State handling done. Refactored the Game constructor a LOT. Now works from within closures, outside of them, with Phaser.State objects or normal Objects with the right functions inside. Also fixed some small bugs in PluginManager and various scope issues with RAF.

This commit is contained in:
Richard Davey
2013-08-29 07:06:16 +01:00
parent 3c8cd20b70
commit 4bbcc380c5
12 changed files with 558 additions and 475 deletions
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/**
* State
*
* This is a base State class which can be extended if you are creating your game with TypeScript.
* It provides quick access to common functions such as the camera, cache, input, match, sound and more.
*
* @package Phaser.State
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
*/
Phaser.State = function () {
};
Phaser.State.prototype = {
link: function (game) {
this.game = game;
// this.add = game.add;
// this.camera = game.camera;
this.cache = game.cache;
// this.input = game.input;
this.load = game.load;
this.math = game.math;
// this.sound = game.sound;
// this.stage = game.stage;
this.time = game.time;
this.tweens = game.tweens;
// this.world = game.world;
},
/**
* Override this method to add some load operations.
* If you need to use the loader, you may need to use them here.
*/
preload: function () {
},
/**
* This method is called after the game engine successfully switches states.
* Feel free to add any setup code here.(Do not load anything here, override init() instead)
*/
create: function () {
},
/**
* Put update logic here.
*/
update: function () {
},
/**
* Put render operations here.
*/
render: function () {
},
/**
* This method will be called when game paused.
*/
paused: function () {
},
/**
* This method will be called when the state is destroyed
*/
destroy: function () {
}
};