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');
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var Game = function (config)
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{
this.config = new Config(config);
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// Decide which of the following should be Game properties, or placed elsewhere ...
this.renderer = null;
this.canvas = null;
this.context = null;
/**
* @property {string|HTMLElement} parent - The Games DOM parent.
* @default
*/
this.parent = parent;
this.isBooted = false;
this.isRunning = false;
/**
* @property {Phaser.RequestAnimationFrame} raf - Automatically handles the core game loop via requestAnimationFrame or setTimeout
* @protected
*/
this.raf = null;
/**
* @property {Phaser.TextureManager} textures - Reference to the Phaser Texture Manager.
*/
this.textures = null;
/**
* @property {Phaser.UpdateManager} updates - Reference to the Phaser Update Manager.
*/
this.updates = null;
/**
* @property {Phaser.Cache} cache - Reference to the assets cache.
*/
this.cache = null;
/**
* @property {Phaser.Input} input - Reference to the input manager
*/
this.input = null;
/**
* @property {Phaser.StateManager} state - The StateManager.
*/
// this.state = new Phaser.StateManager(this, stateConfig);
/**
* @property {Phaser.Device} device - Contains device information and capabilities.
*/
// this.device = Phaser.Device;
// this.rnd = new Phaser.RandomDataGenerator([ (Date.now() * Math.random()).toString() ]);
// this.device.whenReady(this.boot, this);
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DebugHeader(this);
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};
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module.exports = Game;