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							|  | @ -5,13 +5,16 @@ local time = require((...):match("^(.-abstract)%.")..".time") | |||
| local function getPath(modname) | ||||
| 	local filepath = "" | ||||
| 	for path in package.path:gmatch("[^;]+") do | ||||
| 		local path = path:gsub("%?", (modname:gsub("%.", "/"))) | ||||
| 		path = path:gsub("%?", (modname:gsub("%.", "/"))) | ||||
| 		local f = io.open(path) | ||||
| 		if f then f:close() filepath = path break end | ||||
| 	end | ||||
| 	return filepath | ||||
| end | ||||
| 
 | ||||
| -- FIXME: http://hump.readthedocs.io/en/latest/gamestate.html | ||||
| -- FIXME: call order | ||||
| 
 | ||||
| --- Scene management. | ||||
| -- You can use use scenes to seperate the different states of your game: for example, a menu scene and a game scene. | ||||
| -- This module is fully implemented in abstract and is mostly a "recommended way" of organising an abstract-based game. | ||||
|  | @ -19,6 +22,11 @@ end | |||
| -- make them scene-independent, for example by creating a scene-specific TimerRegistry (TimedFunctions that are keept accross | ||||
| -- states are generally a bad idea). Theses scene-specific states should be created and available in the table returned by | ||||
| -- abstract.scene.new. | ||||
| -- Currently, the implementation always execute a scene's file before setting it as current, but this may change in the future or | ||||
| -- for some implementations (e.g., on a computer where memory isn't a problem, the scene may be put in a cache). The result of this | ||||
| -- is that you can load assets, libraries, etc. outside of the enter callback, so they can be cached and not reloaded each time | ||||
| -- the scene is entered, but all the other scene initialization should be done in the enter callback, since it won't be executed on | ||||
| -- each enter otherwise. | ||||
| -- The expected code-organisation is: | ||||
| -- * each scene is in a file, identified by its module name (same identifier used by Lua's require) | ||||
| -- * each scene file create a new scene table using abstract.scene.new and returns it at the end of the file | ||||
|  | @ -47,7 +55,8 @@ scene = { | |||
| 		return { | ||||
| 			time = time.new(), -- Scene-specific TimerRegistry. | ||||
| 
 | ||||
| 			exit = function() end, -- Called when exiting a scene, and not expecting to come back (scene will be unloaded). | ||||
| 			enter = function(...) end, -- Called when entering a scene. | ||||
| 			exit = function() end, -- Called when exiting a scene, and not expecting to come back (scene may be unloaded). | ||||
| 
 | ||||
| 			suspend = function() end, -- Called when suspending a scene, and expecting to come back (scene won't be unloaded). | ||||
| 			resume = function() end, -- Called when resuming a suspended scene (after calling suspend). | ||||
|  | @ -58,15 +67,17 @@ scene = { | |||
| 	end, | ||||
| 
 | ||||
| 	--- Switch to a new scene. | ||||
| 	-- The current scene exit function will be called, the new scene will be loaded, and then | ||||
| 	-- the current scene will then be replaced by the new one. | ||||
| 	-- The current scene exit function will be called, the new scene will be loaded, | ||||
| 	-- the current scene will then be replaced by the new one, and then the enter callback is called. | ||||
| 	-- @tparam string scenePath the new scene module name | ||||
| 	-- @param ... arguments to pass to the scene's enter function | ||||
| 	-- @impl abstract | ||||
| 	switch = function(scenePath) | ||||
| 	switch = function(scenePath, ...) | ||||
| 		if scene.current then scene.current.exit() end | ||||
| 		scene.current = dofile(getPath(scene.prefix..scenePath)) | ||||
| 		local i = #scene.stack | ||||
| 		scene.stack[math.max(i, 1)] = scene.current | ||||
| 		scene.current.enter(...) | ||||
| 	end, | ||||
| 
 | ||||
| 	--- Push a new scene to the scene stack. | ||||
|  | @ -74,11 +85,13 @@ scene = { | |||
| 	-- and the current scene is not replaced: when the new scene call abstract.scene.pop, the old scene | ||||
| 	-- will be reused. | ||||
| 	-- @tparam string scenePath the new scene module name | ||||
| 	-- @param ... arguments to pass to the scene's enter function | ||||
| 	-- @impl abstract | ||||
| 	push = function(scenePath) | ||||
| 	push = function(scenePath, ...) | ||||
| 		if scene.current then scene.current.suspend() end | ||||
| 		scene.current = dofile(getPath(scene.prefix..scenePath)) | ||||
| 		table.insert(scene.stack, scene.current) | ||||
| 		scene.current.enter(...) | ||||
| 	end, | ||||
| 
 | ||||
| 	--- Pop the current scene from the scene stack. | ||||
|  | @ -88,9 +101,9 @@ scene = { | |||
| 	pop = function() | ||||
| 		if scene.current then scene.current.exit() end | ||||
| 		local previous = scene.stack[#scene.stack-1] | ||||
| 		scene.current = previous | ||||
| 		if previous then previous.resume() end | ||||
| 		table.remove(scene.stack) | ||||
| 		scene.current = previous | ||||
| 	end, | ||||
| 
 | ||||
| 	--- Update the current scene. | ||||
|  |  | |||
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