mirror of
https://github.com/tobspr/shapez.io.git
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122 lines
3.4 KiB
JavaScript
122 lines
3.4 KiB
JavaScript
/* typehints:start*/
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import { Application } from "../application";
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/* typehints:end*/
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import { GameState } from "./game_state";
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import { createLogger } from "./logging";
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import { APPLICATION_ERROR_OCCURED } from "./error_handler";
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import { waitNextFrame, removeAllChildren } from "./utils";
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const logger = createLogger("state_manager");
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/**
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* This is the main state machine which drives the game states.
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*/
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export class StateManager {
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/**
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* @param {Application} app
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*/
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constructor(app) {
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this.app = app;
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/** @type {GameState} */
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this.currentState = null;
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/** @type {Object.<string, new() => GameState>} */
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this.stateClasses = {};
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}
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/**
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* Registers a new state class, should be a GameState derived class
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* @param {object} stateClass
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*/
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register(stateClass) {
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// Create a dummy to retrieve the key
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const dummy = new stateClass();
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assert(dummy instanceof GameState, "Not a state!");
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const key = dummy.getKey();
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assert(!this.stateClasses[key], `State '${key}' is already registered!`);
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this.stateClasses[key] = stateClass;
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}
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/**
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* Constructs a new state or returns the instance from the cache
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* @param {string} key
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*/
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constructState(key) {
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if (this.stateClasses[key]) {
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return new this.stateClasses[key]();
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}
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assert(false, `State '${key}' is not known!`);
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}
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/**
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* Moves to a given state
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* @param {string} key State Key
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*/
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moveToState(key, payload = {}) {
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if (APPLICATION_ERROR_OCCURED) {
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console.warn("Skipping state transition because of application crash");
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return;
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}
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if (this.currentState) {
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if (key === this.currentState.getKey()) {
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logger.error(`State '${key}' is already active!`);
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return false;
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}
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this.currentState.internalLeaveCallback();
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// Remove all references
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for (const stateKey in this.currentState) {
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if (this.currentState.hasOwnProperty(stateKey)) {
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delete this.currentState[stateKey];
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}
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}
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this.currentState = null;
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}
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this.currentState = this.constructState(key);
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this.currentState.internalRegisterCallback(this, this.app);
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// Clean up old elements
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removeAllChildren(document.body);
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document.body.className = "gameState " + (this.currentState.getHasFadeIn() ? "" : "arrived");
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document.body.id = "state_" + key;
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document.body.innerHTML = this.currentState.internalGetFullHtml();
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const dialogParent = document.createElement("div");
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dialogParent.classList.add("modalDialogParent");
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document.body.appendChild(dialogParent);
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this.app.sound.playThemeMusic(this.currentState.getThemeMusic());
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this.currentState.internalEnterCallback(payload);
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this.currentState.onResized(this.app.screenWidth, this.app.screenHeight);
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this.app.analytics.trackStateEnter(key);
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window.history.pushState(
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{
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key,
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},
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key
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);
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waitNextFrame().then(() => {
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document.body.classList.add("arrived");
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});
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return true;
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}
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/**
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* Returns the current state
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* @returns {GameState}
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*/
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getCurrentState() {
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return this.currentState;
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}
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}
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