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@phaserjs/phaser

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var __defProp = Object.defineProperty; var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value; var __publicField = (obj, key, value) => { __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value); return value; }; import { GameInstance } from "../GameInstance"; import { GameObjectWorld } from "../GameObjectWorld"; import { GetScenes } from "../config/scenes/GetScenes"; import { Once } from "../events/Once"; import { SceneManagerInstance } from "./SceneManagerInstance"; import { WorldList } from "../world/WorldList"; import { addEntity } from "bitecs"; export class SceneManager { constructor() { __publicField(this, "id", addEntity(GameObjectWorld)); __publicField(this, "game"); __publicField(this, "scenes", new Map()); __publicField(this, "sceneIndex", 0); __publicField(this, "flush"); SceneManagerInstance.set(this); this.game = GameInstance.get(); Once(this.game, "boot", () => this.boot()); } boot() { const scenes = GetScenes(); if (scenes) { scenes.forEach((scene) => new scene()); } } update() { const time = this.game.time; const delta = time.delta; const now = time.lastTick; for (const scene of this.scenes.values()) { const worlds = WorldList.get(scene); for (const world of worlds) { world.beforeUpdate(delta, now); } if (scene.update) { scene.update(delta, now); } for (const world of worlds) { world.update(delta, now); } for (const world of worlds) { world.afterUpdate(delta, now); } } } preRender() { const gameFrame = this.game.time.frame; for (const scene of this.scenes.values()) { const worlds = WorldList.get(scene); for (const world of worlds) { if (world.preRender(gameFrame)) { this.flush = true; } } } } render(renderPass) { for (const scene of this.scenes.values()) { const worlds = WorldList.get(scene); for (const world of worlds) { world.renderGL(renderPass); } } this.flush = false; } }