用phaserjs开发了好多游戏了,但是对phaser还是了解不深,只知道怎么去用,今天就特意花点时间研究下phaser的状态管理到底是怎么回事。

首先,new Phaser.Game,以下是Phaser.Game的部分源码:

Phaser.Game = function (width, height, renderer, parent, state, transparent, antialias, physicsConfig) {

    /**
* @property {number} id - Phaser Game ID
* @readonly
*/
this.id = Phaser.GAMES.push(this) - 1; ...........................(省略的代码)
// Parse the configuration object (if any)
if (arguments.length === 1 && typeof arguments[0] === 'object')
{
this.parseConfig(arguments[0]);
}
else
{
this.config = { enableDebug: true }; if (typeof width !== 'undefined')
{
this._width = width;
} if (typeof height !== 'undefined')
{
this._height = height;
} if (typeof renderer !== 'undefined')
{
this.renderType = renderer;
} if (typeof parent !== 'undefined')
{
this.parent = parent;
} if (typeof transparent !== 'undefined')
{
this.transparent = transparent;
} if (typeof antialias !== 'undefined')
{
this.antialias = antialias;
} this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]); this.state = new Phaser.StateManager(this, state);
} this.device.whenReady(this.boot, this); return this; };

先看this.device.whenReady(this.boot, this);这段代码,源码的意思是设备准备就绪或者dom文档准备就绪后就执行boot,说白了就是DOMContentLoaded这个事件或者window的load事件的回调,一切准备就绪,执行boot,boot源码如下:

boot: function () {

        if (this.isBooted)
{
return;
} this.onPause = new Phaser.Signal();
this.onResume = new Phaser.Signal();
this.onBlur = new Phaser.Signal();
this.onFocus = new Phaser.Signal(); this.isBooted = true; PIXI.game = this; this.math = Phaser.Math; this.scale = new Phaser.ScaleManager(this, this._width, this._height);
this.stage = new Phaser.Stage(this); this.setUpRenderer(); this.world = new Phaser.World(this);
this.add = new Phaser.GameObjectFactory(this);
this.make = new Phaser.GameObjectCreator(this);
this.cache = new Phaser.Cache(this);
this.load = new Phaser.Loader(this);
this.time = new Phaser.Time(this);
this.tweens = new Phaser.TweenManager(this);
this.input = new Phaser.Input(this);
this.sound = new Phaser.SoundManager(this);
this.physics = new Phaser.Physics(this, this.physicsConfig);
this.particles = new Phaser.Particles(this);
this.create = new Phaser.Create(this);
this.plugins = new Phaser.PluginManager(this);
this.net = new Phaser.Net(this); this.time.boot();
this.stage.boot();
this.world.boot();
this.scale.boot();
this.input.boot();
this.sound.boot();
this.state.boot(); if (this.config['enableDebug'])
{
this.debug = new Phaser.Utils.Debug(this);
this.debug.boot();
}
else
{
this.debug = { preUpdate: function () {}, update: function () {}, reset: function () {}, isDisabled: true };
} this.showDebugHeader(); this.isRunning = true; if (this.config && this.config['forceSetTimeOut'])
{
this.raf = new Phaser.RequestAnimationFrame(this, this.config['forceSetTimeOut']);
}
else
{
this.raf = new Phaser.RequestAnimationFrame(this, false);
} this._kickstart = true; if (window['focus'])
{
if (!window['PhaserGlobal'] || (window['PhaserGlobal'] && !window['PhaserGlobal'].stopFocus))
{
window.focus();
}
} if (this.config['disableStart'])
{
return;
} if (this.cache.isReady)
{
this.raf.start();
}
else
{
this.cache.onReady.addOnce(function () {
this.raf.start();
}, this);
} }

很有序的初始化一些事件回调和方法,其中world,stage等等都有boot初始化方法,整个Phaser里Phaser.Stage只在这里实例化一次,仅此一次,游戏的舞台就只有这一个stage,stage继承PIXI.DisplayObjectContainer,到这里就都清楚了。

Phaser.World也仅此一次被实例化,它继承自Phaser.Group,Phaser.Group也继承自PIXI.DisplayObjectContainer,但是实例化它的时候,默认是把它添加到Phaser.World里的,

if (parent === undefined)
{
parent = game.world;
}

所以Group都是在World里,除非显示指定stage为其parent,实际开发几乎没这个必要。

Phaser.GameObjectFactory类封装了Phaser的组件,如image,sprite等,显示组件基本都是通过game.add直接被添加到World里(bitmapData除外这里不作研究):
image: function (x, y, key, frame, group) {

        if (group === undefined) { group = this.world; }

        return group.add(new Phaser.Image(this.game, x, y, key, frame));

    },

接下来看下this.state = new Phaser.StateManager(this, state);这段代码,Phaser.StateManager也是仅被实例化一次,主要用来管理游戏state的,构造函数有两个参数game和state,game就是我们的游戏对象,stage是默认的

boot: function () {

        this.game.onPause.add(this.pause, this);
this.game.onResume.add(this.resume, this); if (this._pendingState !== null && typeof this._pendingState !== 'string')
{
this.add('default', this._pendingState, true);
} },

默认state的key为'default',通过game.state.add添加state的源码:

add: function (key, state, autoStart) {

        if (autoStart === undefined) { autoStart = false; }

        var newState;

        if (state instanceof Phaser.State)
{
newState = state;
}
else if (typeof state === 'object')
{
newState = state;
newState.game = this.game;
}
else if (typeof state === 'function')
{
newState = new state(this.game);
} this.states[key] = newState; if (autoStart)
{
if (this.game.isBooted)
{
this.start(key);
}
else
{
this._pendingState = key;
}
} return newState; },

就是一个包含init,preload,create等的object或function,或者是Phaser.State类,这个类就是封装一个state包含的所有方法,所有方法没有任何实现。

game.state.start源码:

start: function (key, clearWorld, clearCache) {

        if (clearWorld === undefined) { clearWorld = true; }
if (clearCache === undefined) { clearCache = false; } if (this.checkState(key))
{
// Place the state in the queue. It will be started the next time the game loop begins.
this._pendingState = key;
this._clearWorld = clearWorld;
this._clearCache = clearCache; if (arguments.length > 3)
{
this._args = Array.prototype.splice.call(arguments, 3);
}
} },

就是检查下是否是一个State,没什么啊,其实真正的start是在preUpadte里,

preUpdate: function () {

        if (this._pendingState && this.game.isBooted)
{
var previousStateKey = this.current; // Already got a state running?
this.clearCurrentState(); this.setCurrentState(this._pendingState); this.onStateChange.dispatch(this.current, previousStateKey); if (this.current !== this._pendingState)
{
return;
}
else
{
this._pendingState = null;
} // If StateManager.start has been called from the init of a State that ALSO has a preload, then
// onPreloadCallback will be set, but must be ignored
if (this.onPreloadCallback)
{
this.game.load.reset(true);
this.onPreloadCallback.call(this.callbackContext, this.game); // Is the loader empty?
if (this.game.load.totalQueuedFiles() === 0 && this.game.load.totalQueuedPacks() === 0)
{
this.loadComplete();
}
else
{
// Start the loader going as we have something in the queue
this.game.load.start();
}
}
else
{
// No init? Then there was nothing to load either
this.loadComplete();
}
} },

start的时候,this._pendingState设置了当前的state,preUpdate方法先清除上一个state,再设置当前state,

setCurrentState里调用了link方法同时初始化一些事件监听,clearCurrentState方法调用了unlink方法同时移除一些事件监听,link方法如下:
link: function (key) {

        var state = this.states[key];

        state.game = this.game;
state.add = this.game.add;
state.make = this.game.make;
state.camera = this.game.camera;
state.cache = this.game.cache;
state.input = this.game.input;
state.load = this.game.load;
state.math = this.game.math;
state.sound = this.game.sound;
state.scale = this.game.scale;
state.state = this;
state.stage = this.game.stage;
state.time = this.game.time;
state.tweens = this.game.tweens;
state.world = this.game.world;
state.particles = this.game.particles;
state.rnd = this.game.rnd;
state.physics = this.game.physics;
state.key = key; },

由此可见每个状态都有game所拥有的几乎所有属性,所以每个state都相当于一个单独的game,包括init,preload,create等等。

setCurrentState:

setCurrentState: function (key) {

        var state = this.states[key];

        this.callbackContext = state;

        this.link(key);

        //  Used when the state is set as being the current active state
this.onInitCallback = state['init'] || this.dummy; this.onPreloadCallback = state['preload'] || null;
this.onLoadRenderCallback = state['loadRender'] || null;
this.onLoadUpdateCallback = state['loadUpdate'] || null;
this.onCreateCallback = state['create'] || null;
this.onUpdateCallback = state['update'] || null;
this.onPreRenderCallback = state['preRender'] || null;
this.onRenderCallback = state['render'] || null;
this.onResizeCallback = state['resize'] || null;
this.onPausedCallback = state['paused'] || null;
this.onResumedCallback = state['resumed'] || null;
this.onPauseUpdateCallback = state['pauseUpdate'] || null; // Used when the state is no longer the current active state
this.onShutDownCallback = state['shutdown'] || this.dummy; // Reset the physics system, but not on the first state start
if (this.current !== '')
{
this.game.physics.reset();
} this.current = key;
this._created = false; // At this point key and pendingState should equal each other
this.onInitCallback.apply(this.callbackContext, this._args); // If they no longer do then the init callback hit StateManager.start
if (key === this._pendingState)
{
this._args = [];
} this.game._kickstart = true; },

每个state在start的时候都会重新执行init,preload,create,update等方法一遍,this.onInitCallback.apply的时候还把参数传进来了,所以如果想start state的时候传参数,请定义个init方法,接受初始化传过来的data,这种模式犹如class的contructor一样使得

state之间相互独立,又可以相互传值,形成一条state网状链式结构,由于clearCurrentState默认clearWorld = true,所以在切换state的时候会先game.world.shutdown();相当于移除所有舞台元素,同时提供了shutdown方法用于关闭state时做的处理。

整个phaser的state流程是----》

初始化Phaser.Game可设置默认state ==》game.state.add(key,state);添加state,==》start state:game.state.start(key1) ==> 移除key1,game.state.start(key2) ==》如此循环,整个过程所有state共享game同时共享其所有方法和属性。

Phaser的初衷也是以最快的速度完成一个游戏,的确这种相互独立e又可以相互连接的state真是可以为开发节省很多很多时间。

设计思路:一个游戏先preload(一般之前会加个boot)=》menuState = 》gameState1=》gameState2=》gameState3等等=》overState  独立模块或场景都可添加state,UI界面最好是继承Group,不要做state,注意由于state切换的时候会destroy world,所以单例或共享View界面最好在start之前全部先移除,否则会出现destroy摧毁当前的单例view的child等所有 导致单例undefined 错误。

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