2013-10-02 00:16:40 +00:00
<!DOCTYPE html>
< html lang = "en" >
< head >
< meta charset = "utf-8" >
2015-03-23 23:46:30 +00:00
< title > Phaser Source: src/core/Game.js< / title >
2013-10-02 00:16:40 +00:00
<!-- [if lt IE 9]>
< script src = "//html5shiv.googlecode.com/svn/trunk/html5.js" > < / script >
<![endif]-->
2014-11-15 20:01:46 +00:00
< link type = "text/css" rel = "stylesheet" href = "styles/default.css" >
2013-10-02 00:16:40 +00:00
< link type = "text/css" rel = "stylesheet" href = "styles/sunlight.default.css" >
< link type = "text/css" rel = "stylesheet" href = "styles/site.cerulean.css" >
< / head >
< body >
2014-11-25 00:23:44 +00:00
2013-10-02 00:16:40 +00:00
< div class = "container-fluid" >
< div class = "navbar navbar-fixed-top navbar-inverse" >
2014-11-25 00:23:44 +00:00
< div style = "position: absolute; width: 143px; height: 31px; right: 10px; top: 10px; z-index: 1050" > < a href = "http://phaser.io" > < img src = "img/phaser.png" border = "0" / > < / a > < / div >
2013-10-02 00:16:40 +00:00
< div class = "navbar-inner" >
2014-11-25 00:23:44 +00:00
< a class = "brand" href = "index.html" > Phaser API< / a >
2013-10-02 00:16:40 +00:00
< ul class = "nav" >
2014-11-25 00:23:44 +00:00
2013-10-02 00:16:40 +00:00
< li class = "dropdown" >
2013-10-03 01:38:35 +00:00
< a href = "namespaces.list.html" class = "dropdown-toggle" data-toggle = "dropdown" > Namespaces< b
2013-10-02 00:16:40 +00:00
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-0" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.html" > Phaser< / a >
2013-10-02 00:16:40 +00:00
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-0" >
< a href = "PIXI.html" > PIXI< / a >
< / li >
2013-10-02 00:16:40 +00:00
< / ul >
< / li >
< li class = "dropdown" >
< a href = "classes.list.html" class = "dropdown-toggle" data-toggle = "dropdown" > Classes< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "Matrix.html" > Matrix< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 00:16:40 +00:00
< a href = "Phaser.Animation.html" > Animation< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.AnimationManager.html" > AnimationManager< / a >
2013-10-02 00:16:40 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.AnimationParser.html" > AnimationParser< / a >
2013-10-02 00:16:40 +00:00
< / li >
2014-04-29 14:39:02 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.ArrayList.html" > ArrayList< / a >
< / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.ArraySet.html" > ArraySet< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.ArrayUtils.html" > ArrayUtils< / a >
< / li >
2014-10-09 15:12:53 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.AudioSprite.html" > AudioSprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.BitmapData.html" > BitmapData< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.BitmapText.html" > BitmapText< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Button.html" > Button< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Cache.html" > Cache< / a >
2013-10-02 00:16:40 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Camera.html" > Camera< / a >
2013-10-02 00:16:40 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Canvas.html" > Canvas< / a >
2013-10-02 14:05:55 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Circle.html" > Circle< / a >
2013-10-02 00:16:40 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Color.html" > Color< / a >
2013-10-03 00:21:08 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-2" >
< a href = "Phaser.Component.Angle.html" > Angle< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Animation.html" > Animation< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.AutoCull.html" > AutoCull< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Bounds.html" > Bounds< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.BringToTop.html" > BringToTop< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Core.html" > Core< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Crop.html" > Crop< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Delta.html" > Delta< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Destroy.html" > Destroy< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.FixedToCamera.html" > FixedToCamera< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Health.html" > Health< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.InCamera.html" > InCamera< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.InputEnabled.html" > InputEnabled< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.InWorld.html" > InWorld< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.LifeSpan.html" > LifeSpan< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.LoadTexture.html" > LoadTexture< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Overlap.html" > Overlap< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.PhysicsBody.html" > PhysicsBody< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Reset.html" > Reset< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.ScaleMinMax.html" > ScaleMinMax< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Smoothed.html" > Smoothed< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Device.html" > Device< / a >
2013-10-02 11:11:22 +00:00
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.DOM.html" > DOM< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Easing.html" > Easing< / a >
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Back.html" > Back< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Bounce.html" > Bounce< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Circular.html" > Circular< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Cubic.html" > Cubic< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Elastic.html" > Elastic< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Exponential.html" > Exponential< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Linear.html" > Linear< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Quadratic.html" > Quadratic< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Quartic.html" > Quartic< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Quintic.html" > Quintic< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Sinusoidal.html" > Sinusoidal< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-18 03:01:51 +00:00
< a href = "Phaser.Ellipse.html" > Ellipse< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Events.html" > Events< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Filter.html" > Filter< / a >
< / li >
2014-09-09 14:36:56 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.FlexGrid.html" > FlexGrid< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.FlexLayer.html" > FlexLayer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Frame.html" > Frame< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.FrameData.html" > FrameData< / a >
2013-10-03 00:21:08 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 00:16:40 +00:00
< a href = "Phaser.Game.html" > Game< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-21 15:37:26 +00:00
< a href = "Phaser.GameObjectCreator.html" > GameObjectCreator< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.GameObjectFactory.html" > GameObjectFactory< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.Gamepad.html" > Gamepad< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.GamepadButton.html" > GamepadButton< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Graphics.html" > Graphics< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 00:16:40 +00:00
< a href = "Phaser.Group.html" > Group< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-08 07:24:22 +00:00
< a href = "Phaser.Image.html" > Image< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 12:18:58 +00:00
< a href = "Phaser.Input.html" > Input< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.InputHandler.html" > InputHandler< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Key.html" > Key< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Keyboard.html" > Keyboard< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.Line.html" > Line< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 11:11:22 +00:00
< a href = "Phaser.LinkedList.html" > LinkedList< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Loader.html" > Loader< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.LoaderParser.html" > LoaderParser< / a >
2013-10-02 14:05:55 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Math.html" > Math< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Mouse.html" > Mouse< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.MSPointer.html" > MSPointer< / a >
2013-10-02 11:11:22 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 19:18:24 +00:00
< a href = "Phaser.Net.html" > Net< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Particle.html" > Particle< / a >
< / li >
< li class = "class-depth-1" >
2013-10-02 19:18:24 +00:00
< a href = "Phaser.Particles.html" > Particles< / a >
< / li >
2014-10-09 15:12:53 +00:00
< li class = "class-depth-2" >
< a href = "Phaser.Particles.Arcade.html" > Arcade< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2013-10-02 19:18:24 +00:00
< a href = "Phaser.Particles.Arcade.Emitter.html" > Emitter< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Physics.html" > Physics< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Physics.Arcade.html" > Arcade< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Arcade.Body.html" > Body< / a >
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-3" >
< a href = "Phaser.Physics.Arcade.html#TilemapCollision" > TilemapCollision< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.html" > Ninja< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.AABB.html" > AABB< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.Body.html" > Body< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.Circle.html" > Circle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.Tile.html" > Tile< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.html" > P2< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.Body.html" > Body< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.BodyDebug.html" > BodyDebug< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.DistanceConstraint.html" > DistanceConstraint< / a >
< / li >
2014-04-11 12:09:28 +00:00
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.FixtureList.html" > FixtureList< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.GearConstraint.html" > GearConstraint< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.InversePointProxy.html" > InversePointProxy< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.LockConstraint.html" > LockConstraint< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.Material.html" > Material< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.PointProxy.html" > PointProxy< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.PrismaticConstraint.html" > PrismaticConstraint< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.RevoluteConstraint.html" > RevoluteConstraint< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-09-09 14:36:56 +00:00
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.RotationalSpring.html" > RotationalSpring< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.Spring.html" > Spring< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 11:11:22 +00:00
< a href = "Phaser.Plugin.html" > Plugin< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.PluginManager.html" > PluginManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 11:11:22 +00:00
< a href = "Phaser.Point.html" > Point< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Pointer.html" > Pointer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-07 06:10:15 +00:00
< a href = "Phaser.Polygon.html" > Polygon< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.QuadTree.html" > QuadTree< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 11:11:22 +00:00
< a href = "Phaser.Rectangle.html" > Rectangle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.RetroFont.html" > RetroFont< / a >
< / li >
2014-09-09 14:36:56 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Rope.html" > Rope< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.ScaleManager.html" > ScaleManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 11:11:22 +00:00
< a href = "Phaser.Signal.html" > Signal< / a >
< / li >
2014-04-11 12:09:28 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.SignalBinding.html" > SignalBinding< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.SinglePad.html" > SinglePad< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.Sound.html" > Sound< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-18 03:01:51 +00:00
< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 11:11:22 +00:00
< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 11:11:22 +00:00
< a href = "Phaser.State.html" > State< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 11:11:22 +00:00
< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Text.html" > Text< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Time.html" > Time< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.TweenData.html" > TweenData< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 11:11:22 +00:00
< a href = "Phaser.World.html" > World< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.AbstractFilter.html" > AbstractFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BaseTexture.html" > BaseTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BitmapText.html" > BitmapText< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObject.html" > DisplayObject< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Event.html" > Event< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.EventTarget.html" > EventTarget< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Graphics.html" > Graphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PIXI.html" > PIXI< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiShader.html" > PixiShader< / a >
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.PolyK.html" > PolyK< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Rope.html" > Rope< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Sprite.html" > Sprite< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Stage.html" > Stage< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Strip.html" > Strip< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.StripShader.html" > StripShader< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Text.html" > Text< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Texture.html" > Texture< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.VideoTexture.html" > VideoTexture< / a >
2014-11-15 20:01:46 +00:00
< / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
2014-11-25 00:23:44 +00:00
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
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
< li class = "class-depth-0" >
< a href = "RoundedRectangle.html" > RoundedRectangle< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< / ul >
< / li >
< li class = "dropdown" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-0" >
< a href = "global.html#append" > append< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#apply" > apply< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#applyInverse" > applyInverse< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#blendModes" > blendModes< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#clone" > clone< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#contains" > contains< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#fromArray" > fromArray< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#identity" > identity< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#rotate" > rotate< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#scale" > scale< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#scaleModes" > scaleModes< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#sort" > sort< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#toArray" > toArray< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#translate" > translate< / a >
2014-11-15 20:01:46 +00:00
< / li >
2013-10-02 00:16:40 +00:00
< / ul >
< / li >
2014-11-25 00:23:44 +00:00
2014-11-15 20:01:46 +00:00
< li class = "dropdown" >
2014-11-25 00:23:44 +00:00
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
2014-12-03 10:39:11 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Game.html" > Game< / a > < / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Group.html" > Group< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.World.html" > World< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Loader.html" > Loader< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Time.html" > Time< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Camera.html" > Camera< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.StateManager.html" > State Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TweenManager.html" > Tween Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.SoundManager.html" > Sound Manager< / a > < / li >
2015-01-06 06:57:25 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Input.html" > Input Manager< / a > < / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
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 >
2014-11-15 20:01:46 +00:00
< 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 >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sprite.html" > Sprite< / a > < / li >
< 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 >
2015-01-06 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
< li class = "class-depth-1" > < a href = "Phaser.Particle.html" > Particle< / a > < / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Text.html" > Text< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tween.html" > Tween< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapText.html" > BitmapText< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tilemap.html" > Tilemap< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapData.html" > BitmapData< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RetroFont.html" > RetroFont< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Button.html" > Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Animation.html" > Animation< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Graphics.html" > Graphics< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RenderTexture.html" > RenderTexture< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TileSprite.html" > TileSprite< / a > < / li >
< / ul >
< / li >
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 >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Circle.html" > Circle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
2014-11-15 20:01:46 +00:00
< / ul >
< / li >
2014-11-25 00:23:44 +00:00
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Physics< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Arcade.html" > Arcade Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Arcade.Body.html" > Body< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Body.html" > Body< / a > < / li >
< 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 >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Input< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Pointer.html" > Pointer< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Mouse.html" > Mouse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Keyboard.html" > Keyboard< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Key.html" > Key< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Gamepad.html" > Gamepad< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Community< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
2015-01-06 06:57:25 +00:00
< li class = "class-depth-1" > < a href = "https://leanpub.com/u/photonstorm" > Phaser Books< / 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 >
< li class = "class-depth-1" > < a href = "http://examples.phaser.io" > Phaser Examples< / a > < / li >
< 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 >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-1" > < a href = "http://phaser.io/coding-tips.php" > Weekly Coding Tips< / a > < / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "https://confirmsubscription.com/h/r/369DE48E3E86AF1E" > Newsletter< / a > < / li >
< li class = "class-depth-1" > < a href = "https://twitter.com/photonstorm" > Twitter< / a > < / li >
< li class = "class-depth-1" > < a href = "http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/" > IRC< / a > < / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-1" > < a href = "https://www.gittip.com/photonstorm/" > Donate to the project< / a > < / li >
< li class = "class-depth-1" > < a href = "https://www.codeandweb.com/texturepacker/phaser" > Texture Packer< / a > < / li >
2014-11-25 00:23:44 +00:00
< / ul >
< / li >
2013-10-02 00:16:40 +00:00
< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span12" >
< div id = "main" >
2015-03-23 23:46:30 +00:00
< h1 class = "page-title" > Source: src/core/Game.js< / h1 >
2013-10-02 00:16:40 +00:00
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
2015-03-23 23:46:30 +00:00
* @copyright 2015 Photon Storm Ltd.
2013-10-02 00:16:40 +00:00
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
2014-10-09 15:12:53 +00:00
* This is where the magic happens. The Game object is the heart of your game,
2013-10-02 00:16:40 +00:00
* providing quick access to common functions and handling the boot process.
2014-11-25 00:23:44 +00:00
*
2013-11-01 18:16:52 +00:00
* "Hell, there are no rules here - we're trying to accomplish something."
2013-10-02 00:16:40 +00:00
* Thomas A. Edison
2014-10-09 15:12:53 +00:00
*
* @class Phaser.Game
2013-10-02 00:16:40 +00:00
* @constructor
2014-09-09 14:36:56 +00:00
* @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.
2013-11-28 15:57:09 +00:00
* @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).
2014-02-05 06:29:17 +00:00
* @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.
2013-11-01 18:16:52 +00:00
* @param {boolean} [transparent=false] - Use a transparent canvas background or not.
2014-10-09 15:12:53 +00:00
* @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.
2014-02-19 05:28:19 +00:00
* @param {object} [physicsConfig=null] - A physics configuration object to pass to the Physics world on creation.
2013-10-02 00:16:40 +00:00
*/
2014-02-19 05:28:19 +00:00
Phaser.Game = function (width, height, renderer, parent, state, transparent, antialias, physicsConfig) {
2013-10-02 00:16:40 +00:00
2013-11-28 15:57:09 +00:00
/**
* @property {number} id - Phaser Game ID (for when Pixi supports multiple instances).
2014-12-03 10:39:11 +00:00
* @readonly
2013-11-28 15:57:09 +00:00
*/
this.id = Phaser.GAMES.push(this) - 1;
/**
2014-02-05 06:29:17 +00:00
* @property {object} config - The Phaser.Game configuration object.
2013-11-28 15:57:09 +00:00
*/
2014-02-05 06:29:17 +00:00
this.config = null;
2013-11-28 15:57:09 +00:00
2014-02-19 05:28:19 +00:00
/**
* @property {object} physicsConfig - The Phaser.Physics.World configuration object.
*/
this.physicsConfig = physicsConfig;
2014-02-05 06:29:17 +00:00
/**
2014-04-10 22:13:43 +00:00
* @property {string|HTMLElement} parent - The Games DOM parent.
2014-02-05 06:29:17 +00:00
* @default
*/
this.parent = '';
2013-11-28 15:57:09 +00:00
/**
2014-11-15 20:01:46 +00:00
* 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
2014-02-05 06:29:17 +00:00
* @default
2013-11-28 15:57:09 +00:00
*/
2014-02-05 06:29:17 +00:00
this.width = 800;
2013-11-28 15:57:09 +00:00
/**
2014-11-15 20:01:46 +00:00
* 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
2014-02-05 06:29:17 +00:00
* @default
2013-11-28 15:57:09 +00:00
*/
2014-02-05 06:29:17 +00:00
this.height = 600;
2013-11-28 15:57:09 +00:00
2015-03-23 23:46:30 +00:00
/**
* 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;
2014-11-15 20:01:46 +00:00
/**
* @property {integer} _width - Private internal var.
* @private
*/
this._width = 800;
/**
* @property {integer} _height - Private internal var.
* @private
*/
this._height = 600;
2013-11-28 15:57:09 +00:00
/**
* @property {boolean} transparent - Use a transparent canvas background or not.
2014-02-05 06:29:17 +00:00
* @default
2013-11-28 15:57:09 +00:00
*/
2014-02-05 06:29:17 +00:00
this.transparent = false;
2013-11-28 15:57:09 +00:00
/**
2014-03-14 06:36:05 +00:00
* @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.
2014-02-05 06:29:17 +00:00
* @default
2013-11-28 15:57:09 +00:00
*/
2014-02-05 06:29:17 +00:00
this.antialias = true;
2013-11-28 15:57:09 +00:00
2014-07-10 19:31:11 +00:00
/**
* @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;
2013-11-28 15:57:09 +00:00
/**
2014-04-10 22:13:43 +00:00
* @property {PIXI.CanvasRenderer|PIXI.WebGLRenderer} renderer - The Pixi Renderer.
2014-12-03 10:39:11 +00:00
* @protected
2013-11-28 15:57:09 +00:00
*/
2014-04-10 22:13:43 +00:00
this.renderer = null;
2014-02-05 06:29:17 +00:00
/**
2014-02-24 12:14:30 +00:00
* @property {number} renderType - The Renderer this game will use. Either Phaser.AUTO, Phaser.CANVAS or Phaser.WEBGL.
2014-12-03 10:39:11 +00:00
* @readonly
2014-02-05 06:29:17 +00:00
*/
this.renderType = Phaser.AUTO;
2013-11-28 15:57:09 +00:00
/**
2014-04-10 22:13:43 +00:00
* @property {Phaser.StateManager} state - The StateManager.
2013-11-28 15:57:09 +00:00
*/
2014-02-05 06:29:17 +00:00
this.state = null;
2013-11-28 15:57:09 +00:00
/**
* @property {boolean} isBooted - Whether the game engine is booted, aka available.
2014-12-03 10:39:11 +00:00
* @readonly
2013-11-28 15:57:09 +00:00
*/
this.isBooted = false;
/**
2014-12-03 10:39:11 +00:00
* @property {boolean} isRunning - Is game running or paused?
* @readonly
2013-11-28 15:57:09 +00:00
*/
this.isRunning = false;
/**
* @property {Phaser.RequestAnimationFrame} raf - Automatically handles the core game loop via requestAnimationFrame or setTimeout
2014-12-03 10:39:11 +00:00
* @protected
2013-11-28 15:57:09 +00:00
*/
this.raf = null;
/**
2014-02-21 15:37:26 +00:00
* @property {Phaser.GameObjectFactory} add - Reference to the Phaser.GameObjectFactory.
2013-11-28 15:57:09 +00:00
*/
2013-10-02 00:16:40 +00:00
this.add = null;
2014-02-21 15:37:26 +00:00
/**
* @property {Phaser.GameObjectCreator} make - Reference to the GameObject Creator.
*/
this.make = null;
2013-10-02 00:16:40 +00:00
/**
2013-11-28 15:57:09 +00:00
* @property {Phaser.Cache} cache - Reference to the assets cache.
*/
2013-10-02 00:16:40 +00:00
this.cache = null;
/**
2013-11-28 15:57:09 +00:00
* @property {Phaser.Input} input - Reference to the input manager
*/
2013-10-02 00:16:40 +00:00
this.input = null;
/**
2013-11-28 15:57:09 +00:00
* @property {Phaser.Loader} load - Reference to the assets loader.
*/
2013-10-02 00:16:40 +00:00
this.load = null;
/**
2013-11-28 15:57:09 +00:00
* @property {Phaser.Math} math - Reference to the math helper.
*/
2013-10-02 00:16:40 +00:00
this.math = null;
/**
2013-11-28 15:57:09 +00:00
* @property {Phaser.Net} net - Reference to the network class.
*/
2013-10-02 00:16:40 +00:00
this.net = null;
2014-02-18 03:01:51 +00:00
/**
2014-03-14 06:36:05 +00:00
* @property {Phaser.ScaleManager} scale - The game scale manager.
2014-02-18 03:01:51 +00:00
*/
this.scale = null;
2013-10-02 00:16:40 +00:00
/**
2013-11-28 15:57:09 +00:00
* @property {Phaser.SoundManager} sound - Reference to the sound manager.
*/
2013-10-02 00:16:40 +00:00
this.sound = null;
/**
2013-11-28 15:57:09 +00:00
* @property {Phaser.Stage} stage - Reference to the stage.
*/
2013-10-02 00:16:40 +00:00
this.stage = null;
/**
2014-04-10 22:13:43 +00:00
* @property {Phaser.Time} time - Reference to the core game clock.
2013-11-28 15:57:09 +00:00
*/
2013-10-02 00:16:40 +00:00
this.time = null;
/**
2013-11-28 15:57:09 +00:00
* @property {Phaser.TweenManager} tweens - Reference to the tween manager.
*/
2013-10-02 00:16:40 +00:00
this.tweens = null;
/**
2013-11-28 15:57:09 +00:00
* @property {Phaser.World} world - Reference to the world.
*/
2013-10-02 00:16:40 +00:00
this.world = null;
/**
2014-03-14 06:36:05 +00:00
* @property {Phaser.Physics} physics - Reference to the physics manager.
2013-11-28 15:57:09 +00:00
*/
2013-10-02 00:16:40 +00:00
this.physics = null;
2015-03-23 23:46:30 +00:00
/**
* @property {Phaser.PluginManager} plugins - Reference to the plugin manager.
*/
this.plugins = null;
2013-10-02 00:16:40 +00:00
/**
2013-11-28 15:57:09 +00:00
* @property {Phaser.RandomDataGenerator} rnd - Instance of repeatable random data generator helper.
*/
2013-10-02 00:16:40 +00:00
this.rnd = null;
/**
2013-11-28 15:57:09 +00:00
* @property {Phaser.Device} device - Contains device information and capabilities.
*/
2014-11-15 20:01:46 +00:00
this.device = Phaser.Device;
2013-10-02 00:16:40 +00:00
/**
2014-04-10 22:13:43 +00:00
* @property {Phaser.Camera} camera - A handy reference to world.camera.
2013-11-28 15:57:09 +00:00
*/
this.camera = null;
2013-10-02 00:16:40 +00:00
2014-02-18 03:01:51 +00:00
/**
* @property {HTMLCanvasElement} canvas - A handy reference to renderer.view, the canvas that the game is being rendered in to.
2013-11-28 15:57:09 +00:00
*/
this.canvas = null;
2013-10-02 00:16:40 +00:00
2013-11-28 15:57:09 +00:00
/**
2014-03-14 06:36:05 +00:00
* @property {CanvasRenderingContext2D} context - A handy reference to renderer.context (only set for CANVAS games, not WebGL)
2013-11-28 15:57:09 +00:00
*/
this.context = null;
2013-10-02 00:16:40 +00:00
/**
2013-11-28 15:57:09 +00:00
* @property {Phaser.Utils.Debug} debug - A set of useful debug utilitie.
*/
this.debug = null;
2013-10-02 00:16:40 +00:00
2013-11-28 15:57:09 +00:00
/**
* @property {Phaser.Particles} particles - The Particle Manager.
*/
this.particles = null;
2013-10-02 00:16:40 +00:00
2014-12-03 10:39:11 +00:00
/**
* 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;
2014-02-05 06:29:17 +00:00
/**
* @property {boolean} stepping - Enable core loop stepping with Game.enableStep().
* @default
* @readonly
*/
this.stepping = false;
/**
2014-04-10 22:13:43 +00:00
* @property {boolean} pendingStep - An internal property used by enableStep, but also useful to query from your own game objects.
2014-02-05 06:29:17 +00:00
* @default
* @readonly
*/
this.pendingStep = false;
/**
* @property {number} stepCount - When stepping is enabled this contains the current step cycle.
* @default
* @readonly
*/
this.stepCount = 0;
2014-03-14 06:36:05 +00:00
/**
* @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;
2014-12-03 10:39:11 +00:00
/**
* 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;
/**
2015-03-23 23:46:30 +00:00
* Number of logic updates expected to occur this render frame; will be 1 unless there are catch-ups required (and allowed).
2014-12-03 10:39:11 +00:00
* @property {integer} updatesThisFrame
* @protected
*/
this.updatesThisFrame = 1;
2014-11-15 20:01:46 +00:00
/**
2015-03-23 23:46:30 +00:00
* @property {number} _deltaTime - Accumulate elapsed time until a logic update is due.
2014-11-15 20:01:46 +00:00
* @private
*/
this._deltaTime = 0;
/**
2015-03-23 23:46:30 +00:00
* @property {number} _lastCount - Remember how many 'catch-up' iterations were used on the logicUpdate last frame.
2014-12-03 10:39:11 +00:00
* @private
*/
2014-11-15 20:01:46 +00:00
this._lastCount = 0;
/**
2015-03-23 23:46:30 +00:00
* @property {number} _spiraling - If the 'catch-up' iterations are spiraling out of control, this counter is incremented.
2014-12-03 10:39:11 +00:00
* @private
*/
2015-03-23 23:46:30 +00:00
this._spiraling = 0;
/**
* @property {boolean} _kickstart - Force a logic update + render by default (always set on Boot and State swap)
* @private
*/
this._kickstart = true;
2014-11-15 20:01:46 +00:00
/**
2014-12-03 10:39:11 +00:00
* 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
*/
2014-11-15 20:01:46 +00:00
this.fpsProblemNotifier = new Phaser.Signal();
/**
2014-12-03 10:39:11 +00:00
* @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.
*/
2014-11-15 20:01:46 +00:00
this.forceSingleUpdate = false;
/**
2015-03-23 23:46:30 +00:00
* @property {number} _nextNotification - The soonest game.time.time value that the next fpsProblemNotifier can be dispatched.
2014-12-03 10:39:11 +00:00
* @private
*/
2014-11-15 20:01:46 +00:00
this._nextFpsNotification = 0;
2014-09-09 14:36:56 +00:00
2014-02-05 06:29:17 +00:00
// Parse the configuration object (if any)
2015-03-23 23:46:30 +00:00
if (arguments.length === 1 & & typeof arguments[0] === 'object')
2014-02-05 06:29:17 +00:00
{
this.parseConfig(arguments[0]);
}
else
{
2014-07-10 19:31:11 +00:00
this.config = { enableDebug: true };
2014-02-05 06:29:17 +00:00
if (typeof width !== 'undefined')
{
2014-09-09 14:36:56 +00:00
this._width = width;
2014-02-05 06:29:17 +00:00
}
if (typeof height !== 'undefined')
{
2014-09-09 14:36:56 +00:00
this._height = height;
2014-02-05 06:29:17 +00:00
}
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;
}
2014-03-14 06:36:05 +00:00
this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);
2014-02-05 06:29:17 +00:00
this.state = new Phaser.StateManager(this, state);
}
2014-11-15 20:01:46 +00:00
this.device.whenReady(this.boot, this);
2013-10-02 00:16:40 +00:00
2013-11-28 15:57:09 +00:00
return this;
2013-10-02 00:16:40 +00:00
};
Phaser.Game.prototype = {
2014-02-05 06:29:17 +00:00
/**
* Parses a Game configuration object.
*
* @method Phaser.Game#parseConfig
* @protected
*/
parseConfig: function (config) {
this.config = config;
2014-09-09 14:36:56 +00:00
if (typeof config['enableDebug'] === 'undefined')
{
this.config.enableDebug = true;
}
2014-02-05 06:29:17 +00:00
if (config['width'])
{
2014-09-09 14:36:56 +00:00
this._width = config['width'];
2014-02-05 06:29:17 +00:00
}
if (config['height'])
{
2014-09-09 14:36:56 +00:00
this._height = config['height'];
2014-02-05 06:29:17 +00:00
}
if (config['renderer'])
{
this.renderType = config['renderer'];
}
if (config['parent'])
{
this.parent = config['parent'];
}
if (config['transparent'])
{
this.transparent = config['transparent'];
}
if (config['antialias'])
{
this.antialias = config['antialias'];
}
2015-03-23 23:46:30 +00:00
if (config['resolution'])
{
this.resolution = config['resolution'];
}
2014-07-10 19:31:11 +00:00
if (config['preserveDrawingBuffer'])
{
this.preserveDrawingBuffer = config['preserveDrawingBuffer'];
}
2014-02-19 05:28:19 +00:00
if (config['physicsConfig'])
{
this.physicsConfig = config['physicsConfig'];
}
2014-03-24 12:41:45 +00:00
var seed = [(Date.now() * Math.random()).toString()];
2014-03-14 06:36:05 +00:00
if (config['seed'])
{
2014-03-24 12:41:45 +00:00
seed = config['seed'];
2014-03-14 06:36:05 +00:00
}
2014-03-24 12:41:45 +00:00
this.rnd = new Phaser.RandomDataGenerator(seed);
2014-02-05 06:29:17 +00:00
var state = null;
if (config['state'])
{
state = config['state'];
}
this.state = new Phaser.StateManager(this, state);
},
2013-11-28 15:57:09 +00:00
/**
* Initialize engine sub modules and start the game.
*
* @method Phaser.Game#boot
* @protected
*/
boot: function () {
if (this.isBooted)
{
return;
}
2014-11-15 20:01:46 +00:00
this.onPause = new Phaser.Signal();
this.onResume = new Phaser.Signal();
this.onBlur = new Phaser.Signal();
this.onFocus = new Phaser.Signal();
this.isBooted = true;
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);
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'])
2013-11-28 15:57:09 +00:00
{
2014-11-15 20:01:46 +00:00
this.debug = new Phaser.Utils.Debug(this);
this.debug.boot();
2013-11-28 15:57:09 +00:00
}
2014-11-25 00:23:44 +00:00
else
{
2014-12-04 11:33:42 +00:00
this.debug = { preUpdate: function () {}, update: function () {}, reset: function () {} };
2014-11-25 00:23:44 +00:00
}
2013-11-28 15:57:09 +00:00
2014-11-15 20:01:46 +00:00
this.showDebugHeader();
2014-09-09 14:36:56 +00:00
2014-11-15 20:01:46 +00:00
this.isRunning = true;
2013-11-28 15:57:09 +00:00
2015-03-23 23:46:30 +00:00
if (this.config & & this.config['forceSetTimeOut'])
2014-11-15 20:01:46 +00:00
{
this.raf = new Phaser.RequestAnimationFrame(this, this.config['forceSetTimeOut']);
2013-11-28 15:57:09 +00:00
}
2014-11-15 20:01:46 +00:00
else
{
this.raf = new Phaser.RequestAnimationFrame(this, false);
}
2015-03-23 23:46:30 +00:00
this._kickstart = true;
2014-11-15 20:01:46 +00:00
this.raf.start();
2013-10-02 00:16:40 +00:00
2013-11-28 15:57:09 +00:00
},
2013-10-25 15:54:40 +00:00
2013-11-28 15:57:09 +00:00
/**
2013-11-01 18:16:52 +00:00
* Displays a Phaser version debug header in the console.
*
* @method Phaser.Game#showDebugHeader
* @protected
*/
2013-11-28 15:57:09 +00:00
showDebugHeader: function () {
2015-03-23 23:46:30 +00:00
if (window['PhaserGlobal'] & & window['PhaserGlobal'].hideBanner)
{
return;
}
2014-04-29 14:39:02 +00:00
var v = Phaser.VERSION;
2013-11-28 15:57:09 +00:00
var r = 'Canvas';
var a = 'HTML Audio';
2014-03-14 06:36:05 +00:00
var c = 1;
2013-11-28 15:57:09 +00:00
2014-03-14 06:36:05 +00:00
if (this.renderType === Phaser.WEBGL)
2013-11-28 15:57:09 +00:00
{
r = 'WebGL';
2014-03-14 06:36:05 +00:00
c++;
2013-11-28 15:57:09 +00:00
}
else if (this.renderType == Phaser.HEADLESS)
{
r = 'Headless';
}
if (this.device.webAudio)
{
a = 'WebAudio';
2014-03-14 06:36:05 +00:00
c++;
2013-11-28 15:57:09 +00:00
}
if (this.device.chrome)
{
var args = [
2014-11-15 20:01:46 +00:00
'%c %c %c Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' %c %c ' + '%c http://phaser.io %c\u2665%c\u2665%c\u2665',
'background: #3db79f',
'background: #329582',
'color: #ffffff; background: #226558;',
'background: #329582',
'background: #3db79f',
'background: #ffffff'
2013-11-28 15:57:09 +00:00
];
2014-03-14 06:36:05 +00:00
for (var i = 0; i < 3; i++)
{
if (i < c)
{
args.push('color: #ff2424; background: #fff');
}
else
{
args.push('color: #959595; background: #fff');
}
}
2013-11-28 15:57:09 +00:00
console.log.apply(console, args);
}
2014-04-29 14:39:02 +00:00
else if (window['console'])
2013-11-28 15:57:09 +00:00
{
2014-07-10 19:31:11 +00:00
console.log('Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' | http://phaser.io');
2013-11-28 15:57:09 +00:00
}
},
/**
* 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 () {
2014-07-10 19:31:11 +00:00
if (this.config['canvasID'])
{
this.canvas = Phaser.Canvas.create(this.width, this.height, this.config['canvasID']);
}
else
{
this.canvas = Phaser.Canvas.create(this.width, this.height);
}
if (this.config['canvasStyle'])
{
this.canvas.style = this.config['canvasStyle'];
}
else
{
this.canvas.style['-webkit-full-screen'] = 'width: 100%; height: 100%';
}
if (this.device.cocoonJS)
{
2014-09-09 14:36:56 +00:00
if (this.renderType === Phaser.CANVAS)
{
this.canvas.screencanvas = true;
}
else
{
// Some issue related to scaling arise with Cocoon using screencanvas and webgl renderer.
this.canvas.screencanvas = false;
}
2014-07-10 19:31:11 +00:00
}
2015-03-23 23:46:30 +00:00
if (this.renderType === Phaser.HEADLESS || this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO & & this.device.webGL === false))
2013-11-28 15:57:09 +00:00
{
if (this.device.canvas)
{
if (this.renderType === Phaser.AUTO)
{
this.renderType = Phaser.CANVAS;
}
2015-03-23 23:46:30 +00:00
this.renderer = new PIXI.CanvasRenderer(this.width, this.height, { "view": this.canvas,
"transparent": this.transparent,
"resolution": this.resolution,
"clearBeforeRender": true });
2013-11-28 15:57:09 +00:00
this.context = this.renderer.context;
}
else
{
throw new Error('Phaser.Game - cannot create Canvas or WebGL context, aborting.');
}
}
else
{
2014-07-10 19:31:11 +00:00
// They requested WebGL and their browser supports it
2013-11-28 15:57:09 +00:00
this.renderType = Phaser.WEBGL;
2014-10-22 20:49:44 +00:00
2015-03-23 23:46:30 +00:00
this.renderer = new PIXI.WebGLRenderer(this.width, this.height, { "view": this.canvas,
"transparent": this.transparent,
"resolution": this.resolution,
"antialias": this.antialias,
"preserveDrawingBuffer": this.preserveDrawingBuffer });
2013-11-28 15:57:09 +00:00
this.context = null;
}
2013-10-02 00:16:40 +00:00
2014-03-14 06:36:05 +00:00
if (this.renderType !== Phaser.HEADLESS)
{
this.stage.smoothed = this.antialias;
2014-09-09 14:36:56 +00:00
2014-07-10 19:31:11 +00:00
Phaser.Canvas.addToDOM(this.canvas, this.parent, false);
2014-03-14 06:36:05 +00:00
Phaser.Canvas.setTouchAction(this.canvas);
}
2013-10-02 00:16:40 +00:00
},
2013-11-28 15:57:09 +00:00
/**
2014-07-10 19:31:11 +00:00
* The core game loop.
2013-10-25 15:54:40 +00:00
*
2013-10-02 00:16:40 +00:00
* @method Phaser.Game#update
* @protected
2013-11-28 15:57:09 +00:00
* @param {number} time - The current time as provided by RequestAnimationFrame.
*/
update: function (time) {
this.time.update(time);
2015-03-23 23:46:30 +00:00
if (this._kickstart)
{
this.updateLogic(1.0 / this.time.desiredFps);
// 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;
}
2015-01-06 06:57:25 +00:00
// if the logic time is spiraling upwards, skip a frame entirely
2015-03-23 23:46:30 +00:00
if (this._spiraling > 1 & & !this.forceSingleUpdate)
2014-11-15 20:01:46 +00:00
{
// 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
this._nextFpsNotification = this.time.time + 1000 * 10;
// 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;
2015-03-23 23:46:30 +00:00
this._spiraling = 0;
2014-11-15 20:01:46 +00:00
// 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;
2014-12-03 10:39:11 +00:00
this.updatesThisFrame = Math.floor(this._deltaTime / slowStep);
if (this.forceSingleUpdate)
{
this.updatesThisFrame = Math.min(1, this.updatesThisFrame);
}
2014-11-15 20:01:46 +00:00
while (this._deltaTime >= slowStep)
{
this._deltaTime -= slowStep;
2014-12-03 10:39:11 +00:00
this.currentUpdateID = count;
2015-01-06 06:57:25 +00:00
2014-11-15 20:01:46 +00:00
this.updateLogic(1.0 / this.time.desiredFps);
2015-03-23 23:46:30 +00:00
// Sync the scene graph after _every_ logic update to account for moved game objects
2015-01-06 06:57:25 +00:00
this.stage.updateTransform();
2014-11-15 20:01:46 +00:00
count++;
2015-03-23 23:46:30 +00:00
if (this.forceSingleUpdate & & count === 1)
2014-11-15 20:01:46 +00:00
{
break;
}
}
2015-01-06 06:57:25 +00:00
// detect spiraling (if the catch-up loop isn't fast enough, the number of iterations will increase constantly)
2014-11-15 20:01:46 +00:00
if (count > this._lastCount)
{
2015-03-23 23:46:30 +00:00
this._spiraling++;
2014-11-15 20:01:46 +00:00
}
else if (count < this._lastCount)
{
// looks like it caught up successfully, reset the spiral alert counter
2015-03-23 23:46:30 +00:00
this._spiraling = 0;
2014-11-15 20:01:46 +00:00
}
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) {
2015-03-23 23:46:30 +00:00
if (!this._paused & & !this.pendingStep)
2013-11-28 15:57:09 +00:00
{
2014-03-14 06:36:05 +00:00
if (this.stepping)
2014-02-05 06:29:17 +00:00
{
2014-03-14 06:36:05 +00:00
this.pendingStep = true;
2014-02-05 06:29:17 +00:00
}
2013-10-02 00:16:40 +00:00
2014-09-09 14:36:56 +00:00
this.scale.preUpdate();
2014-11-25 00:23:44 +00:00
this.debug.preUpdate();
this.world.camera.preUpdate();
2014-03-14 06:36:05 +00:00
this.physics.preUpdate();
2014-11-15 20:01:46 +00:00
this.state.preUpdate(timeStep);
this.plugins.preUpdate(timeStep);
2014-03-14 06:36:05 +00:00
this.stage.preUpdate();
2014-04-10 22:13:43 +00:00
this.state.update();
2014-03-14 06:36:05 +00:00
this.stage.update();
2014-11-25 00:23:44 +00:00
this.tweens.update(timeStep);
2014-03-14 06:36:05 +00:00
this.sound.update();
this.input.update();
this.physics.update();
this.particles.update();
this.plugins.update();
this.stage.postUpdate();
this.plugins.postUpdate();
}
else
{
2014-11-15 20:01:46 +00:00
// Scaling and device orientation changes are still reflected when paused.
this.scale.pauseUpdate();
2014-04-29 14:39:02 +00:00
this.state.pauseUpdate();
2014-11-25 00:23:44 +00:00
this.debug.preUpdate();
2014-03-14 06:36:05 +00:00
}
2015-01-06 06:57:25 +00:00
2014-11-15 20:01:46 +00:00
},
/**
2014-12-03 10:39:11 +00:00
* 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`.
2014-11-15 20:01:46 +00:00
*
* @method Phaser.Game#updateRender
* @protected
* @param {number} elapsedTime - The time elapsed since the last update.
*/
updateRender: function (elapsedTime) {
2014-12-03 10:39:11 +00:00
if (this.lockRender)
{
return;
}
this.state.preRender(elapsedTime);
2014-11-25 00:23:44 +00:00
this.renderer.render(this.stage);
2014-07-10 19:31:11 +00:00
2014-11-25 00:23:44 +00:00
this.plugins.render(elapsedTime);
this.state.render(elapsedTime);
this.plugins.postRender(elapsedTime);
2013-10-02 00:16:40 +00:00
2013-11-28 15:57:09 +00:00
},
2014-02-05 06:29:17 +00:00
/**
* Enable core game loop stepping. When enabled you must call game.step() directly (perhaps via a DOM button?)
2014-03-14 06:36:05 +00:00
* Calling step will advance the game loop by one frame. This is extremely useful for hard to track down errors!
2014-02-05 06:29:17 +00:00
*
* @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++;
},
2013-11-28 15:57:09 +00:00
/**
2014-09-09 14:36:56 +00:00
* Nukes the entire game from orbit.
2013-10-25 15:54:40 +00:00
*
2013-10-02 00:16:40 +00:00
* @method Phaser.Game#destroy
*/
destroy: function () {
2013-11-28 15:57:09 +00:00
this.raf.stop();
2013-10-25 15:54:40 +00:00
2013-11-28 15:57:09 +00:00
this.state.destroy();
2014-09-09 14:36:56 +00:00
this.sound.destroy();
this.scale.destroy();
this.stage.destroy();
this.input.destroy();
2014-03-14 06:36:05 +00:00
this.physics.destroy();
2013-10-02 00:16:40 +00:00
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;
2015-03-23 23:46:30 +00:00
this.renderer.destroy(false);
Phaser.Canvas.removeFromDOM(this.canvas);
2014-11-15 20:01:46 +00:00
Phaser.GAMES[this.id] = null;
2014-09-09 14:36:56 +00:00
2014-03-14 06:36:05 +00:00
},
/**
* 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);
}
},
/**
* 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
2015-03-23 23:46:30 +00:00
if (this._paused & & !this._codePaused)
2014-03-14 06:36:05 +00:00
{
this._paused = false;
this.time.gameResumed();
this.input.reset();
this.sound.unsetMute();
this.onResume.dispatch(event);
}
},
/**
* 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);
2014-07-10 19:31:11 +00:00
if (!this.stage.disableVisibilityChange)
{
this.gamePaused(event);
}
2014-03-14 06:36:05 +00:00
},
/**
* 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);
2014-07-10 19:31:11 +00:00
if (!this.stage.disableVisibilityChange)
{
this.gameResumed(event);
}
2014-03-14 06:36:05 +00:00
2013-10-02 00:16:40 +00:00
}
};
2014-02-05 06:29:17 +00:00
Phaser.Game.prototype.constructor = Phaser.Game;
2013-10-02 00:16:40 +00:00
/**
* 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) {
2013-11-28 15:57:09 +00:00
if (value === true)
{
if (this._paused === false)
{
this._paused = true;
2014-04-29 14:39:02 +00:00
this.sound.setMute();
2014-03-14 06:36:05 +00:00
this.time.gamePaused();
2013-11-28 15:57:09 +00:00
this.onPause.dispatch(this);
}
2014-07-18 11:45:51 +00:00
this._codePaused = true;
2013-11-28 15:57:09 +00:00
}
else
{
if (this._paused)
{
this._paused = false;
2014-03-14 06:36:05 +00:00
this.input.reset();
2014-04-29 14:39:02 +00:00
this.sound.unsetMute();
2014-03-14 06:36:05 +00:00
this.time.gameResumed();
2013-11-28 15:57:09 +00:00
this.onResume.dispatch(this);
}
2014-07-18 11:45:51 +00:00
this._codePaused = false;
2013-11-28 15:57:09 +00:00
}
2013-10-02 00:16:40 +00:00
}
});
2013-10-23 13:00:28 +00:00
/**
* "Deleted code is debugged code." - Jeff Sickel
*/
2013-10-02 00:16:40 +00:00
< / pre >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
2015-03-23 23:46:30 +00:00
Phaser Copyright © 2012-2015 Photon Storm Ltd.
2013-10-02 00:16:40 +00:00
< / span >
< br / >
< span class = "jsdoc-message" >
2015-03-23 23:46:30 +00:00
Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-alpha10< / a >
on Mon Mar 23 2015 23:44:01 GMT+0000 (GMT Standard Time) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
2013-10-02 00:16:40 +00:00
< / span >
< / footer >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
2014-04-10 22:13:43 +00:00
anchorName : function(i, heading, prefix) {
2014-03-14 06:36:05 +00:00
return $(heading).attr("id") || ( prefix + i );
},
2013-10-02 00:16:40 +00:00
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >