phaser/src/core/Config.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013-2023 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
var Class = require('../utils/Class');
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var CONST = require('../const');
var DefaultPlugins = require('../plugins/DefaultPlugins');
var Device = require('../device');
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var GetFastValue = require('../utils/object/GetFastValue');
var GetValue = require('../utils/object/GetValue');
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var IsPlainObject = require('../utils/object/IsPlainObject');
var NOOP = require('../utils/NOOP');
var PhaserMath = require('../math/');
var PIPELINE_CONST = require('../renderer/webgl/pipelines/const');
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var ValueToColor = require('../display/color/ValueToColor');
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/**
* @classdesc
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* The active game configuration settings, parsed from a {@link Phaser.Types.Core.GameConfig} object.
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*
* @class Config
* @memberof Phaser.Core
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* @constructor
* @since 3.0.0
*
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* @param {Phaser.Types.Core.GameConfig} [GameConfig] - The configuration object for your Phaser Game instance.
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*
* @see Phaser.Game#config
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*/
var Config = new Class({
initialize:
function Config (config)
{
if (config === undefined) { config = {}; }
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var defaultBannerColor = [
'#ff0000',
'#ffff00',
'#00ff00',
'#00ffff',
'#000000'
];
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var defaultBannerTextColor = '#ffffff';
// Scale Manager - Anything set in here over-rides anything set in the core game config
var scaleConfig = GetValue(config, 'scale', null);
/**
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* @const {(number|string)} Phaser.Core.Config#width - The width of the underlying canvas, in pixels.
*/
this.width = GetValue(scaleConfig, 'width', 1024, config);
/**
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* @const {(number|string)} Phaser.Core.Config#height - The height of the underlying canvas, in pixels.
*/
this.height = GetValue(scaleConfig, 'height', 768, config);
/**
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* @const {(Phaser.Scale.ZoomType|number)} Phaser.Core.Config#zoom - The zoom factor, as used by the Scale Manager.
*/
this.zoom = GetValue(scaleConfig, 'zoom', 1, config);
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/**
* @const {?*} Phaser.Core.Config#parent - A parent DOM element into which the canvas created by the renderer will be injected.
*/
this.parent = GetValue(scaleConfig, 'parent', undefined, config);
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/**
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* @const {Phaser.Scale.ScaleModeType} Phaser.Core.Config#scaleMode - The scale mode as used by the Scale Manager. The default is zero, which is no scaling.
*/
this.scaleMode = GetValue(scaleConfig, (scaleConfig) ? 'mode' : 'scaleMode', 0, config);
/**
* @const {boolean} Phaser.Core.Config#expandParent - Is the Scale Manager allowed to adjust the CSS height property of the parent to be 100%?
*/
this.expandParent = GetValue(scaleConfig, 'expandParent', true, config);
/**
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* @const {boolean} Phaser.Core.Config#autoRound - Automatically round the display and style sizes of the canvas. This can help with performance in lower-powered devices.
*/
this.autoRound = GetValue(scaleConfig, 'autoRound', false, config);
/**
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* @const {Phaser.Scale.CenterType} Phaser.Core.Config#autoCenter - Automatically center the canvas within the parent?
*/
this.autoCenter = GetValue(scaleConfig, 'autoCenter', 0, config);
/**
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* @const {number} Phaser.Core.Config#resizeInterval - How many ms should elapse before checking if the browser size has changed?
*/
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this.resizeInterval = GetValue(scaleConfig, 'resizeInterval', 500, config);
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/**
* @const {?(HTMLElement|string)} Phaser.Core.Config#fullscreenTarget - The DOM element that will be sent into full screen mode, or its `id`. If undefined Phaser will create its own div and insert the canvas into it when entering fullscreen mode.
*/
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this.fullscreenTarget = GetValue(scaleConfig, 'fullscreenTarget', null, config);
/**
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* @const {number} Phaser.Core.Config#minWidth - The minimum width, in pixels, the canvas will scale down to. A value of zero means no minimum.
*/
this.minWidth = GetValue(scaleConfig, 'min.width', 0, config);
/**
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* @const {number} Phaser.Core.Config#maxWidth - The maximum width, in pixels, the canvas will scale up to. A value of zero means no maximum.
*/
this.maxWidth = GetValue(scaleConfig, 'max.width', 0, config);
/**
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* @const {number} Phaser.Core.Config#minHeight - The minimum height, in pixels, the canvas will scale down to. A value of zero means no minimum.
*/
this.minHeight = GetValue(scaleConfig, 'min.height', 0, config);
/**
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* @const {number} Phaser.Core.Config#maxHeight - The maximum height, in pixels, the canvas will scale up to. A value of zero means no maximum.
*/
this.maxHeight = GetValue(scaleConfig, 'max.height', 0, config);
/**
* @const {number} Phaser.Core.Config#renderType - Force Phaser to use a specific renderer. Can be `CONST.CANVAS`, `CONST.WEBGL`, `CONST.HEADLESS` or `CONST.AUTO` (default)
*/
this.renderType = GetValue(config, 'type', CONST.AUTO);
/**
* @const {?HTMLCanvasElement} Phaser.Core.Config#canvas - Force Phaser to use your own Canvas element instead of creating one.
*/
this.canvas = GetValue(config, 'canvas', null);
/**
* @const {?(CanvasRenderingContext2D|WebGLRenderingContext)} Phaser.Core.Config#context - Force Phaser to use your own Canvas context instead of creating one.
*/
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this.context = GetValue(config, 'context', null);
/**
* @const {?string} Phaser.Core.Config#canvasStyle - Optional CSS attributes to be set on the canvas object created by the renderer.
*/
this.canvasStyle = GetValue(config, 'canvasStyle', null);
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/**
* @const {boolean} Phaser.Core.Config#customEnvironment - Is Phaser running under a custom (non-native web) environment? If so, set this to `true` to skip internal Feature detection. If `true` the `renderType` cannot be left as `AUTO`.
*/
this.customEnvironment = GetValue(config, 'customEnvironment', false);
/**
* @const {?object} Phaser.Core.Config#sceneConfig - The default Scene configuration object.
*/
this.sceneConfig = GetValue(config, 'scene', null);
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/**
* @const {string[]} Phaser.Core.Config#seed - A seed which the Random Data Generator will use. If not given, a dynamic seed based on the time is used.
*/
this.seed = GetValue(config, 'seed', [ (Date.now() * Math.random()).toString() ]);
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PhaserMath.RND = new PhaserMath.RandomDataGenerator(this.seed);
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/**
* @const {string} Phaser.Core.Config#gameTitle - The title of the game.
*/
this.gameTitle = GetValue(config, 'title', '');
/**
* @const {string} Phaser.Core.Config#gameURL - The URL of the game.
*/
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this.gameURL = GetValue(config, 'url', 'https://phaser.io');
/**
* @const {string} Phaser.Core.Config#gameVersion - The version of the game.
*/
this.gameVersion = GetValue(config, 'version', '');
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/**
* @const {boolean} Phaser.Core.Config#autoFocus - If `true` the window will automatically be given focus immediately and on any future mousedown event.
*/
this.autoFocus = GetValue(config, 'autoFocus', true);
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/**
* @const {(number|boolean)} Phaser.Core.Config#stableSort - `false` or `0` = Use the built-in StableSort (needed for older browsers), `true` or `1` = Rely on ES2019 Array.sort being stable (modern browsers only), or `-1` = Try and determine this automatically based on browser inspection (not guaranteed to work, errs on side of caution).
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*/
this.stableSort = GetValue(config, 'stableSort', -1);
if (this.stableSort === -1)
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{
this.stableSort = (Device.browser.es2019) ? 1 : 0;
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}
Device.features.stableSort = this.stableSort;
// DOM Element Container
/**
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* @const {?boolean} Phaser.Core.Config#domCreateContainer - Should the game create a div element to act as a DOM Container? Only enable if you're using DOM Element objects. You must provide a parent object if you use this feature.
*/
this.domCreateContainer = GetValue(config, 'dom.createContainer', false);
/**
* @const {?string} Phaser.Core.Config#domPointerEvents - The default `pointerEvents` attribute set on the DOM Container.
*/
this.domPointerEvents = GetValue(config, 'dom.pointerEvents', 'none');
// Input
/**
* @const {boolean} Phaser.Core.Config#inputKeyboard - Enable the Keyboard Plugin. This can be disabled in games that don't need keyboard input.
*/
this.inputKeyboard = GetValue(config, 'input.keyboard', true);
/**
* @const {*} Phaser.Core.Config#inputKeyboardEventTarget - The DOM Target to listen for keyboard events on. Defaults to `window` if not specified.
*/
this.inputKeyboardEventTarget = GetValue(config, 'input.keyboard.target', window);
/**
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* @const {?number[]} Phaser.Core.Config#inputKeyboardCapture - `preventDefault` will be called on every non-modified key which has a key code in this array. By default, it is empty.
*/
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this.inputKeyboardCapture = GetValue(config, 'input.keyboard.capture', []);
/**
* @const {(boolean|object)} Phaser.Core.Config#inputMouse - Enable the Mouse Plugin. This can be disabled in games that don't need mouse input.
*/
this.inputMouse = GetValue(config, 'input.mouse', true);
/**
* @const {?*} Phaser.Core.Config#inputMouseEventTarget - The DOM Target to listen for mouse events on. Defaults to the game canvas if not specified.
*/
this.inputMouseEventTarget = GetValue(config, 'input.mouse.target', null);
/**
* @const {boolean} Phaser.Core.Config#inputMousePreventDefaultDown - Should `mousedown` DOM events have `preventDefault` called on them?
*/
this.inputMousePreventDefaultDown = GetValue(config, 'input.mouse.preventDefaultDown', true);
/**
* @const {boolean} Phaser.Core.Config#inputMousePreventDefaultUp - Should `mouseup` DOM events have `preventDefault` called on them?
*/
this.inputMousePreventDefaultUp = GetValue(config, 'input.mouse.preventDefaultUp', true);
/**
* @const {boolean} Phaser.Core.Config#inputMousePreventDefaultMove - Should `mousemove` DOM events have `preventDefault` called on them?
*/
this.inputMousePreventDefaultMove = GetValue(config, 'input.mouse.preventDefaultMove', true);
/**
* @const {boolean} Phaser.Core.Config#inputMousePreventDefaultWheel - Should `wheel` DOM events have `preventDefault` called on them?
*/
this.inputMousePreventDefaultWheel = GetValue(config, 'input.mouse.preventDefaultWheel', true);
/**
* @const {boolean} Phaser.Core.Config#inputTouch - Enable the Touch Plugin. This can be disabled in games that don't need touch input.
*/
this.inputTouch = GetValue(config, 'input.touch', Device.input.touch);
/**
* @const {?*} Phaser.Core.Config#inputTouchEventTarget - The DOM Target to listen for touch events on. Defaults to the game canvas if not specified.
*/
this.inputTouchEventTarget = GetValue(config, 'input.touch.target', null);
/**
* @const {boolean} Phaser.Core.Config#inputTouchCapture - Should touch events be captured? I.e. have prevent default called on them.
*/
this.inputTouchCapture = GetValue(config, 'input.touch.capture', true);
/**
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* @const {number} Phaser.Core.Config#inputActivePointers - The number of Pointer objects created by default. In a mouse-only, or non-multi touch game, you can leave this as 1.
*/
this.inputActivePointers = GetValue(config, 'input.activePointers', 1);
/**
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* @const {number} Phaser.Core.Config#inputSmoothFactor - The smoothing factor to apply during Pointer movement. See {@link Phaser.Input.Pointer#smoothFactor}.
*/
this.inputSmoothFactor = GetValue(config, 'input.smoothFactor', 0);
/**
* @const {boolean} Phaser.Core.Config#inputWindowEvents - Should Phaser listen for input events on the Window? If you disable this, events like 'POINTER_UP_OUTSIDE' will no longer fire.
*/
this.inputWindowEvents = GetValue(config, 'input.windowEvents', true);
/**
* @const {boolean} Phaser.Core.Config#inputGamepad - Enable the Gamepad Plugin. This can be disabled in games that don't need gamepad input.
*/
this.inputGamepad = GetValue(config, 'input.gamepad', false);
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/**
* @const {*} Phaser.Core.Config#inputGamepadEventTarget - The DOM Target to listen for gamepad events on. Defaults to `window` if not specified.
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*/
this.inputGamepadEventTarget = GetValue(config, 'input.gamepad.target', window);
/**
* @const {boolean} Phaser.Core.Config#disableContextMenu - Set to `true` to disable the right-click context menu.
*/
this.disableContextMenu = GetValue(config, 'disableContextMenu', false);
/**
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* @const {Phaser.Types.Core.AudioConfig} Phaser.Core.Config#audio - The Audio Configuration object.
*/
this.audio = GetValue(config, 'audio', {});
// If you do: { banner: false } it won't display any banner at all
/**
* @const {boolean} Phaser.Core.Config#hideBanner - Don't write the banner line to the console.log.
*/
this.hideBanner = (GetValue(config, 'banner', null) === false);
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/**
* @const {boolean} Phaser.Core.Config#hidePhaser - Omit Phaser's name and version from the banner.
*/
this.hidePhaser = GetValue(config, 'banner.hidePhaser', false);
/**
* @const {string} Phaser.Core.Config#bannerTextColor - The color of the banner text.
*/
this.bannerTextColor = GetValue(config, 'banner.text', defaultBannerTextColor);
/**
* @const {string[]} Phaser.Core.Config#bannerBackgroundColor - The background colors of the banner.
*/
this.bannerBackgroundColor = GetValue(config, 'banner.background', defaultBannerColor);
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if (this.gameTitle === '' && this.hidePhaser)
{
this.hideBanner = true;
}
/**
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* @const {Phaser.Types.Core.FPSConfig} Phaser.Core.Config#fps - The Frame Rate Configuration object, as parsed by the Timestep class.
*/
this.fps = GetValue(config, 'fps', null);
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// Render Settings - Anything set in here over-rides anything set in the core game config
var renderConfig = GetValue(config, 'render', null);
/**
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* @const {Phaser.Types.Core.PipelineConfig} Phaser.Core.Config#pipeline - An object mapping WebGL names to WebGLPipeline classes. These should be class constructors, not instances.
*/
this.pipeline = GetValue(renderConfig, 'pipeline', null, config);
/**
* @const {boolean} Phaser.Core.Config#autoMobilePipeline - Automatically enable the Mobile Pipeline if iOS or Android detected?
*/
this.autoMobilePipeline = GetValue(renderConfig, 'autoMobilePipeline', true, config);
/**
* @const {string} Phaser.Core.Config#defaultPipeline - The WebGL Pipeline that Game Objects will use by default. Set to 'MultiPipeline' as standard. See also 'autoMobilePipeline'.
*/
this.defaultPipeline = GetValue(renderConfig, 'defaultPipeline', PIPELINE_CONST.MULTI_PIPELINE, config);
/**
* @const {boolean} Phaser.Core.Config#antialias - When set to `true`, WebGL uses linear interpolation to draw scaled or rotated textures, giving a smooth appearance. When set to `false`, WebGL uses nearest-neighbor interpolation, giving a crisper appearance. `false` also disables antialiasing of the game canvas itself, if the browser supports it, when the game canvas is scaled.
*/
this.antialias = GetValue(renderConfig, 'antialias', true, config);
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/**
* @const {boolean} Phaser.Core.Config#antialiasGL - Sets the `antialias` property when the WebGL context is created. Setting this value does not impact any subsequent textures that are created, or the canvas style attributes.
*/
this.antialiasGL = GetValue(renderConfig, 'antialiasGL', true, config);
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/**
* @const {string} Phaser.Core.Config#mipmapFilter - Sets the mipmap magFilter to be used when creating WebGL textures. Don't set unless you wish to create mipmaps. Set to one of the following: 'NEAREST', 'LINEAR', 'NEAREST_MIPMAP_NEAREST', 'LINEAR_MIPMAP_NEAREST', 'NEAREST_MIPMAP_LINEAR' or 'LINEAR_MIPMAP_LINEAR'.
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*/
this.mipmapFilter = GetValue(renderConfig, 'mipmapFilter', '', config);
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/**
* @const {boolean} Phaser.Core.Config#desynchronized - When set to `true` it will create a desynchronized context for both 2D and WebGL. See https://developers.google.com/web/updates/2019/05/desynchronized for details.
*/
this.desynchronized = GetValue(renderConfig, 'desynchronized', false, config);
/**
* @const {boolean} Phaser.Core.Config#roundPixels - Draw texture-based Game Objects at only whole-integer positions. Game Objects without textures, like Graphics, ignore this property.
*/
this.roundPixels = GetValue(renderConfig, 'roundPixels', true, config);
/**
* @const {boolean} Phaser.Core.Config#pixelArt - Prevent pixel art from becoming blurred when scaled. It will remain crisp (tells the WebGL renderer to automatically create textures using a linear filter mode).
*/
this.pixelArt = GetValue(renderConfig, 'pixelArt', this.zoom !== 1, config);
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if (this.pixelArt)
{
this.antialias = false;
this.antialiasGL = false;
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this.roundPixels = true;
}
/**
* @const {boolean} Phaser.Core.Config#transparent - Whether the game canvas will have a transparent background.
*/
this.transparent = GetValue(renderConfig, 'transparent', false, config);
/**
* @const {boolean} Phaser.Core.Config#clearBeforeRender - Whether the game canvas will be cleared between each rendering frame. You can disable this if you have a full-screen background image or game object.
*/
this.clearBeforeRender = GetValue(renderConfig, 'clearBeforeRender', true, config);
/**
* @const {boolean} Phaser.Core.Config#preserveDrawingBuffer - If the value is true the WebGL buffers will not be cleared and will preserve their values until cleared or overwritten by the author.
*/
this.preserveDrawingBuffer = GetValue(renderConfig, 'preserveDrawingBuffer', false, config);
/**
* @const {boolean} Phaser.Core.Config#premultipliedAlpha - In WebGL mode, sets the drawing buffer to contain colors with pre-multiplied alpha.
*/
this.premultipliedAlpha = GetValue(renderConfig, 'premultipliedAlpha', true, config);
/**
* @const {boolean} Phaser.Core.Config#failIfMajorPerformanceCaveat - Let the browser abort creating a WebGL context if it judges performance would be unacceptable.
*/
this.failIfMajorPerformanceCaveat = GetValue(renderConfig, 'failIfMajorPerformanceCaveat', false, config);
/**
* @const {string} Phaser.Core.Config#powerPreference - "high-performance", "low-power" or "default". A hint to the browser on how much device power the game might use.
*/
this.powerPreference = GetValue(renderConfig, 'powerPreference', 'default', config);
/**
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* @const {number} Phaser.Core.Config#batchSize - The default WebGL Batch size. Represents the number of _quads_ that can be added to a single batch.
*/
this.batchSize = GetValue(renderConfig, 'batchSize', 4096, config);
/**
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* @const {number} Phaser.Core.Config#maxTextures - When in WebGL mode, this sets the maximum number of GPU Textures to use. The default, -1, will use all available units. The WebGL1 spec says all browsers should provide a minimum of 8.
*/
this.maxTextures = GetValue(renderConfig, 'maxTextures', -1, config);
/**
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* @const {number} Phaser.Core.Config#maxLights - The maximum number of lights allowed to be visible within range of a single Camera in the LightManager.
*/
this.maxLights = GetValue(renderConfig, 'maxLights', 10, config);
var bgc = GetValue(config, 'backgroundColor', 0);
/**
* @const {Phaser.Display.Color} Phaser.Core.Config#backgroundColor - The background color of the game canvas. The default is black. This value is ignored if `transparent` is set to `true`.
*/
this.backgroundColor = ValueToColor(bgc);
if (this.transparent)
{
this.backgroundColor = ValueToColor(0x000000);
this.backgroundColor.alpha = 0;
}
/**
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* @const {Phaser.Types.Core.BootCallback} Phaser.Core.Config#preBoot - Called before Phaser boots. Useful for initializing anything not related to Phaser that Phaser may require while booting.
*/
this.preBoot = GetValue(config, 'callbacks.preBoot', NOOP);
/**
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* @const {Phaser.Types.Core.BootCallback} Phaser.Core.Config#postBoot - A function to run at the end of the boot sequence. At this point, all the game systems have started and plugins have been loaded.
*/
this.postBoot = GetValue(config, 'callbacks.postBoot', NOOP);
/**
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* @const {Phaser.Types.Core.PhysicsConfig} Phaser.Core.Config#physics - The Physics Configuration object.
*/
this.physics = GetValue(config, 'physics', {});
/**
* @const {(boolean|string)} Phaser.Core.Config#defaultPhysicsSystem - The default physics system. It will be started for each scene. Either 'arcade', 'impact' or 'matter'.
*/
this.defaultPhysicsSystem = GetValue(this.physics, 'default', false);
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/**
* @const {string} Phaser.Core.Config#loaderBaseURL - A URL used to resolve paths given to the loader. Example: 'http://labs.phaser.io/assets/'.
*/
this.loaderBaseURL = GetValue(config, 'loader.baseURL', '');
/**
* @const {string} Phaser.Core.Config#loaderPath - A URL path used to resolve relative paths given to the loader. Example: 'images/sprites/'.
*/
this.loaderPath = GetValue(config, 'loader.path', '');
/**
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* @const {number} Phaser.Core.Config#loaderMaxParallelDownloads - Maximum parallel downloads allowed for resources (Default to 32).
*/
this.loaderMaxParallelDownloads = GetValue(config, 'loader.maxParallelDownloads', (Device.os.android) ? 6 : 32);
/**
* @const {(string|undefined)} Phaser.Core.Config#loaderCrossOrigin - 'anonymous', 'use-credentials', or `undefined`. If you're not making cross-origin requests, leave this as `undefined`. See {@link https://developer.mozilla.org/en-US/docs/Web/HTML/CORS_settings_attributes}.
*/
this.loaderCrossOrigin = GetValue(config, 'loader.crossOrigin', undefined);
/**
* @const {string} Phaser.Core.Config#loaderResponseType - The response type of the XHR request, e.g. `blob`, `text`, etc.
*/
this.loaderResponseType = GetValue(config, 'loader.responseType', '');
/**
* @const {boolean} Phaser.Core.Config#loaderAsync - Should the XHR request use async or not?
*/
this.loaderAsync = GetValue(config, 'loader.async', true);
/**
* @const {string} Phaser.Core.Config#loaderUser - Optional username for all XHR requests.
*/
this.loaderUser = GetValue(config, 'loader.user', '');
/**
* @const {string} Phaser.Core.Config#loaderPassword - Optional password for all XHR requests.
*/
this.loaderPassword = GetValue(config, 'loader.password', '');
/**
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* @const {number} Phaser.Core.Config#loaderTimeout - Optional XHR timeout value, in ms.
*/
this.loaderTimeout = GetValue(config, 'loader.timeout', 0);
/**
* @const {boolean} Phaser.Core.Config#loaderWithCredentials - Optional XHR withCredentials value.
*/
this.loaderWithCredentials = GetValue(config, 'loader.withCredentials', false);
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/**
* @const {string} Phaser.Core.Config#loaderImageLoadType - Optional load type for image, `XHR` is default, or `HTMLImageElement` for a lightweight way.
*/
this.loaderImageLoadType = GetValue(config, 'loader.imageLoadType', 'XHR');
// On iOS, Capacitor often runs on a capacitor:// protocol, meaning local files are served from capacitor:// rather than file://
// See: https://github.com/photonstorm/phaser/issues/5685
/**
* @const {string[]} Phaser.Core.Config#loaderLocalScheme - An array of schemes that the Loader considers as being 'local' files. Defaults to: `[ 'file://', 'capacitor://' ]`.
*/
this.loaderLocalScheme = GetValue(config, 'loader.localScheme', [ 'file://', 'capacitor://' ]);
/**
* @const {number} Phaser.Core.Config#glowFXQuality - The quality of the Glow FX (defaults to 0.1)
*/
this.glowFXQuality = GetValue(config, 'fx.glow.quality', 0.1);
/**
* @const {number} Phaser.Core.Config#glowFXDistance - The distance of the Glow FX (defaults to 10)
*/
this.glowFXDistance = GetValue(config, 'fx.glow.distance', 10);
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/*
* Allows `plugins` property to either be an array, in which case it just replaces
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* the default plugins like previously, or a config object.
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*
* plugins: {
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* global: [
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* { key: 'TestPlugin', plugin: TestPlugin, start: true, data: { msg: 'The plugin is alive' } },
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* ],
* scene: [
* { key: 'WireFramePlugin', plugin: WireFramePlugin, systemKey: 'wireFramePlugin', sceneKey: 'wireframe' }
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* ],
* default: [], OR
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* defaultMerge: [
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* 'ModPlayer'
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* ]
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* }
*/
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/**
* @const {any} Phaser.Core.Config#installGlobalPlugins - An array of global plugins to be installed.
*/
this.installGlobalPlugins = [];
/**
* @const {any} Phaser.Core.Config#installScenePlugins - An array of Scene level plugins to be installed.
*/
this.installScenePlugins = [];
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var plugins = GetValue(config, 'plugins', null);
var defaultPlugins = DefaultPlugins.DefaultScene;
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if (plugins)
{
// Old 3.7 array format?
if (Array.isArray(plugins))
{
this.defaultPlugins = plugins;
}
else if (IsPlainObject(plugins))
{
this.installGlobalPlugins = GetFastValue(plugins, 'global', []);
this.installScenePlugins = GetFastValue(plugins, 'scene', []);
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if (Array.isArray(plugins.default))
{
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defaultPlugins = plugins.default;
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}
else if (Array.isArray(plugins.defaultMerge))
{
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defaultPlugins = defaultPlugins.concat(plugins.defaultMerge);
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}
}
}
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/**
* @const {any} Phaser.Core.Config#defaultPlugins - The plugins installed into every Scene (in addition to CoreScene and Global).
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*/
this.defaultPlugins = defaultPlugins;
// Default / Missing Images
var pngPrefix = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAg';
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/**
* @const {string} Phaser.Core.Config#defaultImage - A base64 encoded PNG that will be used as the default blank texture.
*/
this.defaultImage = GetValue(config, 'images.default', pngPrefix + 'AQMAAABJtOi3AAAAA1BMVEX///+nxBvIAAAAAXRSTlMAQObYZgAAABVJREFUeF7NwIEAAAAAgKD9qdeocAMAoAABm3DkcAAAAABJRU5ErkJggg==');
/**
* @const {string} Phaser.Core.Config#missingImage - A base64 encoded PNG that will be used as the default texture when a texture is assigned that is missing or not loaded.
*/
this.missingImage = GetValue(config, 'images.missing', pngPrefix + 'CAIAAAD8GO2jAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAJ9JREFUeNq01ssOwyAMRFG46v//Mt1ESmgh+DFmE2GPOBARKb2NVjo+17PXLD8a1+pl5+A+wSgFygymWYHBb0FtsKhJDdZlncG2IzJ4ayoMDv20wTmSMzClEgbWYNTAkQ0Z+OJ+A/eWnAaR9+oxCF4Os0H8htsMUp+pwcgBBiMNnAwF8GqIgL2hAzaGFFgZauDPKABmowZ4GL369/0rwACp2yA/ttmvsQAAAABJRU5ErkJggg==');
/**
* @const {string} Phaser.Core.Config#whiteImage - A base64 encoded PNG that will be used as the default texture when a texture is assigned that is white or not loaded.
*/
this.whiteImage = GetValue(config, 'images.white', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAQAAAAECAIAAAAmkwkpAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAABdJREFUeNpi/P//PwMMMDEgAdwcgAADAJZuAwXJYZOzAAAAAElFTkSuQmCC');
if (window)
{
if (window.FORCE_WEBGL)
{
this.renderType = CONST.WEBGL;
}
else if (window.FORCE_CANVAS)
{
this.renderType = CONST.CANVAS;
}
}
}
});
module.exports = Config;