/** * @author Richard Davey * @copyright 2013-2024 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../utils/Class'); var CONST = require('../const'); var DefaultPlugins = require('../plugins/DefaultPlugins'); var Device = require('../device'); var GetFastValue = require('../utils/object/GetFastValue'); var GetValue = require('../utils/object/GetValue'); var IsPlainObject = require('../utils/object/IsPlainObject'); var NOOP = require('../utils/NOOP'); var PhaserMath = require('../math/'); var PIPELINE_CONST = require('../renderer/webgl/pipelines/const'); var ValueToColor = require('../display/color/ValueToColor'); /** * @classdesc * The active game configuration settings, parsed from a {@link Phaser.Types.Core.GameConfig} object. * * @class Config * @memberof Phaser.Core * @constructor * @since 3.0.0 * * @param {Phaser.Types.Core.GameConfig} [GameConfig] - The configuration object for your Phaser Game instance. * * @see Phaser.Game#config */ var Config = new Class({ initialize: function Config (config) { if (config === undefined) { config = {}; } var defaultBannerColor = [ '#ff0000', '#ffff00', '#00ff00', '#00ffff', '#000000' ]; var defaultBannerTextColor = '#ffffff'; // Scale Manager - Anything set in here over-rides anything set in the core game config var scaleConfig = GetValue(config, 'scale', null); /** * @const {(number|string)} Phaser.Core.Config#width - The width of the underlying canvas, in pixels. */ this.width = GetValue(scaleConfig, 'width', 1024, config); /** * @const {(number|string)} Phaser.Core.Config#height - The height of the underlying canvas, in pixels. */ this.height = GetValue(scaleConfig, 'height', 768, config); /** * @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); /** * @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); /** * @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); /** * @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); /** * @const {Phaser.Scale.CenterType} Phaser.Core.Config#autoCenter - Automatically center the canvas within the parent? */ this.autoCenter = GetValue(scaleConfig, 'autoCenter', 0, config); /** * @const {number} Phaser.Core.Config#resizeInterval - How many ms should elapse before checking if the browser size has changed? */ this.resizeInterval = GetValue(scaleConfig, 'resizeInterval', 500, config); /** * @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. */ this.fullscreenTarget = GetValue(scaleConfig, 'fullscreenTarget', null, config); /** * @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); /** * @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); /** * @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); /** * @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#snapWidth - The horizontal amount to snap the canvas by when the Scale Manager is resizing. A value of zero means no snapping. */ this.snapWidth = GetValue(scaleConfig, 'snap.width', 0, config); /** * @const {number} Phaser.Core.Config#snapHeight - The vertical amount to snap the canvas by when the Scale Manager is resizing. A value of zero means no snapping. */ this.snapHeight = GetValue(scaleConfig, 'snap.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. */ 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); /** * @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); /** * @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() ]); PhaserMath.RND = new PhaserMath.RandomDataGenerator(this.seed); /** * @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. */ this.gameURL = GetValue(config, 'url', 'https://phaser.io'); /** * @const {string} Phaser.Core.Config#gameVersion - The version of the game. */ this.gameVersion = GetValue(config, 'version', ''); /** * @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); /** * @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). */ this.stableSort = GetValue(config, 'stableSort', -1); if (this.stableSort === -1) { this.stableSort = (Device.browser.es2019) ? 1 : 0; } Device.features.stableSort = this.stableSort; // DOM Element Container /** * @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); /** * @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. */ 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); /** * @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); /** * @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); /** * @const {*} Phaser.Core.Config#inputGamepadEventTarget - The DOM Target to listen for gamepad events on. Defaults to `window` if not specified. */ 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); /** * @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); /** * @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); if (this.gameTitle === '' && this.hidePhaser) { this.hideBanner = true; } /** * @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); /** * @const {boolean} Phaser.Core.Config#disablePreFX - Disables the automatic creation of the Pre FX Pipelines. If disabled, you cannot use the built-in Pre FX on Game Objects. */ this.disablePreFX = GetValue(config, 'disablePreFX', false); /** * @const {boolean} Phaser.Core.Config#disablePostFX - Disables the automatic creation of the Post FX Pipelines. If disabled, you cannot use the built-in Post FX on Game Objects. */ this.disablePostFX = GetValue(config, 'disablePostFX', false); // Render Settings - Anything set in here over-rides anything set in the core game config var renderConfig = GetValue(config, 'render', null); /** * @const {(Phaser.Types.Core.PipelineConfig|Phaser.Renderer.WebGL.WebGLPipeline[])} 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); /** * @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); /** * @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'. */ this.mipmapFilter = GetValue(renderConfig, 'mipmapFilter', '', config); /** * @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); if (this.pixelArt) { this.antialias = false; this.antialiasGL = false; 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); /** * @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); /** * @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); /** * @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; } /** * @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); /** * @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); /** * @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); /** * @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', ''); /** * @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', ''); /** * @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); /** * @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); /* * Allows `plugins` property to either be an array, in which case it just replaces * the default plugins like previously, or a config object. * * plugins: { * global: [ * { key: 'TestPlugin', plugin: TestPlugin, start: true, data: { msg: 'The plugin is alive' } }, * ], * scene: [ * { key: 'WireFramePlugin', plugin: WireFramePlugin, systemKey: 'wireFramePlugin', sceneKey: 'wireframe' } * ], * default: [], OR * defaultMerge: [ * 'ModPlayer' * ] * } */ /** * @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 = []; var plugins = GetValue(config, 'plugins', null); var defaultPlugins = DefaultPlugins.DefaultScene; 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', []); if (Array.isArray(plugins.default)) { defaultPlugins = plugins.default; } else if (Array.isArray(plugins.defaultMerge)) { defaultPlugins = defaultPlugins.concat(plugins.defaultMerge); } } } /** * @const {any} Phaser.Core.Config#defaultPlugins - The plugins installed into every Scene (in addition to CoreScene and Global). */ this.defaultPlugins = defaultPlugins; // Default / Missing Images var pngPrefix = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAg'; /** * @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;