phaser/src/boot/Game.js

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var Class = require('../utils/Class');
var Config = require('./Config');
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var DebugHeader = require('./DebugHeader');
var Device = require('../device');
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var NOOP = require('../utils/NOOP');
var AddToDOM = require('../dom/AddToDOM');
var DOMContentLoaded = require('../dom/DOMContentLoaded');
var EventEmitter = require('eventemitter3');
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var VisibilityHandler = require('./VisibilityHandler');
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var AnimationManager = require('../animations/AnimationManager');
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var CacheManager = require('../cache/CacheManager');
var CreateRenderer = require('./CreateRenderer');
var Data = require('../data/Data');
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var InputManager = require('../input/InputManager');
var PluginManager = require('../plugins/PluginManager');
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var SceneManager = require('../scene/SceneManager');
var SoundManagerCreator = require('../sound/SoundManagerCreator');
var TextureManager = require('../textures/TextureManager');
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var TimeStep = require('./TimeStep');
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var Game = new Class({
initialize:
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/**
* [description]
*
* @class Game
* @memberOf Phaser
* @constructor
* @since 3.0.0
*
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* @param {object} [GameConfig] - The configuration object for your Phaser Game instance.
*/
function Game (config)
{
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/**
* [description]
*
* @property {Phaser.Boot.Config} config
*/
this.config = new Config(config);
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/**
* [description]
*
* @property {Phaser.Renderer.CanvasRenderer|Phaser.Renderer.WebGLRenderer} renderer
*/
this.renderer = null;
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/**
* [description]
*
* @property {HTMLCanvasElement} canvas
*/
this.canvas = null;
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/**
* [description]
*
* @property {CanvasRenderingContext2D} context
*/
this.context = null;
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/**
* [description]
*
* @property {boolean} isBooted
*/
this.isBooted = false;
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/**
* [description]
*
* @property {boolean} isRunning
*/
this.isRunning = false;
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/**
* [description]
*
* @property {Phaser.Events.EventDispatcher} events
*/
this.events = new EventEmitter();
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/**
* [description]
*
* @property {Phaser.Animations.AnimationManager} anims
*/
this.anims = new AnimationManager(this);
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/**
* [description]
*
* @property {Phaser.Textures.TextureManager} textures
*/
this.textures = new TextureManager(this);
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/**
* [description]
*
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* @property {Phaser.Cache.CacheManager} cache
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*/
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this.cache = new CacheManager(this);
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/**
* [description]
*
* @property {[type]} registry
*/
this.registry = new Data(this);
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/**
* [description]
*
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* @property {Phaser.Input.InputManager} input
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*/
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this.input = new InputManager(this, this.config);
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/**
* [description]
*
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* @property {Phaser.Scenes.SceneManager} scene
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*/
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this.scene = new SceneManager(this, this.config.sceneConfig);
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/**
* [description]
*
* @property {Phaser.Device} device
*/
this.device = Device;
/**
* [description]
*
* @property {Phaser.BaseSoundManager} sound
*/
this.sound = SoundManagerCreator.create(this);
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/**
* [description]
*
* @property {Phaser.Boot.TimeStep} loop
*/
this.loop = new TimeStep(this, this.config.fps);
/**
* [description]
*
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* @property {Phaser.Plugins.PluginManager} plugins
*/
this.plugins = new PluginManager(this, this.config);
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/**
* [description]
*
* @property {function} onStepCallback
*/
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this.onStepCallback = NOOP;
// Wait for the DOM Ready event, then call boot.
DOMContentLoaded(this.boot.bind(this));
// For debugging only
window.game = this;
},
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/**
* [description]
*
* @method Phaser.Game#boot
* @since 3.0.0
*/
boot: function ()
{
this.isBooted = true;
this.config.preBoot();
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CreateRenderer(this);
DebugHeader(this);
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AddToDOM(this.canvas, this.config.parent);
this.events.emit('boot');
// The Texture Manager has to wait on a couple of non-blocking events before it's fully ready, so it will emit this event
this.events.once('ready', this.start, this);
},
/**
* [description]
*
* @method Phaser.Game#start
* @since 3.0.0
*/
start: function ()
{
this.isRunning = true;
this.config.postBoot();
this.loop.start(this.step.bind(this));
VisibilityHandler(this.events);
this.events.on('hidden', this.onHidden, this);
this.events.on('visible', this.onVisible, this);
this.events.on('blur', this.onBlur, this);
this.events.on('focus', this.onFocus, this);
},
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/**
* [description]
*
* @method Phaser.Game#step
* @since 3.0.0
*
* @param {integer} time - The current timestamp as generated by the Request Animation Frame or SetTimeout.
* @param {number} delta - The delta time elapsed since the last frame.
*/
step: function (time, delta)
{
var active = this.scene.active;
var renderer = this.renderer;
// Global Managers
this.input.update(time, delta);
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this.sound.update(time, delta);
// Scenes
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this.onStepCallback();
for (var i = 0; i < active.length; i++)
{
active[i].scene.sys.step(time, delta);
}
// Render
// var interpolation = this.frameDelta / this.timestep;
renderer.preRender();
this.events.emit('prerender');
// This uses active.length, in case scene.update removed the scene from the active list
for (i = 0; i < active.length; i++)
{
active[i].scene.sys.render(0, renderer);
}
renderer.postRender();
this.events.emit('postrender');
},
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/**
* [description]
*
* @method Phaser.Game#onHidden
* @protected
* @since 3.0.0
*/
onHidden: function ()
{
this.loop.pause();
this.events.emit('pause');
},
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/**
* [description]
*
* @method Phaser.Game#onVisible
* @protected
* @since 3.0.0
*/
onVisible: function ()
{
this.loop.resume();
this.events.emit('resume');
},
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/**
* [description]
*
* @method Phaser.Game#onBlur
* @protected
* @since 3.0.0
*/
onBlur: function ()
{
this.loop.blur();
},
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/**
* [description]
*
* @method Phaser.Game#onFocus
* @protected
* @since 3.0.0
*/
onFocus: function ()
{
this.loop.focus();
}
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});
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module.exports = Game;