feat(scene): add *Start() and *End() functions.

Make the scene children able to add functions before or after 
everything.
This commit is contained in:
Kazhnuz 2019-06-13 18:33:29 +02:00
parent 5f5faddbd5
commit 055ae92eb9
3 changed files with 25 additions and 2 deletions

View file

@ -58,10 +58,13 @@ function TestScene:mousepressed(x, y)
end end
function TestScene:draw() function TestScene:drawStart()
love.graphics.setColor(.4, 0, 0, 1) love.graphics.setColor(.4, 0, 0, 1)
love.graphics.rectangle("fill", 0, 0, 424, 240) love.graphics.rectangle("fill", 0, 0, 424, 240)
utils.graphics.resetColor()
end
function TestScene:drawEnd()
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
love.graphics.print(math.floor(self.i) .. " ; " .. self.mouse.x .. ":" .. self.mouse.y .. ":" .. self.world:countActors(), 16, 16) love.graphics.print(math.floor(self.i) .. " ; " .. self.mouse.x .. ":" .. self.mouse.y .. ":" .. self.world:countActors(), 16, 16)

View file

@ -59,10 +59,18 @@ end
-- UPDATE FUNCTIONS -- UPDATE FUNCTIONS
-- Handle stuff that happens every steps -- Handle stuff that happens every steps
function Scene:updateStart(dt)
end
function Scene:update(dt) function Scene:update(dt)
-- Empty function, is just here to avoid crash -- Empty function, is just here to avoid crash
end end
function Scene:updateEnd(dt)
end
function Scene:updateWorld(dt) function Scene:updateWorld(dt)
if (self.world ~= nil) and (self.world.isActive) then if (self.world ~= nil) and (self.world.isActive) then
self.world:update(dt) self.world:update(dt)
@ -105,10 +113,18 @@ end
-- DRAW FUNCTIONS -- DRAW FUNCTIONS
-- Draw the scene and its content -- Draw the scene and its content
function Scene:drawStart()
end
function Scene:draw() function Scene:draw()
end end
function Scene:drawEnd()
end
function Scene:drawWorld(dt) function Scene:drawWorld(dt)
if (self.world ~= nil) then if (self.world ~= nil) then
self.world:draw() self.world:draw()

View file

@ -64,11 +64,13 @@ end
function SceneManager:update(dt) function SceneManager:update(dt)
if (self.currentScene ~= nil) then if (self.currentScene ~= nil) then
self.currentScene:updateStart(dt)
self.currentScene:setKeys() self.currentScene:setKeys()
self.currentScene.assets:update(dt) self.currentScene.assets:update(dt)
self.currentScene.menusystem:update(dt) self.currentScene.menusystem:update(dt)
self.currentScene:updateWorld(dt) self.currentScene:updateWorld(dt)
self.currentScene:update(dt) self.currentScene:update(dt)
self.currentScene:updateEnd(dt)
end end
end end
@ -108,9 +110,11 @@ end
function SceneManager:draw() function SceneManager:draw()
self.controller.screen:apply() self.controller.screen:apply()
if (self.currentScene ~= nil) then if (self.currentScene ~= nil) then
self.currentScene:drawStart()
self.currentScene:drawWorld() self.currentScene:drawWorld()
self.currentScene:draw(dt) self.currentScene:draw()
self.currentScene.menusystem:draw() self.currentScene.menusystem:draw()
self.currentScene:drawEnd()
end end
self.controller.screen:cease() self.controller.screen:cease()
end end