StateManager improving in leaps and bounds.

This commit is contained in:
Richard Davey
2013-08-29 14:38:51 +01:00
parent 4bbcc380c5
commit 3d4783980e
9 changed files with 777 additions and 233 deletions
+3 -4
View File
@@ -13,11 +13,10 @@
// Your game will work either from within a closure or not, it doesn't matter
(function () {
// These are all optional parameters now
var game = new Phaser.Game();
var game = new Phaser.Game(800, 600, Phaser.RENDERER_AUTO, '', { preload: preload, create: create });
// In this approach we're simply using functions in the current scope to do what we need
game.launch(this, preload, create);
// game.launch(this, preload, create);
function preload() {
@@ -45,7 +44,7 @@
}
/})();
})();
</script>
+3 -5
View File
@@ -16,7 +16,7 @@
state.preload = function() {
console.log('state preload called');
console.log('state preload called', this);
// When an instance of Phaser.State is added to Phaser.Game it becomes bound to that game
// which opens up lots of handy short-cuts to helpers and libs, such as this.math, this.load, this.cache, etc
@@ -32,7 +32,7 @@
console.log('state create called');
// Let's try adding an image to the DOM
document.body.appendChild(this.cache.getImage('cockpit'));
document.body.appendChild(this.cache.getImage('overdose'));
// And some text
var para = document.createElement('pre');
@@ -41,11 +41,9 @@
}
var megaBlasterGame = new Phaser.Game();
// In this approach we're using a Phaser.State object and switching to it
// This gives us the advantage that from within state functions you can access 'this' and most the properties of Phaser.Game
megaBlasterGame.switchState(state);
var game = new Phaser.Game(800, 600, Phaser.RENDERER_AUTO, '', state);
})();
+2 -4
View File
@@ -37,10 +37,8 @@
}
}
var game = new Phaser.Game();
// This method now works either from within a closure or not
game.switchState(state);
// In this example we're passing in a custom state object, not an instance of Phaser.State
var game = new Phaser.Game(800, 600, Phaser.RENDERER_AUTO, '', state);
})();
+49
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@@ -0,0 +1,49 @@
<!DOCTYPE HTML>
<html>
<head>
<title>phaser.js - a new beginning</title>
<?php
require('js.php');
?>
</head>
<body>
<script type="text/javascript">
var MegaGame = {};
MegaGame.MainMenu = function (game) {
// A reference to the local game will always be passed to your state when created
// You should store it somewhere handy for use in your functions, like this ...
this.game = game;
};
MegaGame.MainMenu.prototype = {
preload: function () {
console.log('MainMenu.preload');
this.game.load.image('bladerunner', 'assets/pics/acryl_bladerunner.png');
},
create: function () {
console.log('MainMenu.create');
document.body.appendChild(this.game.cache.getImage('bladerunner'));
}
};
(function () {
// Finally in this example we pass in a custom State object which will be created upon boot
var game = new Phaser.Game(800, 600, Phaser.RENDERER_AUTO, '', MegaGame.MainMenu);
})();
</script>
</body>
</html>
+50
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@@ -0,0 +1,50 @@
<!DOCTYPE HTML>
<html>
<head>
<title>phaser.js - a new beginning</title>
<?php
require('js.php');
?>
</head>
<body>
<script type="text/javascript">
(function () {
var state = {
preload: function() {
console.log('state preload called');
game.load.image('rememberMe', 'assets/pics/remember-me.jpg');
game.load.text('copyright', 'assets/warning - copyright.txt');
},
create: function() {
console.log('state create called');
// Let's try adding an image to the DOM
document.body.appendChild(game.cache.getImage('rememberMe'));
// And some text
var para = document.createElement('pre');
para.innerHTML = game.cache.getText('copyright');
document.body.appendChild(para);
}
}
var game = new Phaser.Game(800, 600, Phaser.RENDERER_AUTO, '');
// In this instance we'll change to the state ourselves rather than pass it in the game constructor
})();
</script>
</body>
</html>
+1
View File
@@ -42,6 +42,7 @@
<script src="../src/pixi/utils/Polyk.js"></script>
<script src="../src/pixi/utils/Utils.js"></script>
<script src="../src/core/StateManager.js"></script>
<script src="../src/core/State.js"></script>
<script src="../src/system/RequestAnimationFrame.js"></script>
<script src="../src/system/Device.js"></script>
+79
View File
@@ -0,0 +1,79 @@
<!DOCTYPE HTML>
<html>
<head>
<title>phaser.js - a new beginning</title>
</head>
<body>
<script type="text/javascript">
var BigGame = function(context) {
console.log(context);
console.log(context['hello']);
// this.pendingCallback = callback;
this.pendingCallback = context['hello'];
var _this = this;
this._onLoop = function () {
return _this.boot();
}
if (document.readyState === 'complete' || document.readyState === 'interactive')
{
window.setTimeout(this._onLoop, 0);
}
else
{
document.addEventListener('DOMContentLoaded', this._onLoop, false);
window.addEventListener('load', this._onLoop, false);
}
};
BigGame.prototype = {
isBooted: false,
pendingCallback: null,
_onLoop: null,
boot: function () {
if (this.isBooted) {
return;
}
else
{
document.removeEventListener('DOMContentLoaded', this._onLoop);
window.removeEventListener('load', this._onLoop);
this.pendingCallback();
}
},
check: function () {
console.log(Math.random());
}
};
(function () {
// because this is in a closure we have to pass a reference to the function directly, it can't guess it
// var bob = new BigGame(hello);
//var bob = new BigGame(this);
function hello() {
console.log('hello world 2');
console.log(bob);
bob.check();
}
})();
</script>
</body>
</html>
+74 -220
View File
@@ -24,26 +24,43 @@
* @param renderer {number} Which renderer to use (canvas or webgl)
* @param parent {string} ID of its parent DOM element.
*/
Phaser.Game = function (width, height, renderer, parent) {
Phaser.Game = function (width, height, renderer, parent, state) {
if (typeof width === "undefined") { width = 800; }
if (typeof height === "undefined") { height = 600; }
if (typeof renderer === "undefined") { renderer = Phaser.RENDERER_AUTO; }
if (typeof parent === "undefined") { parent = ''; }
if (typeof state === "undefined") { state = {}; }
this.id = Phaser.GAMES.push(this) - 1;
this.parent = parent;
// Do some more intelligent size parsing here, so they can set "100%" for example, maybe pass the scale mode in here too?
this.width = width;
this.height = height;
this.renderer = renderer;
//var _this = this;
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;
this._onBoot = function () {
return _this.boot();
}
if (document.readyState === 'complete' || document.readyState === 'interactive')
{
setTimeout(Phaser.GAMES[this.id].boot(parent, width, height), 0);
window.setTimeout(this._onBoot, 0);
}
else
{
document.addEventListener('DOMContentLoaded', Phaser.GAMES[this.id].boot(parent, width, height), false);
window.addEventListener('load', Phaser.GAMES[this.id].boot(parent, width, height), false);
document.addEventListener('DOMContentLoaded', this._onBoot, false);
window.addEventListener('load', this._onBoot, false);
}
return this;
@@ -52,12 +69,34 @@ Phaser.Game = function (width, height, renderer, parent) {
Phaser.Game.prototype = {
// temps so we can clean-up the event listeneres
_tempState: null,
_onBoot: null,
/**
* Phaser Game ID.
* @type {number}
*/
id: 0,
/**
* The Game width (in pixels).
* @type {number}
*/
width: 0,
/**
* The Game height (in pixels).
* @type {number}
*/
height: 0,
/**
* The Games DOM parent.
* @type {HTMLElement}
*/
parent: '',
/**
* The Renderer this Phaser.Game will use. Either Phaser.RENDERER_AUTO, Phaser.RENDERER_CANVAS or Phaser.RENDERER_WEBGL
* @type {number}
@@ -76,72 +115,6 @@ Phaser.Game.prototype = {
*/
_paused: false,
/**
* The state to be switched to in the next frame.
* @type {State}
*/
_pendingState: null,
/**
* The current State object (defaults to null)
* @type {State}
*/
state: null,
/**
* This will be called when init states. (loading assets...)
* @type {function}
*/
onPreloadCallback: null,
/**
* This will be called when create states. (setup states...)
* @type {function}
*/
onCreateCallback: null,
/**
* This will be called when State is updated, this doesn't happen during load (see onLoadUpdateCallback)
* @type {function}
*/
onUpdateCallback: null,
/**
* This will be called when the State is rendered, this doesn't happen during load (see onLoadRenderCallback)
* @type {function}
*/
onRenderCallback: null,
/**
* This will be called before the State is rendered and before the stage is cleared
* @type {function}
*/
onPreRenderCallback: null,
/**
* This will be called when the State is updated but only during the load process
* @type {function}
*/
onLoadUpdateCallback: null,
/**
* This will be called when the State is rendered but only during the load process
* @type {function}
*/
onLoadRenderCallback: null,
/**
* This will be called when states paused.
* @type {function}
*/
onPausedCallback: null,
/**
* This will be called when the state is destroyed (i.e. swapping to a new state)
* @type {function}
*/
onDestroyCallback: null,
/**
* Whether the game engine is booted, aka available.
* @type {bool}
@@ -156,9 +129,16 @@ Phaser.Game.prototype = {
/**
* Automatically handles the core game loop via requestAnimationFrame or setTimeout
* @type {Phaser.RequestAnimationFrame}
*/
raf: null,
/**
* The StateManager.
* @type {Phaser.StateManager}
*/
state: null,
/**
* Reference to the GameObject Factory.
* @type {Phaser.GameObjectFactory}
@@ -249,24 +229,25 @@ Phaser.Game.prototype = {
* @param width {number} Width of the game screen.
* @param height {number} Height of the game screen.
*/
boot: function (parent, width, height) {
boot: function () {
if (this.isBooted) {
return;
}
console.log('Phaser.Game.Boot');
console.log(this);
console.log('Phaser.Game boot');
var _this = this;
// Probably not needed any more
// var _this = this;
if (!document.body) {
setTimeout(Phaser.GAMES[_this.id].boot(parent, width, height), 13);
window.setTimeout(this._onBoot, 20);
// setTimeout(Phaser.GAMES[_this.id].boot(parent, width, height), 13);
}
else
{
document.removeEventListener('DOMContentLoaded', Phaser.GAMES[_this.id].boot);
window.removeEventListener('load', Phaser.GAMES[_this.id].boot);
document.removeEventListener('DOMContentLoaded', this._onBoot);
window.removeEventListener('load', this._onBoot);
this.onPause = new Phaser.Signal();
this.onResume = new Phaser.Signal();
@@ -286,9 +267,11 @@ 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);
this.state.boot();
// this.world.boot();
// this.stage.boot();
// this.input.boot();
@@ -299,22 +282,11 @@ Phaser.Game.prototype = {
this.isRunning = true;
this._loadComplete = false;
this.raf = new Phaser.RequestAnimationFrame(this);
this.raf.start();
// this.raf = new Phaser.RequestAnimationFrame(this);
// this.raf.start();
// boot sm
if (this.onPreloadCallback || this.onCreateCallback || this.onUpdateCallback || this.onRenderCallback || this._pendingState)
{
if (this._pendingState)
{
console.log('boot has found a pending state');
this.switchState(this._pendingState, false, false);
}
else
{
console.log('boot has found enough callbacks to start the state');
this.startState();
}
}
}
},
@@ -329,6 +301,7 @@ Phaser.Game.prototype = {
*/
launch: function (context, preload, create, update, render) {
/*
this.callbackContext = context;
this.onPreloadCallback = preload || null;
@@ -363,11 +336,12 @@ Phaser.Game.prototype = {
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.
* Called when the load has finished, after preload was run.
*/
loadComplete: function () {
@@ -375,56 +349,14 @@ Phaser.Game.prototype = {
this._loadComplete = true;
if (this.onCreateCallback) {
this.onCreateCallback.call(this.callbackContext);
// this.onCreateCallback.call(this);
}
this.state.loadComplete();
},
this.load.onLoadComplete.remove(this.loadComplete, this);
/**
* Start the current state
*/
startState: function () {
console.log('startState');
// console.log(this);
// console.log(this.callbackContext);
if (this.onPreloadCallback !== null)
{
this.load.reset();
this.onPreloadCallback.call(this.callbackContext);
// this.onPreloadCallback.call(this.onPreloadCallback);
// Is the loader empty?
if (this.load.queueSize == 0)
{
if (this.onCreateCallback !== null)
{
this.onCreateCallback.call(this.callbackContext);
// this.onCreateCallback.call(this.onCreateCallback);
}
this._loadComplete = true;
}
else
{
// Start the loader going as we have something in the queue
this.load.onLoadComplete.add(this.loadComplete, this);
this.load.start();
}
}
else
{
// No init? Then there was nothing to load either
if (this.onCreateCallback !== null) {
this.onCreateCallback.call(this.callbackContext);
// this.onCreateCallback.call(this.onCreateCallback);
}
this._loadComplete = true;
}
// if (this.onCreateCallback) {
// this.onCreateCallback.call(this.callbackContext);
// // this.onCreateCallback.call(this);
// }
},
@@ -493,84 +425,6 @@ Phaser.Game.prototype = {
},
/**
* Switch to a new State.
* @param state {State} The state you want to switch to.
* @param [clearWorld] {bool} clear everything in the world? (Default to true)
* @param [clearCache] {bool} clear asset cache? (Default to false and ONLY available when clearWorld=true)
*/
switchState: function (state, clearWorld, clearCache) {
// console.log('switchState', state, this.isBooted);
// console.log(typeof state);
// console.log(state instanceof Phaser.State);
if (typeof clearWorld === "undefined") { clearWorld = true; }
if (typeof clearCache === "undefined") { clearCache = false; }
if (state instanceof Phaser.State) {
state.link(this);
}
if (this.isBooted == false) {
this._pendingState = state;
return;
}
// Destroy current state?
if (this.onDestroyCallback !== null) {
this.onDestroyCallback.call(this.callbackContext);
}
if (this.input) {
this.input.reset(true);
}
// Prototype?
if (typeof state === 'function')
{
this.state = new state(this);
}
else
{
this.state = state;
}
// Ok, have we got at least a create or update function?
if (this.state['create'] || this.state['update']) {
this.callbackContext = this.state;
// Bingo, let's set them up
this.onPreloadCallback = this.state['preload'] || null;
this.onLoadRenderCallback = this.state['loadRender'] || null;
this.onLoadUpdateCallback = this.state['loadUpdate'] || null;
this.onCreateCallback = this.state['create'] || null;
this.onUpdateCallback = this.state['update'] || null;
this.onPreRenderCallback = this.state['preRender'] || null;
this.onRenderCallback = this.state['render'] || null;
this.onPausedCallback = this.state['paused'] || null;
this.onDestroyCallback = this.state['destroy'] || null;
if (clearWorld) {
//this.world.destroy();
if (clearCache == true) {
this.cache.destroy();
}
}
this._loadComplete = false;
this.startState();
}
else
{
console.warn("Invalid Phaser State object given. Must contain at least a create or update function.");
}
},
/**
* Nuke the entire game from orbit
*/
+516
View File
@@ -0,0 +1,516 @@
Phaser.StateManager = function (game, pendingState) {
this.game = game;
this.states = {};
this._pendingState = pendingState;
};
Phaser.StateManager.prototype = {
/**
* @type {Phaser.Game}
*/
game: null,
/**
* The state to be switched to in the next frame.
* @type {State}
*/
_pendingState: null,
/**
* The state to be switched to in the next frame.
* @type {Object}
*/
states: {},
/**
* The current active State object (defaults to null)
* @type {String}
*/
current: '',
/**
* This will be called when the state is started (i.e. set as the current active state)
* @type {function}
*/
onInitCallback: null,
/**
* This will be called when init states. (loading assets...)
* @type {function}
*/
onPreloadCallback: null,
/**
* This will be called when create states. (setup states...)
* @type {function}
*/
onCreateCallback: null,
/**
* This will be called when State is updated, this doesn't happen during load (see onLoadUpdateCallback)
* @type {function}
*/
onUpdateCallback: null,
/**
* This will be called when the State is rendered, this doesn't happen during load (see onLoadRenderCallback)
* @type {function}
*/
onRenderCallback: null,
/**
* This will be called before the State is rendered and before the stage is cleared
* @type {function}
*/
onPreRenderCallback: null,
/**
* This will be called when the State is updated but only during the load process
* @type {function}
*/
onLoadUpdateCallback: null,
/**
* This will be called when the State is rendered but only during the load process
* @type {function}
*/
onLoadRenderCallback: null,
/**
* This will be called when states paused.
* @type {function}
*/
onPausedCallback: null,
/**
* This will be called when the state is shut down (i.e. swapped to another state)
* @type {function}
*/
onShutDownCallback: null,
boot: function () {
console.log('Phaser.StateManager.boot');
console.log(typeof this._pendingState);
this.add('default', this._pendingState, true);
},
/**
* Add a new State.
* @param key {String} A unique key you use to reference this state, i.e. "MainMenu", "Level1".
* @param state {State} The state you want to switch to.
* @param autoStart {Boolean} Start the state immediately after creating it? (default true)
*/
add: function (key, state, autoStart) {
if (typeof autoStart === "undefined") { autoStart = true; }
console.log('Phaser.StateManager.addState', key);
console.log(typeof state);
var newState;
if (state instanceof Phaser.State)
{
console.log('Phaser.StateManager.addState: Phaser.State given');
newState = state;
newState.link(this.game);
}
else if (typeof state === 'object')
{
console.log('Phaser.StateManager.addState: Object given');
newState = state;
}
else if (typeof state === 'function')
{
console.log('Phaser.StateManager.addState: Function given');
newState = new state(this.game);
}
this.states[key] = newState;
if (autoStart)
{
this.start(key);
}
return newState;
},
remove: function (key) {
},
/**
* Start the given state
* @param key {String} The key of the state you want to start.
* @param [clearWorld] {bool} clear everything in the world? (Default to true)
* @param [clearCache] {bool} clear asset cache? (Default to false and ONLY available when clearWorld=true)
*/
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.checkState(key) == false)
{
return;
}
else
{
// Already got a state running?
if (this.current)
{
this.onShutDownCallback.call(this.callbackContext);
}
if (clearWorld) {
//this.game.world.destroy();
if (clearCache == true) {
this.game.cache.destroy();
}
}
this.setCurrentState(key);
}
if (this.onPreloadCallback)
{
console.log('Preload Callback found');
this.game.load.reset();
this.onPreloadCallback.call(this.callbackContext);
// Is the loader empty?
if (this.game.load.queueSize == 0)
{
console.log('Loader queue empty');
this.game.loadComplete();
if (this.onCreateCallback)
{
this.onCreateCallback.call(this.callbackContext);
}
}
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
if (this.onCreateCallback)
{
console.log('Create callback found');
this.onCreateCallback.call(this.callbackContext);
}
this.game.loadComplete();
}
},
// Used by onInit and onShutdown when those functions don't exist on the state
dummy: function () {
},
checkState: function (key) {
if (this.states[key])
{
var valid = false;
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)
{
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;
}
},
setCurrentState: function (key) {
this.callbackContext = this.states[key];
// 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;
this.onLoadRenderCallback = this.states[key]['loadRender'] || null;
this.onLoadUpdateCallback = this.states[key]['loadUpdate'] || null;
this.onCreateCallback = this.states[key]['create'] || null;
this.onUpdateCallback = this.states[key]['update'] || null;
this.onPreRenderCallback = this.states[key]['preRender'] || null;
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
this.onShutDownCallback = this.states[key]['shutdown'] || this.dummy;
this.current = key;
this.onInitCallback.call(this.callbackContext);
},
/**
* Switch to a new State.
* @param state {State} The state you want to switch to. If a string will be treated as a reference to an already stored state.
* @param [clearWorld] {bool} clear everything in the world? (Default to true)
* @param [clearCache] {bool} clear asset cache? (Default to false and ONLY available when clearWorld=true)
*/
OLDswitchState: function (state, clearWorld, clearCache) {
if (typeof clearWorld === "undefined") { clearWorld = true; }
if (typeof clearCache === "undefined") { clearCache = false; }
console.log('Phaser.StateManager.switchState');
console.log(typeof state);
var result = false;
var newState;
// Check the pendingState object to see if it contains anything we can use
if (typeof state === 'string')
{
console.log('Phaser.StateManager.boot: string given');
}
else if (state instanceof Phaser.State)
{
console.log('Phaser.StateManager.boot: Phaser.State given');
newState = state;
newState.link(this.game);
result = this.setCallbacks();
}
else if (typeof state === 'object')
{
console.log('Phaser.StateManager.boot: Object given');
newState = state;
result = this.setCallbacks();
}
else if (typeof state === 'function')
{
console.log('Phaser.StateManager.boot: function reference given');
newState = new state(this.game);
result = this.setCallbacks();
}
if (result)
{
console.log("We've been given and successfully parsed a valid state");
var idx = this.states.push(newState);
// We've been given and successfully parsed a valid state
this.startState();
}
return result;
},
/**
* Start the current state
*/
OLDstartState: function () {
result = this.setCallbacks();
console.log('Phaser.StateManager.startState');
// console.log(this);
// console.log(this.callbackContext);
if (this.onPreloadCallback !== null)
{
console.log('Preload Callback found');
this.game.load.reset();
this.onPreloadCallback.call(this.callbackContext);
// this.onPreloadCallback.call(this.onPreloadCallback);
// Is the loader empty?
if (this.game.load.queueSize == 0)
{
console.log('Loader queue empty');
// this.game._loadComplete = true;
this.game.loadComplete();
if (this.onCreateCallback !== null)
{
this.onCreateCallback.call(this.callbackContext);
// this.onCreateCallback.call(this.onCreateCallback);
}
}
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
if (this.onCreateCallback) {
console.log('Create callback found');
this.onCreateCallback.call(this.callbackContext);
// this.onCreateCallback.call(this.onCreateCallback);
}
// this.game._loadComplete = true;
this.game.loadComplete();
}
},
loadComplete: function () {
console.log('Phaser.StateManager.loadComplete');
if (this.onCreateCallback) {
console.log('Create callback found');
this.onCreateCallback.call(this.callbackContext);
// this.onCreateCallback.call(this.onCreateCallback);
}
},
/**
* Switch to a new State.
* @param state {State} The state you want to switch to.
* @param [clearWorld] {bool} clear everything in the world? (Default to true)
* @param [clearCache] {bool} clear asset cache? (Default to false and ONLY available when clearWorld=true)
*/
/*
switchState: function (state, clearWorld, clearCache) {
// console.log('switchState', state, this.isBooted);
// console.log(typeof state);
// console.log(state instanceof Phaser.State);
if (typeof clearWorld === "undefined") { clearWorld = true; }
if (typeof clearCache === "undefined") { clearCache = false; }
if (state instanceof Phaser.State) {
state.link(this);
}
if (this.isBooted == false) {
this._pendingState = state;
return;
}
// Destroy current state?
if (this.onDestroyCallback !== null) {
this.onDestroyCallback.call(this.callbackContext);
}
if (this.input) {
this.input.reset(true);
}
// Prototype?
if (typeof state === 'function')
{
this.state = new state(this);
}
else
{
this.state = state;
}
// Ok, have we got at least a create or update function?
if (this.state['create'] || this.state['update']) {
this.callbackContext = this.state;
// Bingo, let's set them up
this.onPreloadCallback = this.state['preload'] || null;
this.onLoadRenderCallback = this.state['loadRender'] || null;
this.onLoadUpdateCallback = this.state['loadUpdate'] || null;
this.onCreateCallback = this.state['create'] || null;
this.onUpdateCallback = this.state['update'] || null;
this.onPreRenderCallback = this.state['preRender'] || null;
this.onRenderCallback = this.state['render'] || null;
this.onPausedCallback = this.state['paused'] || null;
this.onDestroyCallback = this.state['destroy'] || null;
if (clearWorld) {
//this.world.destroy();
if (clearCache == true) {
this.cache.destroy();
}
}
this._loadComplete = false;
this.startState();
}
else
{
console.warn("Invalid Phaser State object given. Must contain at least a create or update function.");
}
},
*/
/**
* Nuke the entire game from orbit
*/
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;
}
};