mirror of
https://github.com/wassname/phaser.git
synced 2026-07-18 12:30:44 +08:00
More state swapping features and optimised Game.loop.
This commit is contained in:
+107
-196
@@ -4,7 +4,11 @@ Phaser.StateManager = function (game, pendingState) {
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this.states = {};
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this._pendingState = pendingState;
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if (pendingState !== null)
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{
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console.log('StartManager constructor', pendingState);
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this._pendingState = pendingState;
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}
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};
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@@ -96,9 +100,23 @@ Phaser.StateManager.prototype = {
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boot: function () {
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console.log('Phaser.StateManager.boot');
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console.log(typeof this._pendingState);
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this.add('default', this._pendingState, true);
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if (this._pendingState !== null)
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{
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console.log('_pendingState found');
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console.log(typeof this._pendingState);
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if (typeof this._pendingState === 'string')
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{
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// State was already added, so just start it
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this.start(this._pendingState, false, false);
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}
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else
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{
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this.add('default', this._pendingState, true);
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}
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}
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},
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@@ -110,10 +128,11 @@ Phaser.StateManager.prototype = {
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*/
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add: function (key, state, autoStart) {
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if (typeof autoStart === "undefined") { autoStart = true; }
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if (typeof autoStart === "undefined") { autoStart = false; }
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console.log('Phaser.StateManager.addState', key);
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console.log(typeof state);
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console.log('autoStart?', autoStart);
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var newState;
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@@ -138,7 +157,16 @@ Phaser.StateManager.prototype = {
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if (autoStart)
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{
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this.start(key);
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if (this.game.isBooted)
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{
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console.log('Game is booted, so we can start the state now');
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this.start(key);
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}
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else
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{
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console.log('Game is NOT booted, so set the current state as pending');
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this._pendingState = key;
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}
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}
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return newState;
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@@ -147,6 +175,25 @@ Phaser.StateManager.prototype = {
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remove: function (key) {
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if (this.current == key)
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{
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this.callbackContext = null;
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this.onInitCallback = null;
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this.onShutDownCallback = null;
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this.onPreloadCallback = null;
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this.onLoadRenderCallback = null;
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this.onLoadUpdateCallback = null;
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this.onCreateCallback = null;
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this.onUpdateCallback = null;
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this.onRenderCallback = null;
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this.onPausedCallback = null;
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this.onDestroyCallback = null;
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}
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delete this.states[key];
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},
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/**
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@@ -164,6 +211,13 @@ Phaser.StateManager.prototype = {
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if (typeof clearWorld === "undefined") { clearWorld = true; }
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if (typeof clearCache === "undefined") { clearCache = false; }
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if (this.game.isBooted == false)
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{
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console.log('Game is NOT booted, so set the requested state as pending');
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this._pendingState = key;
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return;
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}
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if (this.checkState(key) == false)
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{
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return;
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@@ -288,120 +342,6 @@ Phaser.StateManager.prototype = {
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},
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/**
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* Switch to a new State.
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* @param state {State} The state you want to switch to. If a string will be treated as a reference to an already stored state.
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* @param [clearWorld] {bool} clear everything in the world? (Default to true)
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* @param [clearCache] {bool} clear asset cache? (Default to false and ONLY available when clearWorld=true)
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*/
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OLDswitchState: function (state, clearWorld, clearCache) {
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if (typeof clearWorld === "undefined") { clearWorld = true; }
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if (typeof clearCache === "undefined") { clearCache = false; }
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console.log('Phaser.StateManager.switchState');
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console.log(typeof state);
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var result = false;
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var newState;
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// Check the pendingState object to see if it contains anything we can use
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if (typeof state === 'string')
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{
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console.log('Phaser.StateManager.boot: string given');
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}
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else if (state instanceof Phaser.State)
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{
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console.log('Phaser.StateManager.boot: Phaser.State given');
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newState = state;
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newState.link(this.game);
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result = this.setCallbacks();
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}
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else if (typeof state === 'object')
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{
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console.log('Phaser.StateManager.boot: Object given');
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newState = state;
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result = this.setCallbacks();
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}
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else if (typeof state === 'function')
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{
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console.log('Phaser.StateManager.boot: function reference given');
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newState = new state(this.game);
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result = this.setCallbacks();
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}
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if (result)
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{
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console.log("We've been given and successfully parsed a valid state");
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var idx = this.states.push(newState);
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// We've been given and successfully parsed a valid state
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this.startState();
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}
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return result;
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},
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/**
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* Start the current state
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*/
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OLDstartState: function () {
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result = this.setCallbacks();
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console.log('Phaser.StateManager.startState');
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// console.log(this);
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// console.log(this.callbackContext);
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if (this.onPreloadCallback !== null)
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{
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console.log('Preload Callback found');
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this.game.load.reset();
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this.onPreloadCallback.call(this.callbackContext);
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// this.onPreloadCallback.call(this.onPreloadCallback);
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// Is the loader empty?
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if (this.game.load.queueSize == 0)
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{
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console.log('Loader queue empty');
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// this.game._loadComplete = true;
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this.game.loadComplete();
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if (this.onCreateCallback !== null)
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{
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this.onCreateCallback.call(this.callbackContext);
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// this.onCreateCallback.call(this.onCreateCallback);
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}
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}
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else
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{
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console.log('Loader started');
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// Start the loader going as we have something in the queue
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this.game.load.start();
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}
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}
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else
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{
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console.log('Preload callback not found');
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// No init? Then there was nothing to load either
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if (this.onCreateCallback) {
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console.log('Create callback found');
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this.onCreateCallback.call(this.callbackContext);
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// this.onCreateCallback.call(this.onCreateCallback);
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}
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// this.game._loadComplete = true;
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this.game.loadComplete();
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}
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},
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loadComplete: function () {
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console.log('Phaser.StateManager.loadComplete');
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@@ -414,87 +354,50 @@ Phaser.StateManager.prototype = {
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},
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/**
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* Switch to a new State.
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* @param state {State} The state you want to switch to.
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* @param [clearWorld] {bool} clear everything in the world? (Default to true)
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* @param [clearCache] {bool} clear asset cache? (Default to false and ONLY available when clearWorld=true)
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*/
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loadUpdate: function () {
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/*
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switchState: function (state, clearWorld, clearCache) {
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if (this.onLoadUpdateCallback)
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{
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this.onLoadUpdateCallback.call(this.callbackContext);
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}
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// console.log('switchState', state, this.isBooted);
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// console.log(typeof state);
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// console.log(state instanceof Phaser.State);
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if (typeof clearWorld === "undefined") { clearWorld = true; }
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if (typeof clearCache === "undefined") { clearCache = false; }
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if (state instanceof Phaser.State) {
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state.link(this);
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}
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if (this.isBooted == false) {
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this._pendingState = state;
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return;
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}
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// Destroy current state?
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if (this.onDestroyCallback !== null) {
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this.onDestroyCallback.call(this.callbackContext);
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}
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if (this.input) {
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this.input.reset(true);
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}
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// Prototype?
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if (typeof state === 'function')
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{
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this.state = new state(this);
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}
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else
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{
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this.state = state;
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}
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// Ok, have we got at least a create or update function?
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if (this.state['create'] || this.state['update']) {
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this.callbackContext = this.state;
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// Bingo, let's set them up
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this.onPreloadCallback = this.state['preload'] || null;
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this.onLoadRenderCallback = this.state['loadRender'] || null;
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this.onLoadUpdateCallback = this.state['loadUpdate'] || null;
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this.onCreateCallback = this.state['create'] || null;
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this.onUpdateCallback = this.state['update'] || null;
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this.onPreRenderCallback = this.state['preRender'] || null;
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this.onRenderCallback = this.state['render'] || null;
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this.onPausedCallback = this.state['paused'] || null;
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this.onDestroyCallback = this.state['destroy'] || null;
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if (clearWorld) {
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//this.world.destroy();
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if (clearCache == true) {
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this.cache.destroy();
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}
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}
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this._loadComplete = false;
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this.startState();
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}
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else
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{
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console.warn("Invalid Phaser State object given. Must contain at least a create or update function.");
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}
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},
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*/
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loadRender: function () {
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if (this.onLoadRenderCallback)
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{
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this.onLoadRenderCallback.call(this.callbackContext);
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}
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},
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update: function () {
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if (this.onUpdateCallback)
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{
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this.onUpdateCallback.call(this.callbackContext);
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}
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},
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preRender: function () {
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if (this.onPreRenderCallback)
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{
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this.onPreRenderCallback.call(this.callbackContext);
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}
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},
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render: function () {
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if (this.onRenderCallback)
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{
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this.onRenderCallback.call(this.callbackContext);
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}
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},
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/**
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* Nuke the entire game from orbit
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@@ -502,6 +405,10 @@ Phaser.StateManager.prototype = {
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destroy: function () {
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this.callbackContext = null;
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this.onInitCallback = null;
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this.onShutDownCallback = null;
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this.onPreloadCallback = null;
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this.onLoadRenderCallback = null;
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this.onLoadUpdateCallback = null;
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@@ -511,6 +418,10 @@ Phaser.StateManager.prototype = {
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this.onPausedCallback = null;
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this.onDestroyCallback = null;
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this.game = null;
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this.states = {};
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this._pendingState = null;
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}
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};
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