Updating all files to adhere to the JSHint settings and fixing lots of documentation errors on the way.

This commit is contained in:
photonstorm
2013-11-25 03:13:04 +00:00
parent 373b97648d
commit 13a2cc2feb
68 changed files with 4622 additions and 4628 deletions
+259 -310
View File
@@ -1,3 +1,5 @@
/* jshint newcap: false */
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
@@ -14,148 +16,117 @@
*/
Phaser.StateManager = function (game, pendingState) {
/**
* A reference to the currently running game.
* @property {Phaser.Game} game.
*/
this.game = game;
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* Description.
* @property {Description} states.
*/
this.states = {};
/**
* @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;
if (pendingState !== null)
{
this._pendingState = pendingState;
}
};
Phaser.StateManager.prototype = {
/**
* A reference to the currently running game.
* @property {Phaser.Game} game.
*/
game: null,
/**
* The state to be switched to in the next frame.
* @property {State} _pendingState
* @private
*/
_pendingState: null,
/**
* The Boot handler is called by Phaser.Game when it first starts up.
* @method Phaser.StateManager#boot
* @private
*/
boot: function () {
/**
* Flag that sets if the State has been created or not.
* @property {boolean}_created
* @private
*/
_created: false,
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);
}
/**
* The state to be switched to in the next frame.
* @property {Description} states
*/
states: {},
}
/**
* The current active State object (defaults to null).
* @property {string} current
*/
current: '',
/**
* This will be called when the state is started (i.e. set as the current active state).
* @property {function} onInitCallback
*/
onInitCallback: null,
},
/**
* This will be called when init states (loading assets...).
* @property {function} onPreloadCallback
*/
onPreloadCallback: null,
/**
* This will be called when create states (setup states...).
* @property {function} onCreateCallback
*/
onCreateCallback: null,
/**
* This will be called when State is updated, this doesn't happen during load (@see onLoadUpdateCallback).
* @property {function} onUpdateCallback
*/
onUpdateCallback: null,
/**
* This will be called when the State is rendered, this doesn't happen during load (see onLoadRenderCallback).
* @property {function} onRenderCallback
*/
onRenderCallback: null,
/**
* This will be called before the State is rendered and before the stage is cleared.
* @property {function} onPreRenderCallback
*/
onPreRenderCallback: null,
/**
* This will be called when the State is updated but only during the load process.
* @property {function} onLoadUpdateCallback
*/
onLoadUpdateCallback: null,
/**
* This will be called when the State is rendered but only during the load process.
* @property {function} onLoadRenderCallback
*/
onLoadRenderCallback: null,
/**
* This will be called when states paused.
* @property {function} onPausedCallback
*/
onPausedCallback: null,
/**
* This will be called when the state is shut down (i.e. swapped to another state).
* @property {function} onShutDownCallback
*/
onShutDownCallback: null,
/**
* Description.
* @method Phaser.StateManager#boot
* @private
*/
boot: function () {
// console.log('Phaser.StateManager.boot');
if (this._pendingState !== null)
{
// console.log('_pendingState found');
// console.log(typeof this._pendingState);
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".
@@ -166,78 +137,69 @@ Phaser.StateManager.prototype = {
if (typeof autoStart === "undefined") { autoStart = false; }
// console.log('Phaser.StateManager.addState', key);
// console.log(typeof state);
// console.log('autoStart?', autoStart);
var newState;
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);
}
if (state instanceof Phaser.State)
{
// console.log('Phaser.StateManager.addState: Phaser.State given');
newState = state;
}
else if (typeof state === 'object')
{
// console.log('Phaser.StateManager.addState: Object given');
newState = state;
newState.game = this.game;
}
else if (typeof state === 'function')
{
// console.log('Phaser.StateManager.addState: Function given');
newState = new state(this.game);
}
this.states[key] = newState;
this.states[key] = newState;
if (autoStart)
{
if (this.game.isBooted)
{
this.start(key);
}
else
{
this._pendingState = key;
}
}
if (autoStart)
{
if (this.game.isBooted)
{
// console.log('Game is booted, so we can start the state now');
this.start(key);
}
else
{
// console.log('Game is NOT booted, so set the current state as pending');
this._pendingState = key;
}
}
return newState;
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;
if (this.current == key)
{
this.callbackContext = null;
this.onInitCallback = null;
this.onShutDownCallback = 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.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];
delete this.states[key];
},
/**
/**
* Start the given state
* @method Phaser.StateManager#start
* @param {string} key - The key of the state you want to start.
@@ -246,84 +208,75 @@ Phaser.StateManager.prototype = {
*/
start: function (key, clearWorld, clearCache) {
// console.log('Phaser.StateManager.start', key);
// console.log(this);
// console.log(this.callbackContext);
if (typeof clearWorld === "undefined") { clearWorld = true; }
if (typeof clearCache === "undefined") { clearCache = false; }
if (this.game.isBooted == false)
if (this.game.isBooted === false)
{
// console.log('Game is NOT booted, so set the requested state as pending');
this._pendingState = key;
return;
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 (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();
if (clearWorld)
{
this.game.tweens.removeAll();
this.game.world.destroy();
this.game.world.destroy();
if (clearCache == true)
{
this.game.cache.destroy();
}
}
if (clearCache === true)
{
this.game.cache.destroy();
}
}
this.setCurrentState(key);
}
this.setCurrentState(key);
}
if (this.onPreloadCallback)
{
// console.log('Preload Callback found');
this.game.load.reset();
this.onPreloadCallback.call(this.callbackContext, this.game);
// Is the loader empty?
if (this.game.load.queueSize == 0)
if (this.game.load.queueSize === 0)
{
// console.log('Loader queue empty');
this.game.loadComplete();
}
else
{
// console.log('Loader started');
// Start the loader going as we have something in the queue
this.game.load.start();
}
}
else
{
// console.log('Preload callback not found');
// 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
/**
* 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.
@@ -331,37 +284,37 @@ Phaser.StateManager.prototype = {
*/
checkState: function (key) {
if (this.states[key])
{
var valid = false;
if (this.states[key])
{
var valid = false;
if (this.states[key]['preload']) { valid = true; }
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 && 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;
}
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;
}
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.
@@ -369,7 +322,6 @@ Phaser.StateManager.prototype = {
*/
link: function (key) {
// console.log('linked');
this.states[key].game = this.game;
this.states[key].add = this.game.add;
this.states[key].camera = this.game.camera;
@@ -388,19 +340,19 @@ Phaser.StateManager.prototype = {
},
/**
/**
* 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) {
setCurrentState: function (key) {
this.callbackContext = this.states[key];
this.link(key);
// Used when the state is set as being the current active state
// 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;
@@ -412,102 +364,99 @@ Phaser.StateManager.prototype = {
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
// 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.current = key;
this._created = false;
this.onInitCallback.call(this.callbackContext, this.game);
this.onInitCallback.call(this.callbackContext, this.game);
},
},
/**
* @method Phaser.StateManager#loadComplete
/**
* @method Phaser.StateManager#loadComplete
* @protected
*/
*/
loadComplete: function () {
// console.log('Phaser.StateManager.loadComplete');
if (this._created == false && this.onCreateCallback)
if (this._created === false && this.onCreateCallback)
{
// console.log('Create callback found');
this._created = true;
this._created = true;
this.onCreateCallback.call(this.callbackContext, this.game);
}
else
{
this._created = true;
this._created = true;
}
},
/**
* @method Phaser.StateManager#update
/**
* @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);
}
}
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
/**
* @method Phaser.StateManager#preRender
* @protected
*/
*/
preRender: function () {
if (this.onPreRenderCallback)
{
this.onPreRenderCallback.call(this.callbackContext, this.game);
}
if (this.onPreRenderCallback)
{
this.onPreRenderCallback.call(this.callbackContext, this.game);
}
},
/**
* @method Phaser.StateManager#render
/**
* @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);
}
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);
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);
}
}
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
*/