Options
All
  • Public
  • Public/Protected
  • All
Menu

Class PerksState

Hierarchy

Index

Constructors

constructor

Methods

attemptPerkPurchase

  • attemptPerkPurchase(perkId: any): Promise<Object>

cancelAllAsyncOperations

  • cancelAllAsyncOperations(): void

clearClickDetectorsExceptHeader

  • clearClickDetectorsExceptHeader(): void

getContainerHTML

  • getContainerHTML(): string
  • Returns string

getDivElement

  • getDivElement(): HTMLElement
  • Returns the html element of the state

    Returns HTMLElement

getHasFadeIn

  • getHasFadeIn(): boolean
  • Should return whether to fade in the game state. This will then apply the right css classes for the fadein.

    Returns boolean

getHasFadeOut

  • getHasFadeOut(): boolean
  • Should return whether to fade out the game state. This will then apply the right css classes for the fadeout and wait the delay before moving states

    Returns boolean

getHasUnloadConfirmation

  • getHasUnloadConfirmation(): boolean
  • Returns if the state has an unload confirmation, this is the "Are you sure you want to leave the page" message.

    Returns boolean

getInOutFadeTime

  • getInOutFadeTime(): 0 | 200
  • Should return how many mulliseconds to fade in / out the state. Not recommended to override!

    Returns 0 | 200

    Time in milliseconds to fade out

getInnerHTML

  • getInnerHTML(): string
  • Should return the states inner html. If not overriden, will create a scrollable container with the content of getMainContentHTML()

    Returns string

getKey

  • getKey(): any
  • Returns the states key

    Returns any

getMainContentHTML

  • getMainContentHTML(): string

getPauseOnFocusLost

  • getPauseOnFocusLost(): boolean
  • Returns if this state should get paused if it does not have focus

    Returns boolean

    true to pause the updating of the game

getShowDiamonds

  • getShowDiamonds(): boolean
  • Should return whether to show the diamonds in the top right along with the ability to buy them.

    Returns boolean

    true to show it

getStateHeaderTitle

  • getStateHeaderTitle(): any

getThemeMusic

  • getThemeMusic(): string
  • Should return the theme music for this state

    Returns string

internalCleanUpClickDetectors

  • internalCleanUpClickDetectors(): void

internalEnterCallback

  • internalEnterCallback(payload: any): void

internalGetFadeInOutTime

  • internalGetFadeInOutTime(): number
  • Internal method to compute the time to fade in / out

    Returns number

    time to fade in / out in ms

internalGetFullHtml

  • internalGetFullHtml(): string

internalLeaveCallback

  • internalLeaveCallback(): void

internalOnAppPauseCallback

  • internalOnAppPauseCallback(): void

internalOnAppResumeCallback

  • internalOnAppResumeCallback(): void

internalOnBeforeExitCallback

  • internalOnBeforeExitCallback(): void

internalRegisterCallback

  • internalRegisterCallback(stateManager: any, app: any): void
  • Internal callback from the manager. Do not override!

    Parameters

    • stateManager: any
    • app: any

    Returns void

internalStartPerkUnlock

  • internalStartPerkUnlock(perkHandle: any, resolve: any, reject: any): void
  • Internal method to request unlocking a perk

    Parameters

    • perkHandle: any
    • resolve: any
    • reject: any

    Returns void

moveToState

  • moveToState(stateKey: any, payload?: object, skipFadeOut?: boolean): void
  • Transfers to a new state

    Parameters

    • stateKey: any

      The id of the new state

    • Default value payload: object = {}
    • Default value skipFadeOut: boolean = false

    Returns void

mpHandleConnectionClose

  • mpHandleConnectionClose(): void

mpHandlePacket

  • mpHandlePacket(packet: any): boolean
  • Should handle a multiplayer packet and return true if the packet was handled and processed

    Parameters

    • packet: any

    Returns boolean

onAppPause

  • onAppPause(): void
  • Callback when the app got paused (on android, this means in background)

    Returns void

onAppResume

  • onAppResume(): void
  • Callback when the app got resumed (on android, this means in foreground again)

    Returns void

onBackButton

  • onBackButton(): void
  • Back button handler, can be overridden. Per default it goes back to the main menu, or if coming from the game it moves back to the game again.

    Returns void

onBackgroundTick

  • onBackgroundTick(dt: any): void
  • Background tick callback, called while the game is inactiev

    Parameters

    • dt: any

      Delta time in ms since last tick

    Returns void

onBeforeExit

  • onBeforeExit(): void
  • Callback before leaving the game state or when the page is unloaded

    Returns void

onEnter

  • onEnter(payload: any): void
  • Parameters

    • payload: any

    Returns void

onLeave

  • onLeave(): void
  • Callback when leaving the state

    Returns void

onRender

  • onRender(dt: any): void
  • Render callback

    Parameters

    • dt: any

      Delta time in ms since last render

    Returns void

onResized

  • onResized(w: any, h: any): void
  • Called when the screen resized

    Parameters

    • w: any

      window/screen width

    • h: any

      window/screen height

    Returns void

refetchData

  • refetchData(): void
  • Returns void

showBottomNotification

  • showBottomNotification(text: any): void

showError

  • showError(title: any, desc: any): void
  • Hides the states content and shows an error instead

    Parameters

    • title: any
    • desc: any

    Returns void

showLanguageChooser

  • showLanguageChooser(dialogs: any, buttonSelector?: string): void
  • Shows a language chooser dialog

    Parameters

    • dialogs: any
    • Default value buttonSelector: string = "button.languageChoose"

    Returns void

showPerkDetails

  • showPerkDetails(perkId: any): void
  • Parameters

    • perkId: any

    Returns void

showRestartRequiredDialog

  • showRestartRequiredDialog(): void

togglePerkEnabled

  • togglePerkEnabled(toggleBtn: any, perkId: any): void
  • Parameters

    • toggleBtn: any
    • perkId: any

    Returns void

trackClicks

  • trackClicks(element: any, handler: any, args?: object): void
  • Tracks clicks on a given element and calls the given callback on this state. If you want to call another function wrap it inside a lambda.

    Parameters

    • element: any

      The element to track clicks on

    • handler: any

      The handler to call

    • Default value args: object = {}

      Click detector arguments

    Returns void