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scenestack.js
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scenestack.js
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// @ts-check
/**
* Hold the stack of scenes (gdjs.RuntimeScene) being played.
*
* @memberof gdjs
* @param {gdjs.RuntimeGame} runtimeGame The runtime game that is using the scene stack
* @class SceneStack
*/
gdjs.SceneStack = function(runtimeGame) {
if (!runtimeGame) {
throw "SceneStack must be constructed with a gdjs.RuntimeGame."
}
this._runtimeGame = runtimeGame;
/** @type {gdjs.RuntimeScene[]} */
this._stack = [];
/** @type {boolean} */
this._wasFirstSceneLoaded = false;
};
/**
* Called by the RuntimeGame when the game resolution is changed.
* Useful to notify scene and layers that resolution is changed, as they
* might be caching it.
*/
gdjs.SceneStack.prototype.onGameResolutionResized = function() {
for(var i = 0;i < this._stack.length; ++i) {
this._stack[i].onGameResolutionResized();
}
};
gdjs.SceneStack.prototype.step = function(elapsedTime) {
if (this._stack.length === 0) return false;
var currentScene = this._stack[this._stack.length - 1];
if (currentScene.renderAndStep(elapsedTime)) {
var request = currentScene.getRequestedChange();
//Something special was requested by the current scene.
if (request === gdjs.RuntimeScene.STOP_GAME) {
this._runtimeGame.getRenderer().stopGame();
return true;
} else if (request === gdjs.RuntimeScene.POP_SCENE) {
this.pop();
} else if (request === gdjs.RuntimeScene.PUSH_SCENE) {
this.push(currentScene.getRequestedScene());
} else if (request === gdjs.RuntimeScene.REPLACE_SCENE) {
this.replace(currentScene.getRequestedScene());
} else if (request === gdjs.RuntimeScene.CLEAR_SCENES) {
this.replace(currentScene.getRequestedScene(), true);
} else {
console.error("Unrecognized change in scene stack.");
return false;
}
}
return true;
};
gdjs.SceneStack.prototype.renderWithoutStep = function() {
if (this._stack.length === 0) return false;
var currentScene = this._stack[this._stack.length - 1];
currentScene.render();
return true;
};
gdjs.SceneStack.prototype.pop = function() {
if (this._stack.length <= 1) return null;
// Unload the current scene
var scene = this._stack.pop();
if (!scene) return null;
scene.unloadScene();
// Tell the new current scene it's being resumed
var currentScene = this._stack[this._stack.length - 1];
if (currentScene) {
currentScene.onResume();
}
return scene;
};
gdjs.SceneStack.prototype.push = function(newSceneName, externalLayoutName) {
// Tell the scene it's being paused
var currentScene = this._stack[this._stack.length - 1];
if (currentScene) {
currentScene.onPause();
}
// Load the new one
var newScene = new gdjs.RuntimeScene(this._runtimeGame);
newScene.loadFromScene(this._runtimeGame.getSceneData(newSceneName));
this._wasFirstSceneLoaded = true;
// Optionally create the objects from an external layout.
if (externalLayoutName) {
var externalLayoutData = this._runtimeGame.getExternalLayoutData(externalLayoutName);
if (externalLayoutData)
newScene.createObjectsFrom(externalLayoutData.instances, 0, 0, /*trackByPersistentUuid=*/ true);
}
this._stack.push(newScene);
return newScene;
};
gdjs.SceneStack.prototype.replace = function(newSceneName, clear) {
if (!!clear) {
// Unload all the scenes
while (this._stack.length !== 0) {
var scene = this._stack.pop();
if (scene) scene.unloadScene();
}
} else {
// Unload the current scene
if (this._stack.length !== 0) {
var scene = this._stack.pop();
if (scene) scene.unloadScene();
}
}
return this.push(newSceneName);
};
/**
* Return the current gdjs.RuntimeScene being played, or null if none is run.
*/
gdjs.SceneStack.prototype.getCurrentScene = function() {
if (this._stack.length === 0) return null;
return this._stack[this._stack.length - 1];
};
/**
* Return true if a scene was loaded, false otherwise (i.e: game not yet started).
*/
gdjs.SceneStack.prototype.wasFirstSceneLoaded = function() {
return this._wasFirstSceneLoaded;
}