/** * @author Richard Davey * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * 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 * * @class Phaser.Game * @constructor * @param {number|string} [width=800] - The width of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage width of the parent container, or the browser window if no parent is given. * @param {number|string} [height=600] - The height of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage height of the parent container, or the browser window if no parent is given. * @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. * @param {object} [physicsConfig=null] - A physics configuration object to pass to the Physics world on creation. */ Phaser.Game = function (width, height, renderer, parent, state, transparent, antialias, physicsConfig) { /** * @property {number} id - Phaser Game ID (for when Pixi supports multiple instances). * @readonly */ this.id = Phaser.GAMES.push(this) - 1; /** * @property {object} config - The Phaser.Game configuration object. */ this.config = null; /** * @property {object} physicsConfig - The Phaser.Physics.World configuration object. */ this.physicsConfig = physicsConfig; /** * @property {string|HTMLElement} parent - The Games DOM parent. * @default */ this.parent = ''; /** * The current Game Width in pixels. * * _Do not modify this property directly:_ use {@link Phaser.ScaleManager#setGameSize} - eg. `game.scale.setGameSize(width, height)` - instead. * * @property {integer} width * @readonly * @default */ this.width = 800; /** * The current Game Height in pixels. * * _Do not modify this property directly:_ use {@link Phaser.ScaleManager#setGameSize} - eg. `game.scale.setGameSize(width, height)` - instead. * * @property {integer} height * @readonly * @default */ this.height = 600; /** * @property {integer} _width - Private internal var. * @private */ this._width = 800; /** * @property {integer} _height - Private internal var. * @private */ this._height = 600; /** * @property {boolean} transparent - Use a transparent canvas background or not. * @default */ this.transparent = false; /** * @property {boolean} antialias - Anti-alias graphics. By default scaled images are smoothed in Canvas and WebGL, set anti-alias to false to disable this globally. * @default */ this.antialias = true; /** * @property {boolean} preserveDrawingBuffer - The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering. * @default */ this.preserveDrawingBuffer = false; /** * @property {PIXI.CanvasRenderer|PIXI.WebGLRenderer} renderer - The Pixi Renderer. * @protected */ this.renderer = null; /** * @property {number} renderType - The Renderer this game will use. Either Phaser.AUTO, Phaser.CANVAS or Phaser.WEBGL. * @readonly */ this.renderType = Phaser.AUTO; /** * @property {Phaser.StateManager} state - The StateManager. */ this.state = null; /** * @property {boolean} isBooted - Whether the game engine is booted, aka available. * @readonly */ this.isBooted = false; /** * @property {boolean} isRunning - Is game running or paused? * @readonly */ this.isRunning = false; /** * @property {Phaser.RequestAnimationFrame} raf - Automatically handles the core game loop via requestAnimationFrame or setTimeout * @protected */ 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. */ this.cache = null; /** * @property {Phaser.Input} input - Reference to the input manager */ this.input = null; /** * @property {Phaser.Loader} load - Reference to the assets loader. */ 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.Time} time - Reference to the core 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.Physics} physics - Reference to the physics manager. */ this.physics = 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 = Phaser.Device; /** * @property {Phaser.Camera} 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 {CanvasRenderingContext2D} 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 {Phaser.Particles} particles - The Particle Manager. */ this.particles = null; /** * If `false` Phaser will automatically render the display list every update. If `true` the render loop will be skipped. * You can toggle this value at run-time to gain exact control over when Phaser renders. This can be useful in certain types of game or application. * Please note that if you don't render the display list then none of the game object transforms will be updated, so use this value carefully. * @property {boolean} lockRender * @default */ this.lockRender = false; /** * @property {boolean} stepping - Enable core loop stepping with Game.enableStep(). * @default * @readonly */ this.stepping = false; /** * @property {boolean} pendingStep - 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 {Phaser.Signal} onPause - This event is fired when the game pauses. */ this.onPause = null; /** * @property {Phaser.Signal} onResume - This event is fired when the game resumes from a paused state. */ this.onResume = null; /** * @property {Phaser.Signal} onBlur - This event is fired when the game no longer has focus (typically on page hide). */ this.onBlur = null; /** * @property {Phaser.Signal} onFocus - This event is fired when the game has focus (typically on page show). */ this.onFocus = null; /** * @property {boolean} _paused - Is game paused? * @private */ this._paused = false; /** * @property {boolean} _codePaused - Was the game paused via code or a visibility change? * @private */ this._codePaused = false; /** * The ID of the current/last logic update applied this render frame, starting from 0. * * The first update is `currentUpdateID === 0` and the last update is `currentUpdateID === updatesThisFrame.` * @property {integer} currentUpdateID * @protected */ this.currentUpdateID = 0; /** * Number of logic updates expected to occur this render frame; * will be 1 unless there are catch-ups required (and allowed). * @property {integer} updatesThisFrame * @protected */ this.updatesThisFrame = 1; /** * @property {number} _deltaTime - accumulate elapsed time until a logic update is due * @private */ this._deltaTime = 0; /** * @property {number} _lastCount - remember how many 'catch-up' iterations were used on the logicUpdate last frame * @private */ this._lastCount = 0; /** * @property {number} _spiralling - if the 'catch-up' iterations are spiralling out of control, this counter is incremented * @private */ this._spiralling = 0; /** * If the game is struggling to maintain the desired FPS, this signal will be dispatched. * The desired/chosen FPS should probably be closer to the {@link Phaser.Time#suggestedFps} value. * @property {Phaser.Signal} fpsProblemNotifier * @public */ this.fpsProblemNotifier = new Phaser.Signal(); /** * @property {boolean} forceSingleUpdate - Should the game loop force a logic update, regardless of the delta timer? Set to true if you know you need this. You can toggle it on the fly. */ this.forceSingleUpdate = false; /** * @property {number} _nextNotification - the soonest game.time.time value that the next fpsProblemNotifier can be dispatched * @private */ this._nextFpsNotification = 0; // Parse the configuration object (if any) if (arguments.length === 1 && typeof arguments[0] === 'object') { this.parseConfig(arguments[0]); } else { this.config = { enableDebug: true }; if (typeof width !== 'undefined') { this._width = width; } if (typeof height !== 'undefined') { this._height = height; } if (typeof renderer !== 'undefined') { 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.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]); this.state = new Phaser.StateManager(this, state); } this.device.whenReady(this.boot, this); return this; }; Phaser.Game.prototype = { /** * Parses a Game configuration object. * * @method Phaser.Game#parseConfig * @protected */ parseConfig: function (config) { this.config = config; if (typeof config['enableDebug'] === 'undefined') { this.config.enableDebug = true; } if (config['width']) { this._width = config['width']; } if (config['height']) { this._height = config['height']; } if (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']; } if (config['preserveDrawingBuffer']) { this.preserveDrawingBuffer = config['preserveDrawingBuffer']; } if (config['physicsConfig']) { this.physicsConfig = config['physicsConfig']; } var seed = [(Date.now() * Math.random()).toString()]; if (config['seed']) { seed = config['seed']; } this.rnd = new Phaser.RandomDataGenerator(seed); 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; } this.onPause = new Phaser.Signal(); this.onResume = new Phaser.Signal(); this.onBlur = new Phaser.Signal(); this.onFocus = new Phaser.Signal(); this.isBooted = true; this.math = Phaser.Math; this.scale = new Phaser.ScaleManager(this, this._width, this._height); this.stage = new Phaser.Stage(this); this.setUpRenderer(); 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.physics = new Phaser.Physics(this, this.physicsConfig); this.particles = new Phaser.Particles(this); this.plugins = new Phaser.PluginManager(this); this.net = new Phaser.Net(this); this.time.boot(); this.stage.boot(); this.world.boot(); this.scale.boot(); this.input.boot(); this.sound.boot(); this.state.boot(); if (this.config['enableDebug']) { this.debug = new Phaser.Utils.Debug(this); this.debug.boot(); } else { this.debug = { preUpdate: function () {}, update: function () {}, reset: function () {} }; } 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.VERSION; var r = 'Canvas'; var a = 'HTML Audio'; var c = 1; if (this.renderType === Phaser.WEBGL) { r = 'WebGL'; c++; } else if (this.renderType == Phaser.HEADLESS) { r = 'Headless'; } if (this.device.webAudio) { a = 'WebAudio'; c++; } if (this.device.chrome) { var args = [ '%c %c %c Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' %c %c ' + '%c http://phaser.io %c\u2665%c\u2665%c\u2665', 'background: #3db79f', 'background: #329582', 'color: #ffffff; background: #226558;', 'background: #329582', 'background: #3db79f', 'background: #ffffff' ]; for (var i = 0; i < 3; i++) { if (i < c) { args.push('color: #ff2424; background: #fff'); } else { args.push('color: #959595; background: #fff'); } } console.log.apply(console, args); } else if (window['console']) { console.log('Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' | http://phaser.io'); } }, /** * 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.config['canvasID']) { this.canvas = Phaser.Canvas.create(this.width, this.height, this.config['canvasID']); } else { this.canvas = Phaser.Canvas.create(this.width, this.height); } if (this.config['canvasStyle']) { this.canvas.style = this.config['canvasStyle']; } else { this.canvas.style['-webkit-full-screen'] = 'width: 100%; height: 100%'; } if (this.device.cocoonJS) { if (this.renderType === Phaser.CANVAS) { this.canvas.screencanvas = true; } else { // Some issue related to scaling arise with Cocoon using screencanvas and webgl renderer. this.canvas.screencanvas = false; } } 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, { "view": this.canvas, "transparent": this.transparent, "resolution": 1, "clearBeforeRender": true }); 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, { "view": this.canvas, "transparent": this.transparent, "resolution": 1, "antialias": this.antialias, "preserveDrawingBuffer": this.preserveDrawingBuffer }); this.context = null; } if (this.renderType !== Phaser.HEADLESS) { this.stage.smoothed = this.antialias; Phaser.Canvas.addToDOM(this.canvas, this.parent, false); 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 the logic time is spiralling upwards, skip a frame entirely if (this._spiralling > 1 && !this.forceSingleUpdate) { // cause an event to warn the program that this CPU can't keep up with the current desiredFps rate if (this.time.time > this._nextFpsNotification) { // only permit one fps notification per 10 seconds this._nextFpsNotification = this.time.time + 1000 * 10; // dispatch the notification signal this.fpsProblemNotifier.dispatch(); } // reset the _deltaTime accumulator which will cause all pending dropped frames to be permanently skipped this._deltaTime = 0; this._spiralling = 0; // call the game render update exactly once every frame this.updateRender(this.time.slowMotion * this.time.desiredFps); } else { // step size taking into account the slow motion speed var slowStep = this.time.slowMotion * 1000.0 / this.time.desiredFps; // accumulate time until the slowStep threshold is met or exceeded... up to a limit of 3 catch-up frames at slowStep intervals this._deltaTime += Math.max(Math.min(slowStep * 3, this.time.elapsed), 0); // call the game update logic multiple times if necessary to "catch up" with dropped frames // unless forceSingleUpdate is true var count = 0; this.updatesThisFrame = Math.floor(this._deltaTime / slowStep); if (this.forceSingleUpdate) { this.updatesThisFrame = Math.min(1, this.updatesThisFrame); } while (this._deltaTime >= slowStep) { this._deltaTime -= slowStep; this.currentUpdateID = count; this.updateLogic(1.0 / this.time.desiredFps); count++; if (this.forceSingleUpdate && count === 1) { break; } } // detect spiralling (if the catch-up loop isn't fast enough, the number of iterations will increase constantly) if (count > this._lastCount) { this._spiralling++; } else if (count < this._lastCount) { // looks like it caught up successfully, reset the spiral alert counter this._spiralling = 0; } this._lastCount = count; // call the game render update exactly once every frame unless we're playing catch-up from a spiral condition this.updateRender(this._deltaTime / slowStep); } }, /** * Updates all logic subsystems in Phaser. Called automatically by Game.update. * * @method Phaser.Game#updateLogic * @protected * @param {number} timeStep - The current timeStep value as determined by Game.update. */ updateLogic: function (timeStep) { if (!this._paused && !this.pendingStep) { if (this.stepping) { this.pendingStep = true; } this.scale.preUpdate(); this.debug.preUpdate(); this.world.camera.preUpdate(); this.physics.preUpdate(); this.state.preUpdate(timeStep); this.plugins.preUpdate(timeStep); this.stage.preUpdate(); this.state.update(); this.stage.update(); this.tweens.update(timeStep); this.sound.update(); this.input.update(); this.physics.update(); this.particles.update(); this.plugins.update(); this.stage.postUpdate(); this.plugins.postUpdate(); } else { // Scaling and device orientation changes are still reflected when paused. this.scale.pauseUpdate(); this.state.pauseUpdate(); this.debug.preUpdate(); } }, /** * Runs the Render cycle. * It starts by calling State.preRender. In here you can do any last minute adjustments of display objects as required. * It then calls the renderer, which renders the entire display list, starting from the Stage object and working down. * It then calls plugin.render on any loaded plugins, in the order in which they were enabled. * After this State.render is called. Any rendering that happens here will take place on-top of the display list. * Finally plugin.postRender is called on any loaded plugins, in the order in which they were enabled. * This method is called automatically by Game.update, you don't need to call it directly. * Should you wish to have fine-grained control over when Phaser renders then use the `Game.lockRender` boolean. * Phaser will only render when this boolean is `false`. * * @method Phaser.Game#updateRender * @protected * @param {number} elapsedTime - The time elapsed since the last update. */ updateRender: function (elapsedTime) { if (this.lockRender) { return; } this.state.preRender(elapsedTime); this.renderer.render(this.stage); this.plugins.render(elapsedTime); this.state.render(elapsedTime); this.plugins.postRender(elapsedTime); }, /** * 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 for 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++; }, /** * Nukes the entire game from orbit. * * @method Phaser.Game#destroy */ destroy: function () { this.raf.stop(); this.state.destroy(); this.sound.destroy(); this.scale.destroy(); this.stage.destroy(); this.input.destroy(); this.physics.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; if (this.renderType === Phaser.WEBGL) { PIXI.glContexts[this.renderer.glContextId] = null; this.renderer.projection = null; this.renderer.offset = null; this.renderer.shaderManager.destroy(); this.renderer.spriteBatch.destroy(); this.renderer.maskManager.destroy(); this.renderer.filterManager.destroy(); this.renderer.shaderManager = null; this.renderer.spriteBatch = null; this.renderer.maskManager = null; this.renderer.filterManager = null; this.renderer.gl = null; this.renderer.renderSession = null; Phaser.Canvas.removeFromDOM(this.canvas); } else { this.renderer.destroy(true); } Phaser.GAMES[this.id] = null; }, /** * Called by the Stage visibility handler. * * @method Phaser.Game#gamePaused * @param {object} event - The DOM event that caused the game to pause, if any. * @protected */ gamePaused: function (event) { // 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(); this.sound.setMute(); this.onPause.dispatch(event); } }, /** * Called by the Stage visibility handler. * * @method Phaser.Game#gameResumed * @param {object} event - The DOM event that caused the game to pause, if any. * @protected */ gameResumed: function (event) { // Game is paused, but wasn't paused via code, so resume it if (this._paused && !this._codePaused) { this._paused = false; this.time.gameResumed(); this.input.reset(); this.sound.unsetMute(); this.onResume.dispatch(event); } }, /** * Called by the Stage visibility handler. * * @method Phaser.Game#focusLoss * @param {object} event - The DOM event that caused the game to pause, if any. * @protected */ focusLoss: function (event) { this.onBlur.dispatch(event); if (!this.stage.disableVisibilityChange) { this.gamePaused(event); } }, /** * Called by the Stage visibility handler. * * @method Phaser.Game#focusGain * @param {object} event - The DOM event that caused the game to pause, if any. * @protected */ focusGain: function (event) { this.onFocus.dispatch(event); if (!this.stage.disableVisibilityChange) { this.gameResumed(event); } } }; 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.sound.setMute(); this.time.gamePaused(); this.onPause.dispatch(this); } this._codePaused = true; } else { if (this._paused) { this._paused = false; this.input.reset(); this.sound.unsetMute(); this.time.gameResumed(); this.onResume.dispatch(this); } this._codePaused = false; } } }); /** * "Deleted code is debugged code." - Jeff Sickel */