/** * @author Richard Davey * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var CHECKSUM = require('../checksum'); var Config = require('./Config'); var DebugHeader = require('./DebugHeader'); var RequestAnimationFrame = require('../dom/RequestAnimationFrame'); 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 = null; /** * @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. */ // this.state = new Phaser.StateManager(this, stateConfig); /** * @property {Phaser.Device} device - Contains device information and capabilities. */ // this.device = Phaser.Device; // this.rnd = new Phaser.RandomDataGenerator([ (Date.now() * Math.random()).toString() ]); // this.device.whenReady(this.boot, this); DebugHeader(this); console.log(CHECKSUM.build); }; Game.prototype.constructor = Game; Game.prototype = { update: function (timestamp) { // console.log(timestamp); } }; module.exports = Game;