phaser/src/scene/SceneManager.js
2018-06-22 03:37:14 -07:00

1557 lines
38 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 GetValue = require('../utils/object/GetValue');
var NOOP = require('../utils/NOOP');
var Scene = require('./Scene');
var Systems = require('./Systems');
/**
* @classdesc
* The Scene Manager.
*
* The Scene Manager is a Game level system, responsible for creating, processing and updating all of the
* Scenes in a Game instance.
*
*
* @class SceneManager
* @memberOf Phaser.Scenes
* @constructor
* @since 3.0.0
*
* @param {Phaser.Game} game - The Phaser.Game instance this Scene Manager belongs to.
* @param {object} sceneConfig - Scene specific configuration settings.
*/
var SceneManager = new Class({
initialize:
function SceneManager (game, sceneConfig)
{
/**
* The Game that this SceneManager belongs to.
*
* @name Phaser.Scenes.SceneManager#game
* @type {Phaser.Game}
* @since 3.0.0
*/
this.game = game;
/**
* An object that maps the keys to the scene so we can quickly get a scene from a key without iteration.
*
* @name Phaser.Scenes.SceneManager#keys
* @type {object}
* @since 3.0.0
*/
this.keys = {};
/**
* The array in which all of the scenes are kept.
*
* @name Phaser.Scenes.SceneManager#scenes
* @type {array}
* @since 3.0.0
*/
this.scenes = [];
/**
* Scenes pending to be added are stored in here until the manager has time to add it.
*
* @name Phaser.Scenes.SceneManager#_pending
* @type {array}
* @private
* @since 3.0.0
*/
this._pending = [];
/**
* An array of scenes waiting to be started once the game has booted.
*
* @name Phaser.Scenes.SceneManager#_start
* @type {array}
* @private
* @since 3.0.0
*/
this._start = [];
/**
* An operations queue, because we don't manipulate the scenes array during processing.
*
* @name Phaser.Scenes.SceneManager#_queue
* @type {array}
* @private
* @since 3.0.0
*/
this._queue = [];
/**
* Boot time data to merge.
*
* @name Phaser.Scenes.SceneManager#_data
* @type {object}
* @private
* @since 3.4.0
*/
this._data = {};
/**
* Is the Scene Manager actively processing the Scenes list?
*
* @name Phaser.Scenes.SceneManager#isProcessing
* @type {boolean}
* @default false
* @readOnly
* @since 3.0.0
*/
this.isProcessing = false;
/**
* Has the Scene Manager properly started?
*
* @name Phaser.Scenes.SceneManager#isBooted
* @type {boolean}
* @default false
* @readOnly
* @since 3.4.0
*/
this.isBooted = false;
if (sceneConfig)
{
if (!Array.isArray(sceneConfig))
{
sceneConfig = [ sceneConfig ];
}
for (var i = 0; i < sceneConfig.length; i++)
{
// The i === 0 part just autostarts the first Scene given (unless it says otherwise in its config)
this._pending.push({
key: 'default',
scene: sceneConfig[i],
autoStart: (i === 0),
data: {}
});
}
}
game.events.once('ready', this.bootQueue, this);
},
/**
* Internal first-time Scene boot handler.
*
* @method Phaser.Scenes.SceneManager#bootQueue
* @private
* @since 3.2.0
*/
bootQueue: function ()
{
if (this.isBooted)
{
return;
}
var i;
var entry;
var key;
var sceneConfig;
for (i = 0; i < this._pending.length; i++)
{
entry = this._pending[i];
key = entry.key;
sceneConfig = entry.scene;
var newScene;
if (sceneConfig instanceof Scene)
{
newScene = this.createSceneFromInstance(key, sceneConfig);
}
else if (typeof sceneConfig === 'object')
{
newScene = this.createSceneFromObject(key, sceneConfig);
}
else if (typeof sceneConfig === 'function')
{
newScene = this.createSceneFromFunction(key, sceneConfig);
}
// Replace key in case the scene changed it
key = newScene.sys.settings.key;
this.keys[key] = newScene;
this.scenes.push(newScene);
// Any data to inject?
if (this._data[key])
{
newScene.sys.settings.data = this._data[key].data;
if (this._data[key].autoStart)
{
entry.autoStart = true;
}
}
if (entry.autoStart || newScene.sys.settings.active)
{
this._start.push(key);
}
}
// Clear the pending lists
this._pending.length = 0;
this._data = {};
this.isBooted = true;
// _start might have been populated by the above
for (i = 0; i < this._start.length; i++)
{
entry = this._start[i];
this.start(entry);
}
this._start.length = 0;
},
/**
* Process the Scene operations queue.
*
* @method Phaser.Scenes.SceneManager#processQueue
* @since 3.0.0
*/
processQueue: function ()
{
var pendingLength = this._pending.length;
var queueLength = this._queue.length;
if (pendingLength === 0 && queueLength === 0)
{
return;
}
var i;
var entry;
if (pendingLength)
{
for (i = 0; i < pendingLength; i++)
{
entry = this._pending[i];
this.add(entry.key, entry.scene, entry.autoStart, entry.data);
}
// _start might have been populated by this.add
for (i = 0; i < this._start.length; i++)
{
entry = this._start[i];
this.start(entry);
}
// Clear the pending lists
this._start.length = 0;
this._pending.length = 0;
return;
}
for (i = 0; i < this._queue.length; i++)
{
entry = this._queue[i];
this[entry.op](entry.keyA, entry.keyB);
}
this._queue.length = 0;
},
/**
* Adds a new Scene into the SceneManager.
* You must give each Scene a unique key by which you'll identify it.
*
* The `sceneConfig` can be:
*
* * A `Phaser.Scene` object, or an object that extends it.
* * A plain JavaScript object
* * A JavaScript ES6 Class that extends `Phaser.Scene`
* * A JavaScript ES5 prototype based Class
* * A JavaScript function
*
* If a function is given then a new Scene will be created by calling it.
*
* @method Phaser.Scenes.SceneManager#add
* @since 3.0.0
*
* @param {string} key - A unique key used to reference the Scene, i.e. `MainMenu` or `Level1`.
* @param {(Phaser.Scene|Phaser.Scenes.Settings.Config|function)} sceneConfig - The config for the Scene
* @param {boolean} [autoStart=false] - If `true` the Scene will be started immediately after being added.
* @param {object} [data] - Optional data object. This will be set as Scene.settings.data and passed to `Scene.init`.
*
* @return {?Phaser.Scene} The added Scene, if it was added immediately, otherwise `null`.
*/
add: function (key, sceneConfig, autoStart, data)
{
if (autoStart === undefined) { autoStart = false; }
if (data === undefined) { data = {}; }
// If processing or not booted then put scene into a holding pattern
if (this.isProcessing || !this.isBooted)
{
this._pending.push({
key: key,
scene: sceneConfig,
autoStart: autoStart,
data: data
});
if (!this.isBooted)
{
this._data[key] = { data: data };
}
return null;
}
key = this.getKey(key, sceneConfig);
var newScene;
if (sceneConfig instanceof Scene)
{
newScene = this.createSceneFromInstance(key, sceneConfig);
}
else if (typeof sceneConfig === 'object')
{
sceneConfig.key = key;
newScene = this.createSceneFromObject(key, sceneConfig);
}
else if (typeof sceneConfig === 'function')
{
newScene = this.createSceneFromFunction(key, sceneConfig);
}
// Any data to inject?
newScene.sys.settings.data = data;
// Replace key in case the scene changed it
key = newScene.sys.settings.key;
this.keys[key] = newScene;
this.scenes.push(newScene);
if (autoStart || newScene.sys.settings.active)
{
if (this._pending.length)
{
this._start.push(key);
}
else
{
this.start(key);
}
}
return newScene;
},
/**
* 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.SceneManager#remove
* @since 3.2.0
*
* @param {(string|Phaser.Scene)} scene - The Scene to be removed.
*
* @return {Phaser.Scenes.SceneManager} This SceneManager.
*/
remove: function (key)
{
if (this.isProcessing)
{
this._queue.push({ op: 'remove', keyA: key, keyB: null });
}
else
{
var sceneToRemove = this.getScene(key);
if (!sceneToRemove || sceneToRemove.sys.isTransitioning())
{
return this;
}
var index = this.scenes.indexOf(sceneToRemove);
var sceneKey = sceneToRemove.sys.settings.key;
if (index > -1)
{
delete this.keys[sceneKey];
this.scenes.splice(index, 1);
if (this._start.indexOf(sceneKey) > -1)
{
index = this._start.indexOf(sceneKey);
this._start.splice(index, 1);
}
sceneToRemove.sys.destroy();
}
}
return this;
},
/**
* Boot the given Scene.
*
* @method Phaser.Scenes.SceneManager#bootScene
* @private
* @since 3.0.0
*
* @param {Phaser.Scene} scene - The Scene to boot.
*/
bootScene: function (scene)
{
var sys = scene.sys;
var settings = sys.settings;
if (scene.init)
{
scene.init.call(scene, settings.data);
if (settings.isTransition)
{
sys.events.emit('transitioninit', settings.transitionFrom, settings.transitionDuration);
}
}
var loader;
if (sys.load)
{
loader = sys.load;
loader.reset();
}
if (loader && scene.preload)
{
scene.preload.call(scene);
// Is the loader empty?
if (loader.list.size === 0)
{
this.create(scene);
}
else
{
settings.status = CONST.LOADING;
// Start the loader going as we have something in the queue
loader.once('complete', this.loadComplete, this);
loader.start();
}
}
else
{
// No preload? Then there was nothing to load either
this.create(scene);
}
},
/**
* Handles load completion for a Scene's Loader.
*
* Starts the Scene that the Loader belongs to.
*
* @method Phaser.Scenes.SceneManager#loadComplete
* @private
* @since 3.0.0
*
* @param {Phaser.Loader.LoaderPlugin} loader - The loader that has completed loading.
*/
loadComplete: function (loader)
{
var scene = loader.scene;
// Try to unlock HTML5 sounds every time any loader completes
if (this.game.sound.onBlurPausedSounds)
{
this.game.sound.unlock();
}
this.create(scene);
},
/**
* Handle payload completion for a Scene.
*
* @method Phaser.Scenes.SceneManager#payloadComplete
* @private
* @since 3.0.0
*
* @param {Phaser.Loader.LoaderPlugin} loader - The loader that has completed loading its Scene's payload.
*/
payloadComplete: function (loader)
{
this.bootScene(loader.scene);
},
/**
* Updates the Scenes.
*
* @method Phaser.Scenes.SceneManager#update
* @since 3.0.0
*
* @param {number} time - Time elapsed.
* @param {number} delta - Delta time from the last update.
*/
update: function (time, delta)
{
this.processQueue();
this.isProcessing = true;
// Loop through the active scenes in reverse order
for (var i = this.scenes.length - 1; i >= 0; i--)
{
var sys = this.scenes[i].sys;
if (sys.settings.status > CONST.START && sys.settings.status <= CONST.RUNNING)
{
sys.step(time, delta);
}
}
},
/**
* Informs the Scenes of the Game being resized.
*
* @method Phaser.Scenes.SceneManager#resize
* @since 3.2.0
*
* @param {number} width - The new width of the game.
* @param {number} height - The new height of the game.
*/
resize: function (width, height)
{
// Loop through the scenes in forward order
for (var i = 0; i < this.scenes.length; i++)
{
var sys = this.scenes[i].sys;
sys.resize(width, height);
}
},
/**
* Renders the Scenes.
*
* @method Phaser.Scenes.SceneManager#render
* @since 3.0.0
*
* @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - The renderer to use.
*/
render: function (renderer)
{
// Loop through the scenes in forward order
for (var i = 0; i < this.scenes.length; i++)
{
var sys = this.scenes[i].sys;
if (sys.settings.visible && sys.settings.status >= CONST.LOADING && sys.settings.status < CONST.SLEEPING)
{
sys.render(renderer);
}
}
this.isProcessing = false;
},
/**
* Calls the given Scene's {@link Phaser.Scene#create} method and updates its status.
*
* @method Phaser.Scenes.SceneManager#create
* @private
* @since 3.0.0
*
* @param {Phaser.Scene} scene - The Scene to create.
*/
create: function (scene)
{
var sys = scene.sys;
var settings = sys.settings;
if (scene.create)
{
settings.status = CONST.CREATING;
scene.create.call(scene, settings.data);
if (settings.isTransition)
{
sys.events.emit('transitionstart', settings.transitionFrom, settings.transitionDuration);
}
}
// If the Scene has an update function we'll set it now, otherwise it'll remain as NOOP
if (scene.update)
{
sys.sceneUpdate = scene.update;
}
if (settings.status === CONST.CREATING)
{
settings.status = CONST.RUNNING;
}
},
/**
* Creates and initializes a Scene from a function.
*
* @method Phaser.Scenes.SceneManager#createSceneFromFunction
* @private
* @since 3.0.0
*
* @param {string} key - The key of the Scene.
* @param {function} scene - The function to create the Scene from.
*
* @return {Phaser.Scene} The created Scene.
*/
createSceneFromFunction: function (key, scene)
{
var newScene = new scene();
if (newScene instanceof Scene)
{
var configKey = newScene.sys.settings.key;
if (configKey !== '')
{
key = configKey;
}
if (this.keys.hasOwnProperty(key))
{
throw new Error('Cannot add a Scene with duplicate key: ' + key);
}
return this.createSceneFromInstance(key, newScene);
}
else
{
newScene.sys = new Systems(newScene);
newScene.sys.settings.key = key;
newScene.sys.init(this.game);
return newScene;
}
},
/**
* Creates and initializes a Scene instance.
*
* @method Phaser.Scenes.SceneManager#createSceneFromInstance
* @private
* @since 3.0.0
*
* @param {string} key - The key of the Scene.
* @param {Phaser.Scene} newScene - The Scene instance.
*
* @return {Phaser.Scene} The created Scene.
*/
createSceneFromInstance: function (key, newScene)
{
var configKey = newScene.sys.settings.key;
if (configKey !== '')
{
key = configKey;
}
else
{
newScene.sys.settings.key = key;
}
newScene.sys.init(this.game);
return newScene;
},
/**
* Creates and initializes a Scene from an Object definition.
*
* @method Phaser.Scenes.SceneManager#createSceneFromObject
* @private
* @since 3.0.0
*
* @param {string} key - The key of the Scene.
* @param {(string|Phaser.Scenes.Settings.Config)} sceneConfig - The Scene config.
*
* @return {Phaser.Scene} The created Scene.
*/
createSceneFromObject: function (key, sceneConfig)
{
var newScene = new Scene(sceneConfig);
var configKey = newScene.sys.settings.key;
if (configKey !== '')
{
key = configKey;
}
else
{
newScene.sys.settings.key = key;
}
newScene.sys.init(this.game);
// Extract callbacks
var defaults = [ 'init', 'preload', 'create', 'update', 'render' ];
for (var i = 0; i < defaults.length; i++)
{
var sceneCallback = GetValue(sceneConfig, defaults[i], null);
if (sceneCallback)
{
newScene[defaults[i]] = sceneCallback;
}
}
// Now let's move across any other functions or properties that may exist in the extend object:
/*
scene: {
preload: preload,
create: create,
extend: {
hello: 1,
test: 'atari',
addImage: addImage
}
}
*/
if (sceneConfig.hasOwnProperty('extend'))
{
for (var propertyKey in sceneConfig.extend)
{
var value = sceneConfig.extend[propertyKey];
if (propertyKey === 'data' && newScene.hasOwnProperty('data') && typeof value === 'object')
{
// Populate the DataManager
newScene.data.merge(value);
}
else if (propertyKey !== 'sys')
{
newScene[propertyKey] = value;
}
}
}
return newScene;
},
/**
* Retrieves the key of a Scene from a Scene config.
*
* @method Phaser.Scenes.SceneManager#getKey
* @private
* @since 3.0.0
*
* @param {string} key - The key to check in the Scene config.
* @param {(Phaser.Scene|Phaser.Scenes.Settings.Config|function)} sceneConfig - The Scene config.
*
* @return {string} The Scene key.
*/
getKey: function (key, sceneConfig)
{
if (!key) { key = 'default'; }
if (typeof sceneConfig === 'function')
{
return key;
}
else if (sceneConfig instanceof Scene)
{
key = sceneConfig.sys.settings.key;
}
else if (typeof sceneConfig === 'object' && sceneConfig.hasOwnProperty('key'))
{
key = sceneConfig.key;
}
// By this point it's either 'default' or extracted from the Scene
if (this.keys.hasOwnProperty(key))
{
throw new Error('Cannot add a Scene with duplicate key: ' + key);
}
else
{
return key;
}
},
/**
* Retrieves a Scene.
*
* @method Phaser.Scenes.SceneManager#getScene
* @since 3.0.0
*
* @param {string|Phaser.Scene} key - The Scene to retrieve.
*
* @return {?Phaser.Scene} The Scene.
*/
getScene: function (key)
{
if (typeof key === 'string')
{
if (this.keys[key])
{
return this.keys[key];
}
}
else
{
for (var i = 0; i < this.scenes.length; i++)
{
if (key === this.scenes[i])
{
return key;
}
}
}
return null;
},
/**
* Determines whether a Scene is active.
*
* @method Phaser.Scenes.SceneManager#isActive
* @since 3.0.0
*
* @param {string} key - The Scene to check.
*
* @return {boolean} Whether the Scene is active.
*/
isActive: function (key)
{
var scene = this.getScene(key);
if (scene)
{
return scene.sys.isActive();
}
return null;
},
/**
* Determines whether a Scene is visible.
*
* @method Phaser.Scenes.SceneManager#isVisible
* @since 3.0.0
*
* @param {string} key - The Scene to check.
*
* @return {boolean} Whether the Scene is visible.
*/
isVisible: function (key)
{
var scene = this.getScene(key);
if (scene)
{
return scene.sys.isVisible();
}
return null;
},
/**
* Determines whether a Scene is sleeping.
*
* @method Phaser.Scenes.SceneManager#isSleeping
* @since 3.0.0
*
* @param {string} key - The Scene to check.
*
* @return {boolean} Whether the Scene is sleeping.
*/
isSleeping: function (key)
{
var scene = this.getScene(key);
if (scene)
{
return scene.sys.isSleeping();
}
return null;
},
/**
* Pauses the given Scene.
*
* @method Phaser.Scenes.SceneManager#pause
* @since 3.0.0
*
* @param {string} key - The Scene to pause.
*
* @return {Phaser.Scenes.SceneManager} This SceneManager.
*/
pause: function (key)
{
var scene = this.getScene(key);
if (scene)
{
scene.sys.pause();
}
return this;
},
/**
* Resumes the given Scene.
*
* @method Phaser.Scenes.SceneManager#resume
* @since 3.0.0
*
* @param {string} key - The Scene to resume.
*
* @return {Phaser.Scenes.SceneManager} This SceneManager.
*/
resume: function (key)
{
var scene = this.getScene(key);
if (scene)
{
scene.sys.resume();
}
return this;
},
/**
* Puts the given Scene to sleep.
*
* @method Phaser.Scenes.SceneManager#sleep
* @since 3.0.0
*
* @param {string} key - The Scene to put to sleep.
*
* @return {Phaser.Scenes.SceneManager} This SceneManager.
*/
sleep: function (key)
{
var scene = this.getScene(key);
if (scene && !scene.sys.isTransitioning())
{
scene.sys.sleep();
}
return this;
},
/**
* Awakens the given Scene.
*
* @method Phaser.Scenes.SceneManager#wake
* @since 3.0.0
*
* @param {string} key - The Scene to wake up.
*
* @return {Phaser.Scenes.SceneManager} This SceneManager.
*/
wake: function (key)
{
var scene = this.getScene(key);
if (scene)
{
scene.sys.wake();
}
return this;
},
/**
* Runs the given Scene, but does not change the state of this Scene.
*
* If the given Scene is paused, it will resume it. If sleeping, it will wake it.
* If not running at all, it will be started.
*
* Use this if you wish to open a modal Scene by calling `pause` on the current
* Scene, then `run` on the modal Scene.
*
* @method Phaser.Scenes.SceneManager#run
* @since 3.10.0
*
* @param {string} key - The Scene to run.
* @param {object} [data] - A data object that will be passed to the Scene that is run _only if the Scene isn't asleep or paused_.
*
* @return {Phaser.Scenes.SceneManager} This Scene Manager.
*/
run: function (key, data)
{
var scene = this.getScene(key);
if (!scene)
{
var isFound = false;
for (var i = 0; i < this._pending.length; i++)
{
if (this._pending[i].key === key)
{
isFound = true;
break;
}
}
if (isFound)
{
this.queueOp('start', key, data);
}
return this;
}
if (scene.sys.isSleeping())
{
// Sleeping?
scene.sys.wake();
}
else if (scene.sys.isBooted && !scene.sys.isActive())
{
// Paused?
scene.sys.resume();
}
else
{
// Not actually running?
this.start(key, data);
}
},
/**
* Starts the given Scene.
*
* @method Phaser.Scenes.SceneManager#start
* @since 3.0.0
*
* @param {string} key - The Scene to start.
* @param {object} [data] - Optional data object to pass to Scene.Settings and Scene.init.
*
* @return {Phaser.Scenes.SceneManager} This SceneManager.
*/
start: function (key, data)
{
// If the Scene Manager is not running, then put the Scene into a holding pattern
if (!this.isBooted)
{
this._data[key] = {
autoStart: true,
data: data
};
return this;
}
var scene = this.getScene(key);
if (scene)
{
scene.sys.start(data);
var loader;
if (scene.sys.load)
{
loader = scene.sys.load;
}
// Files payload?
if (loader && scene.sys.settings.hasOwnProperty('pack'))
{
loader.reset();
if (loader.addPack({ payload: scene.sys.settings.pack }))
{
scene.sys.settings.status = CONST.LOADING;
loader.once('complete', this.payloadComplete, this);
loader.start();
return this;
}
}
this.bootScene(scene);
}
return this;
},
/**
* Stops the given Scene.
*
* @method Phaser.Scenes.SceneManager#stop
* @since 3.0.0
*
* @param {string} key - The Scene to stop.
*
* @return {Phaser.Scenes.SceneManager} This SceneManager.
*/
stop: function (key)
{
var scene = this.getScene(key);
if (scene && !scene.sys.isTransitioning())
{
scene.sys.shutdown();
}
return this;
},
/**
* Sleeps one one Scene and starts the other.
*
* @method Phaser.Scenes.SceneManager#switch
* @since 3.0.0
*
* @param {string} from - The Scene to sleep.
* @param {string} to - The Scene to start.
*
* @return {Phaser.Scenes.SceneManager} This SceneManager.
*/
switch: function (from, to)
{
var sceneA = this.getScene(from);
var sceneB = this.getScene(to);
if (sceneA && sceneB && sceneA !== sceneB)
{
this.sleep(from);
if (this.isSleeping(to))
{
this.wake(to);
}
else
{
this.start(to);
}
}
return this;
},
/**
* Retrieves a Scene by numeric index.
*
* @method Phaser.Scenes.SceneManager#getAt
* @since 3.0.0
*
* @param {integer} index - The index of the Scene to retrieve.
*
* @return {(Phaser.Scene|undefined)} The Scene.
*/
getAt: function (index)
{
return this.scenes[index];
},
/**
* Retrieves the numeric index of a Scene.
*
* @method Phaser.Scenes.SceneManager#getIndex
* @since 3.0.0
*
* @param {(string|Phaser.Scene)} key - The key of the Scene.
*
* @return {integer} The index of the Scene.
*/
getIndex: function (key)
{
var scene = this.getScene(key);
return this.scenes.indexOf(scene);
},
/**
* Brings a Scene to the top of the Scenes list.
*
* This means it will render above all other Scenes.
*
* @method Phaser.Scenes.SceneManager#bringToTop
* @since 3.0.0
*
* @param {(string|Phaser.Scene)} key - The Scene to move.
*
* @return {Phaser.Scenes.SceneManager} This SceneManager.
*/
bringToTop: function (key)
{
if (this.isProcessing)
{
this._queue.push({ op: 'bringToTop', keyA: key, keyB: null });
}
else
{
var index = this.getIndex(key);
if (index !== -1 && index < this.scenes.length)
{
var scene = this.getScene(key);
this.scenes.splice(index, 1);
this.scenes.push(scene);
}
}
return this;
},
/**
* Sends a Scene to the back of the Scenes list.
*
* This means it will render below all other Scenes.
*
* @method Phaser.Scenes.SceneManager#sendToBack
* @since 3.0.0
*
* @param {(string|Phaser.Scene)} key - The Scene to move.
*
* @return {Phaser.Scenes.SceneManager} This SceneManager.
*/
sendToBack: function (key)
{
if (this.isProcessing)
{
this._queue.push({ op: 'sendToBack', keyA: key, keyB: null });
}
else
{
var index = this.getIndex(key);
if (index !== -1 && index > 0)
{
var scene = this.getScene(key);
this.scenes.splice(index, 1);
this.scenes.unshift(scene);
}
}
return this;
},
/**
* Moves a Scene down one position in the Scenes list.
*
* @method Phaser.Scenes.SceneManager#moveDown
* @since 3.0.0
*
* @param {(string|Phaser.Scene)} key - The Scene to move.
*
* @return {Phaser.Scenes.SceneManager} This SceneManager.
*/
moveDown: function (key)
{
if (this.isProcessing)
{
this._queue.push({ op: 'moveDown', keyA: key, keyB: null });
}
else
{
var indexA = this.getIndex(key);
if (indexA > 0)
{
var indexB = indexA - 1;
var sceneA = this.getScene(key);
var sceneB = this.getAt(indexB);
this.scenes[indexA] = sceneB;
this.scenes[indexB] = sceneA;
}
}
return this;
},
/**
* Moves a Scene up one position in the Scenes list.
*
* @method Phaser.Scenes.SceneManager#moveUp
* @since 3.0.0
*
* @param {(string|Phaser.Scene)} key - The Scene to move.
*
* @return {Phaser.Scenes.SceneManager} This SceneManager.
*/
moveUp: function (key)
{
if (this.isProcessing)
{
this._queue.push({ op: 'moveUp', keyA: key, keyB: null });
}
else
{
var indexA = this.getIndex(key);
if (indexA < this.scenes.length - 1)
{
var indexB = indexA + 1;
var sceneA = this.getScene(key);
var sceneB = this.getAt(indexB);
this.scenes[indexA] = sceneB;
this.scenes[indexB] = sceneA;
}
}
return this;
},
/**
* Moves a Scene so it is immediately above another Scene in the Scenes list.
*
* This means it will render over the top of the other Scene.
*
* @method Phaser.Scenes.SceneManager#moveAbove
* @since 3.2.0
*
* @param {(string|Phaser.Scene)} keyA - The Scene that Scene B will be moved above.
* @param {(string|Phaser.Scene)} keyB - The Scene to be moved.
*
* @return {Phaser.Scenes.SceneManager} This SceneManager.
*/
moveAbove: function (keyA, keyB)
{
if (keyA === keyB)
{
return this;
}
if (this.isProcessing)
{
this._queue.push({ op: 'moveAbove', keyA: keyA, keyB: keyB });
}
else
{
var indexA = this.getIndex(keyA);
var indexB = this.getIndex(keyB);
if (indexA !== -1 && indexB !== -1)
{
var tempScene = this.getAt(indexB);
// Remove
this.scenes.splice(indexB, 1);
// Add in new location
this.scenes.splice(indexA + 1, 0, tempScene);
}
}
return this;
},
/**
* Moves a Scene so it is immediately below another Scene in the Scenes list.
*
* This means it will render behind the other Scene.
*
* @method Phaser.Scenes.SceneManager#moveBelow
* @since 3.2.0
*
* @param {(string|Phaser.Scene)} keyA - The Scene that Scene B will be moved above.
* @param {(string|Phaser.Scene)} keyB - The Scene to be moved.
*
* @return {Phaser.Scenes.SceneManager} This SceneManager.
*/
moveBelow: function (keyA, keyB)
{
if (keyA === keyB)
{
return this;
}
if (this.isProcessing)
{
this._queue.push({ op: 'moveBelow', keyA: keyA, keyB: keyB });
}
else
{
var indexA = this.getIndex(keyA);
var indexB = this.getIndex(keyB);
if (indexA !== -1 && indexB !== -1)
{
var tempScene = this.getAt(indexB);
// Remove
this.scenes.splice(indexB, 1);
if (indexA === 0)
{
this.scenes.unshift(tempScene);
}
else
{
// Add in new location
this.scenes.splice(indexA, 0, tempScene);
}
}
}
return this;
},
/**
* Queue a Scene operation for the next update.
*
* @method Phaser.Scenes.SceneManager#queueOp
* @private
* @since 3.0.0
*
* @param {string} op - The operation to perform.
* @param {(string|Phaser.Scene)} keyA - Scene A.
* @param {(string|Phaser.Scene)} [keyB] - Scene B.
*
* @return {Phaser.Scenes.SceneManager} This SceneManager.
*/
queueOp: function (op, keyA, keyB)
{
this._queue.push({ op: op, keyA: keyA, keyB: keyB });
return this;
},
/**
* Swaps the positions of two Scenes in the Scenes list.
*
* @method Phaser.Scenes.SceneManager#swapPosition
* @since 3.0.0
*
* @param {(string|Phaser.Scene)} keyA - The first Scene to swap.
* @param {(string|Phaser.Scene)} keyB - The second Scene to swap.
*
* @return {Phaser.Scenes.SceneManager} This SceneManager.
*/
swapPosition: function (keyA, keyB)
{
if (keyA === keyB)
{
return this;
}
if (this.isProcessing)
{
this._queue.push({ op: 'swapPosition', keyA: keyA, keyB: keyB });
}
else
{
var indexA = this.getIndex(keyA);
var indexB = this.getIndex(keyB);
if (indexA !== indexB && indexA !== -1 && indexB !== -1)
{
var tempScene = this.getAt(indexA);
this.scenes[indexA] = this.scenes[indexB];
this.scenes[indexB] = tempScene;
}
}
return this;
},
/**
* Dumps debug information about each Scene to the developer console.
*
* @method Phaser.Scenes.SceneManager#dump
* @since 3.2.0
*/
dump: function ()
{
var out = [];
var map = [ 'pending', 'init', 'start', 'loading', 'creating', 'running', 'paused', 'sleeping', 'shutdown', 'destroyed' ];
for (var i = 0; i < this.scenes.length; i++)
{
var sys = this.scenes[i].sys;
var key = (sys.settings.visible && (sys.settings.status === CONST.RUNNING || sys.settings.status === CONST.PAUSED)) ? '[*] ' : '[-] ';
key += sys.settings.key + ' (' + map[sys.settings.status] + ')';
out.push(key);
}
console.log(out.join('\n'));
},
/**
* Destroy the SceneManager and all of its Scene's systems.
*
* @method Phaser.Scenes.SceneManager#destroy
* @since 3.0.0
*/
destroy: function ()
{
for (var i = this.scenes.length - 1; i >= 0; i--)
{
var sys = this.scenes[i].sys;
sys.destroy();
}
this.update = NOOP;
this.scenes = [];
this._pending = [];
this._start = [];
this._queue = [];
this.game = null;
}
});
module.exports = SceneManager;