phaser/src/core/Game.js

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/**
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* @author Richard Davey <rich@photonstorm.com>
2014-02-05 05:54:25 +00:00
* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Game constructor
*
* Instantiate a new <code>Phaser.Game</code> object.
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* @class Phaser.Game
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* @classdesc This is where the magic happens. The Game object is the heart of your game,
* providing quick access to common functions and handling the boot process.
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* "Hell, there are no rules here - we're trying to accomplish something."
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* Thomas A. Edison
* @constructor
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* @param {number} [width=800] - The width of your game in game pixels.
* @param {number} [height=600] - The height of your game in game pixels.
* @param {number} [renderer=Phaser.AUTO] - Which renderer to use: Phaser.AUTO will auto-detect, Phaser.WEBGL, Phaser.CANVAS or Phaser.HEADLESS (no rendering at all).
* @param {string|HTMLElement} [parent=''] - The DOM element into which this games canvas will be injected. Either a DOM ID (string) or the element itself.
* @param {object} [state=null] - The default state object. A object consisting of Phaser.State functions (preload, create, update, render) or null.
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* @param {boolean} [transparent=false] - Use a transparent canvas background or not.
* @param {boolean} [antialias=true] - Anti-alias graphics.
* @param {object} [physicsConfig=null] - A physics configuration object to pass to the Physics world on creation.
*/
Phaser.Game = function (width, height, renderer, parent, state, transparent, antialias, physicsConfig) {
/**
* @property {number} id - Phaser Game ID (for when Pixi supports multiple instances).
*/
this.id = Phaser.GAMES.push(this) - 1;
/**
* @property {object} config - The Phaser.Game configuration object.
*/
this.config = null;
/**
* @property {object} physicsConfig - The Phaser.Physics.World configuration object.
*/
this.physicsConfig = physicsConfig;
/**
* @property {HTMLElement} parent - The Games DOM parent.
* @default
*/
this.parent = '';
/**
* @property {number} width - The Game width (in pixels).
* @default
*/
this.width = 800;
/**
* @property {number} height - The Game height (in pixels).
* @default
*/
this.height = 600;
/**
* @property {boolean} transparent - Use a transparent canvas background or not.
* @default
*/
this.transparent = false;
/**
* @property {boolean} antialias - Anti-alias graphics (in WebGL this helps with edges, in Canvas2D it retains pixel-art quality).
* @default
*/
this.antialias = true;
/**
* @property {number} renderer - The Pixi Renderer
* @default
*/
this.renderer = Phaser.AUTO;
/**
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* @property {number} renderType - The Renderer this game will use. Either Phaser.AUTO, Phaser.CANVAS or Phaser.WEBGL.
*/
this.renderType = Phaser.AUTO;
/**
* @property {number} state - The StateManager.
*/
this.state = null;
/**
* @property {boolean} isBooted - Whether the game engine is booted, aka available.
* @default
*/
this.isBooted = false;
/**
* @property {boolean} id -Is game running or paused?
* @default
*/
this.isRunning = false;
/**
* @property {Phaser.RequestAnimationFrame} raf - Automatically handles the core game loop via requestAnimationFrame or setTimeout
*/
this.raf = null;
/**
* @property {Phaser.GameObjectFactory} add - Reference to the Phaser.GameObjectFactory.
*/
this.add = null;
/**
* @property {Phaser.GameObjectCreator} make - Reference to the GameObject Creator.
*/
this.make = null;
/**
* @property {Phaser.Cache} cache - Reference to the assets cache.
* @default
*/
this.cache = null;
/**
* @property {Phaser.Input} input - Reference to the input manager
* @default
*/
this.input = null;
/**
* @property {Phaser.Loader} load - Reference to the assets loader.
* @default
*/
this.load = null;
/**
* @property {Phaser.Math} math - Reference to the math helper.
*/
this.math = null;
/**
* @property {Phaser.Net} net - Reference to the network class.
*/
this.net = null;
/**
* @property {Phaser.StageScaleMode} scale - The game scale manager.
*/
this.scale = null;
/**
* @property {Phaser.SoundManager} sound - Reference to the sound manager.
*/
this.sound = null;
/**
* @property {Phaser.Stage} stage - Reference to the stage.
*/
this.stage = null;
/**
* @property {Phaser.TimeManager} time - Reference to game clock.
*/
this.time = null;
/**
* @property {Phaser.TweenManager} tweens - Reference to the tween manager.
*/
this.tweens = null;
/**
* @property {Phaser.World} world - Reference to the world.
*/
this.world = null;
/**
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* @property {Phaser.Physics.World} physics - Reference to the physics world.
*/
this.physics = null;
/**
* @property {Phaser.RandomDataGenerator} rnd - Instance of repeatable random data generator helper.
*/
this.rnd = null;
/**
* @property {Phaser.Device} device - Contains device information and capabilities.
*/
this.device = null;
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/**
* @property {Phaser.Physics.PhysicsManager} camera - A handy reference to world.camera.
*/
this.camera = null;
/**
* @property {HTMLCanvasElement} canvas - A handy reference to renderer.view, the canvas that the game is being rendered in to.
*/
this.canvas = null;
/**
* @property {Context} context - A handy reference to renderer.context (only set for CANVAS games, not WebGL)
*/
this.context = null;
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/**
* @property {Phaser.Utils.Debug} debug - A set of useful debug utilitie.
*/
this.debug = null;
/**
* @property {Phaser.Particles} particles - The Particle Manager.
*/
this.particles = null;
/**
* @property {boolean} stepping - Enable core loop stepping with Game.enableStep().
* @default
* @readonly
*/
this.stepping = false;
/**
* @property {boolean} stepping - An internal property used by enableStep, but also useful to query from your own game objects.
* @default
* @readonly
*/
this.pendingStep = false;
/**
* @property {number} stepCount - When stepping is enabled this contains the current step cycle.
* @default
* @readonly
*/
this.stepCount = 0;
/**
* @property {boolean} _paused - Is game paused?
* @private
* @default
*/
this._paused = false;
/**
* @property {boolean} _codePaused - Was the game paused via code or a visibility change?
* @private
* @default
*/
this._codePaused = false;
/**
* @property {boolean} _loadComplete - Whether load complete loading or not.
* @private
* @default
*/
this._loadComplete = false;
// Parse the configuration object (if any)
if (arguments.length === 1 && typeof arguments[0] === 'object')
{
this.parseConfig(arguments[0]);
}
else
{
if (typeof width !== 'undefined')
{
this.width = width;
}
if (typeof height !== 'undefined')
{
this.height = height;
}
if (typeof renderer !== 'undefined')
{
this.renderer = renderer;
this.renderType = renderer;
}
if (typeof parent !== 'undefined')
{
this.parent = parent;
}
if (typeof transparent !== 'undefined')
{
this.transparent = transparent;
}
if (typeof antialias !== 'undefined')
{
this.antialias = antialias;
}
this.state = new Phaser.StateManager(this, state);
}
var _this = this;
this._onBoot = function () {
return _this.boot();
}
if (document.readyState === 'complete' || document.readyState === 'interactive')
{
window.setTimeout(this._onBoot, 0);
}
else
{
document.addEventListener('DOMContentLoaded', this._onBoot, false);
window.addEventListener('load', this._onBoot, false);
}
return this;
};
Phaser.Game.prototype = {
/**
* Parses a Game configuration object.
*
* @method Phaser.Game#parseConfig
* @protected
*/
parseConfig: function (config) {
this.config = config;
if (config['width'])
{
this.width = this.parseDimension(config['width'], 0);
}
if (config['height'])
{
this.height = this.parseDimension(config['height'], 1);
}
if (config['renderer'])
{
this.renderer = config['renderer'];
this.renderType = config['renderer'];
}
if (config['parent'])
{
this.parent = config['parent'];
}
if (config['transparent'])
{
this.transparent = config['transparent'];
}
if (config['antialias'])
{
this.antialias = config['antialias'];
}
if (config['physicsConfig'])
{
this.physicsConfig = config['physicsConfig'];
}
var state = null;
if (config['state'])
{
state = config['state'];
}
this.state = new Phaser.StateManager(this, state);
},
/**
* Get dimension.
*
* @method Phaser.Game#parseDimension
* @protected
*/
parseDimension: function (size, dimension) {
var f = 0;
var px = 0;
if (typeof size === 'string')
{
// %?
if (size.substr(-1) === '%')
{
f = parseInt(size, 10) / 100;
if (dimension === 0)
{
px = window.innerWidth * f;
}
else
{
px = window.innerHeight * f;
}
}
else
{
px = parseInt(size, 10);
}
}
else
{
px = size;
}
return px;
},
/**
* Initialize engine sub modules and start the game.
*
* @method Phaser.Game#boot
* @protected
*/
boot: function () {
if (this.isBooted)
{
return;
}
if (!document.body)
{
window.setTimeout(this._onBoot, 20);
}
else
{
document.removeEventListener('DOMContentLoaded', this._onBoot);
window.removeEventListener('load', this._onBoot);
this.onPause = new Phaser.Signal();
this.onResume = new Phaser.Signal();
this.isBooted = true;
this.device = new Phaser.Device();
this.math = Phaser.Math;
this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);
this.stage = new Phaser.Stage(this, this.width, this.height);
this.scale = new Phaser.StageScaleMode(this, this.width, this.height);
this.setUpRenderer();
this.world = new Phaser.World(this);
this.add = new Phaser.GameObjectFactory(this);
this.make = new Phaser.GameObjectCreator(this);
this.cache = new Phaser.Cache(this);
this.load = new Phaser.Loader(this);
this.time = new Phaser.Time(this);
this.tweens = new Phaser.TweenManager(this);
this.input = new Phaser.Input(this);
this.sound = new Phaser.SoundManager(this);
this.physics = new Phaser.Physics.World(this, this.physicsConfig);
this.particles = new Phaser.Particles(this);
this.plugins = new Phaser.PluginManager(this, this);
this.net = new Phaser.Net(this);
this.debug = new Phaser.Utils.Debug(this);
this.time.boot();
this.stage.boot();
this.world.boot();
this.input.boot();
this.sound.boot();
this.state.boot();
this.load.onLoadComplete.add(this.loadComplete, this);
this.showDebugHeader();
this.isRunning = true;
this._loadComplete = false;
if (this.config && this.config['forceSetTimeOut'])
{
this.raf = new Phaser.RequestAnimationFrame(this, this.config['forceSetTimeOut']);
}
else
{
this.raf = new Phaser.RequestAnimationFrame(this, false);
}
this.raf.start();
}
},
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/**
* Displays a Phaser version debug header in the console.
*
* @method Phaser.Game#showDebugHeader
* @protected
*/
showDebugHeader: function () {
var v = Phaser.DEV_VERSION;
var r = 'Canvas';
var a = 'HTML Audio';
if (this.renderType == Phaser.WEBGL)
{
r = 'WebGL';
}
else if (this.renderType == Phaser.HEADLESS)
{
r = 'Headless';
}
if (this.device.webAudio)
{
a = 'WebAudio';
}
if (this.device.chrome)
{
var args = [
'%c %c %c Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a + ' %c %c ',
'background: #00bff3',
'background: #0072bc',
'color: #ffffff; background: #003471',
'background: #0072bc',
'background: #00bff3'
];
console.log.apply(console, args);
}
else
{
console.log('Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a);
}
},
/**
* Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
*
* @method Phaser.Game#setUpRenderer
* @protected
*/
setUpRenderer: function () {
if (this.device.trident)
{
// Pixi WebGL renderer on IE11 doesn't work correctly at the moment, the pre-multiplied alpha gets all washed out.
// So we're forcing canvas for now until this is fixed, sorry. It's got to be better than no game appearing at all, right?
this.renderType = Phaser.CANVAS;
}
if (this.renderType === Phaser.HEADLESS || this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && this.device.webGL === false))
{
if (this.device.canvas)
{
if (this.renderType === Phaser.AUTO)
{
this.renderType = Phaser.CANVAS;
}
this.renderer = new PIXI.CanvasRenderer(this.width, this.height, this.canvas, this.transparent);
Phaser.Canvas.setSmoothingEnabled(this.renderer.context, this.antialias);
this.context = this.renderer.context;
}
else
{
throw new Error('Phaser.Game - cannot create Canvas or WebGL context, aborting.');
}
}
else
{
// They requested WebGL, and their browser supports it
this.renderType = Phaser.WEBGL;
this.renderer = new PIXI.WebGLRenderer(this.width, this.height, this.canvas, this.transparent, this.antialias);
this.context = null;
}
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Phaser.Canvas.addToDOM(this.canvas, this.parent, true);
Phaser.Canvas.setTouchAction(this.canvas);
},
/**
* Called when the load has finished, after preload was run.
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*
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* @method Phaser.Game#loadComplete
* @protected
*/
loadComplete: function () {
this._loadComplete = true;
this.state.loadComplete();
},
/**
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* The core game loop.
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*
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* @method Phaser.Game#update
* @protected
* @param {number} time - The current time as provided by RequestAnimationFrame.
*/
update: function (time) {
this.time.update(time);
if (this._paused)
{
this.input.update();
if (this.renderType !== Phaser.HEADLESS)
{
this.renderer.render(this.stage);
this.plugins.render();
this.state.render();
this.plugins.postRender();
}
}
else
{
if (!this.pendingStep)
{
if (this.stepping)
{
this.pendingStep = true;
}
this.plugins.preUpdate();
this.stage.preUpdate();
this.stage.update();
this.tweens.update();
this.sound.update();
this.input.update();
this.state.update();
this.physics.update();
this.particles.update();
this.plugins.update();
this.stage.postUpdate();
this.plugins.postUpdate();
}
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if (this.renderType !== Phaser.HEADLESS)
{
this.renderer.render(this.stage);
this.plugins.render();
this.state.render();
this.plugins.postRender();
}
}
},
/**
* Enable core game loop stepping. When enabled you must call game.step() directly (perhaps via a DOM button?)
* Calling step will advance the game loop by one frame. This is extremely useful to hard to track down errors!
*
* @method Phaser.Game#enableStep
*/
enableStep: function () {
this.stepping = true;
this.pendingStep = false;
this.stepCount = 0;
},
/**
* Disables core game loop stepping.
*
* @method Phaser.Game#disableStep
*/
disableStep: function () {
this.stepping = false;
this.pendingStep = false;
},
/**
* When stepping is enabled you must call this function directly (perhaps via a DOM button?) to advance the game loop by one frame.
* This is extremely useful to hard to track down errors! Use the internal stepCount property to monitor progress.
*
* @method Phaser.Game#step
*/
step: function () {
this.pendingStep = false;
this.stepCount++;
},
/**
* Nuke the entire game from orbit
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*
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* @method Phaser.Game#destroy
*/
destroy: function () {
this.raf.stop();
this.input.destroy();
this.state.destroy();
this.state = null;
this.cache = null;
this.input = null;
this.load = null;
this.sound = null;
this.stage = null;
this.time = null;
this.world = null;
this.isBooted = false;
},
/**
* Called by the Stage visibility handler.
*
* @method Phaser.Game#gamePaused
*/
gamePaused: function (time) {
// If the game is already paused it was done via game code, so don't re-pause it
if (!this._paused)
{
this._paused = true;
this.time.gamePaused(time);
this.sound.setMute();
this.onPause.dispatch(this);
}
},
/**
* Called by the Stage visibility handler.
*
* @method Phaser.Game#gameResumed
*/
gameResumed: function (time) {
// Game is paused, but wasn't paused via code, so resume it
if (this._paused && !this._codePaused)
{
this._paused = false;
this.time.gameResumed(time);
this.input.reset();
this.sound.unsetMute();
this.onResume.dispatch(this);
}
}
};
Phaser.Game.prototype.constructor = Phaser.Game;
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/**
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* The paused state of the Game. A paused game doesn't update any of its subsystems.
* When a game is paused the onPause event is dispatched. When it is resumed the onResume event is dispatched.
* @name Phaser.Game#paused
* @property {boolean} paused - Gets and sets the paused state of the Game.
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*/
Object.defineProperty(Phaser.Game.prototype, "paused", {
get: function () {
return this._paused;
},
set: function (value) {
if (value === true)
{
if (this._paused === false)
{
this._paused = true;
this._codePaused = true;
this.sound.mute = true;
this.time.gamePaused();
this.onPause.dispatch(this);
}
}
else
{
if (this._paused)
{
this._paused = false;
this._codePaused = false;
this.input.reset();
this.sound.mute = false;
this.time.gameResumed();
this.onResume.dispatch(this);
}
}
}
});
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/**
* "Deleted code is debugged code." - Jeff Sickel
*/