You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
tobspr_shapez.io/src/js/core/state_manager.js

130 lines
3.7 KiB

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