mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 20:13:35 +00:00
627 lines
15 KiB
JavaScript
627 lines
15 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var Class = require('../utils/Class');
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var CONST = require('./const');
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var PluginManager = require('../boot/PluginManager');
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/**
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* @classdesc
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* A proxy class to the Global Scene Manager.
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*
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* @class ScenePlugin
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* @memberOf Phaser.Scenes
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* @constructor
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* @since 3.0.0
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*
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* @param {Phaser.Scene} scene - The Scene that this ScenePlugin belongs to.
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*/
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var ScenePlugin = new Class({
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initialize:
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function ScenePlugin (scene)
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{
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/**
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* The Scene that this ScenePlugin belongs to.
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*
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* @name Phaser.Scenes.ScenePlugin#scene
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* @type {Phaser.Scene}
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* @since 3.0.0
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*/
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this.scene = scene;
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/**
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* The Scene Systems instance of the Scene that this ScenePlugin belongs to.
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*
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* @name Phaser.Scenes.ScenePlugin#systems
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* @type {Phaser.Scenes.Systems}
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* @since 3.0.0
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*/
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this.systems = scene.sys;
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if (!scene.sys.settings.isBooted)
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{
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scene.sys.events.once('boot', this.boot, this);
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}
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/**
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* The settings of the Scene this ScenePlugin belongs to.
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*
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* @name Phaser.Scenes.ScenePlugin#settings
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* @type {SettingsObject}
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* @since 3.0.0
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*/
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this.settings = scene.sys.settings;
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/**
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* The key of the Scene this ScenePlugin belongs to.
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*
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* @name Phaser.Scenes.ScenePlugin#key
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* @type {string}
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* @since 3.0.0
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*/
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this.key = scene.sys.settings.key;
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/**
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* The Game's SceneManager.
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*
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* @name Phaser.Scenes.ScenePlugin#manager
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* @type {Phaser.Scenes.SceneManager}
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* @since 3.0.0
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*/
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this.manager = scene.sys.game.scene;
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},
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/**
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* Boot the ScenePlugin.
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*
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* Registers event handlers.
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*
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* @method Phaser.Scenes.ScenePlugin#boot
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* @since 3.0.0
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*/
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boot: function ()
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{
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var eventEmitter = this.systems.events;
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eventEmitter.on('shutdown', this.shutdown, this);
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eventEmitter.on('destroy', this.destroy, this);
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},
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/**
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* Shutdown this Scene and run the given one.
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*
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* @method Phaser.Scenes.ScenePlugin#start
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* @since 3.0.0
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*
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* @param {string} key - The Scene to start.
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* @param {object} [data] - The Scene data.
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*
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* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
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*/
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start: function (key, data)
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{
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if (key === undefined) { key = this.key; }
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if (this.settings.status !== CONST.RUNNING)
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{
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this.manager.queueOp('stop', this.key);
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this.manager.queueOp('start', key, data);
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}
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else
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{
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this.manager.stop(this.key);
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this.manager.start(key, data);
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}
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return this;
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},
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/**
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* Restarts this Scene.
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*
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* @method Phaser.Scenes.ScenePlugin#restart
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* @since 3.4.0
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*
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* @param {object} [data] - The Scene data.
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*
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* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
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*/
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restart: function (data)
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{
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var key = this.key;
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if (this.settings.status !== CONST.RUNNING)
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{
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this.manager.queueOp('stop', key);
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this.manager.queueOp('start', key, data);
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}
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else
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{
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this.manager.stop(key);
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this.manager.start(key, data);
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}
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return this;
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},
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/**
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* Add the Scene into the Scene Manager and start it if 'autoStart' is true or the Scene config 'active' property is set.
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*
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* @method Phaser.Scenes.ScenePlugin#add
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* @since 3.0.0
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*
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* @param {string} key - The Scene key.
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* @param {(Phaser.Scene|SettingsConfig|function)} sceneConfig - The config for the Scene.
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* @param {boolean} autoStart - Whether to start the Scene after it's added.
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*
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* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
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*/
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add: function (key, sceneConfig, autoStart)
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{
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this.manager.add(key, sceneConfig, autoStart);
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return this;
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},
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/**
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* Launch the given Scene and run it in parallel with this one.
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*
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* @method Phaser.Scenes.ScenePlugin#launch
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* @since 3.0.0
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*
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* @param {string} key - The Scene to launch.
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* @param {object} [data] - The Scene data.
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*
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* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
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*/
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launch: function (key, data)
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{
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if (key && key !== this.key)
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{
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if (this.settings.status !== CONST.RUNNING)
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{
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this.manager.queueOp('start', key, data);
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}
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else
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{
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this.manager.start(key, data);
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}
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}
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return this;
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},
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/**
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* Pause the Scene - this stops the update step from happening but it still renders.
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*
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* @method Phaser.Scenes.ScenePlugin#pause
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* @since 3.0.0
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*
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* @param {string} key - The Scene to pause.
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*
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* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
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*/
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pause: function (key)
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{
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if (key === undefined) { key = this.key; }
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this.manager.pause(key);
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return this;
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},
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/**
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* Resume the Scene - starts the update loop again.
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*
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* @method Phaser.Scenes.ScenePlugin#resume
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* @since 3.0.0
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*
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* @param {string} key - The Scene to resume.
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*
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* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
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*/
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resume: function (key)
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{
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if (key === undefined) { key = this.key; }
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this.manager.resume(key);
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return this;
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},
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/**
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* Makes the Scene sleep (no update, no render) but doesn't shutdown.
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*
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* @method Phaser.Scenes.ScenePlugin#sleep
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* @since 3.0.0
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*
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* @param {string} key - The Scene to put to sleep.
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*
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* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
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*/
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sleep: function (key)
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{
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if (key === undefined) { key = this.key; }
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this.manager.sleep(key);
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return this;
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},
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/**
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* Makes the Scene wake-up (starts update and render)
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*
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* @method Phaser.Scenes.ScenePlugin#wake
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* @since 3.0.0
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*
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* @param {string} key - The Scene to wake up.
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*
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* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
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*/
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wake: function (key)
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{
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if (key === undefined) { key = this.key; }
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this.manager.wake(key);
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return this;
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},
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/**
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* Makes this Scene sleep then starts the Scene given.
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*
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* @method Phaser.Scenes.ScenePlugin#switch
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* @since 3.0.0
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*
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* @param {string} key - The Scene to start.
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*
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* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
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*/
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switch: function (key)
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{
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if (key !== this.key)
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{
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if (this.settings.status !== CONST.RUNNING)
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{
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this.manager.queueOp('switch', this.key, key);
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}
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else
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{
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this.manager.switch(this.key, key);
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}
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}
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return this;
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},
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/**
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* Shutdown the Scene, clearing display list, timers, etc.
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*
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* @method Phaser.Scenes.ScenePlugin#stop
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* @since 3.0.0
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*
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* @param {string} key - The Scene to stop.
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*
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* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
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*/
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stop: function (key)
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{
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if (key === undefined) { key = this.key; }
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this.manager.stop(key);
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return this;
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},
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/**
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* Sets the active state of the given Scene.
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*
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* @method Phaser.Scenes.ScenePlugin#setActive
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* @since 3.0.0
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*
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* @param {boolean} value - The Scene to set the active state for.
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*
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* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
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*/
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setActive: function (value)
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{
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this.settings.active = value;
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return this;
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},
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/**
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* Sets the visible state of the given Scene.
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*
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* @method Phaser.Scenes.ScenePlugin#setVisible
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* @since 3.0.0
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*
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* @param {boolean} value - The Scene to set the visible state for.
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*
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* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
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*/
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setVisible: function (value)
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{
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this.settings.visible = value;
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return this;
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},
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/**
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* Checks if the given Scene is sleeping or not?
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*
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* @method Phaser.Scenes.ScenePlugin#isSleeping
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* @since 3.0.0
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*
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* @param {string} key - The Scene to check.
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*
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* @return {boolean} Whether the Scene is sleeping.
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*/
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isSleeping: function (key)
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{
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if (key === undefined) { key = this.key; }
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return this.manager.isSleeping(key);
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},
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/**
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* Checks if the given Scene is active or not?
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*
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* @method Phaser.Scenes.ScenePlugin#isActive
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* @since 3.0.0
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*
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* @param {string} key - The Scene to check.
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*
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* @return {boolean} Whether the Scene is active.
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*/
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isActive: function (key)
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{
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if (key === undefined) { key = this.key; }
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return this.manager.isActive(key);
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},
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/**
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* Checks if the given Scene is visible or not?
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*
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* @method Phaser.Scenes.ScenePlugin#isVisible
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* @since 3.0.0
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*
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* @param {string} key - The Scene to check.
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*
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* @return {boolean} Whether the Scene is visible.
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*/
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isVisible: function (key)
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{
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if (key === undefined) { key = this.key; }
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return this.manager.isVisible(key);
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},
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/**
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* Swaps the position of two scenes in the Scenes list.
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*
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* This controls the order in which they are rendered and updated.
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*
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* @method Phaser.Scenes.ScenePlugin#swapPosition
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* @since 3.2.0
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*
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* @param {string} keyA - The first Scene to swap.
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* @param {string} [keyB] - The second Scene to swap. If none is given it defaults to this Scene.
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*
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* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
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*/
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swapPosition: function (keyA, keyB)
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{
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if (keyB === undefined) { keyB = this.key; }
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if (keyA !== keyB)
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{
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this.manager.swapPosition(keyA, keyB);
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}
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return this;
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},
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/**
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* Swaps the position of two scenes in the Scenes list, so that Scene B is directly above Scene A.
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*
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* This controls the order in which they are rendered and updated.
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*
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* @method Phaser.Scenes.ScenePlugin#moveAbove
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* @since 3.2.0
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*
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* @param {string} keyA - The Scene that Scene B will be moved to be above.
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* @param {string} [keyB] - The Scene to be moved. If none is given it defaults to this Scene.
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*
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* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
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*/
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moveAbove: function (keyA, keyB)
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{
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if (keyB === undefined) { keyB = this.key; }
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if (keyA !== keyB)
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{
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this.manager.moveAbove(keyA, keyB);
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}
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return this;
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},
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/**
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* Swaps the position of two scenes in the Scenes list, so that Scene B is directly below Scene A.
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*
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* This controls the order in which they are rendered and updated.
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*
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* @method Phaser.Scenes.ScenePlugin#moveBelow
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* @since 3.2.0
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*
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* @param {string} keyA - The Scene that Scene B will be moved to be below.
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* @param {string} [keyB] - The Scene to be moved. If none is given it defaults to this Scene.
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*
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* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
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*/
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moveBelow: function (keyA, keyB)
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{
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if (keyB === undefined) { keyB = this.key; }
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if (keyA !== keyB)
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{
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this.manager.moveBelow(keyA, keyB);
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}
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return this;
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},
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/**
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* Removes a Scene from the SceneManager.
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*
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* The Scene is removed from the local scenes array, it's key is cleared from the keys
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* cache and Scene.Systems.destroy is then called on it.
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*
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* If the SceneManager is processing the Scenes when this method is called it wil
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* queue the operation for the next update sequence.
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*
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* @method Phaser.Scenes.ScenePlugin#remove
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* @since 3.2.0
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*
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* @param {(string|Phaser.Scene)} key - The Scene to be removed.
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*
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* @return {Phaser.Scenes.SceneManager} This SceneManager.
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*/
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remove: function (key)
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{
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if (key === undefined) { key = this.key; }
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this.manager.remove(key);
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return this;
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},
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/**
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* Moves a Scene up one position in the Scenes list.
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*
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* @method Phaser.Scenes.ScenePlugin#moveUp
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* @since 3.0.0
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*
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* @param {string} key - The Scene to move.
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*
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* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
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*/
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moveUp: function (key)
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{
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if (key === undefined) { key = this.key; }
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this.manager.moveUp(key);
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return this;
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},
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/**
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* Moves a Scene down one position in the Scenes list.
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*
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* @method Phaser.Scenes.ScenePlugin#moveDown
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* @since 3.0.0
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*
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* @param {string} key - The Scene to move.
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*
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* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
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*/
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moveDown: function (key)
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{
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if (key === undefined) { key = this.key; }
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this.manager.moveDown(key);
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return this;
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},
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/**
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* Brings a Scene to the top of the Scenes list.
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*
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* This means it will render above all other Scenes.
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*
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* @method Phaser.Scenes.ScenePlugin#bringToTop
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* @since 3.0.0
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*
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* @param {string} key - The Scene to move.
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*
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* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
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*/
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bringToTop: function (key)
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{
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if (key === undefined) { key = this.key; }
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this.manager.bringToTop(key);
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return this;
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},
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/**
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* Sends a Scene to the back of the Scenes list.
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*
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* This means it will render below all other Scenes.
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*
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* @method Phaser.Scenes.ScenePlugin#sendToBack
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* @since 3.0.0
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*
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* @param {string} key - The Scene to move.
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*
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* @return {Phaser.Scenes.ScenePlugin} This ScenePlugin object.
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*/
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sendToBack: function (key)
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{
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if (key === undefined) { key = this.key; }
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this.manager.sendToBack(key);
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return this;
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},
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/**
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* Retrieve a Scene.
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*
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* @method Phaser.Scenes.ScenePlugin#get
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* @since 3.0.0
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*
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* @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;
|