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<a href="Phaser.State.html">State</a>
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<a href="Phaser.StateManager.html">StateManager</a>
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2013-10-25 15:54:40 +00:00
<a href="Phaser.Text.html">Text</a>
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2013-11-28 15:57:09 +00:00
<a href="Phaser.Tile.html">Tile</a>
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2013-11-28 15:57:09 +00:00
<a href="Phaser.Tilemap.html">Tilemap</a>
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<a href="Phaser.Tileset.html">Tileset</a>
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<a href="Phaser.Time.html">Time</a>
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2013-11-28 15:57:09 +00:00
<a href="Phaser.Timer.html">Timer</a>
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2014-02-05 06:29:17 +00:00
<a href="Phaser.TimerEvent.html">TimerEvent</a>
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2013-10-02 14:05:55 +00:00
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<a href="Phaser.Tween.html">Tween</a>
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<a href="Phaser.TweenData.html">TweenData</a>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<a href="Phaser.Video.html">Video</a>
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<a href="Phaser.World.html">World</a>
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
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<a href="PIXI.CanvasPool.html">CanvasPool</a>
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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<a href="PIXI.DisplayObject.html">DisplayObject</a>
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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<a href="PIXI.EarCut.html">EarCut</a>
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2014-11-15 20:01:46 +00:00
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<a href="PIXI.Event.html">Event</a>
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<a href="PIXI.EventTarget.html">EventTarget</a>
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<a href="PIXI.Graphics.html">Graphics</a>
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
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<a href="PIXI.PIXI.html">PIXI</a>
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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<a href="PIXI.PixiShader.html">PixiShader</a>
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<a href="PIXI.PolyK.html">PolyK</a>
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</li>
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
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<a href="PIXI.RenderTexture.html">RenderTexture</a>
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<a href="PIXI.Rope.html">Rope</a>
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<a href="PIXI.Sprite.html">Sprite</a>
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
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<a href="PIXI.Strip.html">Strip</a>
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<a href="PIXI.StripShader.html">StripShader</a>
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<a href="PIXI.Texture.html">Texture</a>
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
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</li>
2014-11-25 00:23:44 +00:00
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2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
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2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
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</li>
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2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
</ul>
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<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
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<ul class="dropdown-menu ">
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<a href="global.html#AUTO">AUTO</a>
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<a href="global.html#BITMAPDATA">BITMAPDATA</a>
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<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
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<a href="global.html#blendModes">blendModes</a>
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<a href="global.html#BUTTON">BUTTON</a>
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<a href="global.html#CANVAS">CANVAS</a>
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<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
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<a href="global.html#CIRCLE">CIRCLE</a>
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<a href="global.html#DOWN">DOWN</a>
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<a href="global.html#ELLIPSE">ELLIPSE</a>
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<a href="global.html#EMITTER">EMITTER</a>
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<a href="global.html#GAMES">GAMES</a>
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<a href="global.html#GRAPHICS">GRAPHICS</a>
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<a href="global.html#HEADLESS">HEADLESS</a>
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<a href="global.html#MATRIX">MATRIX</a>
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<a href="global.html#NONE">NONE</a>
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</li>
2016-02-08 17:01:36 +00:00
<li class="class-depth-0">
<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
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<a href="global.html#POINT">POINT</a>
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<a href="global.html#POINTER">POINTER</a>
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<a href="global.html#POLYGON">POLYGON</a>
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<a href="global.html#RETROFONT">RETROFONT</a>
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<a href="global.html#RIGHT">RIGHT</a>
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<a href="global.html#ROPE">ROPE</a>
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<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
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<a href="global.html#scaleModes">scaleModes</a>
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<a href="global.html#SPRITE">SPRITE</a>
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<a href="global.html#VERSION">VERSION</a>
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<a href="global.html#WEBGL">WEBGL</a>
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<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
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2014-11-25 00:23:44 +00:00
2014-11-15 20:01:46 +00:00
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
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2014-12-03 10:39:11 +00:00
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2015-01-06 06:57:25 +00:00
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2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
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2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
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<ul class="dropdown-menu ">
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
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<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
2015-01-06 06:57:25 +00:00
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
2014-12-03 10:39:11 +00:00
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2014-11-25 00:23:44 +00:00
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<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
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<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
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2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
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<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
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<li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li>
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2014-11-25 00:23:44 +00:00
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<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
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</ul>
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<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
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<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
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<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
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<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
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<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
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<li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li>
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<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
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<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
<ul class="dropdown-menu ">
2015-03-26 02:55:18 +00:00
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
2015-03-26 02:55:18 +00:00
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/learn">Tutorials</a></li>
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<li class="class-depth-1"><a href="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Newsletter</a></li>
2015-03-26 02:55:18 +00:00
<li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li>
<li class="class-depth-1"><a href="http://phaser.io/community/irc">IRC</a></li>
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<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
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</ul>
</li>
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</ul>
</div>
</div>
<div class="row-fluid">
<div class="span12">
<div id="main">
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<h1 class="page-title">Source: src/core/Game.js</h1>
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<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
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* @copyright 2015 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* This is where the magic happens. The Game object is the heart of your game,
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* providing quick access to common functions and handling the boot process.
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*
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* "Hell, there are no rules here - we're trying to accomplish something."
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* Thomas A. Edison
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*
* @class Phaser.Game
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* @constructor
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* @param {number|string} [width=800] - The width of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage width of the parent container, or the browser window if no parent is given.
* @param {number|string} [height=600] - The height of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage height of the parent container, or the browser window if no parent is given.
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* @param {number} [renderer=Phaser.AUTO] - Which renderer to use: Phaser.AUTO will auto-detect, Phaser.WEBGL, Phaser.CANVAS or Phaser.HEADLESS (no rendering at all).
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* @param {string|HTMLElement} [parent=''] - The DOM element into which this games canvas will be injected. Either a DOM ID (string) or the element itself.
* @param {object} [state=null] - The default state object. A object consisting of Phaser.State functions (preload, create, update, render) or null.
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* @param {boolean} [transparent=false] - Use a transparent canvas background or not.
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* @param {boolean} [antialias=true] - Draw all image textures anti-aliased or not. The default is for smooth textures, but disable if your game features pixel art.
* @param {object} [physicsConfig=null] - A physics configuration object to pass to the Physics world on creation.
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*/
Phaser.Game = function (width, height, renderer, parent, state, transparent, antialias, physicsConfig) {
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/**
* @property {number} id - Phaser Game ID (for when Pixi supports multiple instances).
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* @readonly
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*/
this.id = Phaser.GAMES.push(this) - 1;
/**
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* @property {object} config - The Phaser.Game configuration object.
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*/
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this.config = null;
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/**
* @property {object} physicsConfig - The Phaser.Physics.World configuration object.
*/
this.physicsConfig = physicsConfig;
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/**
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* @property {string|HTMLElement} parent - The Games DOM parent.
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* @default
*/
this.parent = '';
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/**
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* The current Game Width in pixels.
*
* _Do not modify this property directly:_ use {@link Phaser.ScaleManager#setGameSize} - eg. `game.scale.setGameSize(width, height)` - instead.
*
* @property {integer} width
* @readonly
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* @default
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*/
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this.width = 800;
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/**
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* The current Game Height in pixels.
*
* _Do not modify this property directly:_ use {@link Phaser.ScaleManager#setGameSize} - eg. `game.scale.setGameSize(width, height)` - instead.
*
* @property {integer} height
* @readonly
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* @default
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*/
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this.height = 600;
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/**
* The resolution of your game. This value is read only, but can be changed at start time it via a game configuration object.
*
* @property {integer} resolution
* @readonly
* @default
*/
this.resolution = 1;
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/**
* @property {integer} _width - Private internal var.
* @private
*/
this._width = 800;
/**
* @property {integer} _height - Private internal var.
* @private
*/
this._height = 600;
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/**
* @property {boolean} transparent - Use a transparent canvas background or not.
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* @default
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*/
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this.transparent = false;
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/**
* @property {boolean} antialias - Anti-alias graphics. By default scaled images are smoothed in Canvas and WebGL, set anti-alias to false to disable this globally.
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* @default
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*/
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this.antialias = true;
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/**
* @property {boolean} preserveDrawingBuffer - The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.
* @default
*/
this.preserveDrawingBuffer = false;
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/**
* Clear the Canvas each frame before rendering the display list.
* You can set this to `false` to gain some performance if your game always contains a background that completely fills the display.
* @property {boolean} clearBeforeRender
* @default
*/
this.clearBeforeRender = true;
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/**
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* @property {PIXI.CanvasRenderer|PIXI.WebGLRenderer} renderer - The Pixi Renderer.
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* @protected
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*/
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this.renderer = null;
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/**
* @property {number} renderType - The Renderer this game will use. Either Phaser.AUTO, Phaser.CANVAS or Phaser.WEBGL.
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* @readonly
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*/
this.renderType = Phaser.AUTO;
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/**
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* @property {Phaser.StateManager} state - The StateManager.
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*/
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this.state = null;
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/**
* @property {boolean} isBooted - Whether the game engine is booted, aka available.
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* @readonly
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*/
this.isBooted = false;
/**
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* @property {boolean} isRunning - Is game running or paused?
* @readonly
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*/
this.isRunning = false;
/**
* @property {Phaser.RequestAnimationFrame} raf - Automatically handles the core game loop via requestAnimationFrame or setTimeout
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* @protected
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*/
this.raf = null;
/**
* @property {Phaser.GameObjectFactory} add - Reference to the Phaser.GameObjectFactory.
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*/
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this.add = null;
/**
* @property {Phaser.GameObjectCreator} make - Reference to the GameObject Creator.
*/
this.make = null;
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/**
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* @property {Phaser.Cache} cache - Reference to the assets cache.
*/
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this.cache = null;
/**
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* @property {Phaser.Input} input - Reference to the input manager
*/
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this.input = null;
/**
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* @property {Phaser.Loader} load - Reference to the assets loader.
*/
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this.load = null;
/**
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* @property {Phaser.Math} math - Reference to the math helper.
*/
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this.math = null;
/**
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* @property {Phaser.Net} net - Reference to the network class.
*/
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this.net = null;
/**
* @property {Phaser.ScaleManager} scale - The game scale manager.
*/
this.scale = null;
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/**
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* @property {Phaser.SoundManager} sound - Reference to the sound manager.
*/
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this.sound = null;
/**
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* @property {Phaser.Stage} stage - Reference to the stage.
*/
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this.stage = null;
/**
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* @property {Phaser.Time} time - Reference to the core game clock.
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*/
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this.time = null;
/**
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* @property {Phaser.TweenManager} tweens - Reference to the tween manager.
*/
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this.tweens = null;
/**
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* @property {Phaser.World} world - Reference to the world.
*/
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this.world = null;
/**
* @property {Phaser.Physics} physics - Reference to the physics manager.
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*/
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this.physics = null;
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/**
* @property {Phaser.PluginManager} plugins - Reference to the plugin manager.
*/
this.plugins = null;
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/**
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* @property {Phaser.RandomDataGenerator} rnd - Instance of repeatable random data generator helper.
*/
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this.rnd = null;
/**
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* @property {Phaser.Device} device - Contains device information and capabilities.
*/
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this.device = Phaser.Device;
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/**
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* @property {Phaser.Camera} camera - A handy reference to world.camera.
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*/
this.camera = null;
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/**
* @property {HTMLCanvasElement} canvas - A handy reference to renderer.view, the canvas that the game is being rendered in to.
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*/
this.canvas = null;
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/**
* @property {CanvasRenderingContext2D} context - A handy reference to renderer.context (only set for CANVAS games, not WebGL)
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*/
this.context = null;
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/**
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* @property {Phaser.Utils.Debug} debug - A set of useful debug utilities.
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*/
this.debug = null;
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/**
* @property {Phaser.Particles} particles - The Particle Manager.
*/
this.particles = null;
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/**
* @property {Phaser.Create} create - The Asset Generator.
*/
this.create = null;
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/**
* If `false` Phaser will automatically render the display list every update. If `true` the render loop will be skipped.
* You can toggle this value at run-time to gain exact control over when Phaser renders. This can be useful in certain types of game or application.
* Please note that if you don't render the display list then none of the game object transforms will be updated, so use this value carefully.
* @property {boolean} lockRender
* @default
*/
this.lockRender = false;
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/**
* @property {boolean} stepping - Enable core loop stepping with Game.enableStep().
* @default
* @readonly
*/
this.stepping = false;
/**
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* @property {boolean} pendingStep - An internal property used by enableStep, but also useful to query from your own game objects.
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* @default
* @readonly
*/
this.pendingStep = false;
/**
* @property {number} stepCount - When stepping is enabled this contains the current step cycle.
* @default
* @readonly
*/
this.stepCount = 0;
/**
* @property {Phaser.Signal} onPause - This event is fired when the game pauses.
*/
this.onPause = null;
/**
* @property {Phaser.Signal} onResume - This event is fired when the game resumes from a paused state.
*/
this.onResume = null;
/**
* @property {Phaser.Signal} onBlur - This event is fired when the game no longer has focus (typically on page hide).
*/
this.onBlur = null;
/**
* @property {Phaser.Signal} onFocus - This event is fired when the game has focus (typically on page show).
*/
this.onFocus = null;
/**
* @property {boolean} _paused - Is game paused?
* @private
*/
this._paused = false;
/**
* @property {boolean} _codePaused - Was the game paused via code or a visibility change?
* @private
*/
this._codePaused = false;
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/**
* The ID of the current/last logic update applied this render frame, starting from 0.
* The first update is `currentUpdateID === 0` and the last update is `currentUpdateID === updatesThisFrame.`
* @property {integer} currentUpdateID
* @protected
*/
this.currentUpdateID = 0;
/**
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* Number of logic updates expected to occur this render frame; will be 1 unless there are catch-ups required (and allowed).
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* @property {integer} updatesThisFrame
* @protected
*/
this.updatesThisFrame = 1;
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/**
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* @property {number} _deltaTime - Accumulate elapsed time until a logic update is due.
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* @private
*/
this._deltaTime = 0;
/**
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* @property {number} _lastCount - Remember how many 'catch-up' iterations were used on the logicUpdate last frame.
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* @private
*/
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this._lastCount = 0;
/**
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* @property {number} _spiraling - If the 'catch-up' iterations are spiraling out of control, this counter is incremented.
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* @private
*/
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this._spiraling = 0;
/**
* @property {boolean} _kickstart - Force a logic update + render by default (always set on Boot and State swap)
* @private
*/
this._kickstart = true;
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/**
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* If the game is struggling to maintain the desired FPS, this signal will be dispatched.
* The desired/chosen FPS should probably be closer to the {@link Phaser.Time#suggestedFps} value.
* @property {Phaser.Signal} fpsProblemNotifier
* @public
*/
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this.fpsProblemNotifier = new Phaser.Signal();
/**
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* @property {boolean} forceSingleUpdate - Should the game loop force a logic update, regardless of the delta timer? Set to true if you know you need this. You can toggle it on the fly.
*/
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this.forceSingleUpdate = false;
/**
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* @property {number} _nextNotification - The soonest game.time.time value that the next fpsProblemNotifier can be dispatched.
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* @private
*/
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this._nextFpsNotification = 0;
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// Parse the configuration object (if any)
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if (arguments.length === 1 &amp;&amp; typeof arguments[0] === 'object')
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{
this.parseConfig(arguments[0]);
}
else
{
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this.config = { enableDebug: true };
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if (typeof width !== 'undefined')
{
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this._width = width;
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}
if (typeof height !== 'undefined')
{
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this._height = height;
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}
if (typeof renderer !== 'undefined')
{
this.renderType = renderer;
}
if (typeof parent !== 'undefined')
{
this.parent = parent;
}
if (typeof transparent !== 'undefined')
{
this.transparent = transparent;
}
if (typeof antialias !== 'undefined')
{
this.antialias = antialias;
}
this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);
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this.state = new Phaser.StateManager(this, state);
}
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this.device.whenReady(this.boot, this);
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return this;
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};
Phaser.Game.prototype = {
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/**
* Parses a Game configuration object.
*
* @method Phaser.Game#parseConfig
* @protected
*/
parseConfig: function (config) {
this.config = config;
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if (config['enableDebug'] === undefined)
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{
this.config.enableDebug = true;
}
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if (config['width'])
{
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this._width = config['width'];
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}
if (config['height'])
{
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this._height = config['height'];
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}
if (config['renderer'])
{
this.renderType = config['renderer'];
}
if (config['parent'])
{
this.parent = config['parent'];
}
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if (config['transparent'] !== undefined)
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{
this.transparent = config['transparent'];
}
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if (config['antialias'] !== undefined)
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{
this.antialias = config['antialias'];
}
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if (config['resolution'])
{
this.resolution = config['resolution'];
}
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if (config['preserveDrawingBuffer'] !== undefined)
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{
this.preserveDrawingBuffer = config['preserveDrawingBuffer'];
}
if (config['physicsConfig'])
{
this.physicsConfig = config['physicsConfig'];
}
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var seed = [(Date.now() * Math.random()).toString()];
if (config['seed'])
{
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seed = config['seed'];
}
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this.rnd = new Phaser.RandomDataGenerator(seed);
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var state = null;
if (config['state'])
{
state = config['state'];
}
this.state = new Phaser.StateManager(this, state);
},
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/**
* Initialize engine sub modules and start the game.
*
* @method Phaser.Game#boot
* @protected
*/
boot: function () {
if (this.isBooted)
{
return;
}
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this.onPause = new Phaser.Signal();
this.onResume = new Phaser.Signal();
this.onBlur = new Phaser.Signal();
this.onFocus = new Phaser.Signal();
this.isBooted = true;
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PIXI.game = this;
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this.math = Phaser.Math;
this.scale = new Phaser.ScaleManager(this, this._width, this._height);
this.stage = new Phaser.Stage(this);
this.setUpRenderer();
this.world = new Phaser.World(this);
this.add = new Phaser.GameObjectFactory(this);
this.make = new Phaser.GameObjectCreator(this);
this.cache = new Phaser.Cache(this);
this.load = new Phaser.Loader(this);
this.time = new Phaser.Time(this);
this.tweens = new Phaser.TweenManager(this);
this.input = new Phaser.Input(this);
this.sound = new Phaser.SoundManager(this);
this.physics = new Phaser.Physics(this, this.physicsConfig);
this.particles = new Phaser.Particles(this);
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this.create = new Phaser.Create(this);
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this.plugins = new Phaser.PluginManager(this);
this.net = new Phaser.Net(this);
this.time.boot();
this.stage.boot();
this.world.boot();
this.scale.boot();
this.input.boot();
this.sound.boot();
this.state.boot();
if (this.config['enableDebug'])
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{
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this.debug = new Phaser.Utils.Debug(this);
this.debug.boot();
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}
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else
{
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this.debug = { preUpdate: function () {}, update: function () {}, reset: function () {} };
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}
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this.showDebugHeader();
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this.isRunning = true;
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if (this.config &amp;&amp; this.config['forceSetTimeOut'])
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{
this.raf = new Phaser.RequestAnimationFrame(this, this.config['forceSetTimeOut']);
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}
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else
{
this.raf = new Phaser.RequestAnimationFrame(this, false);
}
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this._kickstart = true;
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if (window['focus'])
{
if (!window['PhaserGlobal'] || (window['PhaserGlobal'] &amp;&amp; !window['PhaserGlobal'].stopFocus))
{
window.focus();
}
}
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this.raf.start();
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},
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/**
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* Displays a Phaser version debug header in the console.
*
* @method Phaser.Game#showDebugHeader
* @protected
*/
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showDebugHeader: function () {
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if (window['PhaserGlobal'] &amp;&amp; window['PhaserGlobal'].hideBanner)
{
return;
}
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var v = Phaser.VERSION;
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var r = 'Canvas';
var a = 'HTML Audio';
var c = 1;
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if (this.renderType === Phaser.WEBGL)
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{
r = 'WebGL';
c++;
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}
else if (this.renderType == Phaser.HEADLESS)
{
r = 'Headless';
}
if (this.device.webAudio)
{
a = 'WebAudio';
c++;
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}
if (this.device.chrome)
{
var args = [
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'%c %c %c Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' %c %c ' + '%c http://phaser.io %c\u2665%c\u2665%c\u2665',
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'background: #9854d8',
'background: #6c2ca7',
'color: #ffffff; background: #450f78;',
'background: #6c2ca7',
'background: #9854d8',
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'background: #ffffff'
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];
for (var i = 0; i &lt; 3; i++)
{
if (i &lt; c)
{
args.push('color: #ff2424; background: #fff');
}
else
{
args.push('color: #959595; background: #fff');
}
}
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console.log.apply(console, args);
}
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else if (window['console'])
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{
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console.log('Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' | http://phaser.io');
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}
},
/**
* Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
*
* @method Phaser.Game#setUpRenderer
* @protected
*/
setUpRenderer: function () {
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this.canvas = Phaser.Canvas.create(this, this.width, this.height, this.config['canvasID'], true);
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if (this.config['canvasStyle'])
{
this.canvas.style = this.config['canvasStyle'];
}
else
{
this.canvas.style['-webkit-full-screen'] = 'width: 100%; height: 100%';
}
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if (this.renderType === Phaser.HEADLESS || this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO &amp;&amp; !this.device.webGL))
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{
if (this.device.canvas)
{
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// They requested Canvas and their browser supports it
this.renderType = Phaser.CANVAS;
this.renderer = new PIXI.CanvasRenderer(this);
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this.context = this.renderer.context;
}
else
{
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throw new Error('Phaser.Game - Cannot create Canvas or WebGL context, aborting.');
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}
}
else
{
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// They requested WebGL and their browser supports it
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this.renderType = Phaser.WEBGL;
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this.renderer = new PIXI.WebGLRenderer(this);
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this.context = null;
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this.canvas.addEventListener('webglcontextlost', this.contextLost.bind(this), false);
this.canvas.addEventListener('webglcontextrestored', this.contextRestored.bind(this), false);
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}
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if (this.device.cocoonJS)
{
this.canvas.screencanvas = (this.renderType === Phaser.CANVAS) ? true : false;
}
if (this.renderType !== Phaser.HEADLESS)
{
this.stage.smoothed = this.antialias;
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Phaser.Canvas.addToDOM(this.canvas, this.parent, false);
Phaser.Canvas.setTouchAction(this.canvas);
}
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},
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/**
* Handles WebGL context loss.
*
* @method Phaser.Game#contextLost
* @private
* @param {Event} event - The webglcontextlost event.
*/
contextLost: function (event) {
event.preventDefault();
this.renderer.contextLost = true;
},
/**
* Handles WebGL context restoration.
*
* @method Phaser.Game#contextRestored
* @private
*/
contextRestored: function () {
this.renderer.initContext();
this.cache.clearGLTextures();
this.renderer.contextLost = false;
},
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/**
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* The core game loop.
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*
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* @method Phaser.Game#update
* @protected
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* @param {number} time - The current time as provided by RequestAnimationFrame.
*/
update: function (time) {
this.time.update(time);
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if (this._kickstart)
{
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this.updateLogic(this.time.desiredFpsMult);
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// Sync the scene graph after _every_ logic update to account for moved game objects
this.stage.updateTransform();
// call the game render update exactly once every frame
this.updateRender(this.time.slowMotion * this.time.desiredFps);
this._kickstart = false;
return;
}
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// if the logic time is spiraling upwards, skip a frame entirely
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if (this._spiraling > 1 &amp;&amp; !this.forceSingleUpdate)
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{
// cause an event to warn the program that this CPU can't keep up with the current desiredFps rate
if (this.time.time > this._nextFpsNotification)
{
// only permit one fps notification per 10 seconds
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this._nextFpsNotification = this.time.time + 10000;
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// dispatch the notification signal
this.fpsProblemNotifier.dispatch();
}
// reset the _deltaTime accumulator which will cause all pending dropped frames to be permanently skipped
this._deltaTime = 0;
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this._spiraling = 0;
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// call the game render update exactly once every frame
this.updateRender(this.time.slowMotion * this.time.desiredFps);
}
else
{
// step size taking into account the slow motion speed
var slowStep = this.time.slowMotion * 1000.0 / this.time.desiredFps;
// accumulate time until the slowStep threshold is met or exceeded... up to a limit of 3 catch-up frames at slowStep intervals
this._deltaTime += Math.max(Math.min(slowStep * 3, this.time.elapsed), 0);
// call the game update logic multiple times if necessary to "catch up" with dropped frames
// unless forceSingleUpdate is true
var count = 0;
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this.updatesThisFrame = Math.floor(this._deltaTime / slowStep);
if (this.forceSingleUpdate)
{
this.updatesThisFrame = Math.min(1, this.updatesThisFrame);
}
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while (this._deltaTime >= slowStep)
{
this._deltaTime -= slowStep;
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this.currentUpdateID = count;
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this.updateLogic(this.time.desiredFpsMult);
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// Sync the scene graph after _every_ logic update to account for moved game objects
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this.stage.updateTransform();
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count++;
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if (this.forceSingleUpdate &amp;&amp; count === 1)
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{
break;
}
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else
{
this.time.refresh();
}
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}
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// detect spiraling (if the catch-up loop isn't fast enough, the number of iterations will increase constantly)
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if (count > this._lastCount)
{
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this._spiraling++;
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}
else if (count &lt; this._lastCount)
{
// looks like it caught up successfully, reset the spiral alert counter
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this._spiraling = 0;
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}
this._lastCount = count;
// call the game render update exactly once every frame unless we're playing catch-up from a spiral condition
this.updateRender(this._deltaTime / slowStep);
}
},
/**
* Updates all logic subsystems in Phaser. Called automatically by Game.update.
*
* @method Phaser.Game#updateLogic
* @protected
* @param {number} timeStep - The current timeStep value as determined by Game.update.
*/
updateLogic: function (timeStep) {
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if (!this._paused &amp;&amp; !this.pendingStep)
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{
if (this.stepping)
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{
this.pendingStep = true;
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}
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this.scale.preUpdate();
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this.debug.preUpdate();
this.world.camera.preUpdate();
this.physics.preUpdate();
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this.state.preUpdate(timeStep);
this.plugins.preUpdate(timeStep);
this.stage.preUpdate();
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this.state.update();
this.stage.update();
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this.tweens.update();
this.sound.update();
this.input.update();
this.physics.update();
this.particles.update();
this.plugins.update();
this.stage.postUpdate();
this.plugins.postUpdate();
}
else
{
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// Scaling and device orientation changes are still reflected when paused.
this.scale.pauseUpdate();
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this.state.pauseUpdate();
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this.debug.preUpdate();
}
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},
/**
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* Runs the Render cycle.
* It starts by calling State.preRender. In here you can do any last minute adjustments of display objects as required.
* It then calls the renderer, which renders the entire display list, starting from the Stage object and working down.
* It then calls plugin.render on any loaded plugins, in the order in which they were enabled.
* After this State.render is called. Any rendering that happens here will take place on-top of the display list.
* Finally plugin.postRender is called on any loaded plugins, in the order in which they were enabled.
* This method is called automatically by Game.update, you don't need to call it directly.
* Should you wish to have fine-grained control over when Phaser renders then use the `Game.lockRender` boolean.
* Phaser will only render when this boolean is `false`.
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*
* @method Phaser.Game#updateRender
* @protected
* @param {number} elapsedTime - The time elapsed since the last update.
*/
updateRender: function (elapsedTime) {
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if (this.lockRender)
{
return;
}
this.state.preRender(elapsedTime);
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this.renderer.render(this.stage);
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this.plugins.render(elapsedTime);
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this.state.render(elapsedTime);
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this.plugins.postRender(elapsedTime);
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},
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/**
* Enable core game loop stepping. When enabled you must call game.step() directly (perhaps via a DOM button?)
* Calling step will advance the game loop by one frame. This is extremely useful for hard to track down errors!
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*
* @method Phaser.Game#enableStep
*/
enableStep: function () {
this.stepping = true;
this.pendingStep = false;
this.stepCount = 0;
},
/**
* Disables core game loop stepping.
*
* @method Phaser.Game#disableStep
*/
disableStep: function () {
this.stepping = false;
this.pendingStep = false;
},
/**
* When stepping is enabled you must call this function directly (perhaps via a DOM button?) to advance the game loop by one frame.
* This is extremely useful to hard to track down errors! Use the internal stepCount property to monitor progress.
*
* @method Phaser.Game#step
*/
step: function () {
this.pendingStep = false;
this.stepCount++;
},
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/**
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* Nukes the entire game from orbit.
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*
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* @method Phaser.Game#destroy
*/
destroy: function () {
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this.raf.stop();
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this.state.destroy();
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this.sound.destroy();
this.scale.destroy();
this.stage.destroy();
this.input.destroy();
this.physics.destroy();
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this.state = null;
this.cache = null;
this.input = null;
this.load = null;
this.sound = null;
this.stage = null;
this.time = null;
this.world = null;
this.isBooted = false;
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this.renderer.destroy(false);
Phaser.Canvas.removeFromDOM(this.canvas);
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Phaser.GAMES[this.id] = null;
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},
/**
* Called by the Stage visibility handler.
*
* @method Phaser.Game#gamePaused
* @param {object} event - The DOM event that caused the game to pause, if any.
* @protected
*/
gamePaused: function (event) {
// If the game is already paused it was done via game code, so don't re-pause it
if (!this._paused)
{
this._paused = true;
this.time.gamePaused();
this.sound.setMute();
this.onPause.dispatch(event);
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// Avoids Cordova iOS crash event: https://github.com/photonstorm/phaser/issues/1800
if (this.device.cordova &amp;&amp; this.device.iOS)
{
this.lockRender = true;
}
}
},
/**
* Called by the Stage visibility handler.
*
* @method Phaser.Game#gameResumed
* @param {object} event - The DOM event that caused the game to pause, if any.
* @protected
*/
gameResumed: function (event) {
// Game is paused, but wasn't paused via code, so resume it
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if (this._paused &amp;&amp; !this._codePaused)
{
this._paused = false;
this.time.gameResumed();
this.input.reset();
this.sound.unsetMute();
this.onResume.dispatch(event);
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// Avoids Cordova iOS crash event: https://github.com/photonstorm/phaser/issues/1800
if (this.device.cordova &amp;&amp; this.device.iOS)
{
this.lockRender = false;
}
}
},
/**
* Called by the Stage visibility handler.
*
* @method Phaser.Game#focusLoss
* @param {object} event - The DOM event that caused the game to pause, if any.
* @protected
*/
focusLoss: function (event) {
this.onBlur.dispatch(event);
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if (!this.stage.disableVisibilityChange)
{
this.gamePaused(event);
}
},
/**
* Called by the Stage visibility handler.
*
* @method Phaser.Game#focusGain
* @param {object} event - The DOM event that caused the game to pause, if any.
* @protected
*/
focusGain: function (event) {
this.onFocus.dispatch(event);
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if (!this.stage.disableVisibilityChange)
{
this.gameResumed(event);
}
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}
};
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Phaser.Game.prototype.constructor = Phaser.Game;
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/**
* The paused state of the Game. A paused game doesn't update any of its subsystems.
* When a game is paused the onPause event is dispatched. When it is resumed the onResume event is dispatched.
* @name Phaser.Game#paused
* @property {boolean} paused - Gets and sets the paused state of the Game.
*/
Object.defineProperty(Phaser.Game.prototype, "paused", {
get: function () {
return this._paused;
},
set: function (value) {
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if (value === true)
{
if (this._paused === false)
{
this._paused = true;
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this.sound.setMute();
this.time.gamePaused();
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this.onPause.dispatch(this);
}
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this._codePaused = true;
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}
else
{
if (this._paused)
{
this._paused = false;
this.input.reset();
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this.sound.unsetMute();
this.time.gameResumed();
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this.onResume.dispatch(this);
}
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this._codePaused = false;
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}
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}
});
/**
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*
* "Deleted code is debugged code." - Jeff Sickel
*
* ヽ(〃^▽^〃)ノ
*
*/
2013-10-02 00:16:40 +00:00
</pre>
</article>
</section>
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Phaser Copyright © 2012-2015 Photon Storm Ltd.
2013-10-02 00:16:40 +00:00
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<span class="jsdoc-message">
2015-08-24 14:43:45 +00:00
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
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on Thu Feb 18 2016 14:40:57 GMT+0000 (GMT Standard Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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