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import { renderer } from "./../video/video.js";
import * as event from "./../system/event.js";
import Camera2d from "./../camera/camera2d.js";
import Color from "./../math/color.js";
// a default camera instance to use across all stages
let default_camera;
// default stage settings
let default_settings = {
cameras : []
};
/**
* @classdesc
* a default "Stage" object.
* every "stage" object (title screen, credits, ingame, etc...) to be managed
* through the state manager must inherit from this base class.
* @see state
*/
export default class Stage {
/**
* @param {object} [settings] - The stage` parameters
* @param {Camera2d[]} [settings.cameras=[new me.Camera2d()]] - a list of cameras (experimental)
* @param {Function} [settings.onResetEvent] - called by the state manager when reseting the object
* @param {Function} [settings.onDestroyEvent] - called by the state manager before switching to another state
*/
constructor(settings) {
/**
* The list of active cameras in this stage.
* Cameras will be renderered based on this order defined in this list.
* Only the "default" camera will be resized when the window or canvas is resized.
* @public
* @type {Map<Camera2d>}
* @name cameras
* @memberof Stage
*/
this.cameras = new Map();
/**
* The list of active lights in this stage.
* (Note: Canvas Renderering mode will only properly support one light per stage)
* @public
* @type {Map<Light2d>}
* @name lights
* @memberof Stage
* @see Light2d
* @see Stage.ambientLight
* @example
* // create a white spot light
* let whiteLight = new me.Light2d(0, 0, 140, "#fff", 0.7);
* // and add the light to this current stage
* this.lights.set("whiteLight", whiteLight);
* // set a dark ambient light
* this.ambientLight.parseCSS("#1117");
* // make the light follow the mouse
* me.input.registerPointerEvent("pointermove", me.game.viewport, (event) => {
* whiteLight.centerOn(event.gameX, event.gameY);
* });
*/
this.lights = new Map();
/**
* an ambient light that will be added to the stage rendering
* @public
* @type {Color}
* @name ambientLight
* @memberof Stage
* @default "#000000"
* @see Light2d
*/
this.ambientLight = new Color(0, 0, 0, 0);
/**
* The given constructor options
* @public
* @name settings
* @memberof Stage
* @type {object}
*/
this.settings = Object.assign(default_settings, settings || {});
}
/**
* Object reset function
* @ignore
*/
reset() {
// add all defined cameras
this.settings.cameras.forEach((camera) => {
this.cameras.set(camera.name, camera);
});
// empty or no default camera
if (this.cameras.has("default") === false) {
if (typeof default_camera === "undefined") {
let width = renderer.getWidth();
let height = renderer.getHeight();
// new default camera instance
default_camera = new Camera2d(0, 0, width, height);
}
this.cameras.set("default", default_camera);
}
// reset the game
event.emit(event.STAGE_RESET, this);
// call the onReset Function
this.onResetEvent.apply(this, arguments);
}
/**
* update function
* @name update
* @memberof Stage
* @ignore
* @param {number} dt - time since the last update in milliseconds.
* @returns {boolean}
*/
update(dt) {
let isDirty = false;
// update the camera/viewport
// iterate through all cameras
this.cameras.forEach((camera) => {
if (camera.update(dt) === true) {
isDirty = true;
}
});
// update all lights
this.lights.forEach((light) => {
if (light.update(dt) === true) {
isDirty = true;
}
});
return isDirty;
}
/**
* draw the current stage
* @name draw
* @memberof Stage
* @ignore
* @param {Renderer} renderer - the renderer object to draw with
* @param {World} world - the world object to draw
*/
draw(renderer, world) {
// iterate through all cameras
this.cameras.forEach((camera) => {
// render the root container
camera.draw(renderer, world);
// render the ambient light
if (this.ambientLight.alpha !== 0) {
renderer.save();
// iterate through all lights
this.lights.forEach((light) => {
// cut out all lights visible areas
renderer.setMask(light.getVisibleArea(), true);
});
// fill the screen with the ambient color
renderer.setColor(this.ambientLight);
renderer.fillRect(0, 0, camera.width, camera.height);
// clear all masks
renderer.clearMask();
renderer.restore();
}
// render all lights
this.lights.forEach((light) => {
light.preDraw(renderer, world);
light.draw(renderer, world);
light.postDraw(renderer, world);
});
});
}
/**
* destroy function
* @ignore
*/
destroy() {
// clear all cameras
this.cameras.clear();
// clear all lights
this.lights.forEach((light) => {
light.destroy();
});
this.lights.clear();
// notify the object
this.onDestroyEvent.apply(this, arguments);
}
/**
* onResetEvent function<br>
* called by the state manager when reseting the object
* this is typically where you will load a level, add renderables, etc...
* @name onResetEvent
* @memberof Stage
* @param {object} [...arguments] - optional arguments passed when switching state
* @see state#change
*/
onResetEvent() {
// execute onResetEvent function if given through the constructor
if (typeof this.settings.onResetEvent === "function") {
this.settings.onResetEvent.apply(this, arguments);
}
}
/**
* onDestroyEvent function<br>
* called by the state manager before switching to another state
* @name onDestroyEvent
* @memberof Stage
*/
onDestroyEvent() {
// execute onDestroyEvent function if given through the constructor
if (typeof this.settings.onDestroyEvent === "function") {
this.settings.onDestroyEvent.apply(this, arguments);
}
}
}