mirror of
https://github.com/photonstorm/phaser
synced 2024-11-26 06:30:38 +00:00
456 lines
20 KiB
JavaScript
456 lines
20 KiB
JavaScript
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/// <reference path="_definitions.ts" />
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/**
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* Game
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*
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* This is where the magic happens. The Game object is the heart of your game,
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* providing quick access to common functions and handling the boot process.
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*
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* "Hell, there are no rules here - we're trying to accomplish something."
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* Thomas A. Edison
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*
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* @package Phaser.Game
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
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*/
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var Phaser;
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(function (Phaser) {
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var Game = (function () {
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/**
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* Game constructor
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*
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* Instantiate a new <code>Phaser.Game</code> object.
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*
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* @constructor
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* @param callbackContext Which context will the callbacks be called with.
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* @param parent {string} ID of its parent DOM element.
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* @param width {number} The width of your game in game pixels.
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* @param height {number} The height of your game in game pixels.
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* @param preloadCallback {function} Preload callback invoked when init default screen.
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* @param createCallback {function} Create callback invoked when create default screen.
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* @param updateCallback {function} Update callback invoked when update default screen.
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* @param renderCallback {function} Render callback invoked when render default screen.
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* @param destroyCallback {function} Destroy callback invoked when state is destroyed.
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*/
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function Game(callbackContext, parent, width, height, preloadCallback, createCallback, updateCallback, renderCallback, destroyCallback) {
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if (typeof parent === "undefined") { parent = ''; }
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if (typeof width === "undefined") { width = 800; }
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if (typeof height === "undefined") { height = 600; }
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if (typeof preloadCallback === "undefined") { preloadCallback = null; }
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if (typeof createCallback === "undefined") { createCallback = null; }
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if (typeof updateCallback === "undefined") { updateCallback = null; }
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if (typeof renderCallback === "undefined") { renderCallback = null; }
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if (typeof destroyCallback === "undefined") { destroyCallback = null; }
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var _this = this;
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/**
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* Whether load complete loading or not.
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* @type {bool}
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*/
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this._loadComplete = false;
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/**
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* Game is paused?
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* @type {bool}
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*/
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this._paused = false;
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/**
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* The state to be switched to in the next frame.
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* @type {State}
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*/
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this._pendingState = null;
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/**
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* The current State object (defaults to null)
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* @type {State}
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*/
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this.state = null;
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/**
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* This will be called when init states. (loading assets...)
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* @type {function}
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*/
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this.onPreloadCallback = null;
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/**
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* This will be called when create states. (setup states...)
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* @type {function}
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*/
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this.onCreateCallback = null;
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/**
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* This will be called when State is updated, this doesn't happen during load (see onLoadUpdateCallback)
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* @type {function}
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*/
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this.onUpdateCallback = null;
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/**
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* This will be called when the State is rendered, this doesn't happen during load (see onLoadRenderCallback)
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* @type {function}
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*/
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this.onRenderCallback = null;
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/**
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* This will be called before the State is rendered and before the stage is cleared
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* @type {function}
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*/
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this.onPreRenderCallback = null;
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/**
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* This will be called when the State is updated but only during the load process
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* @type {function}
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*/
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this.onLoadUpdateCallback = null;
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/**
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* This will be called when the State is rendered but only during the load process
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* @type {function}
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*/
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this.onLoadRenderCallback = null;
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/**
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* This will be called when states paused.
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* @type {function}
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*/
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this.onPausedCallback = null;
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/**
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* This will be called when the state is destroyed (i.e. swapping to a new state)
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* @type {function}
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*/
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this.onDestroyCallback = null;
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/**
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* Whether the game engine is booted, aka available.
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* @type {bool}
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*/
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this.isBooted = false;
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/**
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* Is game running or paused?
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* @type {bool}
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*/
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this.isRunning = false;
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// Single instance check
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if(window['PhaserGlobal'] && window['PhaserGlobal'].singleInstance) {
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if(Phaser.GAMES.length > 0) {
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console.log('Phaser detected an instance of this game already running, aborting');
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return;
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}
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}
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this.id = Phaser.GAMES.push(this) - 1;
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this.callbackContext = callbackContext;
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this.onPreloadCallback = preloadCallback;
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this.onCreateCallback = createCallback;
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this.onUpdateCallback = updateCallback;
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this.onRenderCallback = renderCallback;
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this.onDestroyCallback = destroyCallback;
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if(document.readyState === 'complete' || document.readyState === 'interactive') {
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setTimeout(function () {
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return Phaser.GAMES[_this.id].boot(parent, width, height);
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});
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} else {
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document.addEventListener('DOMContentLoaded', Phaser.GAMES[this.id].boot(parent, width, height), false);
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window.addEventListener('load', Phaser.GAMES[this.id].boot(parent, width, height), false);
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}
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}
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Game.prototype.boot = /**
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* Initialize engine sub modules and start the game.
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* @param parent {string} ID of parent Dom element.
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* @param width {number} Width of the game screen.
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* @param height {number} Height of the game screen.
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*/
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function (parent, width, height) {
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var _this = this;
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if(this.isBooted == true) {
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return;
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}
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if(!document.body) {
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setTimeout(function () {
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return Phaser.GAMES[_this.id].boot(parent, width, height);
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}, 13);
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} else {
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document.removeEventListener('DOMContentLoaded', Phaser.GAMES[this.id].boot);
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window.removeEventListener('load', Phaser.GAMES[this.id].boot);
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this.onPause = new Phaser.Signal();
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this.onResume = new Phaser.Signal();
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this.device = new Phaser.Device();
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this.net = new Phaser.Net(this);
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this.math = new Phaser.GameMath(this);
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this.stage = new Phaser.Stage(this, parent, width, height);
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this.world = new Phaser.World(this, width, height);
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this.add = new Phaser.GameObjectFactory(this);
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this.cache = new Phaser.Cache(this);
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this.load = new Phaser.Loader(this);
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this.time = new Phaser.TimeManager(this);
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this.tweens = new Phaser.TweenManager(this);
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this.input = new Phaser.InputManager(this);
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this.sound = new Phaser.SoundManager(this);
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this.rnd = new Phaser.RandomDataGenerator([
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(Date.now() * Math.random()).toString()
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]);
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this.physics = new Phaser.Physics.PhysicsManager(this);
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this.plugins = new Phaser.PluginManager(this, this);
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this.load.onLoadComplete.add(this.loadComplete, this);
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this.setRenderer(Phaser.Types.RENDERER_CANVAS);
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this.world.boot();
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this.stage.boot();
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this.input.boot();
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this.isBooted = true;
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// Set-up some static helper references
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Phaser.DebugUtils.game = this;
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Phaser.ColorUtils.game = this;
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Phaser.DebugUtils.context = this.stage.context;
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// Display the default game screen?
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if(this.onPreloadCallback == null && this.onCreateCallback == null && this.onUpdateCallback == null && this.onRenderCallback == null && this._pendingState == null) {
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this._raf = new Phaser.RequestAnimationFrame(this, this.bootLoop);
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} else {
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this.isRunning = true;
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this._loadComplete = false;
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this._raf = new Phaser.RequestAnimationFrame(this, this.loop);
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if(this._pendingState) {
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this.switchState(this._pendingState, false, false);
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} else {
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this.startState();
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}
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}
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}
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};
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Game.prototype.loadComplete = /**
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* Called when the load has finished after preload was run.
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*/
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function () {
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this._loadComplete = true;
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this.onCreateCallback.call(this.callbackContext);
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};
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Game.prototype.bootLoop = /**
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* The bootLoop is called while the game is still booting (waiting for the DOM and resources to be available)
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*/
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function () {
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this.tweens.update();
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this.input.update();
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this.stage.update();
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};
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Game.prototype.pausedLoop = /**
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* The pausedLoop is called when the game is paused.
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*/
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function () {
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this.tweens.update();
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this.input.update();
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this.stage.update();
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this.sound.update();
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if(this.onPausedCallback !== null) {
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this.onPausedCallback.call(this.callbackContext);
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}
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};
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Game.prototype.loop = /**
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* Game loop method will be called when it's running.
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*/
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function () {
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this.plugins.preUpdate();
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this.tweens.update();
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this.input.update();
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this.stage.update();
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this.sound.update();
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this.physics.update();
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this.world.update();
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this.plugins.update();
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if(this._loadComplete && this.onUpdateCallback) {
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this.onUpdateCallback.call(this.callbackContext);
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} else if(this._loadComplete == false && this.onLoadUpdateCallback) {
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this.onLoadUpdateCallback.call(this.callbackContext);
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}
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this.world.postUpdate();
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this.plugins.postUpdate();
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this.plugins.preRender();
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if(this._loadComplete && this.onPreRenderCallback) {
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this.onPreRenderCallback.call(this.callbackContext);
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}
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this.renderer.render();
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this.plugins.render();
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if(this._loadComplete && this.onRenderCallback) {
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this.onRenderCallback.call(this.callbackContext);
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} else if(this._loadComplete == false && this.onLoadRenderCallback) {
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this.onLoadRenderCallback.call(this.callbackContext);
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}
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this.plugins.postRender();
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};
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Game.prototype.startState = /**
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* Start current state.
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*/
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function () {
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if(this.onPreloadCallback !== null) {
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this.load.reset();
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this.onPreloadCallback.call(this.callbackContext);
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// Is the loader empty?
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if(this.load.queueSize == 0) {
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if(this.onCreateCallback !== null) {
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this.onCreateCallback.call(this.callbackContext);
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}
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this._loadComplete = true;
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} else {
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// Start the loader going as we have something in the queue
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this.load.onLoadComplete.add(this.loadComplete, this);
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this.load.start();
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}
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} else {
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// No init? Then there was nothing to load either
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if(this.onCreateCallback !== null) {
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this.onCreateCallback.call(this.callbackContext);
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}
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this._loadComplete = true;
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}
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};
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Game.prototype.setRenderer = function (renderer) {
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switch(renderer) {
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case Phaser.Types.RENDERER_AUTO_DETECT:
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this.renderer = new Phaser.Renderer.Headless.HeadlessRenderer(this);
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break;
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case Phaser.Types.RENDERER_AUTO_DETECT:
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case Phaser.Types.RENDERER_CANVAS:
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this.renderer = new Phaser.Renderer.Canvas.CanvasRenderer(this);
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break;
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// WebGL coming soon :)
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}
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};
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Game.prototype.setCallbacks = /**
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* Set the most common state callbacks (init, create, update, render).
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* @param preloadCallback {function} Init callback invoked when init state.
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* @param createCallback {function} Create callback invoked when create state.
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* @param updateCallback {function} Update callback invoked when update state.
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* @param renderCallback {function} Render callback invoked when render state.
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* @param destroyCallback {function} Destroy callback invoked when state is destroyed.
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*/
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function (preloadCallback, createCallback, updateCallback, renderCallback, destroyCallback) {
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if (typeof preloadCallback === "undefined") { preloadCallback = null; }
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if (typeof createCallback === "undefined") { createCallback = null; }
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if (typeof updateCallback === "undefined") { updateCallback = null; }
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if (typeof renderCallback === "undefined") { renderCallback = null; }
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if (typeof destroyCallback === "undefined") { destroyCallback = null; }
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this.onPreloadCallback = preloadCallback;
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this.onCreateCallback = createCallback;
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this.onUpdateCallback = updateCallback;
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this.onRenderCallback = renderCallback;
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this.onDestroyCallback = destroyCallback;
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};
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Game.prototype.switchState = /**
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* Switch to a new State.
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* @param state {State} The state you want to switch to.
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* @param [clearWorld] {bool} clear everything in the world? (Default to true)
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* @param [clearCache] {bool} clear asset cache? (Default to false and ONLY available when clearWorld=true)
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*/
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function (state, clearWorld, clearCache) {
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if (typeof clearWorld === "undefined") { clearWorld = true; }
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if (typeof clearCache === "undefined") { clearCache = false; }
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if(this.isBooted == false) {
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this._pendingState = state;
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return;
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}
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// Destroy current state?
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if(this.onDestroyCallback !== null) {
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this.onDestroyCallback.call(this.callbackContext);
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}
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this.input.reset(true);
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// Prototype?
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if(typeof state === 'function') {
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this.state = new state(this);
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} else {
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this.state = state;
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}
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// Ok, have we got the right functions?
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if(this.state['create'] || this.state['update']) {
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this.callbackContext = this.state;
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this.onPreloadCallback = null;
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this.onLoadRenderCallback = null;
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this.onLoadUpdateCallback = null;
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this.onCreateCallback = null;
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this.onUpdateCallback = null;
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this.onRenderCallback = null;
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this.onPreRenderCallback = null;
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this.onPausedCallback = null;
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this.onDestroyCallback = null;
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// Bingo, let's set them up
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if(this.state['preload']) {
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this.onPreloadCallback = this.state['preload'];
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}
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if(this.state['loadRender']) {
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this.onLoadRenderCallback = this.state['loadRender'];
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}
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if(this.state['loadUpdate']) {
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this.onLoadUpdateCallback = this.state['loadUpdate'];
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}
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if(this.state['create']) {
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this.onCreateCallback = this.state['create'];
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}
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if(this.state['update']) {
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this.onUpdateCallback = this.state['update'];
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}
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if(this.state['preRender']) {
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this.onPreRenderCallback = this.state['preRender'];
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}
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if(this.state['render']) {
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this.onRenderCallback = this.state['render'];
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}
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if(this.state['paused']) {
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this.onPausedCallback = this.state['paused'];
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}
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if(this.state['destroy']) {
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this.onDestroyCallback = this.state['destroy'];
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}
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if(clearWorld) {
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this.world.destroy();
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if(clearCache == true) {
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this.cache.destroy();
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}
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}
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this._loadComplete = false;
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this.startState();
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} else {
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throw new Error("Invalid State object given. Must contain at least a create or update function.");
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}
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};
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Game.prototype.destroy = /**
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* Nuke the entire game from orbit
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*/
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function () {
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this.callbackContext = null;
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this.onPreloadCallback = null;
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this.onLoadRenderCallback = null;
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this.onLoadUpdateCallback = null;
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this.onCreateCallback = null;
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this.onUpdateCallback = null;
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this.onRenderCallback = null;
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this.onPausedCallback = null;
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this.onDestroyCallback = null;
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this.cache = null;
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this.input = null;
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this.load = null;
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this.sound = null;
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this.stage = null;
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this.time = null;
|
||
|
this.world = null;
|
||
|
this.isBooted = false;
|
||
|
};
|
||
|
Object.defineProperty(Game.prototype, "paused", {
|
||
|
get: function () {
|
||
|
return this._paused;
|
||
|
},
|
||
|
set: function (value) {
|
||
|
if(value == true && this._paused == false) {
|
||
|
this._paused = true;
|
||
|
this.onPause.dispatch();
|
||
|
this.sound.pauseAll();
|
||
|
this._raf.callback = this.pausedLoop;
|
||
|
} else if(value == false && this._paused == true) {
|
||
|
this._paused = false;
|
||
|
this.onResume.dispatch();
|
||
|
this.input.reset();
|
||
|
this.sound.resumeAll();
|
||
|
if(this.isRunning == false) {
|
||
|
this._raf.callback = this.bootLoop;
|
||
|
} else {
|
||
|
this._raf.callback = this.loop;
|
||
|
}
|
||
|
}
|
||
|
},
|
||
|
enumerable: true,
|
||
|
configurable: true
|
||
|
});
|
||
|
Object.defineProperty(Game.prototype, "camera", {
|
||
|
get: function () {
|
||
|
return this.world.cameras.current;
|
||
|
},
|
||
|
enumerable: true,
|
||
|
configurable: true
|
||
|
});
|
||
|
return Game;
|
||
|
})();
|
||
|
Phaser.Game = Game;
|
||
|
})(Phaser || (Phaser = {}));
|