phaser/v3/src/boot/Game.js

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var Config = require('./Config');
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var DebugHeader = require('./DebugHeader');
var Device = require('../device');
var AddToDOM = require('../dom/AddToDOM');
var DOMContentLoaded = require('../dom/DOMContentLoaded');
var TimeStep = require('./TimeStep');
var CreateRenderer = require('./CreateRenderer');
var GlobalInputManager = require('../input/GlobalInputManager');
var GlobalStateManager = require('../state/GlobalStateManager');
var AnimationManager = require('../animation/manager/AnimationManager');
var TextureManager = require('../textures/TextureManager');
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var Data = require('../components/Data');
var Cache = require('../cache/Cache');
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var Game = function (config)
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{
this.config = new Config(config);
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this.renderer = null;
this.canvas = null;
this.context = null;
this.isBooted = false;
this.isRunning = false;
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/**
* @property {Phaser.AnimationManager} anims - Reference to the Phaser Animation Manager.
*/
this.anims = new AnimationManager(this);
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/**
* @property {Phaser.TextureManager} textures - Reference to the Phaser Texture Manager.
*/
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this.textures = new TextureManager(this);
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/**
* @property {Phaser.Cache} cache - Reference to the assets cache.
*/
this.cache = new Cache();
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/**
* @property {Phaser.Data} registry - Game wide data store.
*/
this.registry = new Data(this);
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/**
* @property {Phaser.Input} input - Reference to the input manager
*/
this.input = new GlobalInputManager(this, this.config);
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/**
* @property {Phaser.GlobalStateManager} state - The StateManager. Phaser instance specific.
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*/
this.state = new GlobalStateManager(this, this.config.stateConfig);
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/**
* @property {Phaser.Device} device - Contains device information and capabilities (singleton)
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*/
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this.device = Device;
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/**
* @property {Phaser.MainLoop} mainloop - Main Loop handler.
* @protected
*/
this.loop = new TimeStep(this, this.config.fps);
// Wait for the DOM Ready event, then call boot.
DOMContentLoaded(this.boot.bind(this));
// For debugging only
window.game = this;
};
Game.prototype.constructor = Game;
Game.prototype = {
boot: function ()
{
this.isBooted = true;
this.config.preBoot();
DebugHeader(this);
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CreateRenderer(this);
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AddToDOM(this.canvas, this.config.parent);
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this.anims.boot(this.textures);
this.state.boot();
this.input.boot();
this.isRunning = true;
this.config.postBoot();
this.loop.start(this.step.bind(this));
},
step: function (time, delta)
{
var active = this.state.active;
var renderer = this.renderer;
// Global Managers (Time, Input, etc)
this.input.update(time, delta);
// States
for (var i = 0; i < active.length; i++)
{
active[i].state.sys.step(time, delta);
}
// Render
// var interpolation = this.frameDelta / this.timestep;
renderer.preRender();
// This uses active.length, in case state.update removed the state from the active list
for (i = 0; i < active.length; i++)
{
active[i].state.sys.render(0, renderer);
}
renderer.postRender();
}
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};
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module.exports = Game;