queueOp('switch', this.key, key);
}
else
{
this.manager.switch(this.key, key);
}
}
return this;
},
/**
* Shutdown the Scene, clearing display list, timers, etc.
*
* @method Phaser.Scenes.ScenePlugin#stop
* @since 3.0.0
*
* @param {string} key - The Scene to stop.
*
* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
*/
stop: function (key)
{
if (key === undefined) { key = this.key; }
this.manager.stop(key);
return this;
},
/**
* Sets the active state of the given Scene.
*
* @method Phaser.Scenes.ScenePlugin#setActive
* @since 3.0.0
*
* @param {boolean} value - The Scene to set the active state for.
*
* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
*/
setActive: function (value)
{
this.settings.active = value;
return this;
},
/**
* Sets the visible state of the given Scene.
*
* @method Phaser.Scenes.ScenePlugin#setVisible
* @since 3.0.0
*
* @param {boolean} value - The Scene to set the visible state for.
*
* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
*/
setVisible: function (value)
{
this.settings.visible = value;
return this;
},
/**
* Checks if the given Scene is sleeping or not?
*
* @method Phaser.Scenes.ScenePlugin#isSleeping
* @since 3.0.0
*
* @param {string} key - The Scene to check.
*
* @return {boolean} Whether the Scene is sleeping.
*/
isSleeping: function (key)
{
if (key === undefined) { key = this.key; }
return this.manager.isSleeping(key);
},
/**
* Checks if the given Scene is active or not?
*
* @method Phaser.Scenes.ScenePlugin#isActive
* @since 3.0.0
*
* @param {string} key - The Scene to check.
*
* @return {boolean} Whether the Scene is active.
*/
isActive: function (key)
{
if (key === undefined) { key = this.key; }
return this.manager.isActive(key);
},
/**
* Checks if the given Scene is visible or not?
*
* @method Phaser.Scenes.ScenePlugin#isVisible
* @since 3.0.0
*
* @param {string} key - The Scene to check.
*
* @return {boolean} Whether the Scene is visible.
*/
isVisible: function (key)
{
if (key === undefined) { key = this.key; }
return this.manager.isVisible(key);
},
/**
* Swaps the position of two scenes in the Scenes list.
*
* This controls the order in which they are rendered and updated.
*
* @method Phaser.Scenes.ScenePlugin#swapPosition
* @since 3.2.0
*
* @param {string} keyA - The first Scene to swap.
* @param {string} [keyB] - The second Scene to swap. If none is given it defaults to this Scene.
*
* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
*/
swapPosition: function (keyA, keyB)
{
if (keyB === undefined) { keyB = this.key; }
if (keyA !== keyB)
{
this.manager.swapPosition(keyA, keyB);
}
return this;
},
/**
* Swaps the position of two scenes in the Scenes list, so that Scene B is directly above Scene A.
*
* This controls the order in which they are rendered and updated.
*
* @method Phaser.Scenes.ScenePlugin#moveAbove
* @since 3.2.0
*
* @param {string} keyA - The Scene that Scene B will be moved to be above.
* @param {string} [keyB] - The Scene to be moved. If none is given it defaults to this Scene.
*
* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
*/
moveAbove: function (keyA, keyB)
{
if (keyB === undefined) { keyB = this.key; }
if (keyA !== keyB)
{
this.manager.moveAbove(keyA, keyB);
}
return this;
},
/**
* Swaps the position of two scenes in the Scenes list, so that Scene B is directly below Scene A.
*
* This controls the order in which they are rendered and updated.
*
* @method Phaser.Scenes.ScenePlugin#moveBelow
* @since 3.2.0
*
* @param {string} keyA - The Scene that Scene B will be moved to be below.
* @param {string} [keyB] - The Scene to be moved. If none is given it defaults to this Scene.
*
* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
*/
moveBelow: function (keyA, keyB)
{
if (keyB === undefined) { keyB = this.key; }
if (keyA !== keyB)
{
this.manager.moveBelow(keyA, keyB);
}
return this;
},
/**
* Removes a Scene from the SceneManager.
*
* The Scene is removed from the local scenes array, it's key is cleared from the keys
* cache and Scene.Systems.destroy is then called on it.
*
* If the SceneManager is processing the Scenes when this method is called it wil
* queue the operation for the next update sequence.
*
* @method Phaser.Scenes.ScenePlugin#remove
* @since 3.2.0
*
* @param {(string|Phaser.Scene)} key - The Scene to be removed.
*
* @return {Phaser.Scenes.SceneManager} This SceneManager.
*/
remove: function (key)
{
if (key === undefined) { key = this.key; }
this.manager.remove(key);
return this;
},
/**
* Moves a Scene up one position in the Scenes list.
*
* @method Phaser.Scenes.ScenePlugin#moveUp
* @since 3.0.0
*
* @param {string} key - The Scene to move.
*
* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
*/
moveUp: function (key)
{
if (key === undefined) { key = this.key; }
this.manager.moveUp(key);
return this;
},
/**
* Moves a Scene down one position in the Scenes list.
*
* @method Phaser.Scenes.ScenePlugin#moveDown
* @since 3.0.0
*
* @param {string} key - The Scene to move.
*
* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
*/
moveDown: function (key)
{
if (key === undefined) { key = this.key; }
this.manager.moveDown(key);
return this;
},
/**
* Brings a Scene to the top of the Scenes list.
*
* This means it will render above all other Scenes.
*
* @method Phaser.Scenes.ScenePlugin#bringToTop
* @since 3.0.0
*
* @param {string} key - The Scene to move.
*
* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
*/
bringToTop: function (key)
{
if (key === undefined) { key = this.key; }
this.manager.bringToTop(key);
return this;
},
/**
* Sends a Scene to the back of the Scenes list.
*
* This means it will render below all other Scenes.
*
* @method Phaser.Scenes.ScenePlugin#sendToBack
* @since 3.0.0
*
* @param {string} key - The Scene to move.
*
* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
*/
sendToBack: function (key)
{
if (key === undefined) { key = this.key; }
this.manager.sendToBack(key);
return this;
},
/**
* Retrieve a Scene.
*
* @method Phaser.Scenes.ScenePlugin#get
* @since 3.0.0
*
* @param {string} key - The Scene to retrieve.
*
* @return {Phaser.Scene} The Scene.
*/
get: function (key)
{
return this.manager.getScene(key);
},
/**
* Shut down the given Scene.
*
* @method Phaser.Scenes.ScenePlugin#shutdown
* @since 3.0.0
*/
shutdown: function ()
{
// TODO
},
/**
* Destroy the given Scene.
*
* @method Phaser.Scenes.ScenePlugin#destroy
* @since 3.0.0
*/
destroy: function ()
{
// TODO
}
});
PluginManager.register('ScenePlugin', ScenePlugin, 'scenePlugin');
module.exports = ScenePlugin;