More state swapping features and optimised Game.loop.

This commit is contained in:
Richard Davey
2013-08-29 15:14:56 +01:00
parent 3d4783980e
commit 16749edf20
4 changed files with 208 additions and 314 deletions
+16 -99
View File
@@ -30,7 +30,7 @@ Phaser.Game = function (width, height, renderer, parent, state) {
if (typeof height === "undefined") { height = 600; }
if (typeof renderer === "undefined") { renderer = Phaser.RENDERER_AUTO; }
if (typeof parent === "undefined") { parent = ''; }
if (typeof state === "undefined") { state = {}; }
if (typeof state === "undefined") { state = null; }
this.id = Phaser.GAMES.push(this) - 1;
this.parent = parent;
@@ -43,9 +43,7 @@ Phaser.Game = function (width, height, renderer, parent, state) {
console.log('Phaser.Game', width, height, renderer, parent);
// Pass 'state' to the StateManager?
this.state = new Phaser.StateManager(this, state);
// this._tempState = state;
var _this = this;
@@ -237,12 +235,8 @@ Phaser.Game.prototype = {
console.log('Phaser.Game boot');
// Probably not needed any more
// var _this = this;
if (!document.body) {
window.setTimeout(this._onBoot, 20);
// setTimeout(Phaser.GAMES[_this.id].boot(parent, width, height), 13);
}
else
{
@@ -252,6 +246,8 @@ Phaser.Game.prototype = {
this.onPause = new Phaser.Signal();
this.onResume = new Phaser.Signal();
this.isBooted = true;
this.device = new Phaser.Device();
this.net = new Phaser.Net(this);
this.math = Phaser.Math;
@@ -267,7 +263,6 @@ Phaser.Game.prototype = {
this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);
// this.physics = new Phaser.Physics.PhysicsManager(this);
this.plugins = new Phaser.PluginManager(this, this);
// this.state = new Phaser.StateManager(this, this._tempState);
this.load.onLoadComplete.add(this.loadComplete, this);
@@ -278,68 +273,16 @@ Phaser.Game.prototype = {
console.log('Phaser', Phaser.VERSION, 'initialized');
this.isBooted = true;
this.isRunning = true;
this._loadComplete = false;
// this.raf = new Phaser.RequestAnimationFrame(this);
// this.raf.start();
// boot sm
this.raf = new Phaser.RequestAnimationFrame(this);
this.raf.start();
}
},
/**
* Launch the game
* @param callbackContext Which context will the callbacks be called with.
* @param preloadCallback {function} Preload callback invoked when init default screen.
* @param createCallback {function} Create callback invoked when create default screen.
* @param updateCallback {function} Update callback invoked when update default screen.
* @param renderCallback {function} Render callback invoked when render default screen.
*/
launch: function (context, preload, create, update, render) {
/*
this.callbackContext = context;
this.onPreloadCallback = preload || null;
this.onCreateCallback = create || null;
this.onUpdateCallback = update || null;
this.onRenderCallback = render || null;
if (this.onPreloadCallback == null && this.onCreateCallback == null && this.onUpdateCallback == null && this.onRenderCallback == null && this._pendingState == null)
{
console.warn("Phaser cannot start: No preload, create, update or render functions given and no pending State found");
}
else
{
if (this.isBooted)
{
console.log('launch has set the callbacks and dom is booted so lets rock');
this.startState();
// if (this._pendingState)
// {
// this.switchState(this._pendingState, false, false);
// }
// else
// {
// this.startState();
// }
}
else
{
console.log('launch has set the callbacks but cant start because the DOM isnt booted yet');
}
}
*/
},
/**
* Called when the load has finished, after preload was run.
*/
@@ -351,12 +294,8 @@ Phaser.Game.prototype = {
this.state.loadComplete();
this.load.onLoadComplete.remove(this.loadComplete, this);
// if (this.onCreateCallback) {
// this.onCreateCallback.call(this.callbackContext);
// // this.onCreateCallback.call(this);
// }
// ?
// this.load.onLoadComplete.remove(this.loadComplete, this);
},
@@ -377,49 +316,33 @@ Phaser.Game.prototype = {
if (this._loadComplete)
{
if (this.onUpdateCallback)
{
this.onUpdateCallback.call(this.callbackContext);
}
this.state.update();
// this.world.postUpdate();
this.plugins.postUpdate();
this.plugins.preRender();
if (this.onPreRenderCallback)
{
this.onPreRenderCallback.call(this.callbackContext);
}
this.state.preRender();
// this.renderer.render();
this.plugins.render();
if (this.onRenderCallback)
{
this.onRenderCallback.call(this.callbackContext);
}
this.state.render();
this.plugins.postRender();
}
else
{
// Still loading assets
if (this.onLoadUpdateCallback)
{
this.onLoadUpdateCallback.call(this.callbackContext);
}
this.state.loadUpdate();
// this.world.postUpdate();
this.plugins.postUpdate();
this.plugins.preRender();
// this.renderer.render();
this.plugins.render();
if (this.onLoadRenderCallback)
{
this.onLoadRenderCallback.call(this.callbackContext);
}
this.state.loadRender();
this.plugins.postRender();
}
@@ -430,15 +353,9 @@ Phaser.Game.prototype = {
*/
destroy: function () {
this.callbackContext = 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.state.destroy();
this.state = null;
this.cache = null;
this.input = null;
this.load = null;