phaser/todo/TS Source/Game.js

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/// <reference path="_definitions.ts" />
/**
* Game
*
* This is where the magic happens. The Game object is the heart of your game,
* providing quick access to common functions and handling the boot process.
*
* "Hell, there are no rules here - we're trying to accomplish something."
* Thomas A. Edison
*
* @package Phaser.Game
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
*/
var Phaser;
(function (Phaser) {
var Game = (function () {
/**
* Game constructor
*
* Instantiate a new <code>Phaser.Game</code> object.
*
* @constructor
* @param callbackContext Which context will the callbacks be called with.
* @param parent {string} ID of its parent DOM element.
* @param width {number} The width of your game in game pixels.
* @param height {number} The height of your game in game pixels.
* @param preloadCallback {function} Preload callback invoked when init default screen.
* @param createCallback {function} Create callback invoked when create default screen.
* @param updateCallback {function} Update callback invoked when update default screen.
* @param renderCallback {function} Render callback invoked when render default screen.
* @param destroyCallback {function} Destroy callback invoked when state is destroyed.
*/
function Game(callbackContext, parent, width, height, preloadCallback, createCallback, updateCallback, renderCallback, destroyCallback) {
if (typeof parent === "undefined") { parent = ''; }
if (typeof width === "undefined") { width = 800; }
if (typeof height === "undefined") { height = 600; }
if (typeof preloadCallback === "undefined") { preloadCallback = null; }
if (typeof createCallback === "undefined") { createCallback = null; }
if (typeof updateCallback === "undefined") { updateCallback = null; }
if (typeof renderCallback === "undefined") { renderCallback = null; }
if (typeof destroyCallback === "undefined") { destroyCallback = null; }
var _this = this;
/**
* Whether load complete loading or not.
* @type {bool}
*/
this._loadComplete = false;
/**
* Game is paused?
* @type {bool}
*/
this._paused = false;
/**
* The state to be switched to in the next frame.
* @type {State}
*/
this._pendingState = null;
/**
* The current State object (defaults to null)
* @type {State}
*/
this.state = null;
/**
* This will be called when init states. (loading assets...)
* @type {function}
*/
this.onPreloadCallback = null;
/**
* This will be called when create states. (setup states...)
* @type {function}
*/
this.onCreateCallback = null;
/**
* This will be called when State is updated, this doesn't happen during load (see onLoadUpdateCallback)
* @type {function}
*/
this.onUpdateCallback = null;
/**
* This will be called when the State is rendered, this doesn't happen during load (see onLoadRenderCallback)
* @type {function}
*/
this.onRenderCallback = null;
/**
* This will be called before the State is rendered and before the stage is cleared
* @type {function}
*/
this.onPreRenderCallback = null;
/**
* This will be called when the State is updated but only during the load process
* @type {function}
*/
this.onLoadUpdateCallback = null;
/**
* This will be called when the State is rendered but only during the load process
* @type {function}
*/
this.onLoadRenderCallback = null;
/**
* This will be called when states paused.
* @type {function}
*/
this.onPausedCallback = null;
/**
* This will be called when the state is destroyed (i.e. swapping to a new state)
* @type {function}
*/
this.onDestroyCallback = null;
/**
* Whether the game engine is booted, aka available.
* @type {bool}
*/
this.isBooted = false;
/**
* Is game running or paused?
* @type {bool}
*/
this.isRunning = false;
// Single instance check
if(window['PhaserGlobal'] && window['PhaserGlobal'].singleInstance) {
if(Phaser.GAMES.length > 0) {
console.log('Phaser detected an instance of this game already running, aborting');
return;
}
}
this.id = Phaser.GAMES.push(this) - 1;
this.callbackContext = callbackContext;
this.onPreloadCallback = preloadCallback;
this.onCreateCallback = createCallback;
this.onUpdateCallback = updateCallback;
this.onRenderCallback = renderCallback;
this.onDestroyCallback = destroyCallback;
if(document.readyState === 'complete' || document.readyState === 'interactive') {
setTimeout(function () {
return Phaser.GAMES[_this.id].boot(parent, width, height);
});
} else {
document.addEventListener('DOMContentLoaded', Phaser.GAMES[this.id].boot(parent, width, height), false);
window.addEventListener('load', Phaser.GAMES[this.id].boot(parent, width, height), false);
}
}
Game.prototype.boot = /**
* Initialize engine sub modules and start the game.
* @param parent {string} ID of parent Dom element.
* @param width {number} Width of the game screen.
* @param height {number} Height of the game screen.
*/
function (parent, width, height) {
var _this = this;
if(this.isBooted == true) {
return;
}
if(!document.body) {
setTimeout(function () {
return Phaser.GAMES[_this.id].boot(parent, width, height);
}, 13);
} else {
document.removeEventListener('DOMContentLoaded', Phaser.GAMES[this.id].boot);
window.removeEventListener('load', Phaser.GAMES[this.id].boot);
this.onPause = new Phaser.Signal();
this.onResume = new Phaser.Signal();
this.device = new Phaser.Device();
this.net = new Phaser.Net(this);
this.math = new Phaser.GameMath(this);
this.stage = new Phaser.Stage(this, parent, width, height);
this.world = new Phaser.World(this, width, height);
this.add = new Phaser.GameObjectFactory(this);
this.cache = new Phaser.Cache(this);
this.load = new Phaser.Loader(this);
this.time = new Phaser.TimeManager(this);
this.tweens = new Phaser.TweenManager(this);
this.input = new Phaser.InputManager(this);
this.sound = new Phaser.SoundManager(this);
this.rnd = new Phaser.RandomDataGenerator([
(Date.now() * Math.random()).toString()
]);
this.physics = new Phaser.Physics.PhysicsManager(this);
this.plugins = new Phaser.PluginManager(this, this);
this.load.onLoadComplete.add(this.loadComplete, this);
this.setRenderer(Phaser.Types.RENDERER_CANVAS);
this.world.boot();
this.stage.boot();
this.input.boot();
this.isBooted = true;
// Set-up some static helper references
Phaser.DebugUtils.game = this;
Phaser.ColorUtils.game = this;
Phaser.DebugUtils.context = this.stage.context;
// Display the default game screen?
if(this.onPreloadCallback == null && this.onCreateCallback == null && this.onUpdateCallback == null && this.onRenderCallback == null && this._pendingState == null) {
this._raf = new Phaser.RequestAnimationFrame(this, this.bootLoop);
} else {
this.isRunning = true;
this._loadComplete = false;
this._raf = new Phaser.RequestAnimationFrame(this, this.loop);
if(this._pendingState) {
this.switchState(this._pendingState, false, false);
} else {
this.startState();
}
}
}
};
Game.prototype.loadComplete = /**
* Called when the load has finished after preload was run.
*/
function () {
this._loadComplete = true;
this.onCreateCallback.call(this.callbackContext);
};
Game.prototype.bootLoop = /**
* The bootLoop is called while the game is still booting (waiting for the DOM and resources to be available)
*/
function () {
this.tweens.update();
this.input.update();
this.stage.update();
};
Game.prototype.pausedLoop = /**
* The pausedLoop is called when the game is paused.
*/
function () {
this.tweens.update();
this.input.update();
this.stage.update();
this.sound.update();
if(this.onPausedCallback !== null) {
this.onPausedCallback.call(this.callbackContext);
}
};
Game.prototype.loop = /**
* Game loop method will be called when it's running.
*/
function () {
this.plugins.preUpdate();
this.tweens.update();
this.input.update();
this.stage.update();
this.sound.update();
this.physics.update();
this.world.update();
this.plugins.update();
if(this._loadComplete && this.onUpdateCallback) {
this.onUpdateCallback.call(this.callbackContext);
} else if(this._loadComplete == false && this.onLoadUpdateCallback) {
this.onLoadUpdateCallback.call(this.callbackContext);
}
this.world.postUpdate();
this.plugins.postUpdate();
this.plugins.preRender();
if(this._loadComplete && this.onPreRenderCallback) {
this.onPreRenderCallback.call(this.callbackContext);
}
this.renderer.render();
this.plugins.render();
if(this._loadComplete && this.onRenderCallback) {
this.onRenderCallback.call(this.callbackContext);
} else if(this._loadComplete == false && this.onLoadRenderCallback) {
this.onLoadRenderCallback.call(this.callbackContext);
}
this.plugins.postRender();
};
Game.prototype.startState = /**
* Start current state.
*/
function () {
if(this.onPreloadCallback !== null) {
this.load.reset();
this.onPreloadCallback.call(this.callbackContext);
// Is the loader empty?
if(this.load.queueSize == 0) {
if(this.onCreateCallback !== null) {
this.onCreateCallback.call(this.callbackContext);
}
this._loadComplete = true;
} else {
// Start the loader going as we have something in the queue
this.load.onLoadComplete.add(this.loadComplete, this);
this.load.start();
}
} else {
// No init? Then there was nothing to load either
if(this.onCreateCallback !== null) {
this.onCreateCallback.call(this.callbackContext);
}
this._loadComplete = true;
}
};
Game.prototype.setRenderer = function (renderer) {
switch(renderer) {
case Phaser.Types.RENDERER_AUTO_DETECT:
this.renderer = new Phaser.Renderer.Headless.HeadlessRenderer(this);
break;
case Phaser.Types.RENDERER_AUTO_DETECT:
case Phaser.Types.RENDERER_CANVAS:
this.renderer = new Phaser.Renderer.Canvas.CanvasRenderer(this);
break;
// WebGL coming soon :)
}
};
Game.prototype.setCallbacks = /**
* Set the most common state callbacks (init, create, update, render).
* @param preloadCallback {function} Init callback invoked when init state.
* @param createCallback {function} Create callback invoked when create state.
* @param updateCallback {function} Update callback invoked when update state.
* @param renderCallback {function} Render callback invoked when render state.
* @param destroyCallback {function} Destroy callback invoked when state is destroyed.
*/
function (preloadCallback, createCallback, updateCallback, renderCallback, destroyCallback) {
if (typeof preloadCallback === "undefined") { preloadCallback = null; }
if (typeof createCallback === "undefined") { createCallback = null; }
if (typeof updateCallback === "undefined") { updateCallback = null; }
if (typeof renderCallback === "undefined") { renderCallback = null; }
if (typeof destroyCallback === "undefined") { destroyCallback = null; }
this.onPreloadCallback = preloadCallback;
this.onCreateCallback = createCallback;
this.onUpdateCallback = updateCallback;
this.onRenderCallback = renderCallback;
this.onDestroyCallback = destroyCallback;
};
Game.prototype.switchState = /**
* Switch to a new State.
* @param state {State} The state you want to switch to.
* @param [clearWorld] {bool} clear everything in the world? (Default to true)
* @param [clearCache] {bool} clear asset cache? (Default to false and ONLY available when clearWorld=true)
*/
function (state, clearWorld, clearCache) {
if (typeof clearWorld === "undefined") { clearWorld = true; }
if (typeof clearCache === "undefined") { clearCache = false; }
if(this.isBooted == false) {
this._pendingState = state;
return;
}
// Destroy current state?
if(this.onDestroyCallback !== null) {
this.onDestroyCallback.call(this.callbackContext);
}
this.input.reset(true);
// Prototype?
if(typeof state === 'function') {
this.state = new state(this);
} else {
this.state = state;
}
// Ok, have we got the right functions?
if(this.state['create'] || this.state['update']) {
this.callbackContext = this.state;
this.onPreloadCallback = null;
this.onLoadRenderCallback = null;
this.onLoadUpdateCallback = null;
this.onCreateCallback = null;
this.onUpdateCallback = null;
this.onRenderCallback = null;
this.onPreRenderCallback = null;
this.onPausedCallback = null;
this.onDestroyCallback = null;
// Bingo, let's set them up
if(this.state['preload']) {
this.onPreloadCallback = this.state['preload'];
}
if(this.state['loadRender']) {
this.onLoadRenderCallback = this.state['loadRender'];
}
if(this.state['loadUpdate']) {
this.onLoadUpdateCallback = this.state['loadUpdate'];
}
if(this.state['create']) {
this.onCreateCallback = this.state['create'];
}
if(this.state['update']) {
this.onUpdateCallback = this.state['update'];
}
if(this.state['preRender']) {
this.onPreRenderCallback = this.state['preRender'];
}
if(this.state['render']) {
this.onRenderCallback = this.state['render'];
}
if(this.state['paused']) {
this.onPausedCallback = this.state['paused'];
}
if(this.state['destroy']) {
this.onDestroyCallback = this.state['destroy'];
}
if(clearWorld) {
this.world.destroy();
if(clearCache == true) {
this.cache.destroy();
}
}
this._loadComplete = false;
this.startState();
} else {
throw new Error("Invalid State object given. Must contain at least a create or update function.");
}
};
Game.prototype.destroy = /**
* Nuke the entire game from orbit
*/
function () {
this.callbackContext = null;
this.onPreloadCallback = null;
this.onLoadRenderCallback = null;
this.onLoadUpdateCallback = null;
this.onCreateCallback = null;
this.onUpdateCallback = null;
this.onRenderCallback = null;
this.onPausedCallback = null;
this.onDestroyCallback = null;
this.cache = null;
this.input = null;
this.load = null;
this.sound = null;
this.stage = null;
this.time = null;
this.world = null;
this.isBooted = false;
};
Object.defineProperty(Game.prototype, "paused", {
get: function () {
return this._paused;
},
set: function (value) {
if(value == true && this._paused == false) {
this._paused = true;
this.onPause.dispatch();
this.sound.pauseAll();
this._raf.callback = this.pausedLoop;
} else if(value == false && this._paused == true) {
this._paused = false;
this.onResume.dispatch();
this.input.reset();
this.sound.resumeAll();
if(this.isRunning == false) {
this._raf.callback = this.bootLoop;
} else {
this._raf.callback = this.loop;
}
}
},
enumerable: true,
configurable: true
});
Object.defineProperty(Game.prototype, "camera", {
get: function () {
return this.world.cameras.current;
},
enumerable: true,
configurable: true
});
return Game;
})();
Phaser.Game = Game;
})(Phaser || (Phaser = {}));