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<h1 class="page-title">Source: core/Game.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
2014-02-05 06:29:17 +00:00
* @copyright 2014 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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* "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).
*/
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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* @property {number} width - The calculated game width in pixels.
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* @default
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*/
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this.width = 800;
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/**
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* @property {number} height - The calculated game height in pixels.
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* @default
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*/
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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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/**
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* @property {PIXI.CanvasRenderer|PIXI.WebGLRenderer} renderer - The Pixi Renderer.
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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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*/
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.
* @default
*/
this.isBooted = false;
/**
* @property {boolean} id -Is game running or paused?
* @default
*/
this.isRunning = false;
/**
* @property {Phaser.RequestAnimationFrame} raf - Automatically handles the core game loop via requestAnimationFrame or setTimeout
*/
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.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 = null;
/**
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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 utilitie.
*/
this.debug = null;
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/**
* @property {Phaser.Particles} particles - The Particle Manager.
*/
this.particles = null;
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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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this._width = 800;
this._height = 600;
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// Parse the configuration object (if any)
if (arguments.length === 1 && 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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var _this = this;
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this._onBoot = function () {
return _this.boot();
};
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if (document.readyState === 'complete' || document.readyState === 'interactive')
{
window.setTimeout(this._onBoot, 0);
}
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else if(typeof window.cordova !== "undefined")
{
document.addEventListener('deviceready', this._onBoot, false);
}
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else
{
document.addEventListener('DOMContentLoaded', this._onBoot, false);
window.addEventListener('load', this._onBoot, false);
}
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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 (typeof config['enableDebug'] === 'undefined')
{
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'];
}
if (config['transparent'])
{
this.transparent = config['transparent'];
}
if (config['antialias'])
{
this.antialias = config['antialias'];
}
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if (config['preserveDrawingBuffer'])
{
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;
}
if (!document.body)
{
window.setTimeout(this._onBoot, 20);
}
else
{
document.removeEventListener('DOMContentLoaded', this._onBoot);
window.removeEventListener('load', this._onBoot);
this.onPause = new Phaser.Signal();
this.onResume = new Phaser.Signal();
this.onBlur = new Phaser.Signal();
this.onFocus = new Phaser.Signal();
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this.isBooted = true;
this.device = new Phaser.Device(this);
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this.math = Phaser.Math;
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this.scale = new Phaser.ScaleManager(this, this._width, this._height);
this.stage = new Phaser.Stage(this);
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this.setUpRenderer();
this.device.checkFullScreenSupport();
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this.world = new Phaser.World(this);
this.add = new Phaser.GameObjectFactory(this);
this.make = new Phaser.GameObjectCreator(this);
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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);
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this.particles = new Phaser.Particles(this);
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this.plugins = new Phaser.PluginManager(this);
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this.net = new Phaser.Net(this);
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this.time.boot();
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this.stage.boot();
this.world.boot();
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this.scale.boot();
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this.input.boot();
this.sound.boot();
this.state.boot();
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if (this.config['enableDebug'])
{
this.debug = new Phaser.Utils.Debug(this);
this.debug.boot();
}
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this.showDebugHeader();
this.isRunning = true;
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if (this.config && this.config['forceSetTimeOut'])
{
this.raf = new Phaser.RequestAnimationFrame(this, this.config['forceSetTimeOut']);
}
else
{
this.raf = new Phaser.RequestAnimationFrame(this, false);
}
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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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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 ' + ' http://phaser.io %c %c \u2665%c\u2665%c\u2665 ',
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'background: #7a66a3',
'background: #625186',
'color: #ffffff; background: #43375b;',
'background: #625186',
'background: #ccb9f2',
'background: #625186'
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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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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)
{
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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;
}
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}
if (this.renderType === Phaser.HEADLESS || this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && this.device.webGL === false))
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{
if (this.device.canvas)
{
if (this.renderType === Phaser.AUTO)
{
this.renderType = Phaser.CANVAS;
}
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this.renderer = new PIXI.CanvasRenderer(this.width, this.height, { "view": this.canvas, "transparent": this.transparent, "resolution": 1, "clearBeforeRender": true });
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this.context = this.renderer.context;
}
else
{
throw new Error('Phaser.Game - cannot create Canvas or WebGL context, aborting.');
}
}
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.width, this.height, { "view": this.canvas, "transparent": this.transparent, "resolution": 1, "antialias": this.antialias, "preserveDrawingBuffer": this.preserveDrawingBuffer });
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this.context = null;
}
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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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/**
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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);
if (!this._paused && !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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if (this.config['enableDebug'])
{
this.debug.preUpdate();
}
this.physics.preUpdate();
this.state.preUpdate();
this.plugins.preUpdate();
this.stage.preUpdate();
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this.state.update();
this.stage.update();
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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this.state.pauseUpdate();
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if (this.config['enableDebug'])
{
this.debug.preUpdate();
}
}
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if (this.renderType != Phaser.HEADLESS)
{
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this.state.preRender();
this.renderer.render(this.stage);
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this.plugins.render();
this.state.render();
this.plugins.postRender();
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if (this.device.cocoonJS && this.renderType === Phaser.CANVAS && this.stage.currentRenderOrderID === 1)
{
// Horrible hack! But without it Cocoon fails to render a scene with just a single drawImage call on it.
this.context.fillRect(0, 0, 0, 0);
}
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}
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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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Phaser.Canvas.removeFromDOM(this.canvas);
},
/**
* 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
if (this._paused && !this._codePaused)
{
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);
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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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}
});
/**
* "Deleted code is debugged code." - Jeff Sickel
*/
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</pre>
</article>
</section>
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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