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href="global.html#LEFT_TOP">LEFT_TOP</a> </li> <li class="class-depth-0"> <a href="global.html#LINE">LINE</a> </li> <li class="class-depth-0"> <a href="global.html#lineStyle">lineStyle</a> </li> <li class="class-depth-0"> <a href="global.html#lineTo">lineTo</a> </li> <li class="class-depth-0"> <a href="global.html#listeners">listeners</a> </li> <li class="class-depth-0"> <a href="global.html#MATRIX">MATRIX</a> </li> <li class="class-depth-0"> <a href="global.html#mixin">mixin</a> </li> <li class="class-depth-0"> <a href="global.html#moveTo">moveTo</a> </li> <li class="class-depth-0"> <a href="global.html#NONE">NONE</a> </li> <li class="class-depth-0"> <a href="global.html#off">off</a> </li> <li class="class-depth-0"> <a href="global.html#on">on</a> </li> <li class="class-depth-0"> <a href="global.html#once">once</a> </li> <li class="class-depth-0"> <a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a> </li> <li class="class-depth-2"> <a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints return {number} The total number of PathPoints in this Path.</a> </li> <li class="class-depth-0"> <a href="global.html#POINT">POINT</a> </li> <li class="class-depth-0"> <a href="global.html#POINTER">POINTER</a> </li> <li class="class-depth-0"> <a href="global.html#POLYGON">POLYGON</a> </li> <li class="class-depth-0"> <a href="global.html#PORTRAIT">PORTRAIT</a> </li> <li class="class-depth-0"> <a href="global.html#quadraticCurveTo">quadraticCurveTo</a> </li> <li class="class-depth-0"> <a href="global.html#RECTANGLE">RECTANGLE</a> </li> <li class="class-depth-0"> <a href="global.html#removeAllListeners">removeAllListeners</a> </li> <li class="class-depth-0"> <a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a> </li> <li class="class-depth-0"> <a href="global.html#RETROFONT">RETROFONT</a> </li> <li class="class-depth-0"> <a href="global.html#RIGHT">RIGHT</a> </li> <li class="class-depth-0"> <a href="global.html#RIGHT_BOTTOM">RIGHT_BOTTOM</a> </li> <li class="class-depth-0"> <a href="global.html#RIGHT_CENTER">RIGHT_CENTER</a> </li> <li class="class-depth-0"> <a href="global.html#RIGHT_TOP">RIGHT_TOP</a> </li> <li class="class-depth-0"> <a href="global.html#ROPE">ROPE</a> </li> <li class="class-depth-0"> <a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a> </li> <li class="class-depth-0"> <a href="global.html#scaleModes">scaleModes</a> </li> <li class="class-depth-0"> <a href="global.html#SPRITE">SPRITE</a> </li> <li class="class-depth-0"> <a href="global.html#SPRITEBATCH">SPRITEBATCH</a> </li> <li class="class-depth-0"> <a href="global.html#stopImmediatePropagation">stopImmediatePropagation</a> </li> <li class="class-depth-0"> <a href="global.html#stopPropagation">stopPropagation</a> </li> <li class="class-depth-0"> <a href="global.html#TEXT">TEXT</a> </li> <li class="class-depth-0"> <a href="global.html#TILEMAP">TILEMAP</a> </li> <li class="class-depth-0"> <a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a> </li> <li class="class-depth-0"> <a href="global.html#TILESPRITE">TILESPRITE</a> </li> <li class="class-depth-0"> <a href="global.html#TOP_CENTER">TOP_CENTER</a> </li> <li class="class-depth-0"> <a href="global.html#TOP_LEFT">TOP_LEFT</a> </li> <li class="class-depth-0"> <a href="global.html#TOP_RIGHT">TOP_RIGHT</a> </li> <li class="class-depth-0"> <a href="global.html#UP">UP</a> </li> <li class="class-depth-0"> <a href="global.html#updateLocalBounds">updateLocalBounds</a> </li> <li class="class-depth-0"> <a href="global.html#VERSION">VERSION</a> </li> <li class="class-depth-0"> <a href="global.html#VERTICAL">VERTICAL</a> </li> <li class="class-depth-0"> <a href="global.html#VIDEO">VIDEO</a> </li> <li class="class-depth-0"> <a href="global.html#WEBGL">WEBGL</a> </li> <li class="class-depth-0"> <a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a> </li> <li class="class-depth-0"> <a href="global.html#WEBGL_MULTI">WEBGL_MULTI</a> </li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li> <li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li> <li class="class-depth-1"><a href="Phaser.World.html">World</a></li> <li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li> <li class="class-depth-1"><a href="Phaser.Cache.html">Cache</a></li> <li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li> <li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li> <li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li> <li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li> <li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li> <li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li> <li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li> <li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li> <li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li> <li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li> <li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li> <li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li> <li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li> <li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li> <li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li> <li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li> <li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li> <li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li> <li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li> <li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li> <li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li> <li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li> <li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li> <li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li> <li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li> <li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li> <li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li> <li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li> <li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li> <li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li> <li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li> <li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</a></li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li> <li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li> <li class="class-depth-2"><a href="Phaser.Weapon.html">Weapon</a></li> <li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li> <li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li> <li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li> <li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li> <li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li> <li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li> <li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li> <li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li> <li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li> <li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li> <li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li> <li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li> <li class="class-depth-1"><a href="Phaser.KeyCode.html">Key Codes</a></li> <li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li> <li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li> <li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li> <li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li> <li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li> <li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li> <li class="class-depth-1"><a href="http://phaser.io/learn">Tutorials</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/newsletter">Newsletter</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/slack">Slack</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/donate">Donate</a></li> <li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li> </ul> </li> </ul> </div> </div> <div class="row-fluid"> <div class="span12"> <div id="main"> <h1 class="page-title">Source: src/core/Game.js</h1> <section> <article> <pre class="sunlight-highlight-javascript linenums">/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Phaser.Game object is the main controller for the entire Phaser game. It is responsible * for handling the boot process, parsing the configuration values, creating the renderer, * and setting-up all of the Phaser systems, such as physics, sound and input. * Once that is complete it will start the default State, and then begin the main game loop. * * You can access lots of the Phaser systems via the properties on the `game` object. For * example `game.renderer` is the Renderer, `game.sound` is the Sound Manager, and so on. * * Anywhere you can access the `game` property, you can access all of these core systems. * For example a Sprite has a `game` property, allowing you to talk to the various parts * of Phaser directly, without having to look after your own references. * * In it's most simplest form, a Phaser game can be created by providing the arguments * to the constructor: * * ``` * var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create }); * ``` * * In the example above it is passing in a State object directly. You can also use the State * Manager to do this: * * ``` * var game = new Phaser.Game(800, 600, Phaser.AUTO); * game.state.add('Boot', BasicGame.Boot); * game.state.add('Preloader', BasicGame.Preloader); * game.state.add('MainMenu', BasicGame.MainMenu); * game.state.add('Game', BasicGame.Game); * game.state.start('Boot'); * * ``` * In the example above, 4 States are added to the State Manager, and Phaser is told to * start running the `Boot` state when it has finished initializing. There are example * project templates you can use in the Phaser GitHub repo, inside the `resources` folder. * * Instead of specifying arguments you can also pass a single object instead: * * ``` * var config = { * width: 800, * height: 600, * renderer: Phaser.AUTO, * antialias: true, * multiTexture: true, * state: { * preload: preload, * create: create, * update: update * } * } * * var game = new Phaser.Game(config); * ``` * * @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.WEBGL_MULTI, 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 * @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; /** * The resolution of your game. This value is read only, but can be changed at start time it via a game configuration object. * * @property {integer} resolution * @readonly * @default */ this.resolution = 1; /** * @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; /** * Has support for Multiple bound Textures in WebGL been enabled? This is a read-only property. * To set it you need to either specify `Phaser.WEBGL_MULTI` as the renderer type, or use the Game * Configuration object with the property `multiTexture` set to true. It has to be enabled before * Pixi boots, and cannot be changed after the game is running. Once enabled, take advantage of it * via the `game.renderer.setTexturePriority` method. * * @property {boolean} multiTexture * @default * @readOnly */ this.multiTexture = false; /** * @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; /** * Clear the Canvas each frame before rendering the display list. * You can set this to `false` to gain some performance if your game always contains a background that completely fills the display. * @property {boolean} clearBeforeRender * @default */ this.clearBeforeRender = true; /** * @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, Phaser.WEBGL, Phaser.WEBGL_MULTI or Phaser.HEADLESS. * @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.PluginManager} plugins - Reference to the plugin manager. */ this.plugins = 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 utilities. */ this.debug = null; /** * @property {Phaser.Particles} particles - The Particle Manager. */ this.particles = null; /** * @property {Phaser.Create} create - The Asset Generator. */ this.create = 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} _spiraling - If the 'catch-up' iterations are spiraling out of control, this counter is incremented. * @private */ this._spiraling = 0; /** * @property {boolean} _kickstart - Force a logic update + render by default (always set on Boot and State swap) * @private */ this._kickstart = true; /** * 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 = true; /** * @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 (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'] !== undefined) { this.transparent = config['transparent']; } if (config['antialias'] !== undefined) { this.antialias = config['antialias']; } if (config['multiTexture'] !== undefined) { this.multiTexture = config['multiTexture']; } if (config['resolution']) { this.resolution = config['resolution']; } if (config['preserveDrawingBuffer'] !== undefined) { 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; PIXI.game = this; 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.create = new Phaser.Create(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._kickstart = true; if (window['focus']) { if (!window['PhaserGlobal'] || (window['PhaserGlobal'] && !window['PhaserGlobal'].stopFocus)) { window.focus(); } } this.raf.start(); }, /** * Displays a Phaser version debug header in the console. * * @method Phaser.Game#showDebugHeader * @protected */ showDebugHeader: function () { if (window['PhaserGlobal'] && window['PhaserGlobal'].hideBanner) { return; } 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 CE v' + v + ' | Pixi.js | ' + r + ' | ' + a + ' %c %c ' + '%c http://phaser.io %c\u2665%c\u2665%c\u2665', 'background: #fb8cb3', 'background: #d44a52', 'color: #ffffff; background: #871905;', 'background: #d44a52', 'background: #fb8cb3', '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 | ' + 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['canvas']) { this.canvas = this.config['canvas']; } else { this.canvas = Phaser.Canvas.create(this, this.width, this.height, this.config['canvasID'], true); } if (this.config['canvasStyle']) { this.canvas.style = this.config['canvasStyle']; } else { this.canvas.style['-webkit-full-screen'] = 'width: 100%; height: 100%'; } if (this.renderType === Phaser.HEADLESS || this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && !this.device.webGL)) { if (this.device.canvas) { // They requested Canvas and their browser supports it this.renderType = Phaser.CANVAS; this.renderer = new PIXI.CanvasRenderer(this); 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 if (this.multiTexture || this.renderType === Phaser.WEBGL_MULTI) { PIXI.enableMultiTexture(); } this.renderType = Phaser.WEBGL; this.renderer = new PIXI.WebGLRenderer(this); this.context = null; this.canvas.addEventListener('webglcontextlost', this.contextLost.bind(this), false); this.canvas.addEventListener('webglcontextrestored', this.contextRestored.bind(this), false); } if (this.device.cocoonJS) { this.canvas.screencanvas = (this.renderType === Phaser.CANVAS) ? true : false; } if (this.renderType !== Phaser.HEADLESS) { this.stage.smoothed = this.antialias; Phaser.Canvas.addToDOM(this.canvas, this.parent, false); Phaser.Canvas.setTouchAction(this.canvas); } }, /** * Handles WebGL context loss. * * @method Phaser.Game#contextLost * @private * @param {Event} event - The webglcontextlost event. */ contextLost: function (event) { event.preventDefault(); this.renderer.contextLost = true; }, /** * Handles WebGL context restoration. * * @method Phaser.Game#contextRestored * @private */ contextRestored: function () { this.renderer.initContext(); this.cache.clearGLTextures(); this.renderer.contextLost = false; }, /** * 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._kickstart) { this.updateLogic(this.time.desiredFpsMult); // call the game render update exactly once every frame this.updateRender(this.time.slowMotion * this.time.desiredFps); this._kickstart = false; return; } // if the logic time is spiraling upwards, skip a frame entirely if (this._spiraling > 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 + 10000; // 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._spiraling = 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(this.time.desiredFpsMult); count++; if (this.forceSingleUpdate && count === 1) { break; } else { this.time.refresh(); } } // detect spiraling (if the catch-up loop isn't fast enough, the number of iterations will increase constantly) if (count > this._lastCount) { this._spiraling++; } else if (count < this._lastCount) { // looks like it caught up successfully, reset the spiral alert counter this._spiraling = 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.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(); 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(); } this.stage.updateTransform(); }, /** * 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); if (this.renderType !== Phaser.HEADLESS) { 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. * * Calls destroy on Game.state, Game.sound, Game.scale, Game.stage, Game.input, Game.physics and Game.plugins. * * Then sets all of those local handlers to null, destroys the renderer, removes the canvas from the DOM * and resets the PIXI default renderer. * * @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.plugins.destroy(); this.state = null; this.sound = null; this.scale = null; this.stage = null; this.input = null; this.physics = null; this.plugins = null; this.cache = null; this.load = null; this.time = null; this.world = null; this.isBooted = false; this.renderer.destroy(false); Phaser.Canvas.removeFromDOM(this.canvas); PIXI.defaultRenderer = null; 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(); if (this.sound.muteOnPause) { this.sound.setMute(); } this.onPause.dispatch(event); // Avoids Cordova iOS crash event: https://github.com/photonstorm/phaser/issues/1800 if (this.device.cordova && this.device.iOS) { this.lockRender = true; } } }, /** * 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(); if (this.sound.muteOnPause) { this.sound.unsetMute(); } this.onResume.dispatch(event); // Avoids Cordova iOS crash event: https://github.com/photonstorm/phaser/issues/1800 if (this.device.cordova && this.device.iOS) { this.lockRender = false; } } }, /** * 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 * * ヽ(〃^▽^〃)ノ * */ </pre> </article> </section> </div> <div class="clearfix"></div> <footer> <span class="copyright"> Phaser Copyright © 2012-2016 Photon Storm Ltd. </span> <br /> <span class="jsdoc-message"> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a> on Mon Dec 05 2016 10:04:31 GMT+0000 (GMT Standard Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. </span> </footer> </div> <br clear="both"> </div> </div> <script src="scripts/sunlight.js"></script> <script src="scripts/sunlight.javascript.js"></script> <script src="scripts/sunlight-plugin.doclinks.js"></script> <script src="scripts/sunlight-plugin.linenumbers.js"></script> <script src="scripts/sunlight-plugin.menu.js"></script> <script src="scripts/jquery.min.js"></script> <script src="scripts/jquery.scrollTo.js"></script> <script src="scripts/jquery.localScroll.js"></script> <script src="scripts/bootstrap-dropdown.js"></script> <script src="scripts/toc.js"></script> <script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script> <script> $( function () { $( "#toc" ).toc( { anchorName : function(i, heading, prefix) { return $(heading).attr("id") || ( prefix + i ); }, selectors : "h1,h2,h3,h4", showAndHide : false, scrollTo : 60 } ); $( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" ); $( "#main span[id^='toc']" ).addClass( "toc-shim" ); } ); </script> </body> </html>