2013-08-28 06:02:55 +00:00
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/**
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2013-10-01 12:54:29 +00:00
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* @author Richard Davey <rich@photonstorm.com>
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2014-02-05 05:54:25 +00:00
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* @copyright 2014 Photon Storm Ltd.
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2013-10-01 12:54:29 +00:00
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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2013-08-28 06:02:55 +00:00
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*/
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2013-08-29 06:06:16 +00:00
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/**
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2014-09-16 16:35:08 +00:00
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* This is where the magic happens. The Game object is the heart of your game,
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2013-10-01 12:54:29 +00:00
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* providing quick access to common functions and handling the boot process.
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2013-10-31 05:31:54 +00:00
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* "Hell, there are no rules here - we're trying to accomplish something."
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2013-10-01 12:54:29 +00:00
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* Thomas A. Edison
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2014-09-16 16:35:08 +00:00
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*
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* @class Phaser.Game
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2013-08-29 06:06:16 +00:00
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* @constructor
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2014-08-31 00:57:50 +00:00
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* @param {number|string} [width=800] - The width of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage width of the parent container, or the browser window if no parent is given.
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* @param {number|string} [height=600] - The height of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage height of the parent container, or the browser window if no parent is given.
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2013-11-25 14:53:30 +00:00
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* @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).
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2013-12-10 12:23:42 +00:00
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* @param {string|HTMLElement} [parent=''] - The DOM element into which this games canvas will be injected. Either a DOM ID (string) or the element itself.
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* @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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2013-10-31 05:31:54 +00:00
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* @param {boolean} [transparent=false] - Use a transparent canvas background or not.
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2014-09-16 16:35:08 +00:00
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* @param {boolean} [antialias=true] - Draw all image textures anti-aliased or not. The default is for smooth textures, but disable if your game features pixel art.
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2014-02-19 03:51:48 +00:00
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* @param {object} [physicsConfig=null] - A physics configuration object to pass to the Physics world on creation.
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2013-08-29 06:06:16 +00:00
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*/
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2014-02-19 03:51:48 +00:00
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Phaser.Game = function (width, height, renderer, parent, state, transparent, antialias, physicsConfig) {
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2013-08-28 06:02:55 +00:00
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2013-11-25 03:13:04 +00:00
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/**
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* @property {number} id - Phaser Game ID (for when Pixi supports multiple instances).
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*/
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this.id = Phaser.GAMES.push(this) - 1;
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2013-12-24 03:18:55 +00:00
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/**
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* @property {object} config - The Phaser.Game configuration object.
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*/
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this.config = null;
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2014-02-19 03:51:48 +00:00
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/**
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* @property {object} physicsConfig - The Phaser.Physics.World configuration object.
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*/
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this.physicsConfig = physicsConfig;
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2013-11-25 03:13:04 +00:00
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/**
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2014-04-07 11:01:51 +00:00
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* @property {string|HTMLElement} parent - The Games DOM parent.
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2013-12-24 03:18:55 +00:00
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* @default
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2013-11-25 03:13:04 +00:00
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*/
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2013-12-24 03:18:55 +00:00
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this.parent = '';
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2013-11-25 03:13:04 +00:00
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/**
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2014-11-08 09:13:25 +00:00
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* The current Game Width in pixels.
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2014-11-08 07:24:57 +00:00
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*
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2014-11-08 09:13:25 +00:00
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* _Do not modify this property directly:_ use {@link Phaser.ScaleManager#setGameSize} - eg. `game.scale.setGameSize(width, height)` - instead.
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*
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* @property {integer} width
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2014-11-08 07:24:57 +00:00
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* @readonly
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2013-12-24 03:18:55 +00:00
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* @default
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2013-11-25 03:13:04 +00:00
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*/
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2013-12-24 03:18:55 +00:00
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this.width = 800;
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2013-11-25 03:13:04 +00:00
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/**
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2014-11-08 09:13:25 +00:00
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* The current Game Height in pixels.
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*
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* _Do not modify this property directly:_ use {@link Phaser.ScaleManager#setGameSize} - eg. `game.scale.setGameSize(width, height)` - instead.
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2014-11-08 07:24:57 +00:00
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*
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2014-11-08 09:13:25 +00:00
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* @property {integer} height
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2014-11-08 07:24:57 +00:00
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* @readonly
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2013-12-24 03:18:55 +00:00
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* @default
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2013-11-25 03:13:04 +00:00
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*/
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2013-12-24 03:18:55 +00:00
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this.height = 600;
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2013-11-25 03:13:04 +00:00
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2014-11-08 18:52:02 +00:00
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/**
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* @property {integer} _width - Private internal var.
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* @private
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*/
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this._width = 800;
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/**
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* @property {integer} _height - Private internal var.
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* @private
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*/
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this._height = 600;
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2013-11-25 03:13:04 +00:00
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/**
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* @property {boolean} transparent - Use a transparent canvas background or not.
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2013-12-24 03:18:55 +00:00
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* @default
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2013-11-25 03:13:04 +00:00
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*/
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2013-12-24 03:18:55 +00:00
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this.transparent = false;
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2013-11-25 03:13:04 +00:00
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/**
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2014-02-27 21:56:47 +00:00
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* @property {boolean} antialias - Anti-alias graphics. By default scaled images are smoothed in Canvas and WebGL, set anti-alias to false to disable this globally.
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2013-12-24 03:18:55 +00:00
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* @default
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2013-11-25 03:13:04 +00:00
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*/
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2013-12-24 03:18:55 +00:00
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this.antialias = true;
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2013-11-25 03:13:04 +00:00
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2014-07-10 09:28:23 +00:00
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/**
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* @property {boolean} preserveDrawingBuffer - The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.
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* @default
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*/
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this.preserveDrawingBuffer = false;
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2013-11-25 03:13:04 +00:00
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/**
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2014-04-07 11:01:51 +00:00
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* @property {PIXI.CanvasRenderer|PIXI.WebGLRenderer} renderer - The Pixi Renderer.
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2013-11-25 03:13:04 +00:00
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*/
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2014-04-07 11:01:51 +00:00
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this.renderer = null;
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2013-12-24 03:18:55 +00:00
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/**
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2014-02-24 00:35:11 +00:00
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* @property {number} renderType - The Renderer this game will use. Either Phaser.AUTO, Phaser.CANVAS or Phaser.WEBGL.
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2013-12-24 03:18:55 +00:00
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*/
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this.renderType = Phaser.AUTO;
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2013-11-25 03:13:04 +00:00
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/**
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2014-04-07 11:01:51 +00:00
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* @property {Phaser.StateManager} state - The StateManager.
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2013-11-25 03:13:04 +00:00
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*/
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2013-12-24 03:18:55 +00:00
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this.state = null;
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2013-11-25 03:13:04 +00:00
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/**
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* @property {boolean} isBooted - Whether the game engine is booted, aka available.
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* @default
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*/
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this.isBooted = false;
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/**
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* @property {boolean} id -Is game running or paused?
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* @default
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*/
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this.isRunning = false;
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/**
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* @property {Phaser.RequestAnimationFrame} raf - Automatically handles the core game loop via requestAnimationFrame or setTimeout
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*/
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this.raf = null;
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/**
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2014-02-21 14:50:18 +00:00
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* @property {Phaser.GameObjectFactory} add - Reference to the Phaser.GameObjectFactory.
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2013-11-25 03:13:04 +00:00
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*/
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2013-09-10 22:51:35 +00:00
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this.add = null;
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2013-08-29 02:52:59 +00:00
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2014-02-21 14:50:18 +00:00
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/**
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* @property {Phaser.GameObjectCreator} make - Reference to the GameObject Creator.
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*/
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this.make = null;
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2013-08-29 02:52:59 +00:00
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/**
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2013-11-25 03:13:04 +00:00
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* @property {Phaser.Cache} cache - Reference to the assets cache.
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*/
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2013-09-10 22:51:35 +00:00
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this.cache = null;
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2013-08-29 02:52:59 +00:00
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/**
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2013-11-25 03:13:04 +00:00
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* @property {Phaser.Input} input - Reference to the input manager
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*/
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2013-09-10 22:51:35 +00:00
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this.input = null;
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2013-08-29 02:52:59 +00:00
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/**
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2013-11-25 03:13:04 +00:00
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* @property {Phaser.Loader} load - Reference to the assets loader.
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*/
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2013-09-10 22:51:35 +00:00
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this.load = null;
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2013-08-29 02:52:59 +00:00
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/**
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2013-11-25 03:13:04 +00:00
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* @property {Phaser.Math} math - Reference to the math helper.
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*/
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2013-09-10 22:51:35 +00:00
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this.math = null;
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2013-08-29 02:52:59 +00:00
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/**
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2013-11-25 03:13:04 +00:00
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* @property {Phaser.Net} net - Reference to the network class.
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*/
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2013-09-10 22:51:35 +00:00
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this.net = null;
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2013-08-29 02:52:59 +00:00
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2014-02-13 12:50:10 +00:00
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/**
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2014-02-25 14:46:48 +00:00
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* @property {Phaser.ScaleManager} scale - The game scale manager.
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2014-02-13 12:50:10 +00:00
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*/
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this.scale = null;
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2013-08-29 02:52:59 +00:00
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/**
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2013-11-25 03:13:04 +00:00
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* @property {Phaser.SoundManager} sound - Reference to the sound manager.
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*/
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2013-09-10 22:51:35 +00:00
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this.sound = null;
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2013-08-29 02:52:59 +00:00
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/**
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2013-11-25 03:13:04 +00:00
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* @property {Phaser.Stage} stage - Reference to the stage.
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*/
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2013-09-10 22:51:35 +00:00
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this.stage = null;
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2013-08-29 02:52:59 +00:00
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/**
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2014-04-02 09:40:38 +00:00
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* @property {Phaser.Time} time - Reference to the core game clock.
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2013-11-25 03:13:04 +00:00
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*/
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2013-09-10 22:51:35 +00:00
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this.time = null;
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2013-08-29 02:52:59 +00:00
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/**
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2013-11-25 03:13:04 +00:00
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* @property {Phaser.TweenManager} tweens - Reference to the tween manager.
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*/
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2013-09-10 22:51:35 +00:00
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this.tweens = null;
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2013-08-29 02:52:59 +00:00
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/**
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2013-11-25 03:13:04 +00:00
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* @property {Phaser.World} world - Reference to the world.
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*/
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2013-09-10 22:51:35 +00:00
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this.world = null;
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2013-08-29 02:52:59 +00:00
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/**
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2014-03-05 02:36:08 +00:00
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* @property {Phaser.Physics} physics - Reference to the physics manager.
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2013-11-25 03:13:04 +00:00
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*/
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2013-09-10 22:51:35 +00:00
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this.physics = null;
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2013-08-29 02:52:59 +00:00
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/**
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2013-11-25 03:13:04 +00:00
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* @property {Phaser.RandomDataGenerator} rnd - Instance of repeatable random data generator helper.
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*/
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2013-09-10 22:51:35 +00:00
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this.rnd = null;
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2013-08-29 02:52:59 +00:00
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/**
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2013-11-25 03:13:04 +00:00
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* @property {Phaser.Device} device - Contains device information and capabilities.
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*/
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2013-09-10 22:51:35 +00:00
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this.device = null;
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2013-08-29 02:52:59 +00:00
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2013-10-01 12:54:29 +00:00
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/**
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2014-04-07 11:01:51 +00:00
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* @property {Phaser.Camera} camera - A handy reference to world.camera.
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2013-11-25 03:13:04 +00:00
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*/
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this.camera = null;
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2013-08-31 20:50:34 +00:00
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2014-02-13 12:50:10 +00:00
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/**
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* @property {HTMLCanvasElement} canvas - A handy reference to renderer.view, the canvas that the game is being rendered in to.
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2013-11-25 03:13:04 +00:00
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*/
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this.canvas = null;
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2013-08-31 20:50:34 +00:00
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2013-11-25 03:13:04 +00:00
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/**
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2014-03-03 13:43:33 +00:00
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* @property {CanvasRenderingContext2D} context - A handy reference to renderer.context (only set for CANVAS games, not WebGL)
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2013-11-25 03:13:04 +00:00
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*/
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this.context = null;
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2013-08-31 20:50:34 +00:00
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2013-10-01 12:54:29 +00:00
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/**
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2013-11-25 03:13:04 +00:00
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* @property {Phaser.Utils.Debug} debug - A set of useful debug utilitie.
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*/
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this.debug = null;
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2013-08-31 20:50:34 +00:00
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2013-11-25 03:13:04 +00:00
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/**
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* @property {Phaser.Particles} particles - The Particle Manager.
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*/
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this.particles = null;
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2013-09-10 22:51:35 +00:00
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2014-01-31 05:42:20 +00:00
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/**
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* @property {boolean} stepping - Enable core loop stepping with Game.enableStep().
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* @default
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* @readonly
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*/
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this.stepping = false;
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/**
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2014-04-07 11:01:51 +00:00
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* @property {boolean} pendingStep - An internal property used by enableStep, but also useful to query from your own game objects.
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2014-01-31 05:42:20 +00:00
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* @default
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* @readonly
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*/
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this.pendingStep = false;
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/**
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* @property {number} stepCount - When stepping is enabled this contains the current step cycle.
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* @default
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* @readonly
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*/
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this.stepCount = 0;
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2014-03-12 21:19:00 +00:00
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/**
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* @property {Phaser.Signal} onPause - This event is fired when the game pauses.
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*/
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this.onPause = null;
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/**
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* @property {Phaser.Signal} onResume - This event is fired when the game resumes from a paused state.
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*/
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this.onResume = null;
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/**
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* @property {Phaser.Signal} onBlur - This event is fired when the game no longer has focus (typically on page hide).
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*/
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this.onBlur = null;
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/**
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* @property {Phaser.Signal} onFocus - This event is fired when the game has focus (typically on page show).
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*/
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this.onFocus = null;
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2014-02-25 02:59:24 +00:00
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/**
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* @property {boolean} _paused - Is game paused?
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* @private
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*/
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this._paused = false;
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/**
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* @property {boolean} _codePaused - Was the game paused via code or a visibility change?
|
|
|
|
* @private
|
|
|
|
*/
|
|
|
|
this._codePaused = false;
|
|
|
|
|
2014-11-08 18:52:02 +00:00
|
|
|
/**
|
|
|
|
* @property {number} _deltaTime - accumulate elapsed time until a logic update is due
|
|
|
|
* @private
|
|
|
|
*/
|
|
|
|
this._deltaTime = 0;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @property {number} _lastCount - remember how many 'catch-up' iterations were used on the logicUpdate last frame
|
|
|
|
* @private
|
|
|
|
*/
|
|
|
|
this._lastCount = 0;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @property {number} _spiralling - if the 'catch-up' iterations are spiralling out of control, this counter is incremented
|
|
|
|
* @private
|
|
|
|
*/
|
|
|
|
this._spiralling = 0;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @property {Phaser.Signal} fpsProblemNotifier - if the game is struggling to maintain the desiredFps, this signal will be dispatched
|
|
|
|
* to suggest that the program adjust it's fps closer to the Time.suggestedFps value
|
|
|
|
* @public
|
|
|
|
*/
|
|
|
|
this.fpsProblemNotifier = new Phaser.Signal();
|
|
|
|
|
2014-11-11 05:51:47 +00:00
|
|
|
/**
|
|
|
|
* @property {boolean} forceSingleUpdate - Should the game loop force a logic update, regardless of the delta timer? Set to true if you know you need this. You can toggle it on the fly.
|
|
|
|
*/
|
|
|
|
this.forceSingleUpdate = false;
|
|
|
|
|
2014-11-08 18:52:02 +00:00
|
|
|
/**
|
|
|
|
* @property {number} _nextNotification - the soonest game.time.time value that the next fpsProblemNotifier can be dispatched
|
|
|
|
* @private
|
|
|
|
*/
|
|
|
|
this._nextFpsNotification = 0;
|
2014-08-31 00:57:50 +00:00
|
|
|
|
2013-12-24 03:18:55 +00:00
|
|
|
// Parse the configuration object (if any)
|
|
|
|
if (arguments.length === 1 && typeof arguments[0] === 'object')
|
|
|
|
{
|
|
|
|
this.parseConfig(arguments[0]);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2014-07-10 09:45:43 +00:00
|
|
|
this.config = { enableDebug: true };
|
2014-05-30 04:33:30 +00:00
|
|
|
|
2013-12-24 03:18:55 +00:00
|
|
|
if (typeof width !== 'undefined')
|
|
|
|
{
|
2014-08-31 00:57:50 +00:00
|
|
|
this._width = width;
|
2013-12-24 03:18:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (typeof height !== 'undefined')
|
|
|
|
{
|
2014-08-31 00:57:50 +00:00
|
|
|
this._height = height;
|
2013-12-24 03:18:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (typeof renderer !== 'undefined')
|
|
|
|
{
|
|
|
|
this.renderType = renderer;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (typeof parent !== 'undefined')
|
|
|
|
{
|
|
|
|
this.parent = parent;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (typeof transparent !== 'undefined')
|
|
|
|
{
|
|
|
|
this.transparent = transparent;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (typeof antialias !== 'undefined')
|
|
|
|
{
|
|
|
|
this.antialias = antialias;
|
|
|
|
}
|
|
|
|
|
2014-03-12 13:53:30 +00:00
|
|
|
this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);
|
|
|
|
|
2013-12-24 03:18:55 +00:00
|
|
|
this.state = new Phaser.StateManager(this, state);
|
|
|
|
}
|
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
var _this = this;
|
2013-09-10 22:51:35 +00:00
|
|
|
|
|
|
|
this._onBoot = function () {
|
|
|
|
return _this.boot();
|
2014-03-23 08:29:04 +00:00
|
|
|
};
|
2013-09-10 22:51:35 +00:00
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
if (document.readyState === 'complete' || document.readyState === 'interactive')
|
|
|
|
{
|
|
|
|
window.setTimeout(this._onBoot, 0);
|
|
|
|
}
|
2014-11-11 14:31:20 +00:00
|
|
|
else if (typeof window.cordova !== "undefined" && !navigator['isCocoonJS'])
|
2014-08-21 04:11:41 +00:00
|
|
|
{
|
2014-11-11 14:31:20 +00:00
|
|
|
// Cordova, but NOT Cocoon?
|
2014-08-21 04:11:41 +00:00
|
|
|
document.addEventListener('deviceready', this._onBoot, false);
|
|
|
|
}
|
2013-11-25 03:13:04 +00:00
|
|
|
else
|
|
|
|
{
|
|
|
|
document.addEventListener('DOMContentLoaded', this._onBoot, false);
|
|
|
|
window.addEventListener('load', this._onBoot, false);
|
|
|
|
}
|
2013-09-10 22:51:35 +00:00
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
return this;
|
2013-09-10 22:51:35 +00:00
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
Phaser.Game.prototype = {
|
2013-09-10 00:26:50 +00:00
|
|
|
|
2013-12-24 03:18:55 +00:00
|
|
|
/**
|
|
|
|
* Parses a Game configuration object.
|
|
|
|
*
|
|
|
|
* @method Phaser.Game#parseConfig
|
|
|
|
* @protected
|
|
|
|
*/
|
|
|
|
parseConfig: function (config) {
|
|
|
|
|
|
|
|
this.config = config;
|
|
|
|
|
2014-08-28 03:19:10 +00:00
|
|
|
if (typeof config['enableDebug'] === 'undefined')
|
|
|
|
{
|
|
|
|
this.config.enableDebug = true;
|
|
|
|
}
|
|
|
|
|
2013-12-24 03:18:55 +00:00
|
|
|
if (config['width'])
|
|
|
|
{
|
2014-08-31 00:57:50 +00:00
|
|
|
this._width = config['width'];
|
2013-12-24 03:18:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (config['height'])
|
|
|
|
{
|
2014-08-31 00:57:50 +00:00
|
|
|
this._height = config['height'];
|
2013-12-24 03:18:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (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'];
|
|
|
|
}
|
|
|
|
|
2014-07-10 09:28:23 +00:00
|
|
|
if (config['preserveDrawingBuffer'])
|
|
|
|
{
|
|
|
|
this.preserveDrawingBuffer = config['preserveDrawingBuffer'];
|
|
|
|
}
|
|
|
|
|
2014-02-19 03:51:48 +00:00
|
|
|
if (config['physicsConfig'])
|
|
|
|
{
|
|
|
|
this.physicsConfig = config['physicsConfig'];
|
|
|
|
}
|
|
|
|
|
2014-03-21 09:51:33 +00:00
|
|
|
var seed = [(Date.now() * Math.random()).toString()];
|
|
|
|
|
2014-03-12 13:53:30 +00:00
|
|
|
if (config['seed'])
|
|
|
|
{
|
2014-03-21 09:51:33 +00:00
|
|
|
seed = config['seed'];
|
2014-03-12 13:53:30 +00:00
|
|
|
}
|
|
|
|
|
2014-03-21 09:51:33 +00:00
|
|
|
this.rnd = new Phaser.RandomDataGenerator(seed);
|
|
|
|
|
2013-12-24 03:18:55 +00:00
|
|
|
var state = null;
|
|
|
|
|
|
|
|
if (config['state'])
|
|
|
|
{
|
|
|
|
state = config['state'];
|
|
|
|
}
|
|
|
|
|
|
|
|
this.state = new Phaser.StateManager(this, state);
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
/**
|
|
|
|
* 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();
|
2014-03-12 21:19:00 +00:00
|
|
|
this.onBlur = new Phaser.Signal();
|
|
|
|
this.onFocus = new Phaser.Signal();
|
2013-11-25 03:13:04 +00:00
|
|
|
|
|
|
|
this.isBooted = true;
|
|
|
|
|
2014-02-25 21:16:56 +00:00
|
|
|
this.device = new Phaser.Device(this);
|
2014-08-31 00:57:50 +00:00
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
this.math = Phaser.Math;
|
|
|
|
|
2014-08-31 00:57:50 +00:00
|
|
|
this.scale = new Phaser.ScaleManager(this, this._width, this._height);
|
|
|
|
this.stage = new Phaser.Stage(this);
|
2013-11-25 03:13:04 +00:00
|
|
|
|
2014-08-31 00:57:50 +00:00
|
|
|
this.setUpRenderer();
|
2014-07-01 15:50:33 +00:00
|
|
|
|
2014-02-25 21:16:56 +00:00
|
|
|
this.device.checkFullScreenSupport();
|
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
this.world = new Phaser.World(this);
|
|
|
|
this.add = new Phaser.GameObjectFactory(this);
|
2014-02-21 14:50:18 +00:00
|
|
|
this.make = new Phaser.GameObjectCreator(this);
|
2013-11-25 03:13:04 +00:00
|
|
|
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);
|
2014-03-05 02:36:08 +00:00
|
|
|
this.physics = new Phaser.Physics(this, this.physicsConfig);
|
2013-11-25 03:13:04 +00:00
|
|
|
this.particles = new Phaser.Particles(this);
|
2014-04-09 15:12:25 +00:00
|
|
|
this.plugins = new Phaser.PluginManager(this);
|
2013-11-25 03:13:04 +00:00
|
|
|
this.net = new Phaser.Net(this);
|
|
|
|
|
2014-01-08 11:21:30 +00:00
|
|
|
this.time.boot();
|
2013-11-25 03:13:04 +00:00
|
|
|
this.stage.boot();
|
|
|
|
this.world.boot();
|
2014-09-01 07:19:43 +00:00
|
|
|
this.scale.boot();
|
2013-11-25 03:13:04 +00:00
|
|
|
this.input.boot();
|
|
|
|
this.sound.boot();
|
2014-02-07 17:14:10 +00:00
|
|
|
this.state.boot();
|
2014-07-10 09:45:43 +00:00
|
|
|
|
|
|
|
if (this.config['enableDebug'])
|
|
|
|
{
|
|
|
|
this.debug = new Phaser.Utils.Debug(this);
|
|
|
|
this.debug.boot();
|
|
|
|
}
|
2013-11-25 03:13:04 +00:00
|
|
|
|
|
|
|
this.showDebugHeader();
|
|
|
|
|
|
|
|
this.isRunning = true;
|
2013-08-29 02:52:59 +00:00
|
|
|
|
2014-02-20 01:31:13 +00:00
|
|
|
if (this.config && this.config['forceSetTimeOut'])
|
|
|
|
{
|
|
|
|
this.raf = new Phaser.RequestAnimationFrame(this, this.config['forceSetTimeOut']);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
this.raf = new Phaser.RequestAnimationFrame(this, false);
|
|
|
|
}
|
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
this.raf.start();
|
|
|
|
}
|
2013-08-28 06:02:55 +00:00
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
},
|
2013-10-23 12:15:56 +00:00
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
/**
|
2013-11-01 04:58:08 +00:00
|
|
|
* Displays a Phaser version debug header in the console.
|
|
|
|
*
|
|
|
|
* @method Phaser.Game#showDebugHeader
|
|
|
|
* @protected
|
|
|
|
*/
|
2013-11-25 03:13:04 +00:00
|
|
|
showDebugHeader: function () {
|
|
|
|
|
2014-04-26 02:48:06 +00:00
|
|
|
var v = Phaser.VERSION;
|
2013-11-25 03:13:04 +00:00
|
|
|
var r = 'Canvas';
|
|
|
|
var a = 'HTML Audio';
|
2014-03-12 15:26:20 +00:00
|
|
|
var c = 1;
|
2013-11-25 03:13:04 +00:00
|
|
|
|
2014-03-12 15:26:20 +00:00
|
|
|
if (this.renderType === Phaser.WEBGL)
|
2013-11-25 03:13:04 +00:00
|
|
|
{
|
|
|
|
r = 'WebGL';
|
2014-03-12 15:26:20 +00:00
|
|
|
c++;
|
2013-11-25 03:13:04 +00:00
|
|
|
}
|
2013-11-25 14:53:30 +00:00
|
|
|
else if (this.renderType == Phaser.HEADLESS)
|
|
|
|
{
|
|
|
|
r = 'Headless';
|
|
|
|
}
|
2013-11-25 03:13:04 +00:00
|
|
|
|
|
|
|
if (this.device.webAudio)
|
|
|
|
{
|
|
|
|
a = 'WebAudio';
|
2014-03-12 15:26:20 +00:00
|
|
|
c++;
|
2013-11-25 03:13:04 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (this.device.chrome)
|
|
|
|
{
|
|
|
|
var args = [
|
2014-07-03 09:50:26 +00:00
|
|
|
'%c %c %c Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' %c %c ' + ' http://phaser.io %c %c \u2665%c\u2665%c\u2665 ',
|
2014-09-04 04:05:05 +00:00
|
|
|
'background: #7a66a3',
|
|
|
|
'background: #625186',
|
|
|
|
'color: #ffffff; background: #43375b;',
|
|
|
|
'background: #625186',
|
|
|
|
'background: #ccb9f2',
|
|
|
|
'background: #625186'
|
2013-11-25 03:13:04 +00:00
|
|
|
];
|
|
|
|
|
2014-03-12 15:26:20 +00:00
|
|
|
for (var i = 0; i < 3; i++)
|
|
|
|
{
|
|
|
|
if (i < c)
|
|
|
|
{
|
|
|
|
args.push('color: #ff2424; background: #fff');
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
args.push('color: #959595; background: #fff');
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
console.log.apply(console, args);
|
|
|
|
}
|
2014-04-22 22:31:07 +00:00
|
|
|
else if (window['console'])
|
2013-11-25 03:13:04 +00:00
|
|
|
{
|
2014-07-03 09:50:26 +00:00
|
|
|
console.log('Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' | http://phaser.io');
|
2013-11-25 03:13:04 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* 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 () {
|
|
|
|
|
2014-05-30 01:01:33 +00:00
|
|
|
if (this.config['canvasID'])
|
|
|
|
{
|
|
|
|
this.canvas = Phaser.Canvas.create(this.width, this.height, this.config['canvasID']);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
this.canvas = Phaser.Canvas.create(this.width, this.height);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.config['canvasStyle'])
|
|
|
|
{
|
|
|
|
this.canvas.style = this.config['canvasStyle'];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
this.canvas.style['-webkit-full-screen'] = 'width: 100%; height: 100%';
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.device.cocoonJS)
|
|
|
|
{
|
2014-09-08 21:34:38 +00:00
|
|
|
if (this.renderType === Phaser.CANVAS)
|
|
|
|
{
|
|
|
|
this.canvas.screencanvas = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Some issue related to scaling arise with Cocoon using screencanvas and webgl renderer.
|
|
|
|
this.canvas.screencanvas = false;
|
|
|
|
}
|
2014-05-30 01:01:33 +00:00
|
|
|
}
|
|
|
|
|
2013-11-25 14:53:30 +00:00
|
|
|
if (this.renderType === Phaser.HEADLESS || this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && this.device.webGL === false))
|
2013-11-25 03:13:04 +00:00
|
|
|
{
|
|
|
|
if (this.device.canvas)
|
|
|
|
{
|
2013-11-25 14:53:30 +00:00
|
|
|
if (this.renderType === Phaser.AUTO)
|
|
|
|
{
|
|
|
|
this.renderType = Phaser.CANVAS;
|
|
|
|
}
|
|
|
|
|
2014-10-11 03:18:42 +00:00
|
|
|
this.renderer = new PIXI.CanvasRenderer(this.width, this.height, { "view": this.canvas, "transparent": this.transparent, "resolution": 1, "clearBeforeRender": true });
|
2013-11-25 03:13:04 +00:00
|
|
|
this.context = this.renderer.context;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
throw new Error('Phaser.Game - cannot create Canvas or WebGL context, aborting.');
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2014-07-10 09:28:23 +00:00
|
|
|
// They requested WebGL and their browser supports it
|
2013-11-25 03:13:04 +00:00
|
|
|
this.renderType = Phaser.WEBGL;
|
2014-10-11 03:18:42 +00:00
|
|
|
|
|
|
|
this.renderer = new PIXI.WebGLRenderer(this.width, this.height, { "view": this.canvas, "transparent": this.transparent, "resolution": 1, "antialias": this.antialias, "preserveDrawingBuffer": this.preserveDrawingBuffer });
|
2013-11-25 03:13:04 +00:00
|
|
|
this.context = null;
|
|
|
|
}
|
2013-08-29 16:20:59 +00:00
|
|
|
|
2014-03-12 13:45:30 +00:00
|
|
|
if (this.renderType !== Phaser.HEADLESS)
|
2014-03-11 16:14:01 +00:00
|
|
|
{
|
|
|
|
this.stage.smoothed = this.antialias;
|
2014-09-08 21:34:38 +00:00
|
|
|
|
2014-06-05 01:33:13 +00:00
|
|
|
Phaser.Canvas.addToDOM(this.canvas, this.parent, false);
|
2014-03-11 16:14:01 +00:00
|
|
|
Phaser.Canvas.setTouchAction(this.canvas);
|
|
|
|
}
|
2013-08-29 16:20:59 +00:00
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
},
|
2013-08-29 16:20:59 +00:00
|
|
|
|
2014-03-11 16:14:01 +00:00
|
|
|
/**
|
2014-07-09 04:38:59 +00:00
|
|
|
* The core game loop.
|
2014-03-11 16:14:01 +00:00
|
|
|
*
|
2014-03-12 13:45:30 +00:00
|
|
|
* @method Phaser.Game#update
|
2014-03-11 16:14:01 +00:00
|
|
|
* @protected
|
2014-11-08 19:11:28 +00:00
|
|
|
* @param {number} time - The current time as provided by RequestAnimationFrame.
|
2014-03-11 16:14:01 +00:00
|
|
|
*/
|
2014-03-12 13:45:30 +00:00
|
|
|
update: function (time) {
|
2014-03-11 16:14:01 +00:00
|
|
|
|
2014-03-12 21:19:00 +00:00
|
|
|
this.time.update(time);
|
|
|
|
|
2014-11-08 18:52:02 +00:00
|
|
|
// if the logic time is spiralling upwards, skip a frame entirely
|
2014-11-11 05:51:47 +00:00
|
|
|
if (this._spiralling > 1 && !this.forceSingleUpdate)
|
2014-11-08 18:52:02 +00:00
|
|
|
{
|
|
|
|
// cause an event to warn the program that this CPU can't keep up with the current desiredFps rate
|
|
|
|
if (this.time.time > this._nextFpsNotification)
|
|
|
|
{
|
|
|
|
// only permit one fps notification per 10 seconds
|
|
|
|
this._nextFpsNotification = this.time.time + 1000 * 10;
|
|
|
|
|
|
|
|
// dispatch the notification signal
|
|
|
|
this.fpsProblemNotifier.dispatch();
|
|
|
|
}
|
|
|
|
|
|
|
|
// reset the _deltaTime accumulator which will cause all pending dropped frames to be permanently skipped
|
|
|
|
this._deltaTime = 0;
|
|
|
|
this._spiralling = 0;
|
2014-11-11 05:51:47 +00:00
|
|
|
|
2014-11-12 02:01:09 +00:00
|
|
|
// call the game render update exactly once every frame
|
|
|
|
this.updateRender(this.time.slowMotion * this.time.desiredFps);
|
2014-11-08 18:52:02 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// step size taking into account the slow motion speed
|
|
|
|
var slowStep = this.time.slowMotion * 1000.0 / this.time.desiredFps;
|
|
|
|
|
2014-11-12 11:00:13 +00:00
|
|
|
// accumulate time until the slowStep threshold is met or exceeded... up to a limit of 3 catch-up frames at slowStep intervals
|
|
|
|
this._deltaTime += Math.max(Math.min(slowStep * 3, this.time.elapsed), 0);
|
2014-11-08 18:52:02 +00:00
|
|
|
|
|
|
|
// call the game update logic multiple times if necessary to "catch up" with dropped frames
|
2014-11-11 05:51:47 +00:00
|
|
|
// unless forceSingleUpdate is true
|
2014-11-08 18:52:02 +00:00
|
|
|
var count = 0;
|
|
|
|
|
|
|
|
while (this._deltaTime >= slowStep)
|
|
|
|
{
|
|
|
|
this._deltaTime -= slowStep;
|
|
|
|
this.updateLogic(1.0 / this.time.desiredFps);
|
|
|
|
count++;
|
2014-11-11 05:51:47 +00:00
|
|
|
|
|
|
|
if (this.forceSingleUpdate && count === 1)
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
2014-11-08 18:52:02 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// detect spiralling (if the catch-up loop isn't fast enough, the number of iterations will increase constantly)
|
|
|
|
if (count > this._lastCount)
|
|
|
|
{
|
|
|
|
this._spiralling++;
|
|
|
|
}
|
|
|
|
else if (count < this._lastCount)
|
|
|
|
{
|
|
|
|
// looks like it caught up successfully, reset the spiral alert counter
|
|
|
|
this._spiralling = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
this._lastCount = count;
|
|
|
|
|
2014-11-12 02:01:09 +00:00
|
|
|
// call the game render update exactly once every frame unless we're playing catch-up from a spiral condition
|
|
|
|
this.updateRender(this._deltaTime / slowStep);
|
|
|
|
}
|
2014-11-08 18:52:02 +00:00
|
|
|
|
|
|
|
},
|
|
|
|
|
2014-11-12 22:38:51 +00:00
|
|
|
/**
|
|
|
|
* Updates all logic subsystems in Phaser. Called automatically by Game.update.
|
|
|
|
*
|
|
|
|
* @method Phaser.Game#updateLogic
|
|
|
|
* @protected
|
|
|
|
* @param {number} timeStep - The current timeStep value as determined by Game.update.
|
|
|
|
*/
|
2014-11-08 18:52:02 +00:00
|
|
|
updateLogic: function (timeStep) {
|
|
|
|
|
2014-03-12 13:45:30 +00:00
|
|
|
if (!this._paused && !this.pendingStep)
|
2014-03-11 16:14:01 +00:00
|
|
|
{
|
|
|
|
if (this.stepping)
|
|
|
|
{
|
|
|
|
this.pendingStep = true;
|
2013-11-25 14:53:30 +00:00
|
|
|
}
|
2014-03-11 16:14:01 +00:00
|
|
|
|
2014-09-01 00:02:41 +00:00
|
|
|
this.scale.preUpdate();
|
|
|
|
|
2014-07-11 10:48:03 +00:00
|
|
|
if (this.config['enableDebug'])
|
|
|
|
{
|
2014-09-01 00:52:04 +00:00
|
|
|
this.debug.preUpdate();
|
2014-07-11 10:48:03 +00:00
|
|
|
}
|
|
|
|
|
2014-03-13 21:14:10 +00:00
|
|
|
this.physics.preUpdate();
|
2014-11-08 19:11:28 +00:00
|
|
|
this.state.preUpdate(timeStep);
|
|
|
|
this.plugins.preUpdate(timeStep);
|
2014-03-12 13:45:30 +00:00
|
|
|
this.stage.preUpdate();
|
2013-08-29 02:52:59 +00:00
|
|
|
|
2014-03-28 14:12:32 +00:00
|
|
|
this.state.update();
|
2014-03-12 13:45:30 +00:00
|
|
|
this.stage.update();
|
|
|
|
this.sound.update();
|
|
|
|
this.input.update();
|
|
|
|
this.physics.update();
|
2014-03-13 16:49:52 +00:00
|
|
|
this.particles.update();
|
2014-03-12 13:45:30 +00:00
|
|
|
this.plugins.update();
|
2014-03-11 16:14:01 +00:00
|
|
|
|
2014-03-12 13:45:30 +00:00
|
|
|
this.stage.postUpdate();
|
|
|
|
this.plugins.postUpdate();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2014-11-12 06:30:01 +00:00
|
|
|
// Scaling and device orientation changes are still reflected when paused.
|
|
|
|
this.scale.pauseUpdate();
|
|
|
|
|
2014-04-27 23:07:40 +00:00
|
|
|
this.state.pauseUpdate();
|
2014-07-11 10:48:03 +00:00
|
|
|
|
|
|
|
if (this.config['enableDebug'])
|
|
|
|
{
|
2014-09-01 00:52:04 +00:00
|
|
|
this.debug.preUpdate();
|
2014-07-11 10:48:03 +00:00
|
|
|
}
|
2014-03-12 13:45:30 +00:00
|
|
|
}
|
2014-11-08 18:52:02 +00:00
|
|
|
},
|
|
|
|
|
2014-11-12 22:38:51 +00:00
|
|
|
/**
|
|
|
|
* Renders the display list. Called automatically by Game.update.
|
|
|
|
*
|
|
|
|
* @method Phaser.Game#updateRender
|
|
|
|
* @protected
|
|
|
|
* @param {number} elapsedTime - The time elapsed since the last update.
|
|
|
|
*/
|
2014-11-08 18:52:02 +00:00
|
|
|
updateRender: function (elapsedTime) {
|
|
|
|
|
|
|
|
// update tweens once every frame along with the render logic (to keep them smooth in slowMotion scenarios)
|
|
|
|
if (!this._paused && !this.pendingStep)
|
|
|
|
{
|
|
|
|
this.tweens.update(elapsedTime);
|
|
|
|
}
|
2014-03-11 16:14:01 +00:00
|
|
|
|
2014-03-12 13:45:30 +00:00
|
|
|
if (this.renderType != Phaser.HEADLESS)
|
|
|
|
{
|
2014-07-02 04:32:27 +00:00
|
|
|
this.state.preRender();
|
2014-03-12 13:45:30 +00:00
|
|
|
this.renderer.render(this.stage);
|
2014-07-09 04:38:59 +00:00
|
|
|
|
2014-03-12 13:45:30 +00:00
|
|
|
this.plugins.render();
|
|
|
|
this.state.render();
|
|
|
|
this.plugins.postRender();
|
2014-05-29 22:52:13 +00:00
|
|
|
|
|
|
|
if (this.device.cocoonJS && this.renderType === Phaser.CANVAS && this.stage.currentRenderOrderID === 1)
|
|
|
|
{
|
|
|
|
// Horrible hack! But without it Cocoon fails to render a scene with just a single drawImage call on it.
|
|
|
|
this.context.fillRect(0, 0, 0, 0);
|
|
|
|
}
|
2014-03-12 13:45:30 +00:00
|
|
|
}
|
2014-03-11 16:14:01 +00:00
|
|
|
|
|
|
|
},
|
|
|
|
|
2014-01-31 05:42:20 +00:00
|
|
|
/**
|
|
|
|
* Enable core game loop stepping. When enabled you must call game.step() directly (perhaps via a DOM button?)
|
2014-03-11 16:14:01 +00:00
|
|
|
* Calling step will advance the game loop by one frame. This is extremely useful for hard to track down errors!
|
2014-01-31 05:42:20 +00:00
|
|
|
*
|
|
|
|
* @method Phaser.Game#enableStep
|
|
|
|
*/
|
2014-01-29 17:10:13 +00:00
|
|
|
enableStep: function () {
|
|
|
|
|
|
|
|
this.stepping = true;
|
|
|
|
this.pendingStep = false;
|
|
|
|
this.stepCount = 0;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2014-01-31 05:42:20 +00:00
|
|
|
/**
|
|
|
|
* 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
|
|
|
|
*/
|
2014-01-29 17:10:13 +00:00
|
|
|
step: function () {
|
|
|
|
|
|
|
|
this.pendingStep = false;
|
|
|
|
this.stepCount++;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
/**
|
2014-08-29 10:37:47 +00:00
|
|
|
* Nukes the entire game from orbit.
|
2013-10-23 12:15:56 +00:00
|
|
|
*
|
2013-10-02 00:16:40 +00:00
|
|
|
* @method Phaser.Game#destroy
|
2013-08-29 02:52:59 +00:00
|
|
|
*/
|
|
|
|
destroy: function () {
|
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
this.raf.stop();
|
2013-10-24 03:27:28 +00:00
|
|
|
|
2014-08-29 10:37:47 +00:00
|
|
|
this.state.destroy();
|
|
|
|
this.sound.destroy();
|
|
|
|
|
2014-08-28 02:31:47 +00:00
|
|
|
this.scale.destroy();
|
|
|
|
this.stage.destroy();
|
2013-11-25 03:13:04 +00:00
|
|
|
this.input.destroy();
|
2014-03-11 15:02:59 +00:00
|
|
|
this.physics.destroy();
|
2013-08-29 14:14:56 +00:00
|
|
|
|
|
|
|
this.state = null;
|
2013-08-29 02:52:59 +00:00
|
|
|
this.cache = null;
|
|
|
|
this.input = null;
|
|
|
|
this.load = null;
|
|
|
|
this.sound = null;
|
|
|
|
this.stage = null;
|
|
|
|
this.time = null;
|
|
|
|
this.world = null;
|
|
|
|
this.isBooted = false;
|
|
|
|
|
2014-10-27 22:09:39 +00:00
|
|
|
if (this.renderType === Phaser.WEBGL)
|
|
|
|
{
|
|
|
|
PIXI.glContexts[this.renderer.glContextId] = null;
|
|
|
|
|
|
|
|
this.renderer.projection = null;
|
|
|
|
this.renderer.offset = null;
|
|
|
|
|
|
|
|
this.renderer.shaderManager.destroy();
|
|
|
|
this.renderer.spriteBatch.destroy();
|
|
|
|
this.renderer.maskManager.destroy();
|
|
|
|
this.renderer.filterManager.destroy();
|
|
|
|
|
|
|
|
this.renderer.shaderManager = null;
|
|
|
|
this.renderer.spriteBatch = null;
|
|
|
|
this.renderer.maskManager = null;
|
|
|
|
this.renderer.filterManager = null;
|
|
|
|
|
|
|
|
this.renderer.gl = null;
|
|
|
|
this.renderer.renderSession = null;
|
|
|
|
Phaser.Canvas.removeFromDOM(this.canvas);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
this.renderer.destroy(true);
|
|
|
|
}
|
|
|
|
|
|
|
|
Phaser.GAMES[this.id] = null;
|
2014-09-01 01:38:21 +00:00
|
|
|
|
2014-02-25 02:59:24 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Called by the Stage visibility handler.
|
|
|
|
*
|
|
|
|
* @method Phaser.Game#gamePaused
|
2014-03-12 21:19:00 +00:00
|
|
|
* @param {object} event - The DOM event that caused the game to pause, if any.
|
2014-03-11 16:14:01 +00:00
|
|
|
* @protected
|
2014-02-25 02:59:24 +00:00
|
|
|
*/
|
2014-03-12 21:19:00 +00:00
|
|
|
gamePaused: function (event) {
|
2014-02-25 02:59:24 +00:00
|
|
|
|
|
|
|
// If the game is already paused it was done via game code, so don't re-pause it
|
|
|
|
if (!this._paused)
|
|
|
|
{
|
|
|
|
this._paused = true;
|
2014-03-12 21:19:00 +00:00
|
|
|
this.time.gamePaused();
|
2014-02-25 03:12:12 +00:00
|
|
|
this.sound.setMute();
|
2014-03-12 21:19:00 +00:00
|
|
|
this.onPause.dispatch(event);
|
2014-02-25 02:59:24 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Called by the Stage visibility handler.
|
|
|
|
*
|
|
|
|
* @method Phaser.Game#gameResumed
|
2014-03-12 21:19:00 +00:00
|
|
|
* @param {object} event - The DOM event that caused the game to pause, if any.
|
2014-03-11 16:14:01 +00:00
|
|
|
* @protected
|
2014-02-25 02:59:24 +00:00
|
|
|
*/
|
2014-03-12 21:19:00 +00:00
|
|
|
gameResumed: function (event) {
|
2014-02-25 02:59:24 +00:00
|
|
|
|
|
|
|
// Game is paused, but wasn't paused via code, so resume it
|
|
|
|
if (this._paused && !this._codePaused)
|
|
|
|
{
|
|
|
|
this._paused = false;
|
2014-03-12 21:19:00 +00:00
|
|
|
this.time.gameResumed();
|
2014-02-25 02:59:24 +00:00
|
|
|
this.input.reset();
|
2014-02-25 03:12:12 +00:00
|
|
|
this.sound.unsetMute();
|
2014-03-12 21:19:00 +00:00
|
|
|
this.onResume.dispatch(event);
|
2014-02-25 02:59:24 +00:00
|
|
|
}
|
|
|
|
|
2014-03-12 21:19:00 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Called by the Stage visibility handler.
|
|
|
|
*
|
|
|
|
* @method Phaser.Game#focusLoss
|
|
|
|
* @param {object} event - The DOM event that caused the game to pause, if any.
|
|
|
|
* @protected
|
|
|
|
*/
|
|
|
|
focusLoss: function (event) {
|
|
|
|
|
|
|
|
this.onBlur.dispatch(event);
|
|
|
|
|
2014-07-02 13:57:28 +00:00
|
|
|
if (!this.stage.disableVisibilityChange)
|
|
|
|
{
|
|
|
|
this.gamePaused(event);
|
|
|
|
}
|
2014-03-12 21:19:00 +00:00
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Called by the Stage visibility handler.
|
|
|
|
*
|
|
|
|
* @method Phaser.Game#focusGain
|
|
|
|
* @param {object} event - The DOM event that caused the game to pause, if any.
|
|
|
|
* @protected
|
|
|
|
*/
|
|
|
|
focusGain: function (event) {
|
|
|
|
|
|
|
|
this.onFocus.dispatch(event);
|
|
|
|
|
2014-07-02 13:57:28 +00:00
|
|
|
if (!this.stage.disableVisibilityChange)
|
|
|
|
{
|
|
|
|
this.gameResumed(event);
|
|
|
|
}
|
2014-03-12 21:19:00 +00:00
|
|
|
|
2013-08-29 02:52:59 +00:00
|
|
|
}
|
|
|
|
|
2013-08-28 06:02:55 +00:00
|
|
|
};
|
2013-09-10 22:51:35 +00:00
|
|
|
|
2013-12-30 16:54:00 +00:00
|
|
|
Phaser.Game.prototype.constructor = Phaser.Game;
|
|
|
|
|
2013-10-01 12:54:29 +00:00
|
|
|
/**
|
2013-10-02 00:16:40 +00:00
|
|
|
* 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.
|
2013-10-01 12:54:29 +00:00
|
|
|
*/
|
2013-09-10 22:51:35 +00:00
|
|
|
Object.defineProperty(Phaser.Game.prototype, "paused", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return this._paused;
|
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value) {
|
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
if (value === true)
|
|
|
|
{
|
|
|
|
if (this._paused === false)
|
|
|
|
{
|
|
|
|
this._paused = true;
|
2014-04-28 19:30:34 +00:00
|
|
|
this.sound.setMute();
|
2014-02-25 02:59:24 +00:00
|
|
|
this.time.gamePaused();
|
2013-11-25 03:13:04 +00:00
|
|
|
this.onPause.dispatch(this);
|
|
|
|
}
|
2014-07-14 19:57:37 +00:00
|
|
|
this._codePaused = true;
|
2013-11-25 03:13:04 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (this._paused)
|
|
|
|
{
|
|
|
|
this._paused = false;
|
2014-02-24 15:58:02 +00:00
|
|
|
this.input.reset();
|
2014-04-28 19:30:34 +00:00
|
|
|
this.sound.unsetMute();
|
2014-02-25 02:59:24 +00:00
|
|
|
this.time.gameResumed();
|
2013-11-25 03:13:04 +00:00
|
|
|
this.onResume.dispatch(this);
|
|
|
|
}
|
2014-07-14 19:57:37 +00:00
|
|
|
this._codePaused = false;
|
2013-11-25 03:13:04 +00:00
|
|
|
}
|
2013-09-10 22:51:35 +00:00
|
|
|
|
2013-09-11 12:21:07 +00:00
|
|
|
}
|
2013-09-10 22:51:35 +00:00
|
|
|
|
|
|
|
});
|
|
|
|
|
2013-10-07 09:21:22 +00:00
|
|
|
/**
|
|
|
|
* "Deleted code is debugged code." - Jeff Sickel
|
|
|
|
*/
|