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}
*/
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var Device = require('../device');
var Config = require('./Config');
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var DebugHeader = require('./DebugHeader');
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var CreateRenderer = require('./CreateRenderer');
var RequestAnimationFrame = require('../dom/RequestAnimationFrame');
var DOMContentLoaded = require('../dom/DOMContentLoaded');
var RandomDataGenerator = require('../math/random-data-generator/RandomDataGenerator');
var StateManager = require('../state/StateManager');
var FactoryContainer = require('../gameobjects/FactoryContainer');
var GameObjects = require ('../gameobjects/');
var TextureManager = require ('../textures/TextureManager');
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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
*/
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this.raf = new RequestAnimationFrame(this);
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/**
* @property {Phaser.TextureManager} textures - Reference to the Phaser Texture Manager.
*/
this.textures = new TextureManager(this);
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/**
* @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. 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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// More this somewhere else? Math perhaps? Doesn't need to be a Game level system.
this.rnd;
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// 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();
// Probably move within Math
this.rnd = new RandomDataGenerator(this.config.seed);
DebugHeader(this);
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CreateRenderer(this);
this.state.boot();
this.isRunning = true;
this.config.postBoot();
this.raf.start();
},
// timestamp = DOMHighResTimeStamp
update: function (timestamp)
{
// console.log(timestamp);
// this.state.step(timestamp);
}
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};
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module.exports = Game;