/// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /** * Phaser - Game * * 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 */ module Phaser { export class Game { /** * Game constructor * * Instantiate a new Phaser.Game object. * * @param callbackContext Which context will the callbacks be called with. * @param parent {string} ID of its parent DOM element. * @param width {number} The width of your game in game pixels. * @param height {number} The height of your game in game pixels. * @param initCallback {function} Init callback invoked when init default screen. * @param createCallback {function} Create callback invoked when create default screen. * @param updateCallback {function} Update callback invoked when update default screen. * @param renderCallback {function} Render callback invoked when render default screen. * @param destroyCallback {function} Destroy callback invoked when state is destroyed. */ constructor(callbackContext, parent?: string = '', width?: number = 800, height?: number = 600, initCallback = null, createCallback = null, updateCallback = null, renderCallback = null, destroyCallback = null) { this.callbackContext = callbackContext; this.onInitCallback = initCallback; this.onCreateCallback = createCallback; this.onUpdateCallback = updateCallback; this.onRenderCallback = renderCallback; this.onDestroyCallback = destroyCallback; if (document.readyState === 'complete' || document.readyState === 'interactive') { setTimeout(() => this.boot(parent, width, height)); } else { document.addEventListener('DOMContentLoaded', () => this.boot(parent, width, height), false); window.addEventListener('load', () => this.boot(parent, width, height), false); } } /** * Game loop trigger wrapper. */ public _raf: RequestAnimationFrame; /** * Max allowable accumulation. * @type {number} */ private _maxAccumulation: number = 32; /** * Total number of milliseconds elapsed since last update loop. * @type {number} */ private _accumulator: number = 0; /** * Milliseconds of time per step of the game loop. * @type {number} */ private _step: number = 0; /** * Whether load complete loading or not. * @type {boolean} */ private _loadComplete: bool = false; /** * Game is paused? * @type {boolean} */ private _paused: bool = false; /** * The state to be switched to in the next frame. * @type {State} */ private _pendingState = null; /** * The current State object (defaults to null) * @type {State} */ public state = null; /** * Context for calling the callbacks. */ public callbackContext; /** * This will be called when init states. (loading assets...) * @type {function} */ public onInitCallback = null; /** * This will be called when create states. (setup states...) * @type {function} */ public onCreateCallback = null; /** * This will be called when update states. * @type {function} */ public onUpdateCallback = null; /** * This will be called when render states. * @type {function} */ public onRenderCallback = null; /** * This will be called when states paused. * @type {function} */ public onPausedCallback = null; /** * This will be called when the state is destroyed (i.e. swapping to a new state) * @type {function} */ public onDestroyCallback = null; /** * Reference to the GameObject Factory. * @type {GameObjectFactory} */ public add: GameObjectFactory; /** * Reference to the assets cache. * @type {Cache} */ public cache: Cache; /** * Reference to the input manager * @type {Input} */ public input: Input; /** * Reference to the assets loader. * @type {Loader} */ public load: Loader; /** * Reference to the math helper. * @type {GameMath} */ public math: GameMath; /** * Reference to the motion helper. * @type {Motion} */ public motion: Motion; /** * Reference to the sound manager. * @type {SoundManager} */ public sound: SoundManager; /** * Reference to the stage. * @type {Stage} */ public stage: Stage; /** * Reference to game clock. * @type {Time} */ public time: Time; /** * Reference to the tween manager. * @type {TweenManager} */ public tweens: TweenManager; /** * Reference to the world. * @type {World} */ public world: World; /** * Instance of repeatable random data generator helper. * @type {RandomDataGenerator} */ public rnd: RandomDataGenerator; /** * Contains device information and capabilities. * @type {Device} */ public device: Device; /** * Reference to the render manager * @type {RenderManager} */ public renderer: IRenderer; /** * Whether the game engine is booted, aka available. * @type {boolean} */ public isBooted: bool = false; /** * Is game running or paused? * @type {boolean} */ public isRunning: bool = false; /** * Initialize engine sub modules and start the game. * @param parent {string} ID of parent Dom element. * @param width {number} Width of the game screen. * @param height {number} Height of the game screen. */ private boot(parent: string, width: number, height: number) { if (this.isBooted == true) { return; } if (!document.body) { window.setTimeout(() => this.boot(parent, width, height), 13); } else { this.device = new Device(); this.motion = new Motion(this); this.math = new GameMath(this); this.stage = new Stage(this, parent, width, height); this.world = new World(this, width, height); this.add = new GameObjectFactory(this); this.sound = new SoundManager(this); this.cache = new Cache(this); this.load = new Loader(this, this.loadComplete); this.time = new Time(this); this.tweens = new TweenManager(this); this.input = new Input(this); this.rnd = new RandomDataGenerator([(Date.now() * Math.random()).toString()]); this.setRenderer(Phaser.Types.RENDERER_CANVAS); this.world.boot(); this.stage.boot(); this.input.boot(); this.framerate = 60; this.isBooted = true; // Set-up some static helper references DebugUtils.game = this; ColorUtils.game = this; // Display the default game screen? if (this.onInitCallback == null && this.onCreateCallback == null && this.onUpdateCallback == null && this.onRenderCallback == null && this._pendingState == null) { this._raf = new RequestAnimationFrame(this, this.bootLoop); } else { this.isRunning = true; this._loadComplete = false; this._raf = new RequestAnimationFrame(this, this.loop); if (this._pendingState) { this.switchState(this._pendingState, false, false); } else { this.startState(); } } } } public setRenderer(type: number) { switch (type) { case Phaser.Types.RENDERER_AUTO_DETECT: this.renderer = new Phaser.HeadlessRenderer(this); break; case Phaser.Types.RENDERER_AUTO_DETECT: case Phaser.Types.RENDERER_CANVAS: this.renderer = new Phaser.CanvasRenderer(this); break; // WebGL coming soon :) } } /** * Called when the load has finished after init was run. */ private loadComplete() { this._loadComplete = true; } /** * The bootLoop is called while the game is still booting (waiting for the DOM and resources to be available) */ private bootLoop() { this.tweens.update(); this.input.update(); this.stage.update(); } /** * The pausedLoop is called when the game is paused. */ private pausedLoop() { this.tweens.update(); this.input.update(); this.stage.update(); if (this.onPausedCallback !== null) { this.onPausedCallback.call(this.callbackContext); } } /** * Game loop method will be called when it's running. */ private loop() { this.tweens.update(); this.input.update(); this.stage.update(); this._accumulator += this.time.delta; if (this._accumulator > this._maxAccumulation) { this._accumulator = this._maxAccumulation; } while (this._accumulator >= this._step) { this.time.elapsed = this.time.timeScale * (this._step / 1000); this.world.update(); this._accumulator = this._accumulator - this._step; } if (this._loadComplete && this.onUpdateCallback) { this.onUpdateCallback.call(this.callbackContext); } this.world.postUpdate(); this.renderer.render(); if (this._loadComplete && this.onRenderCallback) { this.onRenderCallback.call(this.callbackContext); } } /** * Start current state. */ private startState() { if (this.onInitCallback !== null) { this.load.reset(); this.onInitCallback.call(this.callbackContext); // Is the load empty? if (this.load.queueSize == 0) { if (this.onCreateCallback !== null) { this.onCreateCallback.call(this.callbackContext); } this._loadComplete = true; } } else { // No init? Then there was nothing to load either if (this.onCreateCallback !== null) { this.onCreateCallback.call(this.callbackContext); } this._loadComplete = true; } } /** * Set all state callbacks (init, create, update, render). * @param initCallback {function} Init callback invoked when init state. * @param createCallback {function} Create callback invoked when create state. * @param updateCallback {function} Update callback invoked when update state. * @param renderCallback {function} Render callback invoked when render state. * @param destroyCallback {function} Destroy callback invoked when state is destroyed. */ public setCallbacks(initCallback = null, createCallback = null, updateCallback = null, renderCallback = null, destroyCallback = null) { this.onInitCallback = initCallback; this.onCreateCallback = createCallback; this.onUpdateCallback = updateCallback; this.onRenderCallback = renderCallback; this.onDestroyCallback = destroyCallback; } /** * Switch to a new State. * @param state {State} The state you want to switch to. * @param [clearWorld] {boolean} clear everything in the world? (Default to true) * @param [clearCache] {boolean} clear asset cache? (Default to false and ONLY available when clearWorld=true) */ public switchState(state, clearWorld: bool = true, clearCache: bool = false) { if (this.isBooted == false) { this._pendingState = state; return; } // Destroy current state? if (this.onDestroyCallback !== null) { this.onDestroyCallback.call(this.callbackContext); } this.input.reset(true); // Prototype? if (typeof state === 'function') { this.state = new state(this); } // Ok, have we got the right functions? if (this.state['create'] || this.state['update']) { this.callbackContext = this.state; this.onInitCallback = null; this.onCreateCallback = null; this.onUpdateCallback = null; this.onRenderCallback = null; this.onPausedCallback = null; this.onDestroyCallback = null; // Bingo, let's set them up if (this.state['init']) { this.onInitCallback = this.state['init']; } if (this.state['create']) { this.onCreateCallback = this.state['create']; } if (this.state['update']) { this.onUpdateCallback = this.state['update']; } if (this.state['render']) { this.onRenderCallback = this.state['render']; } if (this.state['paused']) { this.onPausedCallback = this.state['paused']; } if (this.state['destroy']) { this.onDestroyCallback = this.state['destroy']; } if (clearWorld) { this.world.destroy(); if (clearCache == true) { this.cache.destroy(); } } this._loadComplete = false; this.startState(); } else { throw new Error("Invalid State object given. Must contain at least a create or update function."); } } /** * Nuke the entire game from orbit */ public destroy() { this.callbackContext = null; this.onInitCallback = null; this.onCreateCallback = null; this.onUpdateCallback = null; this.onRenderCallback = null; this.onPausedCallback = null; this.onDestroyCallback = 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; } public get paused(): bool { return this._paused; } public set paused(value: bool) { if (value == true && this._paused == false) { this._paused = true; this._raf.callback = this.pausedLoop; } else if (value == false && this._paused == true) { this._paused = false; //this.time.time = window.performance.now ? (performance.now() + performance.timing.navigationStart) : Date.now(); this.input.reset(); if (this.isRunning == false) { this._raf.callback = this.bootLoop; } else { this._raf.callback = this.loop; } } } public get framerate(): number { return 1000 / this._step; } public set framerate(value: number) { this._step = 1000 / value; if (this._maxAccumulation < this._step) { this._maxAccumulation = this._step; } } /** * Checks for overlaps between two objects using the world QuadTree. Can be GameObject vs. GameObject, GameObject vs. Group or Group vs. Group. * Note: Does not take the objects scrollFactor into account. All overlaps are check in world space. * @param object1 The first GameObject or Group to check. If null the world.group is used. * @param object2 The second GameObject or Group to check. * @param notifyCallback A callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you passed them to Collision.overlap. * @param processCallback A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then notifyCallback will only be called if processCallback returns true. * @param context The context in which the callbacks will be called * @returns {boolean} true if the objects overlap, otherwise false. */ public collide(objectOrGroup1 = null, objectOrGroup2 = null, notifyCallback = null, context? = this.callbackContext): bool { return this.world.physics.overlap(objectOrGroup1, objectOrGroup2, notifyCallback, this.world.physics.separate, context); } public get camera(): Camera { return this.world.cameras.current; } } }