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GDevelop/GDJS/Runtime/runtimescene.js

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JavaScript

/*
* GDevelop JS Platform
* Copyright 2013-2015 Florian Rival (Florian.Rival@gmail.com). All rights reserved.
* This project is released under the MIT License.
*/
/**
* The runtimeScene object represents a scene being played and rendered in the browser in a canvas.
*
* @class RuntimeScene
* @param PixiRenderer The PIXI.Renderer to be used
*/
gdjs.RuntimeScene = function(runtimeGame, pixiRenderer)
{
this._eventsFunction = null;
this._instances = new Hashtable(); //Contains the instances living on the scene
this._instancesCache = new Hashtable(); //Used to recycle destroyed instance instead of creating new ones.
this._objects = new Hashtable(); //Contains the objects data stored in the project
this._objectsCtor = new Hashtable();
this._layers = new Hashtable();
this._timers = new Hashtable();
this._initialAutomatismSharedData = new Hashtable();
this._pixiRenderer = pixiRenderer;
this._pixiStage = new PIXI.Stage();
this._pixiContainer = new PIXI.DisplayObjectContainer(); //The DisplayObjectContainer meant to contains all pixi objects of the scene.
this._pixiStage.addChild( this._pixiContainer );
this._latestFrameDate = new Date();
this._variables = new gdjs.VariablesContainer();
this._runtimeGame = runtimeGame;
this._lastId = 0;
this._elapsedTime = 0;
this._timeScale = 1;
this._timeFromStart = 0;
this._firstFrame = true;
this._name = "";
this._soundManager = new gdjs.SoundManager();
this._gameStopRequested = false;
this._requestedScene = "";
this._isLoaded = false; // True if loadFromScene was called and the scene is being played.
this.layers = this._layers;
this._allInstancesList = []; //An array used to create a list of all instance when necessary ( see _constructListOfAllInstances )
this._instancesRemoved = []; //The instances removed from the scene and waiting to be sent to the cache.
if (this._pixiRenderer) {
this.onCanvasResized();
}
};
/**
* Should be called when the canvas where the scene is rendered has been resized.
* See gdjs.RuntimeGame.startStandardGameLoop in particular.
*
* @method onCanvasResized
*/
gdjs.RuntimeScene.prototype.onCanvasResized = function() {
this._pixiContainer.scale.x = this._pixiRenderer.width / this._runtimeGame.getDefaultWidth();
this._pixiContainer.scale.y = this._pixiRenderer.height / this._runtimeGame.getDefaultHeight();
};
/**
* Load the runtime scene from the given scene.
* @method loadFromScene
* @param sceneData An object containing the scene data.
*/
gdjs.RuntimeScene.prototype.loadFromScene = function(sceneData) {
if ( sceneData === undefined ) {
console.error("loadFromScene was called without a scene");
return;
}
if ( this._isLoaded ) this.unloadScene();
//Setup main properties
document.title = sceneData.title;
this._name = sceneData.name;
this._firstFrame = true;
this.setBackgroundColor(parseInt(sceneData.r, 10),
parseInt(sceneData.v, 10),
parseInt(sceneData.b, 10));
//Load layers
var that = this;
gdjs.iterateOverArray(sceneData.layers, function(layerData) {
that._layers.put(layerData.name, new gdjs.Layer(layerData, that));
//console.log("Created layer : \""+name+"\".");
});
//Load variables
this._variables = new gdjs.VariablesContainer(sceneData.variables);
//Cache the initial shared data of the automatisms
gdjs.iterateOverArray(sceneData.automatismsSharedData, function(data) {
//console.log("Initializing shared data for "+data.name);
that._initialAutomatismSharedData.put(data.name, data);
});
//Load objects: Global objects first...
gdjs.iterateOverArray(this.getGame().getInitialObjectsData(), function(objData){
var objectName = objData.name;
var objectType = objData.type;
that._objects.put(objectName, objData);
that._instances.put(objectName, []); //Also reserve an array for the instances
that._instancesCache.put(objectName, []); //and for cached instances
//And cache the constructor for the performance sake:
that._objectsCtor.put(objectName, gdjs.getObjectConstructor(objectType));
//console.log("Loaded "+objectName+" in memory (Global object)");
});
//...then the scene objects
this._initialObjectsData = sceneData.objects;
gdjs.iterateOverArray(this._initialObjectsData, function(objData) {
var objectName = objData.name;
var objectType = objData.type;
that._objects.put(objectName, objData);
that._instances.put(objectName, []); //Also reserve an array for the instances
that._instancesCache.put(objectName, []); //and for cached instances
//And cache the constructor for the performance sake:
that._objectsCtor.put(objectName, gdjs.getObjectConstructor(objectType));
//console.log("Loaded "+objectName+" in memory");
});
//Create initial instances of objects
this.createObjectsFrom(sceneData.instances, 0, 0);
//Set up the function to be executed at each tick
var module = gdjs[sceneData.mangledName+"Code"];
if ( module && module.func )
this._eventsFunction = module.func;
else
this._eventsFunction = (function() {});
this._eventsContext = new gdjs.EventsContext();
//Call global callback
for(var i = 0;i<gdjs.callbacksRuntimeSceneLoaded.length;++i) {
gdjs.callbacksRuntimeSceneLoaded[i](this);
}
this._isLoaded = true;
};
gdjs.RuntimeScene.prototype.unloadScene = function() {
if ( !this._isLoaded ) return;
this._eventsContext = new gdjs.EventsContext();
for(var i = 0;i < gdjs.callbacksRuntimeSceneUnloaded.length;++i) {
gdjs.callbacksRuntimeSceneUnloaded[i](this);
}
};
/**
* Create objects from initial instances data ( for example, the initial instances
* of the scene or from an external layout ).
*
* @method createObjectsFrom
* @param data The instances data
* @param xPos The offset on X axis
* @param yPos The offset on Y axis
*/
gdjs.RuntimeScene.prototype.createObjectsFrom = function(data, xPos, yPos) {
var that = this;
gdjs.iterateOverArray(data, function(instanceData) {
var objectName = instanceData.name;
var newObject = that.createObject(objectName);
if ( newObject !== null ) {
newObject.setPosition(parseFloat(instanceData.x) + xPos, parseFloat(instanceData.y) + yPos);
newObject.setZOrder(parseFloat(instanceData.zOrder));
newObject.setAngle(parseFloat(instanceData.angle));
newObject.setLayer(instanceData.layer);
newObject.getVariables().initFrom(instanceData.initialVariables, true);
newObject.extraInitializationFromInitialInstance(instanceData);
}
});
};
/**
* Set the function called each time the runtimeScene is stepped.<br>
* The function will be passed the runtimeScene as argument.
*
* Note that this is already set up by the runtimeScene constructor and that you should
* not need to use this method.
*
* @method setEventsFunction
* @param The function to be called.
*/
gdjs.RuntimeScene.prototype.setEventsFunction = function(func) {
this._eventsFunction = func;
};
/**
* Step and render the scene.<br>
* Should be called in a game loop.
*
* @method renderAndStep
* @return true if the game loop should continue, false if a scene change or a game stop was
* requested.
*/
gdjs.RuntimeScene.prototype.renderAndStep = function() {
this._updateTime();
this._updateObjectsPreEvents();
this._eventsFunction(this, this._eventsContext);
this._updateObjects();
this.render();
this._firstFrame = false;
return this._requestedScene === "" && !this._gameStopRequested;
};
/**
* Render the PIXI stage associated to the runtimeScene.
* @method render
*/
gdjs.RuntimeScene.prototype.render = function() {
if (!this._pixiRenderer) return;
// render the PIXI stage
this._pixiRenderer.render(this._pixiStage);
};
/**
* Called when rendering to do all times related tasks.
* @method _updateTime
* @private
*/
gdjs.RuntimeScene.prototype._updateTime = function() {
//Compute the elapsed time since last frame
this._elapsedTime = Date.now() - this._latestFrameDate;
this._latestFrameDate = Date.now();
this._elapsedTime = Math.min(this._elapsedTime, 1000/this._runtimeGame.getMinimalFramerate());
this._elapsedTime *= this._timeScale;
//Update timers and others members
var timers = this._timers.values();
for ( var i = 0, len = timers.length;i<len;++i) {
timers[i].updateTime(this._elapsedTime);
}
this._timeFromStart += this._elapsedTime;
};
/**
* Empty the list of the removed objects:<br>
* When an object is removed from the scene, it is still kept in the _instancesRemoved member
* of the RuntimeScene.<br>
* This method should be called regularly (after events or automatisms steps) so as to clear this list
* and allows the removed objects to be cached (or destroyed if the cache is full).<br>
* The removed objects could not be sent directly to the cache, as events may still be using them after
* removing them from the scene for example.
*
* @method _cacheOrClearRemovedInstances
* @private
*/
gdjs.RuntimeScene.prototype._cacheOrClearRemovedInstances = function() {
for(var k =0, lenk=this._instancesRemoved.length;k<lenk;++k) {
//Cache the instance to recycle it into a new instance later.
var cache = this._instancesCache.get(this._instancesRemoved[k].getName());
if ( cache.length < 128 ) cache.push(this._instancesRemoved[k]);
}
this._instancesRemoved.length = 0;
};
/**
* Tool function filling _allObjectsList member with all the instances.
* @method _constructListOfAllObjects
* @private
*/
gdjs.RuntimeScene.prototype._constructListOfAllInstances= function() {
var allObjectsLists = this._instances.values();
var currentListSize = 0;
for( var i = 0, len = allObjectsLists.length;i<len;++i) {
var oldSize = currentListSize;
currentListSize += allObjectsLists[i].length;
if ( this._allInstancesList.length < currentListSize )
this._allInstancesList.length = currentListSize;
for(var j = 0, lenj = allObjectsLists[i].length;j<lenj;++j) {
this._allInstancesList[oldSize+j] = allObjectsLists[i][j];
}
}
if ( this._allInstancesList.length !== currentListSize )
this._allInstancesList.length = currentListSize;
};
/**
* Update the objects before launching the events.
* @method _updateObjectsPreEvents
* @private
*/
gdjs.RuntimeScene.prototype._updateObjectsPreEvents = function() {
//It is *mandatory* to create and iterate on a external list of all objects, as the automatisms
//may delete the objects.
this._constructListOfAllInstances();
for( var i = 0, len = this._allInstancesList.length;i<len;++i) {
this._allInstancesList[i].stepAutomatismsPreEvents(this);
}
this._cacheOrClearRemovedInstances(); //Some automatisms may have request objects to be deleted.
};
/**
* Update the objects (update positions, time management...)
* @method _updateObjects
* @private
*/
gdjs.RuntimeScene.prototype._updateObjects = function() {
this._cacheOrClearRemovedInstances();
var allObjectsLists = this._instances.entries();
this.updateObjectsForces(allObjectsLists);
//It is *mandatory* to create and iterate on a external list of all objects, as the automatisms
//may delete the objects.
this._constructListOfAllInstances();
for( var i = 0, len = this._allInstancesList.length;i<len;++i) {
this._allInstancesList[i].updateTime(this._elapsedTime/1000);
this._allInstancesList[i].stepAutomatismsPostEvents(this);
}
this._cacheOrClearRemovedInstances(); //Some automatisms may have request objects to be deleted.
};
/**
* Change the background color
* @method setBackgroundColor
*/
gdjs.RuntimeScene.prototype.setBackgroundColor = function(r,g,b) {
this._pixiStage.setBackgroundColor(parseInt(gdjs.rgbToHex(r,g,b),16));
};
/**
* Get the name of the scene.
* @method getName
*/
gdjs.RuntimeScene.prototype.getName = function() {
return this._name;
};
/**
* Update the objects positions according to their forces
* @method updateObjectsForces
*/
gdjs.RuntimeScene.prototype.updateObjectsForces = function(objects) {
var allObjectsLists = objects ? objects : this._instances.entries();
for( var i = 0, len = allObjectsLists.length;i<len;++i) {
for( var j = 0, listLen = allObjectsLists[i][1].length;j<listLen;++j) {
var obj = allObjectsLists[i][1][j];
if ( !obj.hasNoForces() ) {
var averageForce = obj.getAverageForce();
obj.setX(obj.getX() + averageForce.getX()*this._elapsedTime/1000);
obj.setY(obj.getY() + averageForce.getY()*this._elapsedTime/1000);
obj.updateForces(this._elapsedTime/1000);
}
}
}
};
/**
* Add an object to the instances living on the scene.
* @method addObject
* @param obj The object to be added.
*/
gdjs.RuntimeScene.prototype.addObject = function(obj) {
if ( !this._instances.containsKey(obj.name) ) {
console.log("RuntimeScene.addObject: No objects called \""+obj.name+"\"! Adding it.");
this._instances.put(obj.name, []);
}
this._instances.get(obj.name).push(obj);
};
/**
* Get all the instances of the object called name.
* @method getObjects
* @param name Name of the object the instances must be returned.
*/
gdjs.RuntimeScene.prototype.getObjects = function(name){
if ( !this._instances.containsKey(name) ) {
console.log("RuntimeScene.getObjects: No instances called \""+name+"\"! Adding it.");
this._instances.put(name, []);
}
return this._instances.get(name);
};
/**
* Create a new object from its name. The object is also added to the instances
* living on the scene ( No need to call RuntimeScene.addObject )
* @param objectName {String} The name of the object to be created
* @return The created object
*/
gdjs.RuntimeScene.prototype.createObject = function(objectName){
if ( !this._objectsCtor.containsKey(objectName) ||
!this._objects.containsKey(objectName) )
return null; //There is no such object in this scene.
//Create a new object using the object constructor ( cached during loading )
//and the stored object's data:
var cache = this._instancesCache.get(objectName);
var ctor = this._objectsCtor.get(objectName);
var obj = null;
if ( cache.length === 0 ) {
obj = new ctor(this, this._objects.get(objectName));
}
else {
//Reuse an objet destroyed before:
obj = cache.pop();
ctor.call(obj, this, this._objects.get(objectName));
}
this.addObject(obj);
return obj;
};
/**
* Must be called whenever an object must be removed from the scene.
* @method markObjectForDeletion
* @param object The object to be removed.
*/
gdjs.RuntimeScene.prototype.markObjectForDeletion = function(obj) {
//Add to the objects removed list.
//The objects will be sent to the instances cache or really deleted from memory later.
if ( this._instancesRemoved.indexOf(obj) === -1 ) this._instancesRemoved.push(obj);
//Delete from the living instances.
if ( this._instances.containsKey(obj.getName()) ) {
var objId = obj.id;
var allInstances = this._instances.get(obj.getName());
for(var i = 0, len = allInstances.length;i<len;++i) {
if (allInstances[i].id == objId) {
allInstances.remove(i);
break;
}
}
}
//Notify the object it was removed from the scene
obj.onDeletedFromScene(this);
for(var j = 0, lenj = obj._automatisms.length;j<lenj;++j) {
obj._automatisms[j].ownerRemovedFromScene();
}
//Call global callback
for(var j = 0;j<gdjs.callbacksObjectDeletedFromScene.length;++j) {
gdjs.callbacksObjectDeletedFromScene[j](this, obj);
}
return;
};
/**
* Return the time elapsed since the last frame, in milliseconds.
* @method getElapsedTime
*/
gdjs.RuntimeScene.prototype.getElapsedTime = function() {
return this._elapsedTime;
};
/**
* Create an identifier for a new object of the scene.
* @method createNewUniqueId
*/
gdjs.RuntimeScene.prototype.createNewUniqueId = function() {
this._lastId++;
return this._lastId;
};
/**
* Get the PIXI.Stage associated to the RuntimeScene.
* @method getPIXIStage
*/
gdjs.RuntimeScene.prototype.getPIXIStage = function() {
return this._pixiStage;
};
/**
* Get the PIXI renderer associated to the RuntimeScene.
* @method getPIXIRenderer
*/
gdjs.RuntimeScene.prototype.getPIXIRenderer = function() {
return this._pixiRenderer;
};
/**
* Get the PIXI DisplayObjectContainer associated to the RuntimeScene.
* @method getPIXIContainer
*/
gdjs.RuntimeScene.prototype.getPIXIContainer = function() {
return this._pixiContainer;
};
/**
* Get the runtimeGame associated to the RuntimeScene.
* @method getGame
*/
gdjs.RuntimeScene.prototype.getGame = function() {
return this._runtimeGame;
};
/**
* Get the variables of the runtimeScene.
* @method getVariables
* @return The container holding the variables of the scene.
*/
gdjs.RuntimeScene.prototype.getVariables = function() {
return this._variables;
};
/**
* Get the data representing the initial shared data of the scene for the specified automatism.
* @method getInitialSharedDataForAutomatism
* @param name {String} The name of the automatism
*/
gdjs.RuntimeScene.prototype.getInitialSharedDataForAutomatism = function(name) {
if ( this._initialAutomatismSharedData.containsKey(name) ) {
return this._initialAutomatismSharedData.get(name);
}
return null;
};
gdjs.RuntimeScene.prototype.getLayer = function(name) {
if ( this._layers.containsKey(name) )
return this._layers.get(name);
return this._layers.get("");
};
gdjs.RuntimeScene.prototype.hasLayer = function(name) {
return this._layers.containsKey(name);
};
gdjs.RuntimeScene.prototype.addTimer = function(name) {
this._timers.put(name, new gdjs.Timer(name));
};
gdjs.RuntimeScene.prototype.hasTimer = function(name) {
return this._timers.containsKey(name);
};
gdjs.RuntimeScene.prototype.getTimer = function(name) {
return this._timers.get(name);
};
gdjs.RuntimeScene.prototype.removeTimer = function(name) {
if ( this._timers.containsKey(name) ) this._timers.remove(name);
};
gdjs.RuntimeScene.prototype.getTimeFromStart = function() {
return this._timeFromStart;
};
/**
* Get the soundManager of the scene.
* @return The soundManager of the scene.
*/
gdjs.RuntimeScene.prototype.getSoundManager = function() {
return this._soundManager;
};
/**
* Return true if the scene is rendering its first frame.
* @method isFirstFrame
*/
gdjs.RuntimeScene.prototype.isFirstFrame = function() {
return this._firstFrame;
};
/**
* Set the time scale of the scene
* @method setTimeScale
* @param timeScale {Number} The new time scale (must be positive).
*/
gdjs.RuntimeScene.prototype.setTimeScale = function(timeScale) {
if ( timeScale >= 0 ) this._timeScale = timeScale;
};
/**
* Get the time scale of the scene
* @method getTimeScale
*/
gdjs.RuntimeScene.prototype.getTimeScale = function() {
return this._timeScale;
};
/**
* Return true if the scene requested the game to be stopped.
* @method gameStopRequested
*/
gdjs.RuntimeScene.prototype.gameStopRequested = function() {
return this._gameStopRequested;
};
/**
* When called, the scene will be flagged as requesting the game to be stopped.<br>
* ( i.e: gameStopRequested will return true ).
*
* @method requestGameStop
*/
gdjs.RuntimeScene.prototype.requestGameStop = function() {
this._gameStopRequested = true;
};
/**
* Return the name of the new scene to be launched instead of this one.
* @method getRequestedScene
*/
gdjs.RuntimeScene.prototype.getRequestedScene = function() {
return this._requestedScene;
};
/**
* When called, the scene will be flagged as requesting a new scene to be launched.
*
* @method requestSceneChange
*/
gdjs.RuntimeScene.prototype.requestSceneChange = function(sceneName) {
this._requestedScene = sceneName;
};