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This commit is contained in:
Reuh 2016-12-23 17:06:57 +01:00
parent 52b3389e13
commit 8ccf3534bc
3 changed files with 24 additions and 11 deletions

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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.