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import {InGameState} from 'shapez.io/js/states/ingame.js'
public class | source

InGameState

Extends:

GameState → InGameState

Constructor Summary

Public Constructor
public

Member Summary

Public Members
public
public
public
public

Whether we are currently saving the game @TODO: This doesn't realy fit here

public
public
public
public
public

syncer: *

public

Method Summary

Public Methods
public

doSave(): *

Saves the game

public

Filters the input (keybindings)

public
public
public
public
public
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Goes back to the menu state

public

Goes back to the settings state

public

Goes back to the settings state

public
public
public
public
public
public

Called when the game somehow failed to initialize.

public
public

Render callback

public

onResized(w: *, h: *)

public

saveThenGoToState(stateId: string, payload: any=)

Moves to a state outside of the game

public

The final stage where this game is running and updating regulary.

public

Creates the game core instance, and thus the root

public

Initializes a new empty game

public

Resumes an existing game

public

Performs the first game update on the game which initializes most caches

public

Call the post load hook, this means that we have loaded the game, and all systems can operate and start to work now.

public

This makes the game idle and draw for a while, because we run most code this way the V8 engine can already start to optimize it.

public

This stage destroys the whole game, used to cleanup

public

When leaving the game

public

Switches the game into another sub-state

Inherited Summary

From class GameState
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public
public
public
public
public
public

key: *

public
public

Cancels all promises on the api as well as our async channel

public

getDivElement(): HTMLElement

Returns the html element of the state

public

Should return whether to fade in the game state.

public

Should return whether to fade out the game state.

public

Returns if the state has an unload confirmation, this is the "Are you sure you want to leave the page" message.

public

Should return how many mulliseconds to fade in / out the state.

public

Should return the html code of the state.

public

Returns the states key

public

Returns if this state should get paused if it does not have focus

public

Should return the theme music for this state

public

Cleans up all click detectors

public

internalEnterCallback(payload: any, callCallback: boolean)

Internal callback when entering the state.

public

Internal method to compute the time to fade in / out

public

Internal method to get the HTML of the game state.

public

Internal callback when the state is left.

public

Internal app pause callback

public

Internal app resume callback

public

Internal callback before the state is left.

public

Internal callback from the manager.

public

moveToState(stateKey: string)

Transfers to a new state

public

Callback when the app got paused (on android, this means in background)

public

Callback when the app got resumed (on android, this means in foreground again)

public

Internal backbutton handler, called when the hardware back button is pressed or the escape key is pressed

public

Background tick callback, called while the game is inactiev

public

Callback before leaving the game state or when the page is unloaded

public

onEnter(payload: any)

Callback when entering the state, to be overriddemn

public

Callback when leaving the state

public

Render callback

public

Called when the screen resized

public

trackClicks(element: Element, handler: function(): void, args: import("./click_detector").ClickDetectorConstructorArgs=)

Tracks clicks on a given element and calls the given callback on this state.

public

watchAdAndMoveToState(nextStateId: string, nextStatePayload: object=)

Public Constructors

public constructor() source

Constructs a new state with the given id

Override:

GameState#constructor

Public Members

public boundInputFilter: * source

public core: GameCore source

public creationPayload: GameCreationPayload source

public currentSavePromise: * source

Whether we are currently saving the game @TODO: This doesn't realy fit here

public keyActionMapper: KeyActionMapper source

public loadingOverlay: GameLoadingOverlay source

public savegame: Savegame source

public stage: string source

public syncer: * source

public warmupTimeSeconds: * source

Public Methods

public doSave(): * source

Saves the game

Return:

*

public filterInput(): * source

Filters the input (keybindings)

Return:

*

public getHasFadeIn(): boolean source

Should return whether to fade in the game state. This will then apply the right css classes for the fadein.

Override:

GameState#getHasFadeIn

Return:

boolean

public getHasUnloadConfirmation(): boolean source

Returns if the state has an unload confirmation, this is the "Are you sure you want to leave the page" message.

Override:

GameState#getHasUnloadConfirmation

Return:

boolean

public getInnerHTML(): string source

Should return the html code of the state.

Override:

GameState#getInnerHTML

Return:

string

public getPauseOnFocusLost(): boolean source

Returns if this state should get paused if it does not have focus

Override:

GameState#getPauseOnFocusLost

Return:

boolean

public getThemeMusic(): * source

Should return the theme music for this state

Override:

GameState#getThemeMusic

Return:

*

public goBackToMenu() source

Goes back to the menu state

public goToKeybindings() source

Goes back to the settings state

public goToSettings() source

Goes back to the settings state

public onAppPause() source

Callback when the app got paused (on android, this means in background)

Override:

GameState#onAppPause

public onBackButton() source

Internal backbutton handler, called when the hardware back button is pressed or the escape key is pressed

Override:

GameState#onBackButton

public onBackgroundTick(dt: *) source

Background tick callback, called while the game is inactiev

Override:

GameState#onBackgroundTick

Params:

NameTypeAttributeDescription
dt *

public onBeforeExit() source

Callback before leaving the game state or when the page is unloaded

Override:

GameState#onBeforeExit

public onEnter(payload: GameCreationPayload) source

Callback when entering the state, to be overriddemn

Override:

GameState#onEnter

Params:

NameTypeAttributeDescription
payload GameCreationPayload

public onInitializationFailure(err: string) source

Called when the game somehow failed to initialize. Resets everything to basic state and then goes to the main menu, showing the error

Params:

NameTypeAttributeDescription
err string

public onLeave() source

Callback when leaving the state

Override:

GameState#onLeave

public onRender(dt: number) source

Render callback

Override:

GameState#onRender

Params:

NameTypeAttributeDescription
dt number

public onResized(w: *, h: *) source

Called when the screen resized

Override:

GameState#onResized

Params:

NameTypeAttributeDescription
w *
h *

public saveThenGoToState(stateId: string, payload: any=) source

Moves to a state outside of the game

Params:

NameTypeAttributeDescription
stateId string
payload any=

public stage10GameRunning() source

The final stage where this game is running and updating regulary.

public stage3CreateCore() source

Creates the game core instance, and thus the root

public stage4aInitEmptyGame() source

Initializes a new empty game

public stage4bResumeGame() source

Resumes an existing game

public stage5FirstUpdate() source

Performs the first game update on the game which initializes most caches

public stage6PostLoadHook() source

Call the post load hook, this means that we have loaded the game, and all systems can operate and start to work now.

public stage7Warmup() source

This makes the game idle and draw for a while, because we run most code this way the V8 engine can already start to optimize it. Also this makes sure the resources are in the VRAM and we have a smooth experience once we start.

public stageDestroyed() source

This stage destroys the whole game, used to cleanup

public stageLeavingGame() source

When leaving the game

public switchStage(stage: string): boolean source

Switches the game into another sub-state

Params:

NameTypeAttributeDescription
stage string

Return:

boolean