The grunt task now creates an optional version of Phaser without any Physics support built in. Quite a bit smaller now.

The grunt task now has a new `noUmd` option which builds Phaser without the UMD wrapper.
This commit is contained in:
photonstorm 2014-02-27 17:00:14 +00:00
parent 4d284029c7
commit 53c10ca31f
13 changed files with 47201 additions and 233 deletions

View file

@ -146,6 +146,134 @@ module.exports = function (grunt) {
'src/particles/arcade/ArcadeParticles.js',
'src/particles/arcade/Emitter.js',
'src/tilemap/Tile.js',
'src/tilemap/Tilemap.js',
'src/tilemap/TilemapLayer.js',
'src/tilemap/TilemapParser.js',
'src/tilemap/Tileset.js'
],
phaserNoPhysics: [
'src/Intro.js',
'src/pixi/Pixi.js',
'src/Phaser.js',
'src/utils/Utils.js',
'src/geom/Circle.js',
'src/geom/Point.js',
'src/geom/Rectangle.js',
'src/geom/Line.js',
'src/geom/Ellipse.js',
'src/geom/Polygon.js',
'src/pixi/core/Matrix.js',
'src/pixi/display/DisplayObject.js',
'src/pixi/display/DisplayObjectContainer.js',
'src/pixi/display/Sprite.js',
'src/pixi/display/SpriteBatch.js',
'src/pixi/filters/FilterBlock.js',
'src/pixi/text/Text.js',
'src/pixi/text/BitmapText.js',
'src/pixi/display/Stage.js',
'src/pixi/utils/EventTarget.js',
'src/pixi/utils/Polyk.js',
'src/pixi/renderers/webgl/utils/WebGLShaderUtils.js',
'src/pixi/renderers/webgl/shaders/PixiShader.js',
'src/pixi/renderers/webgl/shaders/PixiFastShader.js',
'src/pixi/renderers/webgl/shaders/StripShader.js',
'src/pixi/renderers/webgl/shaders/PrimitiveShader.js',
'src/pixi/renderers/webgl/utils/WebGLGraphics.js',
'src/pixi/renderers/webgl/WebGLRenderer.js',
'src/pixi/renderers/webgl/utils/WebGLMaskManager.js',
'src/pixi/renderers/webgl/utils/WebGLShaderManager.js',
'src/pixi/renderers/webgl/utils/WebGLSpriteBatch.js',
'src/pixi/renderers/webgl/utils/WebGLFastSpriteBatch.js',
'src/pixi/renderers/webgl/utils/WebGLFilterManager.js',
'src/pixi/renderers/webgl/utils/FilterTexture.js',
'src/pixi/renderers/canvas/utils/CanvasMaskManager.js',
'src/pixi/renderers/canvas/utils/CanvasTinter.js',
'src/pixi/renderers/canvas/CanvasRenderer.js',
'src/pixi/renderers/canvas/CanvasGraphics.js',
'src/pixi/primitives/Graphics.js',
'src/pixi/extras/TilingSprite.js',
'src/pixi/textures/BaseTexture.js',
'src/pixi/textures/Texture.js',
'src/pixi/textures/RenderTexture.js',
'src/core/Camera.js',
'src/core/State.js',
'src/core/StateManager.js',
'src/core/LinkedList.js',
'src/core/Signal.js',
'src/core/SignalBinding.js',
'src/core/Filter.js',
'src/core/Plugin.js',
'src/core/PluginManager.js',
'src/core/Stage.js',
'src/core/Group.js',
'src/core/World.js',
'src/core/ScaleManager.js',
'src/core/GameNoPhysics.js',
'src/input/Input.js',
'src/input/Key.js',
'src/input/Keyboard.js',
'src/input/Mouse.js',
'src/input/MSPointer.js',
'src/input/Pointer.js',
'src/input/Touch.js',
'src/input/Gamepad.js',
'src/input/SinglePad.js',
'src/input/GamepadButton.js',
'src/input/InputHandler.js',
'src/gameobjects/Events.js',
'src/gameobjects/GameObjectFactory.js',
'src/gameobjects/GameObjectCreator.js',
'src/gameobjects/BitmapData.js',
'src/gameobjects/Sprite.js',
'src/gameobjects/Image.js',
'src/gameobjects/TileSprite.js',
'src/gameobjects/Text.js',
'src/gameobjects/BitmapText.js',
'src/gameobjects/Button.js',
'src/gameobjects/Graphics.js',
'src/gameobjects/RenderTexture.js',
'src/gameobjects/SpriteBatch.js',
'src/gameobjects/BitmapFont.js',
'src/system/Canvas.js',
'src/system/Device.js',
'src/system/RequestAnimationFrame.js',
'src/math/Math.js',
'src/math/RandomDataGenerator.js',
'src/net/Net.js',
'src/tween/TweenManager.js',
'src/tween/Tween.js',
'src/tween/Easing.js',
'src/time/Time.js',
'src/time/Timer.js',
'src/time/TimerEvent.js',
'src/animation/AnimationManager.js',
'src/animation/Animation.js',
'src/animation/Frame.js',
'src/animation/FrameData.js',
'src/animation/AnimationParser.js',
'src/loader/Cache.js',
'src/loader/Loader.js',
'src/loader/LoaderParser.js',
'src/sound/Sound.js',
'src/sound/SoundManager.js',
'src/utils/Debug.js',
'src/utils/Color.js',
'src/tilemap/Tile.js',
'src/tilemap/Tilemap.js',
'src/tilemap/TilemapLayer.js',
@ -167,12 +295,28 @@ module.exports = function (grunt) {
},
src: ['<%= src.phaser %>'],
dest: '<%= compile_dir %>/phaser.js'
},
phaserNoPhysics: {
options: {
process: {
data: {
version: '<%= pkg.version %>.np',
buildDate: '<%= grunt.template.today() %>'
}
}
},
src: ['<%= src.phaserNoPhysics %>'],
dest: '<%= compile_dir %>/phaserNoPhysics.js'
}
},
umd: {
phaser: {
src: '<%= concat.phaser.dest %>',
dest: '<%= umd.phaser.src %>'
},
phaserNoPhysics: {
src: '<%= concat.phaserNoPhysics.dest %>',
dest: '<%= umd.phaserNoPhysics.src %>'
}
},
uglify: {
@ -182,6 +326,13 @@ module.exports = function (grunt) {
},
src: ['<%= umd.phaser.dest %>'],
dest: '<%= compile_dir %>/phaser.min.js'
},
phaserNoPhysics: {
options: {
banner: '/*! Phaser v<%= pkg.version %>.np | (c) 2014 Photon Storm Ltd. */\n'
},
src: ['<%= umd.phaserNoPhysics.dest %>'],
dest: '<%= compile_dir %>/phaserNoPhysics.min.js'
}
},
examples: {
@ -206,5 +357,6 @@ module.exports = function (grunt) {
grunt.registerTask('default', ['build', 'examples']);
grunt.registerTask('build', ['clean', 'concat', 'umd', 'uglify']);
grunt.registerTask('noUmd', ['clean', 'concat', 'uglify']);
};

View file

@ -143,6 +143,8 @@ Updates:
* Vastly improved visibility API support + pageshow/pagehide + focus/blur. Working across Chrome, IE, Firefox, iOS, Android (also fixes #161)
* Pausing the game will now mute audio and resuming will un-mute, unless it was muted via the game (fixes #439)
* ScaleManager has 2 new events: ScaleManager.enterFullScreen and ScaleManager.leaveFullScreen, so you can respond to fullscreen changes directly.
* The grunt task now creates an optional version of Phaser without any Physics support built in. Quite a bit smaller now.
* The grunt task now has a new `noUmd` option which builds Phaser without the UMD wrapper.
Bug Fixes:

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32
build/phaser.min.js vendored

File diff suppressed because one or more lines are too long

45323
build/phaserNoPhysics.js Normal file

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13
build/phaserNoPhysics.min.js vendored Normal file

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@ -1,5 +1,5 @@
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render }, true);
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
@ -15,7 +15,7 @@ var music;
function create() {
// game.stage.backgroundColor = '#182d3b';
game.stage.backgroundColor = '#182d3b';
game.input.touch.preventDefault = false;
music = game.add.audio('boden');

View file

@ -0,0 +1,116 @@
<?php
// Global
$files = dirToArray(dirname(__FILE__));
$total = 0;
foreach ($files as $key => $value)
{
if (is_array($value) && count($value) > 0)
{
$total += count($value);
}
}
function getFile() {
global $files, $dir, $filename, $title, $code;
if (isset($_GET['d']) && isset($_GET['f']))
{
$dir = urldecode($_GET['d']);
$filename = urldecode($_GET['d']) . '/' . urldecode($_GET['f']);
$title = urldecode($_GET['t']);
if (file_exists($filename))
{
$code = file_get_contents($filename);
$files = dirToArray($dir);
}
}
}
function dirToArray($dir) {
$ignore = array('.', '..', '_site', 'assets', 'gfx', 'states', 'book', 'filters', 'misc');
$result = array();
$root = scandir($dir);
$dirs = array_diff($root, $ignore);
foreach ($dirs as $key => $value)
{
if (is_dir($dir . DIRECTORY_SEPARATOR . $value))
{
$result[$value] = dirToArray($dir . DIRECTORY_SEPARATOR . $value);
}
else
{
if (substr($value, -3) == '.js')
{
$result[] = $value;
}
}
}
return $result;
}
function printJSLinks($dir, $files) {
$output = "";
foreach ($files as $key => $value)
{
$value2 = substr($value, 0, -3);
$file = urlencode($value);
$output .= "<a href=\"wip/indexNoPhysics.php?f=$file\">$value2</a><br />";
}
return $output;
}
?>
<!doctype html>
<html>
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="initial-scale=1 maximum-scale=1 user-scalable=0 minimal-ui" />
<title>phaser / no-physics</title>
<base href="../" />
<script src="_site/js/jquery-2.0.3.min.js" type="text/javascript"></script>
<script src="../build/phaserNoPhysics.js" type="text/javascript"></script>
<?php
if (isset($_GET['f']))
{
$f = $_GET['f'];
?>
<script src="wip/<?php echo $f?>" type="text/javascript"></script>
<?php
}
?>
<style>
body {
margin: 0;
padding: 0;
font-family: Arial;
font-size: 14px;
}
</style>
</head>
<body>
<div id="phaser-example"></div>
<div style="padding: 32px">
<h2>work in progress examples</h2>
<?php
echo printJSLinks('wip', $files);
?>
</div>
</body>
</html>

View file

@ -0,0 +1,46 @@
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
function preload() {
game.load.image('pic', 'assets/pics/backscroll.png');
}
var text;
var b;
var grd;
function create() {
game.stage.setBackgroundColor(0x2d2d2d);
text = game.add.text(game.world.centerX, game.world.centerY, "- phaser -\nwith a sprinkle of\npixi dust");
text.anchor.set(0.5);
text.font = 'Art of Fighting 2';
// text.font = 'Arial Black';
text.fontSize = 20;
text.fontWeight = 'bold';
// x0, y0 - x1, y1
grd = text.context.createLinearGradient(0, 0, 0, text.canvas.height);
grd.addColorStop(0, '#8ED6FF');
grd.addColorStop(1, '#004CB3');
text.fill = grd;
// text.fill = '#ff0044';
// text.lineSpacing = 16;
text.align = 'center';
text.stroke = '#000000';
text.strokeThickness = 2;
// text.setShadow(5, 5, 'rgba(0,0,0,0.5)', 5);
// text.scale.set(4);
// game.add.tween(text).to({fontSize: 60}, 1000, Phaser.Easing.Linear.None,true);
game.add.tween(text.scale).to({x: 6, y: 6}, 2000, Phaser.Easing.Linear.None,true);
}

View file

@ -10,7 +10,7 @@
var Phaser = Phaser || {
VERSION: '<%= version %>',
DEV_VERSION: '1.2',
DEV_VERSION: '2.0',
GAMES: [],
AUTO: 0,

729
src/core/GameNoPhysics.js Normal file
View file

@ -0,0 +1,729 @@
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Game constructor
*
* Instantiate a new <code>Phaser.Game</code> object.
* @class Phaser.Game
* @classdesc This is where the magic happens. The Game object is the heart of your game,
* providing quick access to common functions and handling the boot process.
* "Hell, there are no rules here - we're trying to accomplish something."
* Thomas A. Edison
* @constructor
* @param {number} [width=800] - The width of your game in game pixels.
* @param {number} [height=600] - The height of your game in game pixels.
* @param {number} [renderer=Phaser.AUTO] - Which renderer to use: Phaser.AUTO will auto-detect, Phaser.WEBGL, Phaser.CANVAS or Phaser.HEADLESS (no rendering at all).
* @param {string|HTMLElement} [parent=''] - The DOM element into which this games canvas will be injected. Either a DOM ID (string) or the element itself.
* @param {object} [state=null] - The default state object. A object consisting of Phaser.State functions (preload, create, update, render) or null.
* @param {boolean} [transparent=false] - Use a transparent canvas background or not.
* @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.
*/
Phaser.Game = function (width, height, renderer, parent, state, transparent, antialias) {
/**
* @property {number} id - Phaser Game ID (for when Pixi supports multiple instances).
*/
this.id = Phaser.GAMES.push(this) - 1;
/**
* @property {object} config - The Phaser.Game configuration object.
*/
this.config = null;
/**
* @property {HTMLElement} parent - The Games DOM parent.
* @default
*/
this.parent = '';
/**
* @property {number} width - The Game width (in pixels).
* @default
*/
this.width = 800;
/**
* @property {number} height - The Game height (in pixels).
* @default
*/
this.height = 600;
/**
* @property {boolean} transparent - Use a transparent canvas background or not.
* @default
*/
this.transparent = false;
/**
* @property {boolean} antialias - Anti-alias graphics (in WebGL this helps with edges, in Canvas2D it retains pixel-art quality).
* @default
*/
this.antialias = true;
/**
* @property {number} renderer - The Pixi Renderer
* @default
*/
this.renderer = Phaser.AUTO;
/**
* @property {number} renderType - The Renderer this game will use. Either Phaser.AUTO, Phaser.CANVAS or Phaser.WEBGL.
*/
this.renderType = Phaser.AUTO;
/**
* @property {number} state - The StateManager.
*/
this.state = null;
/**
* @property {boolean} isBooted - Whether the game engine is booted, aka available.
* @default
*/
this.isBooted = false;
/**
* @property {boolean} id -Is game running or paused?
* @default
*/
this.isRunning = false;
/**
* @property {Phaser.RequestAnimationFrame} raf - Automatically handles the core game loop via requestAnimationFrame or setTimeout
*/
this.raf = null;
/**
* @property {Phaser.GameObjectFactory} add - Reference to the Phaser.GameObjectFactory.
*/
this.add = null;
/**
* @property {Phaser.GameObjectCreator} make - Reference to the GameObject Creator.
*/
this.make = null;
/**
* @property {Phaser.Cache} cache - Reference to the assets cache.
* @default
*/
this.cache = null;
/**
* @property {Phaser.Input} input - Reference to the input manager
* @default
*/
this.input = null;
/**
* @property {Phaser.Loader} load - Reference to the assets loader.
* @default
*/
this.load = null;
/**
* @property {Phaser.Math} math - Reference to the math helper.
*/
this.math = null;
/**
* @property {Phaser.Net} net - Reference to the network class.
*/
this.net = null;
/**
* @property {Phaser.ScaleManager} scale - The game scale manager.
*/
this.scale = null;
/**
* @property {Phaser.SoundManager} sound - Reference to the sound manager.
*/
this.sound = null;
/**
* @property {Phaser.Stage} stage - Reference to the stage.
*/
this.stage = null;
/**
* @property {Phaser.TimeManager} time - Reference to game clock.
*/
this.time = null;
/**
* @property {Phaser.TweenManager} tweens - Reference to the tween manager.
*/
this.tweens = null;
/**
* @property {Phaser.World} world - Reference to the world.
*/
this.world = null;
/**
* @property {Phaser.RandomDataGenerator} rnd - Instance of repeatable random data generator helper.
*/
this.rnd = null;
/**
* @property {Phaser.Device} device - Contains device information and capabilities.
*/
this.device = null;
/**
* @property {Phaser.Physics.PhysicsManager} camera - A handy reference to world.camera.
*/
this.camera = null;
/**
* @property {HTMLCanvasElement} canvas - A handy reference to renderer.view, the canvas that the game is being rendered in to.
*/
this.canvas = null;
/**
* @property {Context} context - A handy reference to renderer.context (only set for CANVAS games, not WebGL)
*/
this.context = null;
/**
* @property {Phaser.Utils.Debug} debug - A set of useful debug utilitie.
*/
this.debug = null;
/**
* @property {boolean} stepping - Enable core loop stepping with Game.enableStep().
* @default
* @readonly
*/
this.stepping = false;
/**
* @property {boolean} stepping - An internal property used by enableStep, but also useful to query from your own game objects.
* @default
* @readonly
*/
this.pendingStep = false;
/**
* @property {number} stepCount - When stepping is enabled this contains the current step cycle.
* @default
* @readonly
*/
this.stepCount = 0;
/**
* @property {boolean} _paused - Is game paused?
* @private
* @default
*/
this._paused = false;
/**
* @property {boolean} _codePaused - Was the game paused via code or a visibility change?
* @private
* @default
*/
this._codePaused = false;
// Parse the configuration object (if any)
if (arguments.length === 1 && typeof arguments[0] === 'object')
{
this.parseConfig(arguments[0]);
}
else
{
if (typeof width !== 'undefined')
{
this.width = width;
}
if (typeof height !== 'undefined')
{
this.height = height;
}
if (typeof renderer !== 'undefined')
{
this.renderer = renderer;
this.renderType = renderer;
}
if (typeof parent !== 'undefined')
{
this.parent = parent;
}
if (typeof transparent !== 'undefined')
{
this.transparent = transparent;
}
if (typeof antialias !== 'undefined')
{
this.antialias = antialias;
}
this.state = new Phaser.StateManager(this, state);
}
var _this = this;
this._onBoot = function () {
return _this.boot();
}
if (document.readyState === 'complete' || document.readyState === 'interactive')
{
window.setTimeout(this._onBoot, 0);
}
else
{
document.addEventListener('DOMContentLoaded', this._onBoot, false);
window.addEventListener('load', this._onBoot, false);
}
return this;
};
Phaser.Game.prototype = {
/**
* Parses a Game configuration object.
*
* @method Phaser.Game#parseConfig
* @protected
*/
parseConfig: function (config) {
this.config = config;
if (config['width'])
{
this.width = Phaser.Utils.parseDimension(config['width'], 0);
}
if (config['height'])
{
this.height = Phaser.Utils.parseDimension(config['height'], 1);
}
if (config['renderer'])
{
this.renderer = config['renderer'];
this.renderType = config['renderer'];
}
if (config['parent'])
{
this.parent = config['parent'];
}
if (config['transparent'])
{
this.transparent = config['transparent'];
}
if (config['antialias'])
{
this.antialias = config['antialias'];
}
var state = null;
if (config['state'])
{
state = config['state'];
}
this.state = new Phaser.StateManager(this, state);
},
/**
* Initialize engine sub modules and start the game.
*
* @method Phaser.Game#boot
* @protected
*/
boot: function () {
if (this.isBooted)
{
return;
}
if (!document.body)
{
window.setTimeout(this._onBoot, 20);
}
else
{
document.removeEventListener('DOMContentLoaded', this._onBoot);
window.removeEventListener('load', this._onBoot);
this.onPause = new Phaser.Signal();
this.onResume = new Phaser.Signal();
this.isBooted = true;
this.device = new Phaser.Device(this);
this.math = Phaser.Math;
this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);
this.stage = new Phaser.Stage(this, this.width, this.height);
this.scale = new Phaser.ScaleManager(this, this.width, this.height);
this.setUpRenderer();
this.device.checkFullScreenSupport();
this.world = new Phaser.World(this);
this.add = new Phaser.GameObjectFactory(this);
this.make = new Phaser.GameObjectCreator(this);
this.cache = new Phaser.Cache(this);
this.load = new Phaser.Loader(this);
this.time = new Phaser.Time(this);
this.tweens = new Phaser.TweenManager(this);
this.input = new Phaser.Input(this);
this.sound = new Phaser.SoundManager(this);
this.plugins = new Phaser.PluginManager(this, this);
this.net = new Phaser.Net(this);
this.debug = new Phaser.Utils.Debug(this);
this.time.boot();
this.stage.boot();
this.world.boot();
this.input.boot();
this.sound.boot();
this.state.boot();
this.showDebugHeader();
this.isRunning = true;
if (this.config && this.config['forceSetTimeOut'])
{
this.raf = new Phaser.RequestAnimationFrame(this, this.config['forceSetTimeOut']);
}
else
{
this.raf = new Phaser.RequestAnimationFrame(this, false);
}
this.raf.start();
}
},
/**
* Displays a Phaser version debug header in the console.
*
* @method Phaser.Game#showDebugHeader
* @protected
*/
showDebugHeader: function () {
var v = Phaser.DEV_VERSION;
var r = 'Canvas';
var a = 'HTML Audio';
if (this.renderType == Phaser.WEBGL)
{
r = 'WebGL';
}
else if (this.renderType == Phaser.HEADLESS)
{
r = 'Headless';
}
if (this.device.webAudio)
{
a = 'WebAudio';
}
if (this.device.chrome)
{
var args = [
'%c %c %c Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a + ' %c %c ',
'background: #00bff3',
'background: #0072bc',
'color: #ffffff; background: #003471',
'background: #0072bc',
'background: #00bff3'
];
console.log.apply(console, args);
}
else
{
console.log('Phaser v' + v + '.np - Renderer: ' + r + ' - Audio: ' + a);
}
},
/**
* Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
*
* @method Phaser.Game#setUpRenderer
* @protected
*/
setUpRenderer: function () {
if (this.device.trident)
{
// Pixi WebGL renderer on IE11 doesn't work correctly at the moment, the pre-multiplied alpha gets all washed out.
// So we're forcing canvas for now until this is fixed, sorry. It's got to be better than no game appearing at all, right?
this.renderType = Phaser.CANVAS;
}
if (this.renderType === Phaser.HEADLESS || this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && this.device.webGL === false))
{
if (this.device.canvas)
{
if (this.renderType === Phaser.AUTO)
{
this.renderType = Phaser.CANVAS;
}
this.renderer = new PIXI.CanvasRenderer(this.width, this.height, this.canvas, this.transparent);
this.context = this.renderer.context;
}
else
{
throw new Error('Phaser.Game - cannot create Canvas or WebGL context, aborting.');
}
}
else
{
// They requested WebGL, and their browser supports it
this.renderType = Phaser.WEBGL;
this.renderer = new PIXI.WebGLRenderer(this.width, this.height, this.canvas, this.transparent, this.antialias);
this.context = null;
}
if (!this.antialias)
{
this.stage.smoothed = false;
}
Phaser.Canvas.addToDOM(this.canvas, this.parent, true);
Phaser.Canvas.setTouchAction(this.canvas);
},
/**
* The core game loop.
*
* @method Phaser.Game#update
* @protected
* @param {number} time - The current time as provided by RequestAnimationFrame.
*/
update: function (time) {
this.time.update(time);
if (this._paused)
{
this.input.update();
if (this.renderType !== Phaser.HEADLESS)
{
this.renderer.render(this.stage);
this.plugins.render();
this.state.render();
this.plugins.postRender();
}
}
else
{
if (!this.pendingStep)
{
if (this.stepping)
{
this.pendingStep = true;
}
this.state.preUpdate();
this.plugins.preUpdate();
this.stage.preUpdate();
this.stage.update();
this.tweens.update();
this.sound.update();
this.input.update();
this.state.update();
this.plugins.update();
this.stage.postUpdate();
this.plugins.postUpdate();
}
if (this.renderType !== Phaser.HEADLESS)
{
this.renderer.render(this.stage);
this.plugins.render();
this.state.render();
this.plugins.postRender();
}
}
},
/**
* Enable core game loop stepping. When enabled you must call game.step() directly (perhaps via a DOM button?)
* Calling step will advance the game loop by one frame. This is extremely useful to hard to track down errors!
*
* @method Phaser.Game#enableStep
*/
enableStep: function () {
this.stepping = true;
this.pendingStep = false;
this.stepCount = 0;
},
/**
* Disables core game loop stepping.
*
* @method Phaser.Game#disableStep
*/
disableStep: function () {
this.stepping = false;
this.pendingStep = false;
},
/**
* When stepping is enabled you must call this function directly (perhaps via a DOM button?) to advance the game loop by one frame.
* This is extremely useful to hard to track down errors! Use the internal stepCount property to monitor progress.
*
* @method Phaser.Game#step
*/
step: function () {
this.pendingStep = false;
this.stepCount++;
},
/**
* Nuke the entire game from orbit
*
* @method Phaser.Game#destroy
*/
destroy: function () {
this.raf.stop();
this.input.destroy();
this.state.destroy();
this.state = null;
this.cache = null;
this.input = null;
this.load = null;
this.sound = null;
this.stage = null;
this.time = null;
this.world = null;
this.isBooted = false;
},
/**
* Called by the Stage visibility handler.
*
* @method Phaser.Game#gamePaused
*/
gamePaused: function (time) {
// If the game is already paused it was done via game code, so don't re-pause it
if (!this._paused)
{
this._paused = true;
this.time.gamePaused(time);
this.sound.setMute();
this.onPause.dispatch(this);
}
},
/**
* Called by the Stage visibility handler.
*
* @method Phaser.Game#gameResumed
*/
gameResumed: function (time) {
// Game is paused, but wasn't paused via code, so resume it
if (this._paused && !this._codePaused)
{
this._paused = false;
this.time.gameResumed(time);
this.input.reset();
this.sound.unsetMute();
this.onResume.dispatch(this);
}
}
};
Phaser.Game.prototype.constructor = Phaser.Game;
/**
* 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.
*/
Object.defineProperty(Phaser.Game.prototype, "paused", {
get: function () {
return this._paused;
},
set: function (value) {
if (value === true)
{
if (this._paused === false)
{
this._paused = true;
this._codePaused = true;
this.sound.mute = true;
this.time.gamePaused();
this.onPause.dispatch(this);
}
}
else
{
if (this._paused)
{
this._paused = false;
this._codePaused = false;
this.input.reset();
this.sound.mute = false;
this.time.gameResumed();
this.onResume.dispatch(this);
}
}
}
});
/**
* "Deleted code is debugged code." - Jeff Sickel
*/

View file

@ -382,9 +382,13 @@ Phaser.StateManager.prototype = {
this.states[key].tweens = this.game.tweens;
this.states[key].world = this.game.world;
this.states[key].particles = this.game.particles;
this.states[key].physics = this.game.physics;
this.states[key].rnd = this.game.rnd;
if (this.game.physics)
{
this.states[key].physics = this.game.physics;
}
},
/**

View file

@ -91,7 +91,10 @@ Phaser.World.prototype.setBounds = function (x, y, width, height) {
this.camera.bounds.setTo(x, y, width, height);
}
this.game.physics.setBoundsToWorld();
if (this.game.physics)
{
this.game.physics.setBoundsToWorld();
}
}
@ -210,4 +213,3 @@ Object.defineProperty(Phaser.World.prototype, "randomY", {
}
});