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/// <reference path="Phaser.ts" />
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2013-04-12 17:19:56 +01:00
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/// <reference path="Game.ts" />
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2013-04-14 02:31:00 +01:00
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/// <reference path="system/StageScaleMode.ts" />
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2013-04-29 02:41:19 +01:00
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/// <reference path="system/screens/BootScreen.ts" />
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/// <reference path="system/screens/PauseScreen.ts" />
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/**
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* Phaser - Stage
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*
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* The Stage is the canvas on which everything is displayed. This class handles display within the web browser, focus handling,
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* resizing, scaling and pause/boot screens.
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*/
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module Phaser {
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export class Stage {
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constructor(game: Game, parent: string, width: number, height: number) {
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this._game = game;
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this.canvas = <HTMLCanvasElement> document.createElement('canvas');
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this.canvas.width = width;
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this.canvas.height = height;
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if (document.getElementById(parent))
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{
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document.getElementById(parent).appendChild(this.canvas);
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document.getElementById(parent).style.overflow = 'hidden';
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}
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else
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{
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document.body.appendChild(this.canvas);
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}
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// Consume default actions on the canvas
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this.canvas.style.msTouchAction = 'none';
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this.canvas.style['touch-action'] = 'none';
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this.context = this.canvas.getContext('2d');
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this.offset = this.getOffset(this.canvas);
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this.bounds = new Rectangle(this.offset.x, this.offset.y, width, height);
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this.aspectRatio = width / height;
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this.scaleMode = StageScaleMode.NO_SCALE;
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this.scale = new StageScaleMode(this._game);
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this._bootScreen = new BootScreen(this._game);
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this._pauseScreen = new PauseScreen(this._game, width, height);
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document.addEventListener('visibilitychange', (event) => this.visibilityChange(event), false);
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document.addEventListener('webkitvisibilitychange', (event) => this.visibilityChange(event), false);
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window.onblur = (event) => this.visibilityChange(event);
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window.onfocus = (event) => this.visibilityChange(event);
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}
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private _game: Game;
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private _bgColor: string;
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private _bootScreen;
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private _pauseScreen;
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public static ORIENTATION_LANDSCAPE: number = 0;
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public static ORIENTATION_PORTRAIT: number = 1;
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public bounds: Rectangle;
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public aspectRatio: number;
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public clear: bool = true;
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public canvas: HTMLCanvasElement;
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public context: CanvasRenderingContext2D;
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public disablePauseScreen: bool = false;
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public disableBootScreen: bool = false;
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public offset: Point;
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public scale: StageScaleMode;
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public scaleMode: number;
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public minScaleX: number = null;
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public maxScaleX: number = null;
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public minScaleY: number = null;
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public maxScaleY: number = null;
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public update() {
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this.scale.update();
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if (this.clear)
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{
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// implement dirty rect? could take up more cpu time than it saves. needs benching.
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this.context.clearRect(0, 0, this.width, this.height);
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}
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if (this._game.isRunning == false && this.disableBootScreen == false)
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{
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this._bootScreen.update();
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this._bootScreen.render();
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}
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if (this._game.paused == true && this.disablePauseScreen == false)
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{
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this._pauseScreen.update();
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this._pauseScreen.render();
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}
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}
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private visibilityChange(event) {
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if (this.disablePauseScreen)
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{
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return;
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}
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if (event.type === 'blur' || document['hidden'] === true || document['webkitHidden'] === true)
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{
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if (this._game.paused == false)
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{
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this._pauseScreen.onPaused();
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this.saveCanvasValues();
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this._game.paused = true;
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}
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}
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else if (event.type == 'focus')
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{
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if (this._game.paused == true)
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{
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this._pauseScreen.onResume();
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this._game.paused = false;
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this.restoreCanvasValues();
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}
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}
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}
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private getOffset(element): Point {
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var box = element.getBoundingClientRect();
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var clientTop = element.clientTop || document.body.clientTop || 0;
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var clientLeft = element.clientLeft || document.body.clientLeft || 0;
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var scrollTop = window.pageYOffset || element.scrollTop || document.body.scrollTop;
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var scrollLeft = window.pageXOffset || element.scrollLeft || document.body.scrollLeft;
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return new Point(box.left + scrollLeft - clientLeft, box.top + scrollTop - clientTop);
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}
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public strokeStyle: string;
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public lineWidth: number;
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public fillStyle: string;
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public saveCanvasValues() {
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this.strokeStyle = this.context.strokeStyle;
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this.lineWidth = this.context.lineWidth;
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this.fillStyle = this.context.fillStyle;
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}
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public restoreCanvasValues() {
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this.context.strokeStyle = this.strokeStyle;
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this.context.lineWidth = this.lineWidth;
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this.context.fillStyle = this.fillStyle;
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}
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public set backgroundColor(color: string) {
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this.canvas.style.backgroundColor = color;
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}
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public get backgroundColor(): string {
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return this._bgColor;
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}
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public get x(): number {
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return this.bounds.x;
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}
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public get y(): number {
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return this.bounds.y;
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}
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public get width(): number {
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return this.bounds.width;
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}
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public get height(): number {
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return this.bounds.height;
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}
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public get centerX(): number {
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return this.bounds.halfWidth;
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}
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public get centerY(): number {
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return this.bounds.halfHeight;
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}
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public get randomX(): number {
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return Math.round(Math.random() * this.bounds.width);
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}
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public get randomY(): number {
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return Math.round(Math.random() * this.bounds.height);
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}
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}
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}
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