2016-10-17 20:22:55 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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2016-11-24 01:35:02 +00:00
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var Config = require('./Config');
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2016-11-22 03:32:41 +00:00
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var DebugHeader = require('./DebugHeader');
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2016-12-13 16:12:25 +00:00
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var Device = require('../device');
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var AddToDOM = require('../dom/AddToDOM');
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2016-11-25 02:08:33 +00:00
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var DOMContentLoaded = require('../dom/DOMContentLoaded');
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2016-12-13 16:12:25 +00:00
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2017-01-25 17:10:19 +00:00
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var MainLoop = require('./MainLoop');
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2017-04-27 02:11:56 +00:00
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var TickerLoop = require('./TickerLoop');
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2016-12-13 16:12:25 +00:00
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var CreateRenderer = require('./CreateRenderer');
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2017-02-21 01:04:11 +00:00
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var GlobalInputManager = require('../input/GlobalInputManager');
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2017-02-08 01:07:01 +00:00
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var GlobalStateManager = require('../state/GlobalStateManager');
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2017-04-12 12:53:55 +00:00
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var AnimationManager = require('../animation/manager/AnimationManager');
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2017-01-16 22:43:46 +00:00
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var TextureManager = require('../textures/TextureManager');
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2017-01-30 00:00:45 +00:00
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var Data = require('../components/Data');
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2017-01-30 16:56:04 +00:00
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var Cache = require('../cache/Cache');
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2016-11-22 03:11:33 +00:00
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2016-11-24 01:35:02 +00:00
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var Game = function (config)
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2016-11-22 03:11:33 +00:00
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{
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2016-11-24 01:35:02 +00:00
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this.config = new Config(config);
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2016-11-24 17:01:52 +00:00
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this.renderer = null;
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this.canvas = null;
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this.context = null;
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this.isBooted = false;
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this.isRunning = false;
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2017-03-22 12:38:33 +00:00
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/**
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* @property {Phaser.AnimationManager} anims - Reference to the Phaser Animation Manager.
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*/
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this.anims = new AnimationManager(this);
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2016-11-24 17:01:52 +00:00
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/**
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* @property {Phaser.TextureManager} textures - Reference to the Phaser Texture Manager.
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*/
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2017-01-19 23:20:36 +00:00
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this.textures = new TextureManager(this);
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2016-11-24 17:01:52 +00:00
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/**
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* @property {Phaser.Cache} cache - Reference to the assets cache.
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*/
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2017-01-30 16:56:04 +00:00
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this.cache = new Cache();
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2016-11-24 17:01:52 +00:00
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2017-01-30 00:00:45 +00:00
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/**
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* @property {Phaser.Data} registry - Game wide data store.
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*/
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this.registry = new Data(this);
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2016-11-24 17:01:52 +00:00
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/**
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* @property {Phaser.Input} input - Reference to the input manager
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*/
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2017-02-21 01:04:11 +00:00
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this.input = new GlobalInputManager(this, this.config);
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2016-11-24 17:01:52 +00:00
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/**
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2017-02-08 01:07:01 +00:00
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* @property {Phaser.GlobalStateManager} state - The StateManager. Phaser instance specific.
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2016-11-24 17:01:52 +00:00
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*/
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2017-02-08 01:07:01 +00:00
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this.state = new GlobalStateManager(this, this.config.stateConfig);
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2016-11-29 10:46:35 +00:00
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2016-11-24 17:01:52 +00:00
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/**
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2016-11-29 15:25:14 +00:00
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* @property {Phaser.Device} device - Contains device information and capabilities (singleton)
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2016-11-24 17:01:52 +00:00
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*/
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2016-11-25 04:00:15 +00:00
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this.device = Device;
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2016-11-24 17:01:52 +00:00
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2017-01-25 17:10:19 +00:00
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/**
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* @property {Phaser.MainLoop} mainloop - Main Loop handler.
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* @protected
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*/
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2017-04-27 02:11:56 +00:00
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if (this.config.useTicker)
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{
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this.loop = new TickerLoop(this, this.config.fps);
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}
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else
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{
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this.loop = new MainLoop(this, this.config.fps);
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}
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2017-01-25 17:10:19 +00:00
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2016-11-29 15:25:14 +00:00
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// Wait for the DOM Ready event, then call boot.
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2016-11-28 16:55:13 +00:00
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DOMContentLoaded(this.boot.bind(this));
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2016-11-25 01:37:14 +00:00
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2016-11-29 15:25:14 +00:00
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// For debugging only
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window.game = this;
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2016-11-25 01:37:14 +00:00
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};
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Game.prototype.constructor = Game;
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Game.prototype = {
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2016-11-25 02:08:33 +00:00
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boot: function ()
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{
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2016-11-29 15:25:14 +00:00
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this.isBooted = true;
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2016-11-28 16:55:13 +00:00
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this.config.preBoot();
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2016-11-25 02:08:33 +00:00
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DebugHeader(this);
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2016-11-29 11:26:30 +00:00
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CreateRenderer(this);
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2016-11-25 02:08:33 +00:00
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2016-12-07 03:42:41 +00:00
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AddToDOM(this.canvas, this.config.parent);
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2017-04-04 22:58:45 +00:00
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this.anims.boot(this.textures);
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2016-11-29 15:25:14 +00:00
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this.state.boot();
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2016-11-29 10:46:35 +00:00
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2017-02-21 01:04:11 +00:00
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this.input.boot();
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2016-11-29 15:25:14 +00:00
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this.isRunning = true;
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2016-11-26 01:28:53 +00:00
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2016-11-28 16:55:13 +00:00
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this.config.postBoot();
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2016-11-25 02:08:33 +00:00
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2017-04-27 02:11:56 +00:00
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this.loop.start(!!this.config.forceSetTimeOut, this.step.bind(this));
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},
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step: function (time)
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{
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var active = this.state.active;
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var renderer = this.renderer;
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// Global Managers (Time, Input, etc)
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this.input.update(time);
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// States
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for (var i = 0; i < active.length; i++)
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{
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active[i].state.sys.step(time);
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}
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// Render
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// var interpolation = this.frameDelta / this.timestep;
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renderer.preRender();
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// This uses active.length, in case state.update removed the state from the active list
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for (i = 0; i < active.length; i++)
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{
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active[i].state.sys.render(0, renderer);
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}
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renderer.postRender();
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2017-02-17 01:43:55 +00:00
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}
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2017-01-25 17:10:19 +00:00
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2016-11-22 03:32:41 +00:00
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};
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2016-10-17 20:22:55 +00:00
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2016-11-22 03:11:33 +00:00
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module.exports = Game;
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