/** * @author Richard Davey * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Device = require('../device'); var Config = require('./Config'); var DebugHeader = require('./DebugHeader'); var CreateRenderer = require('./CreateRenderer'); var RequestAnimationFrame = require('../dom/RequestAnimationFrame'); var DOMContentLoaded = require('../dom/DOMContentLoaded'); var RandomDataGenerator = require('../math/random-data-generator/RandomDataGenerator'); var StateManager = require('../state/StateManager'); var FactoryContainer = require('../gameobjects/FactoryContainer'); var GameObjects = require ('../gameobjects/'); var TextureManager = require ('../textures/TextureManager'); var Game = function (config) { this.config = new Config(config); // Decide which of the following should be Game properties, or placed elsewhere ... this.renderer = null; this.canvas = null; this.context = null; /** * @property {string|HTMLElement} parent - The Games DOM parent. * @default */ this.parent = parent; this.isBooted = false; this.isRunning = false; /** * @property {Phaser.RequestAnimationFrame} raf - Automatically handles the core game loop via requestAnimationFrame or setTimeout * @protected */ this.raf = new RequestAnimationFrame(this); /** * @property {Phaser.TextureManager} textures - Reference to the Phaser Texture Manager. */ this.textures = new TextureManager(this); /** * @property {Phaser.UpdateManager} updates - Reference to the Phaser Update Manager. */ this.updates = null; /** * @property {Phaser.Cache} cache - Reference to the assets cache. */ this.cache = null; /** * @property {Phaser.Input} input - Reference to the input manager */ this.input = null; /** * @property {Phaser.StateManager} state - The StateManager. Phaser instance specific. */ this.state = new StateManager(this, this.config.stateConfig); /** * @property {Phaser.Device} device - Contains device information and capabilities (singleton) */ this.device = Device; // More this somewhere else? Math perhaps? Doesn't need to be a Game level system. this.rnd; // Wait for the DOM Ready event, then call boot. DOMContentLoaded(this.boot.bind(this)); // For debugging only window.game = this; }; Game.prototype.constructor = Game; Game.prototype = { boot: function () { this.isBooted = true; this.config.preBoot(); // Probably move within Math this.rnd = new RandomDataGenerator(this.config.seed); DebugHeader(this); CreateRenderer(this); this.state.boot(); this.isRunning = true; this.config.postBoot(); this.raf.start(); }, // timestamp = DOMHighResTimeStamp update: function (timestamp) { // console.log(timestamp); // this.state.step(timestamp); } }; module.exports = Game;