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Class: TGameStateManager

Defined in: core/game-state-manager.ts:15

Constructors​

Constructor​

new TGameStateManager(engine): TGameStateManager

Defined in: core/game-state-manager.ts:21

Parameters​

engine​

TEngine

Returns​

TGameStateManager

Methods​

current()​

current(): TGameState | undefined

Defined in: core/game-state-manager.ts:158

Returns the current active state or undefined if no state active.

Returns​

TGameState | undefined


getActiveCamera()​

getActiveCamera(): TCameraSystem | undefined

Defined in: core/game-state-manager.ts:151

Returns​

TCameraSystem | undefined


getLighting()​

getLighting(): TSerializedLighting

Defined in: core/game-state-manager.ts:143

Returns​

TSerializedLighting


getPostProcessing()​

getPostProcessing(): TSerializedPostProcessingEffect[]

Defined in: core/game-state-manager.ts:147

Returns​

TSerializedPostProcessingEffect[]


getRenderTasks()​

getRenderTasks(): TSerializedRenderTask[]

Defined in: core/game-state-manager.ts:136

Returns​

TSerializedRenderTask[]


pop()​

pop(...args): Promise<void>

Defined in: core/game-state-manager.ts:74

Triggers [[TGameState.onLeave]] on current state, removes from it from the stack. Makes the state below the current state and then calls [[TGameState.onResume]]

It does not trigger [[TGameState.onEnter]].

Parameters​

args​

...unknown[]

args to pass to the resumed state

Returns​

Promise<void>


push()​

push(name, ...args): Promise<void>

Defined in: core/game-state-manager.ts:40

Pushes a new state onto the stack. It triggers [[TGameState.onEnter]] on the new state.

It does not trigger [[TGameState.onLeave]] on previously active state.

Parameters​

name​

string

state name

args​

...unknown[]

args to pass to the resumed state

Returns​

Promise<void>


register()​

register(name, state): void

Defined in: core/game-state-manager.ts:27

Register new state type with the manager. Usually done as game init.

Parameters​

name​

string

state​

TGameStateType

Returns​

void


switch()​

switch(name, ...args): Promise<void>

Defined in: core/game-state-manager.ts:96

Switches the current active state with the provided one. Triggers [[TGameState.onLeave]] on the previously active state, then [[TGameState.onEnter]] on the new state.

Parameters​

name​

string

state name

args​

...unknown[]

args to pass to the new state

Returns​

Promise<void>


update()​

update(delta, timingSegment?): Promise<void>

Defined in: core/game-state-manager.ts:127

Parameters​

delta​

number

timingSegment?​

TSegmentTimingContext

Returns​

Promise<void>