phaser/v3/src/boot/Game.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Config = require('./Config');
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var DebugHeader = require('./DebugHeader');
var Device = require('../device');
var AddToDOM = require('../dom/AddToDOM');
var RequestAnimationFrame = require('../dom/RequestAnimationFrame');
var DOMContentLoaded = require('../dom/DOMContentLoaded');
var MainLoop = require('./MainLoop');
var CreateRenderer = require('./CreateRenderer');
var StateManager = require('../state/StateManager');
var TextureManager = require('../textures/TextureManager');
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var Data = require('../components/Data');
var Cache = require('../cache/Cache');
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var Game = function (config)
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{
this.config = new Config(config);
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this.renderer = null;
this.canvas = null;
this.context = null;
this.isBooted = false;
this.isRunning = false;
/**
* @property {Phaser.RequestAnimationFrame} raf - Automatically handles the core game loop via requestAnimationFrame or setTimeout
* @protected
*/
this.raf = new RequestAnimationFrame();
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/**
* @property {Phaser.TextureManager} textures - Reference to the Phaser Texture Manager.
*/
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this.textures = new TextureManager(this);
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/**
* @property {Phaser.Cache} cache - Reference to the assets cache.
*/
this.cache = new Cache();
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/**
* @property {Phaser.Data} registry - Game wide data store.
*/
this.registry = new Data(this);
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/**
* @property {Phaser.Input} input - Reference to the input manager
*/
this.input = null;
/**
* @property {Phaser.StateManager} state - The StateManager. Phaser instance specific.
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*/
this.state = new StateManager(this, this.config.stateConfig);
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/**
* @property {Phaser.Device} device - Contains device information and capabilities (singleton)
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*/
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this.device = Device;
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/**
* @property {Phaser.MainLoop} mainloop - Main Loop handler.
* @protected
*/
this.mainloop = new MainLoop(this.config.fps);
// Wait for the DOM Ready event, then call boot.
DOMContentLoaded(this.boot.bind(this));
// For debugging only
window.game = this;
};
Game.prototype.constructor = Game;
Game.prototype = {
boot: function ()
{
this.isBooted = true;
this.config.preBoot();
DebugHeader(this);
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CreateRenderer(this);
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AddToDOM(this.canvas, this.config.parent);
this.state.boot();
this.isRunning = true;
this.config.postBoot();
this.mainloop.start();
this.raf.start(this.step.bind(this), this.config.forceSetTimeOut);
},
step: function (timestamp)
{
// Pass in via game to 'start' instead of every update?
this.mainloop.step(timestamp, this.state.active, this.renderer);
}
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};
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module.exports = Game;