phaser/src/boot/Config.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = require('../utils/Class');
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var CONST = require('../const');
var Device = require('../device');
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var GetFastValue = require('../utils/object/GetFastValue');
var GetValue = require('../utils/object/GetValue');
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var IsPlainObject = require('../utils/object/IsPlainObject');
var MATH = require('../math/const');
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var NumberArray = require('../utils/array/NumberArray');
var RND = require('../math/random-data-generator/RandomDataGenerator');
var NOOP = require('../utils/NOOP');
var DefaultPlugins = require('../plugins/DefaultPlugins');
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var ValueToColor = require('../display/color/ValueToColor');
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/**
* This callback type is completely empty, a no-operation.
*
* @callback NOOP
*/
/**
* @callback BootCallback
*
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* @param {Phaser.Game} game - The game.
*/
/**
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* Config object containing various sound settings.
*
* @typedef {object} SoundConfig
*
* @property {boolean} [mute=false] - Boolean indicating whether the sound should be muted or not.
* @property {number} [volume=1] - A value between 0 (silence) and 1 (full volume).
* @property {number} [rate=1] - Defines the speed at which the sound should be played.
* @property {number} [detune=0] - Represents detuning of sound in [cents](https://en.wikipedia.org/wiki/Cent_%28music%29).
* @property {number} [seek=0] - Position of playback for this sound, in seconds.
* @property {boolean} [loop=false] - Whether or not the sound or current sound marker should loop.
* @property {number} [delay=0] - Time, in seconds, that should elapse before the sound actually starts its playback.
*/
/**
* @typedef {object} InputConfig
*
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* @property {(boolean|KeyboardInputConfig)} [keyboard=true] - Keyboard input configuration. `true` uses the default configuration and `false` disables keyboard input.
* @property {(boolean|MouseInputConfig)} [mouse=true] - Mouse input configuration. `true` uses the default configuration and `false` disables mouse input.
* @property {(boolean|TouchInputConfig)} [touch=true] - Touch input configuration. `true` uses the default configuration and `false` disables touch input.
* @property {(boolean|GamepadInputConfig)} [gamepad=false] - Gamepad input configuration. `true` enables gamepad input.
* @property {integer} [activePointers=1] - The maximum number of touch pointers. See {@link Phaser.Input.InputManager#pointers}.
* @property {number} [smoothFactor=0] - The smoothing factor to apply during Pointer movement. See {@link Phaser.Input.Pointer#smoothFactor}.
*/
/**
* @typedef {object} MouseInputConfig
*
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* @property {*} [target=null] - Where the Mouse Manager listens for mouse input events. The default is the game canvas.
* @property {boolean} [capture=true] - Whether mouse input events have `preventDefault` called on them.
*/
/**
* @typedef {object} KeyboardInputConfig
*
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* @property {*} [target=window] - Where the Keyboard Manager listens for keyboard input events.
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* @property {(boolean|integer[])} [capture] - `preventDefault` will be called on every non-modified key which has a key code in this array. By default, it's set to all the space key, cursors and all alphanumeric keys. Or, set to 'false' to disable.
*/
/**
* @typedef {object} TouchInputConfig
*
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* @property {*} [target=null] - Where the Touch Manager listens for touch input events. The default is the game canvas.
* @property {boolean} [capture=true] - Whether touch input events have preventDefault() called on them.
*/
/**
* @typedef {object} GamepadInputConfig
*
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* @property {*} [target=window] - Where the Gamepad Manager listens for gamepad input events.
*/
/**
* @typedef {object} BannerConfig
*
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* @property {boolean} [hidePhaser=false] - Omit Phaser's name and version from the banner.
* @property {string} [text='#ffffff'] - The color of the banner text.
* @property {string[]} [background] - The background colors of the banner.
*/
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/**
* @typedef {object} FPSConfig
*
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* @property {integer} [min=5] - The minimum acceptable rendering rate, in frames per second.
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* @property {integer} [target=60] - The optimum rendering rate, in frames per second.
* @property {boolean} [forceSetTimeOut=false] - Use setTimeout instead of requestAnimationFrame to run the game loop.
* @property {integer} [deltaHistory=10] - Calculate the average frame delta from this many consecutive frame intervals.
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* @property {integer} [panicMax=120] - The amount of frames the time step counts before we trust the delta values again.
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*/
/**
* @typedef {object} RenderConfig
*
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* @property {boolean} [antialias=true] - When set to `true`, WebGL uses linear interpolation to draw scaled or rotated textures, giving a smooth appearance. When set to `false`, WebGL uses nearest-neighbor interpolation, giving a crisper appearance. `false` also disables antialiasing of the game canvas itself, if the browser supports it, when the game canvas is scaled.
* @property {boolean} [pixelArt=false] - Sets `antialias` and `roundPixels` to true. This is the best setting for pixel-art games.
* @property {boolean} [autoResize=true] - Automatically resize the Game Canvas if you resize the renderer.
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* @property {boolean} [roundPixels=false] - Draw texture-based Game Objects at only whole-integer positions. Game Objects without textures, like Graphics, ignore this property.
* @property {boolean} [transparent=false] - Whether the game canvas will be transparent.
* @property {boolean} [clearBeforeRender=true] - Whether the game canvas will be cleared between each rendering frame.
* @property {boolean} [premultipliedAlpha=true] - In WebGL mode, the drawing buffer contains colors with pre-multiplied alpha.
* @property {boolean} [failIfMajorPerformanceCaveat=false] - Let the browser abort creating a WebGL context if it judges performance would be unacceptable.
* @property {string} [powerPreference='default'] - "high-performance", "low-power" or "default". A hint to the browser on how much device power the game might use.
* @property {integer} [batchSize=2000] - The default WebGL batch size.
* @property {integer} [maxLights=10] - The maximum number of lights allowed to be visible within range of a single Camera in the LightManager.
*/
/**
* @typedef {object} ScaleConfig
*
* @property {(integer|string)} [width=1024] - The base width of your game.
* @property {(integer|string)} [height=768] - The base height of your game.
* @property {integer} [zoom=1] - The zoom value of the game canvas.
* @property {number} [resolution=1] - The rendering resolution of the canvas.
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* @property {(HTMLElement|string)} [parent] - The DOM element that will contain the game canvas, or its `id`. If null (the default) or if the named element doesn't exist, the game canvas is inserted directly into the document body.
* @property {integer} [mode=0] - The scale mode to apply to the canvas. SHOW_ALL, EXACT_FIT, USER_SCALE, or RESIZE.
* @property {integer} [minWidth] - The minimum width the canvas can be scaled down to.
* @property {integer} [minHeight] - The minimum height the canvas can be scaled down to.
* @property {integer} [maxWidth] - The maximum width the canvas can be scaled up to.
* @property {integer} [maxHeight] - The maximum height the canvas can be scaled up to.
*/
/**
* @typedef {object} CallbacksConfig
*
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* @property {BootCallback} [preBoot=NOOP] - A function to run at the start of the boot sequence.
* @property {BootCallback} [postBoot=NOOP] - A function to run at the end of the boot sequence. At this point, all the game systems have started and plugins have been loaded.
*/
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/**
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* @typedef {object} LoaderConfig
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*
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* @property {string} [baseURL] - A URL used to resolve paths given to the loader. Example: 'http://labs.phaser.io/assets/'.
* @property {string} [path] - A URL path used to resolve relative paths given to the loader. Example: 'images/sprites/'.
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* @property {integer} [maxParallelDownloads=32] - The maximum number of resources the loader will start loading at once.
* @property {(string|undefined)} [crossOrigin=undefined] - 'anonymous', 'use-credentials', or `undefined`. If you're not making cross-origin requests, leave this as `undefined`. See {@link https://developer.mozilla.org/en-US/docs/Web/HTML/CORS_settings_attributes}.
* @property {string} [responseType] - The response type of the XHR request, e.g. `blob`, `text`, etc.
* @property {boolean} [async=true] - Should the XHR request use async or not?
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* @property {string} [user] - Optional username for all XHR requests.
* @property {string} [password] - Optional password for all XHR requests.
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* @property {integer} [timeout=0] - Optional XHR timeout value, in ms.
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*/
/**
* @typedef {object} DOMContainerConfig
*
* @property {boolean} [createContainer=false] - Create a div element in which DOM Elements will be contained. You must also provide a parent.
* @property {boolean} [behindCanvas=false] - Place the DOM Container behind the Phaser Canvas. The default is to place it over the Canvas.
*/
/**
* @typedef {object} ImagesConfig
*
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* @property {string} [default] - URL to use for the 'default' texture.
* @property {string} [missing] - URL to use for the 'missing' texture.
*/
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/**
* @typedef {object} PhysicsConfig
*
* @property {string} [default] - The default physics system. It will be started for each scene. Phaser provides 'arcade', 'impact', and 'matter'.
* @property {ArcadeWorldConfig} [arcade] - Arcade Physics configuration.
* @property {Phaser.Physics.Impact.WorldConfig} [impact] - Impact Physics configuration.
* @property {object} [matter] - Matter Physics configuration.
*/
/**
* @typedef {object} PluginObjectItem
*
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* @property {string} [key] - A key to identify the plugin in the Plugin Manager.
* @property {*} [plugin] - The plugin itself. Usually a class/constructor.
* @property {boolean} [start] - Whether the plugin should be started automatically.
* @property {string} [systemKey] - For a scene plugin, add the plugin to the scene's systems object under this key (`this.sys.KEY`, from the scene).
* @property {string} [sceneKey] - For a scene plugin, add the plugin to the scene object under this key (`this.KEY`, from the scene).
* @property {*} [data] - Arbitrary data passed to the plugin's init() method.
*
* @example
* // Global plugin
* { key: 'BankPlugin', plugin: BankPluginV3, start: true, data: { gold: 5000 } }
* @example
* // Scene plugin
* { key: 'WireFramePlugin', plugin: WireFramePlugin, systemKey: 'wireFramePlugin', sceneKey: 'wireframe' }
*/
/**
* @typedef {object} PluginObject
*
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* @property {?PluginObjectItem[]} [global] - Global plugins to install.
* @property {?PluginObjectItem[]} [scene] - Scene plugins to install.
* @property {string[]} [default] - The default set of scene plugins (names).
* @property {string[]} [defaultMerge] - Plugins to *add* to the default set of scene plugins.
*/
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/**
* @typedef {object} GameConfig
*
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* @property {(integer|string)} [width=1024] - The width of the game, in game pixels.
* @property {(integer|string)} [height=768] - The height of the game, in game pixels.
* @property {number} [zoom=1] - Simple scale applied to the game canvas. 2 is double size, 0.5 is half size, etc.
* @property {number} [resolution=1] - The size of each game pixel, in canvas pixels. Values larger than 1 are "high" resolution.
* @property {number} [type=CONST.AUTO] - Which renderer to use. Phaser.AUTO, Phaser.CANVAS, Phaser.HEADLESS, or Phaser.WEBGL. AUTO picks WEBGL if available, otherwise CANVAS.
* @property {(HTMLElement|string)} [parent=null] - The DOM element that will contain the game canvas, or its `id`. If null (the default) or if the named element doesn't exist, the game canvas is inserted directly into the document body.
* @property {HTMLCanvasElement} [canvas=null] - Provide your own Canvas element for Phaser to use instead of creating one.
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* @property {string} [canvasStyle=null] - CSS styles to apply to the game canvas instead of Phaser's default styles.
* @property {CanvasRenderingContext2D} [context] - Provide your own Canvas Context for Phaser to use, instead of creating one.
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* @property {object} [scene=null] - A scene or scenes to add to the game. If several are given, the first is started; the remainder are started only if they have { active: true }.
* @property {string[]} [seed] - Seed for the random number generator.
* @property {string} [title=''] - The title of the game. Shown in the browser console.
* @property {string} [url='http://phaser.io'] - The URL of the game. Shown in the browser console.
* @property {string} [version=''] - The version of the game. Shown in the browser console.
* @property {boolean} [autoFocus=true] - Automatically call window.focus() when the game boots. Usually necessary to capture input events if the game is in a separate frame.
* @property {(boolean|InputConfig)} [input] - Input configuration, or `false` to disable all game input.
* @property {boolean} [disableContextMenu=false] - Disable the browser's default 'contextmenu' event (usually triggered by a right-button mouse click).
* @property {(boolean|BannerConfig)} [banner=false] - Configuration for the banner printed in the browser console when the game starts.
* @property {DOMContainerConfig} [dom] - The DOM Container configuration object.
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* @property {FPSConfig} [fps] - Game loop configuration.
* @property {RenderConfig} [render] - Game renderer configuration.
* @property {(string|number)} [backgroundColor=0x000000] - The background color of the game canvas. The default is black.
* @property {CallbacksConfig} [callbacks] - Optional callbacks to run before or after game boot.
* @property {LoaderConfig} [loader] - Loader configuration.
* @property {ImagesConfig} [images] - Images configuration.
* @property {object} [physics] - Physics configuration.
* @property {PluginObject|PluginObjectItem[]} [plugins] - Plugins to install.
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*/
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/**
* @classdesc
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* The active game configuration settings, parsed from a {@link GameConfig} object.
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*
* @class Config
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* @memberof Phaser.Boot
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* @constructor
* @since 3.0.0
*
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* @param {GameConfig} [GameConfig] - The configuration object for your Phaser Game instance.
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*
* @see Phaser.Game#config
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*/
var Config = new Class({
initialize:
function Config (config)
{
if (config === undefined) { config = {}; }
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var defaultBannerColor = [
'#ff0000',
'#ffff00',
'#00ff00',
'#00ffff',
'#000000'
];
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var defaultBannerTextColor = '#ffffff';
/**
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* @const {(integer|string)} Phaser.Boot.Config#width - The width of the underlying canvas, in pixels.
*/
this.width = GetValue(config, 'width', 1024);
/**
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* @const {(integer|string)} Phaser.Boot.Config#height - The height of the underlying canvas, in pixels.
*/
this.height = GetValue(config, 'height', 768);
/**
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* @const {number} Phaser.Boot.Config#zoom - The zoom factor, as used by the Scale Manager.
*/
this.zoom = GetValue(config, 'zoom', 1);
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/**
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* @const {number} Phaser.Boot.Config#resolution - The canvas device pixel resolution.
*/
this.resolution = GetValue(config, 'resolution', 1);
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/**
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* @const {?*} Phaser.Boot.Config#parent - A parent DOM element into which the canvas created by the renderer will be injected.
*/
this.parent = GetValue(config, 'parent', null);
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/**
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* @const {integer} Phaser.Boot.Config#scaleMode - The scale mode as used by the Scale Manager. The default is zero, which is no scaling.
*/
this.scaleMode = GetValue(config, 'scaleMode', 0);
/**
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* @const {boolean} Phaser.Boot.Config#expandParent - Is the Scale Manager allowed to adjust the size of the parent container?
*/
this.expandParent = GetValue(config, 'expandParent', false);
/**
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* @const {integer} Phaser.Boot.Config#minWidth - The minimum width, in pixels, the canvas will scale down to. A value of zero means no minimum.
*/
this.minWidth = GetValue(config, 'minWidth', 0);
/**
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* @const {integer} Phaser.Boot.Config#maxWidth - The maximum width, in pixels, the canvas will scale up to. A value of zero means no maximum.
*/
this.maxWidth = GetValue(config, 'maxWidth', 0);
/**
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* @const {integer} Phaser.Boot.Config#minHeight - The minimum height, in pixels, the canvas will scale down to. A value of zero means no minimum.
*/
this.minHeight = GetValue(config, 'minHeight', 0);
/**
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* @const {integer} Phaser.Boot.Config#maxHeight - The maximum height, in pixels, the canvas will scale up to. A value of zero means no maximum.
*/
this.maxHeight = GetValue(config, 'maxHeight', 0);
// Scale Manager - Anything set in here over-rides anything set above
var scaleConfig = GetValue(config, 'scale', null);
if (scaleConfig)
{
this.width = GetValue(scaleConfig, 'width', this.width);
this.height = GetValue(scaleConfig, 'height', this.height);
this.zoom = GetValue(scaleConfig, 'zoom', this.zoom);
this.resolution = GetValue(scaleConfig, 'resolution', this.resolution);
this.parent = GetValue(scaleConfig, 'parent', this.parent);
this.scaleMode = GetValue(scaleConfig, 'mode', this.scaleMode);
this.expandParent = GetValue(scaleConfig, 'mode', this.expandParent);
this.minWidth = GetValue(scaleConfig, 'min.width', this.minWidth);
this.maxWidth = GetValue(scaleConfig, 'max.width', this.maxWidth);
this.minHeight = GetValue(scaleConfig, 'min.height', this.minHeight);
this.maxHeight = GetValue(scaleConfig, 'max.height', this.maxHeight);
}
/**
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* @const {number} Phaser.Boot.Config#renderType - Force Phaser to use a specific renderer. Can be `CONST.CANVAS`, `CONST.WEBGL`, `CONST.HEADLESS` or `CONST.AUTO` (default)
*/
this.renderType = GetValue(config, 'type', CONST.AUTO);
/**
* @const {?HTMLCanvasElement} Phaser.Boot.Config#canvas - Force Phaser to use your own Canvas element instead of creating one.
*/
this.canvas = GetValue(config, 'canvas', null);
/**
* @const {?(CanvasRenderingContext2D|WebGLRenderingContext)} Phaser.Boot.Config#context - Force Phaser to use your own Canvas context instead of creating one.
*/
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this.context = GetValue(config, 'context', null);
/**
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* @const {?string} Phaser.Boot.Config#canvasStyle - Optional CSS attributes to be set on the canvas object created by the renderer.
*/
this.canvasStyle = GetValue(config, 'canvasStyle', null);
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/**
* @const {boolean} Phaser.Boot.Config#customEnvironment - Is Phaser running under a custom (non-native web) environment? If so, set this to `true` to skip internal Feature detection. If `true` the `renderType` cannot be left as `AUTO`.
*/
this.customEnvironment = GetValue(config, 'customEnvironment', false);
/**
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* @const {?object} Phaser.Boot.Config#sceneConfig - The default Scene configuration object.
*/
this.sceneConfig = GetValue(config, 'scene', null);
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/**
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* @const {string[]} Phaser.Boot.Config#seed - A seed which the Random Data Generator will use. If not given, a dynamic seed based on the time is used.
*/
this.seed = GetValue(config, 'seed', [ (Date.now() * Math.random()).toString() ]);
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MATH.RND = new RND();
MATH.RND.init(this.seed);
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/**
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* @const {string} Phaser.Boot.Config#gameTitle - The title of the game.
*/
this.gameTitle = GetValue(config, 'title', '');
/**
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* @const {string} Phaser.Boot.Config#gameURL - The URL of the game.
*/
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this.gameURL = GetValue(config, 'url', 'https://phaser.io');
/**
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* @const {string} Phaser.Boot.Config#gameVersion - The version of the game.
*/
this.gameVersion = GetValue(config, 'version', '');
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/**
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* @const {boolean} Phaser.Boot.Config#autoFocus - If `true` the window will automatically be given focus immediately and on any future mousedown event.
*/
this.autoFocus = GetValue(config, 'autoFocus', true);
// DOM Element Container
/**
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* @const {?boolean} Phaser.Boot.Config#domCreateContainer - EXPERIMENTAL: Do not currently use.
*/
this.domCreateContainer = GetValue(config, 'dom.createContainer', false);
/**
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* @const {?boolean} Phaser.Boot.Config#domBehindCanvas - EXPERIMENTAL: Do not currently use.
*/
this.domBehindCanvas = GetValue(config, 'dom.behindCanvas', false);
// Input
/**
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* @const {boolean} Phaser.Boot.Config#inputKeyboard - Enable the Keyboard Plugin. This can be disabled in games that don't need keyboard input.
*/
this.inputKeyboard = GetValue(config, 'input.keyboard', true);
/**
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* @const {*} Phaser.Boot.Config#inputKeyboardEventTarget - The DOM Target to listen for keyboard events on. Defaults to `window` if not specified.
*/
this.inputKeyboardEventTarget = GetValue(config, 'input.keyboard.target', window);
/**
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* @const {(boolean|integer[])} Phaser.Boot.Config#inputKeyboardCapture - `preventDefault` will be called on every non-modified key which has a key code in this array. By default, it's set to all alphanumeric keys. Or, set to 'false' to disable.
*/
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var defaultCaptures = [ 32, 38, 39, 40, 42 ];
defaultCaptures = defaultCaptures.concat(NumberArray(48, 57));
defaultCaptures = defaultCaptures.concat(NumberArray(65, 90));
var keyboardCapture = GetValue(config, 'input.keyboard.capture', defaultCaptures);
if (!Array.isArray(keyboardCapture))
{
keyboardCapture = [];
}
this.inputKeyboardCapture = keyboardCapture;
/**
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* @const {(boolean|object)} Phaser.Boot.Config#inputMouse - Enable the Mouse Plugin. This can be disabled in games that don't need mouse input.
*/
this.inputMouse = GetValue(config, 'input.mouse', true);
/**
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* @const {?*} Phaser.Boot.Config#inputMouseEventTarget - The DOM Target to listen for mouse events on. Defaults to the game canvas if not specified.
*/
this.inputMouseEventTarget = GetValue(config, 'input.mouse.target', null);
/**
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* @const {boolean} Phaser.Boot.Config#inputMouseCapture - Should mouse events be captured? I.e. have prevent default called on them.
*/
this.inputMouseCapture = GetValue(config, 'input.mouse.capture', true);
/**
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* @const {boolean} Phaser.Boot.Config#inputTouch - Enable the Touch Plugin. This can be disabled in games that don't need touch input.
*/
this.inputTouch = GetValue(config, 'input.touch', Device.input.touch);
/**
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* @const {?*} Phaser.Boot.Config#inputTouchEventTarget - The DOM Target to listen for touch events on. Defaults to the game canvas if not specified.
*/
this.inputTouchEventTarget = GetValue(config, 'input.touch.target', null);
/**
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* @const {boolean} Phaser.Boot.Config#inputTouchCapture - Should touch events be captured? I.e. have prevent default called on them.
*/
this.inputTouchCapture = GetValue(config, 'input.touch.capture', true);
/**
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* @const {integer} Phaser.Boot.Config#inputActivePointers - The number of Pointer objects created by default. In a mouse-only, or non-multi touch game, you can leave this as 1.
*/
this.inputActivePointers = GetValue(config, 'input.activePointers', 1);
/**
* @const {integer} Phaser.Boot.Config#inputSmoothFactor - The smoothing factor to apply during Pointer movement. See {@link Phaser.Input.Pointer#smoothFactor}.
*/
this.inputSmoothFactor = GetValue(config, 'input.smoothFactor', 0);
/**
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* @const {boolean} Phaser.Boot.Config#inputGamepad - Enable the Gamepad Plugin. This can be disabled in games that don't need gamepad input.
*/
this.inputGamepad = GetValue(config, 'input.gamepad', false);
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/**
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* @const {*} Phaser.Boot.Config#inputGamepadEventTarget - The DOM Target to listen for gamepad events on. Defaults to `window` if not specified.
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*/
this.inputGamepadEventTarget = GetValue(config, 'input.gamepad.target', window);
/**
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* @const {boolean} Phaser.Boot.Config#disableContextMenu - Set to `true` to disable the right-click context menu.
*/
this.disableContextMenu = GetValue(config, 'disableContextMenu', false);
/**
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* @const {SoundConfig} Phaser.Boot.Config#audio - The Audio Configuration object.
*/
this.audio = GetValue(config, 'audio');
// If you do: { banner: false } it won't display any banner at all
/**
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* @const {boolean} Phaser.Boot.Config#hideBanner - Don't write the banner line to the console.log.
*/
this.hideBanner = (GetValue(config, 'banner', null) === false);
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/**
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* @const {boolean} Phaser.Boot.Config#hidePhaser - Omit Phaser's name and version from the banner.
*/
this.hidePhaser = GetValue(config, 'banner.hidePhaser', false);
/**
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* @const {string} Phaser.Boot.Config#bannerTextColor - The color of the banner text.
*/
this.bannerTextColor = GetValue(config, 'banner.text', defaultBannerTextColor);
/**
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* @const {string[]} Phaser.Boot.Config#bannerBackgroundColor - The background colors of the banner.
*/
this.bannerBackgroundColor = GetValue(config, 'banner.background', defaultBannerColor);
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if (this.gameTitle === '' && this.hidePhaser)
{
this.hideBanner = true;
}
/**
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* @const {?FPSConfig} Phaser.Boot.Config#fps - The Frame Rate Configuration object, as parsed by the Timestep class.
*/
this.fps = GetValue(config, 'fps', null);
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// Renderer Settings
// These can either be in a `render` object within the Config, or specified on their own
var renderConfig = GetValue(config, 'render', config);
/**
* @const {boolean} Phaser.Boot.Config#autoResize - Automatically resize the Game Canvas if you resize the renderer.
*/
this.autoResize = GetValue(renderConfig, 'autoResize', true);
/**
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* @const {boolean} Phaser.Boot.Config#antialias - When set to `true`, WebGL uses linear interpolation to draw scaled or rotated textures, giving a smooth appearance. When set to `false`, WebGL uses nearest-neighbor interpolation, giving a crisper appearance. `false` also disables antialiasing of the game canvas itself, if the browser supports it, when the game canvas is scaled.
*/
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this.antialias = GetValue(renderConfig, 'antialias', true);
/**
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* @const {boolean} Phaser.Boot.Config#roundPixels - Draw texture-based Game Objects at only whole-integer positions. Game Objects without textures, like Graphics, ignore this property.
*/
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this.roundPixels = GetValue(renderConfig, 'roundPixels', false);
/**
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* @const {boolean} Phaser.Boot.Config#pixelArt - Prevent pixel art from becoming blurred when scaled. It will remain crisp (tells the WebGL renderer to automatically create textures using a linear filter mode).
*/
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this.pixelArt = GetValue(renderConfig, 'pixelArt', false);
if (this.pixelArt)
{
this.antialias = false;
this.roundPixels = true;
}
/**
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* @const {boolean} Phaser.Boot.Config#transparent - Whether the game canvas will have a transparent background.
*/
this.transparent = GetValue(renderConfig, 'transparent', false);
/**
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* @const {boolean} Phaser.Boot.Config#clearBeforeRender - Whether the game canvas will be cleared between each rendering frame. You can disable this if you have a full-screen background image or game object.
*/
this.clearBeforeRender = GetValue(renderConfig, 'clearBeforeRender', true);
/**
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* @const {boolean} Phaser.Boot.Config#premultipliedAlpha - In WebGL mode, sets the drawing buffer to contain colors with pre-multiplied alpha.
*/
this.premultipliedAlpha = GetValue(renderConfig, 'premultipliedAlpha', true);
/**
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* @const {boolean} Phaser.Boot.Config#failIfMajorPerformanceCaveat - Let the browser abort creating a WebGL context if it judges performance would be unacceptable.
*/
this.failIfMajorPerformanceCaveat = GetValue(renderConfig, 'failIfMajorPerformanceCaveat', false);
/**
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* @const {string} Phaser.Boot.Config#powerPreference - "high-performance", "low-power" or "default". A hint to the browser on how much device power the game might use.
*/
this.powerPreference = GetValue(renderConfig, 'powerPreference', 'default');
/**
* @const {integer} Phaser.Boot.Config#batchSize - The default WebGL Batch size.
*/
this.batchSize = GetValue(renderConfig, 'batchSize', 2000);
/**
* @const {integer} Phaser.Boot.Config#maxLights - The maximum number of lights allowed to be visible within range of a single Camera in the LightManager.
*/
this.maxLights = GetValue(renderConfig, 'maxLights', 10);
var bgc = GetValue(config, 'backgroundColor', 0);
/**
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* @const {Phaser.Display.Color} Phaser.Boot.Config#backgroundColor - The background color of the game canvas. The default is black. This value is ignored if `transparent` is set to `true`.
*/
this.backgroundColor = ValueToColor(bgc);
if (bgc === 0 && this.transparent)
{
this.backgroundColor.alpha = 0;
}
/**
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* @const {BootCallback} Phaser.Boot.Config#preBoot - Called before Phaser boots. Useful for initializing anything not related to Phaser that Phaser may require while booting.
*/
this.preBoot = GetValue(config, 'callbacks.preBoot', NOOP);
/**
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* @const {BootCallback} Phaser.Boot.Config#postBoot - A function to run at the end of the boot sequence. At this point, all the game systems have started and plugins have been loaded.
*/
this.postBoot = GetValue(config, 'callbacks.postBoot', NOOP);
/**
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* @const {PhysicsConfig} Phaser.Boot.Config#physics - The Physics Configuration object.
*/
this.physics = GetValue(config, 'physics', {});
/**
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* @const {(boolean|string)} Phaser.Boot.Config#defaultPhysicsSystem - The default physics system. It will be started for each scene. Either 'arcade', 'impact' or 'matter'.
*/
this.defaultPhysicsSystem = GetValue(this.physics, 'default', false);
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/**
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* @const {string} Phaser.Boot.Config#loaderBaseURL - A URL used to resolve paths given to the loader. Example: 'http://labs.phaser.io/assets/'.
*/
this.loaderBaseURL = GetValue(config, 'loader.baseURL', '');
/**
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* @const {string} Phaser.Boot.Config#loaderPath - A URL path used to resolve relative paths given to the loader. Example: 'images/sprites/'.
*/
this.loaderPath = GetValue(config, 'loader.path', '');
/**
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* @const {integer} Phaser.Boot.Config#loaderMaxParallelDownloads - Maximum parallel downloads allowed for resources (Default to 32).
*/
this.loaderMaxParallelDownloads = GetValue(config, 'loader.maxParallelDownloads', 32);
/**
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* @const {(string|undefined)} Phaser.Boot.Config#loaderCrossOrigin - 'anonymous', 'use-credentials', or `undefined`. If you're not making cross-origin requests, leave this as `undefined`. See {@link https://developer.mozilla.org/en-US/docs/Web/HTML/CORS_settings_attributes}.
*/
this.loaderCrossOrigin = GetValue(config, 'loader.crossOrigin', undefined);
/**
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* @const {string} Phaser.Boot.Config#loaderResponseType - The response type of the XHR request, e.g. `blob`, `text`, etc.
*/
this.loaderResponseType = GetValue(config, 'loader.responseType', '');
/**
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* @const {boolean} Phaser.Boot.Config#loaderAsync - Should the XHR request use async or not?
*/
this.loaderAsync = GetValue(config, 'loader.async', true);
/**
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* @const {string} Phaser.Boot.Config#loaderUser - Optional username for all XHR requests.
*/
this.loaderUser = GetValue(config, 'loader.user', '');
/**
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* @const {string} Phaser.Boot.Config#loaderPassword - Optional password for all XHR requests.
*/
this.loaderPassword = GetValue(config, 'loader.password', '');
/**
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* @const {integer} Phaser.Boot.Config#loaderTimeout - Optional XHR timeout value, in ms.
*/
this.loaderTimeout = GetValue(config, 'loader.timeout', 0);
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/*
* Allows `plugins` property to either be an array, in which case it just replaces
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* the default plugins like previously, or a config object.
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*
* plugins: {
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* global: [
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* { key: 'TestPlugin', plugin: TestPlugin, start: true, data: { msg: 'The plugin is alive' } },
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* ],
* scene: [
* { key: 'WireFramePlugin', plugin: WireFramePlugin, systemKey: 'wireFramePlugin', sceneKey: 'wireframe' }
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* ],
* default: [], OR
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* defaultMerge: [
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* 'ModPlayer'
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* ]
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* }
*/
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/**
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* @const {any} Phaser.Boot.Config#installGlobalPlugins - An array of global plugins to be installed.
*/
this.installGlobalPlugins = [];
/**
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* @const {any} Phaser.Boot.Config#installScenePlugins - An array of Scene level plugins to be installed.
*/
this.installScenePlugins = [];
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var plugins = GetValue(config, 'plugins', null);
var defaultPlugins = DefaultPlugins.DefaultScene;
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if (plugins)
{
// Old 3.7 array format?
if (Array.isArray(plugins))
{
this.defaultPlugins = plugins;
}
else if (IsPlainObject(plugins))
{
this.installGlobalPlugins = GetFastValue(plugins, 'global', []);
this.installScenePlugins = GetFastValue(plugins, 'scene', []);
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if (Array.isArray(plugins.default))
{
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defaultPlugins = plugins.default;
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}
else if (Array.isArray(plugins.defaultMerge))
{
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defaultPlugins = defaultPlugins.concat(plugins.defaultMerge);
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}
}
}
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/**
* @const {any} Phaser.Boot.Config#defaultPlugins - The plugins installed into every Scene (in addition to CoreScene and Global).
*/
this.defaultPlugins = defaultPlugins;
// Default / Missing Images
var pngPrefix = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAg';
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/**
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* @const {string} Phaser.Boot.Config#defaultImage - A base64 encoded PNG that will be used as the default blank texture.
*/
this.defaultImage = GetValue(config, 'images.default', pngPrefix + 'AQMAAABJtOi3AAAAA1BMVEX///+nxBvIAAAAAXRSTlMAQObYZgAAABVJREFUeF7NwIEAAAAAgKD9qdeocAMAoAABm3DkcAAAAABJRU5ErkJggg==');
/**
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* @const {string} Phaser.Boot.Config#missingImage - A base64 encoded PNG that will be used as the default texture when a texture is assigned that is missing or not loaded.
*/
this.missingImage = GetValue(config, 'images.missing', pngPrefix + 'CAIAAAD8GO2jAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAJ9JREFUeNq01ssOwyAMRFG46v//Mt1ESmgh+DFmE2GPOBARKb2NVjo+17PXLD8a1+pl5+A+wSgFygymWYHBb0FtsKhJDdZlncG2IzJ4ayoMDv20wTmSMzClEgbWYNTAkQ0Z+OJ+A/eWnAaR9+oxCF4Os0H8htsMUp+pwcgBBiMNnAwF8GqIgL2hAzaGFFgZauDPKABmowZ4GL369/0rwACp2yA/ttmvsQAAAABJRU5ErkJggg==');
if (window)
{
if (window.FORCE_WEBGL)
{
this.renderType = CONST.WEBGL;
}
else if (window.FORCE_CANVAS)
{
this.renderType = CONST.CANVAS;
}
}
}
});
module.exports = Config;