phaser/Phaser/Stage.ts

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/// <reference path="Phaser.ts" />
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/// <reference path="Game.ts" />
/// <reference path="system/StageScaleMode.ts" />
/// <reference path="system/screens/BootScreen.ts" />
/// <reference path="system/screens/PauseScreen.ts" />
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/**
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* Phaser - Stage
*
* The Stage is the canvas on which everything is displayed. This class handles display within the web browser, focus handling,
* 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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/**
* Stage constructor
*
* Create a new <code>Stage</code> with specific width and height.
*
* @param parent {number} ID of parent DOM element.
* @param width {number} Width of the stage.
* @param height {number} Height of the 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');
this.canvas.width = width;
this.canvas.height = height;
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if (document.getElementById(parent))
{
document.getElementById(parent).appendChild(this.canvas);
document.getElementById(parent).style.overflow = 'hidden';
}
else
{
document.body.appendChild(this.canvas);
}
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// Consume default actions on the canvas
this.canvas.style.msTouchAction = 'none';
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);
this.bounds = new Rectangle(this.offset.x, this.offset.y, width, height);
this.aspectRatio = width / height;
this.scaleMode = StageScaleMode.NO_SCALE;
this.scale = new StageScaleMode(this._game);
this._bootScreen = new BootScreen(this._game);
this._pauseScreen = new PauseScreen(this._game, width, height);
document.addEventListener('visibilitychange', (event) => this.visibilityChange(event), false);
document.addEventListener('webkitvisibilitychange', (event) => this.visibilityChange(event), false);
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window.onblur = (event) => this.visibilityChange(event);
window.onfocus = (event) => this.visibilityChange(event);
}
/**
* Local private reference to game.
*/
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private _game: Game;
/**
* Background color of the stage.
* @type {string}
*/
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private _bgColor: string;
/**
* This will be displayed when Phaser is started without any default functions or State
* @type {BootScreen}
*/
private _bootScreen;
/**
* This will be displayed whenever the game loses focus or the player switches to another browser tab.
* @type {PauseScreen}
*/
private _pauseScreen;
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/**
* Screen orientation enum: Landscape.
* @type {number}
*/
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public static ORIENTATION_LANDSCAPE: number = 0;
/**
* Screen orientation enum: Portrait.
* @type {number}
*/
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public static ORIENTATION_PORTRAIT: number = 1;
/**
* Bound of this stage.
* @type {Rectangle}
*/
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public bounds: Rectangle;
/**
* Asperct ratio, thus: width / height.
* @type {number}
*/
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public aspectRatio: number;
/**
* Clear the whole stage every frame? (Default to true)
* @type {boolean}
*/
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public clear: bool = true;
/**
* Canvas element used by engine.
* @type {HTMLCanvasElement}
*/
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public canvas: HTMLCanvasElement;
/**
* Render context of stage's canvas.
* @type {CanvasRenderingContext2D}
*/
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public context: CanvasRenderingContext2D;
/**
* Do not use pause screen when game is paused?
* (Default to false, aka always use PauseScreen)
* @type {boolean}
*/
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public disablePauseScreen: bool = false;
/**
* Do not use boot screen when engine starts?
* (Default to false, aka always use BootScreen)
* @type {boolean}
*/
public disableBootScreen: bool = false;
/**
* Offset from this stage to the canvas element.
* @type {Point}
*/
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public offset: Point;
/**
* This object manages scaling of the game, see(StageScaleMode).
* @type {StageScaleMode}
*/
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public scale: StageScaleMode;
/**
* Which mode will the game be scaled.
* Available: StageScaleMode.EXACT_FIT, StageScaleMode.NO_SCALE, StageScaleMode.SHOW_ALL.
* @type {number}
*/
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public scaleMode: number;
/**
* Minimal scale factor of x-axis.
* @type {number}
*/
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public minScaleX: number = null;
/**
* Maximal scale factor of x-axis.
* @type {number}
*/
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public maxScaleX: number = null;
/**
* Minimal scale factor of y-axis.
* @type {number}
*/
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public minScaleY: number = null;
/**
* Maximal scale factor of y-axis.
* @type {number}
*/
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public maxScaleY: number = null;
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/**
* Update stage for rendering. This will handle scaling, clearing
* and PauseScreen/BootScreen updating and rendering.
*/
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public update() {
this.scale.update();
if (this.clear)
{
// implement dirty rect? could take up more cpu time than it saves. needs benching.
this.context.clearRect(0, 0, this.width, this.height);
}
if (this._game.isRunning == false && this.disableBootScreen == false)
{
this._bootScreen.update();
this._bootScreen.render();
}
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if (this._game.paused == true && this.disablePauseScreen == false)
{
this._pauseScreen.update();
this._pauseScreen.render();
}
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}
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/**
* This method will be called when canvas element's visibility changed.
*/
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private visibilityChange(event) {
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if (this.disablePauseScreen)
{
return;
}
if (event.type === 'blur' || document['hidden'] === true || document['webkitHidden'] === true)
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{
if (this._game.paused == false)
{
this._pauseScreen.onPaused();
this.saveCanvasValues();
this._game.paused = true;
}
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}
else if (event.type == 'focus')
{
if (this._game.paused == true)
{
this._pauseScreen.onResume();
this._game.paused = false;
this.restoreCanvasValues();
}
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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;
var clientLeft = element.clientLeft || document.body.clientLeft || 0;
var scrollTop = window.pageYOffset || element.scrollTop || document.body.scrollTop;
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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/**
* Canvas strokeStyle.
* @type {string}
*/
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public strokeStyle: string;
/**
* Canvas lineWidth.
* @type {number}
*/
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public lineWidth: number;
/**
* Canvas fillStyle.
* @type {string}
*/
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public fillStyle: string;
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/**
* Save current canvas properties (strokeStyle, lineWidth and fillStyle) for later using.
*/
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public saveCanvasValues() {
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this.strokeStyle = this.context.strokeStyle;
this.lineWidth = this.context.lineWidth;
this.fillStyle = this.context.fillStyle;
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}
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/**
* Restore current canvas values (strokeStyle, lineWidth and fillStyle) with saved values.
*/
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public restoreCanvasValues() {
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this.context.strokeStyle = this.strokeStyle;
this.context.lineWidth = this.lineWidth;
this.context.fillStyle = this.fillStyle;
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}
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public set backgroundColor(color: string) {
this.canvas.style.backgroundColor = color;
}
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public get backgroundColor(): string {
return this._bgColor;
}
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public get x(): number {
return this.bounds.x;
}
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public get y(): number {
return this.bounds.y;
}
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public get width(): number {
return this.bounds.width;
}
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public get height(): number {
return this.bounds.height;
}
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public get centerX(): number {
return this.bounds.halfWidth;
}
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public get centerY(): number {
return this.bounds.halfHeight;
}
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public get randomX(): number {
return Math.round(Math.random() * this.bounds.width);
}
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public get randomY(): number {
return Math.round(Math.random() * this.bounds.height);
}
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}
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}