/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2013 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Stage controls the canvas on which everything is displayed. It handles display within the browser, * focus handling, game resizing, scaling and the pause, boot and orientation screens. * * @class Phaser.Stage * @constructor * @param {Phaser.Game} game - Game reference to the currently running game. * @param {number} width - Width of the canvas element. * @param {number} height - Height of the canvas element. */ Phaser.Stage = function (game, width, height) { /** * @property {Phaser.Game} game - A reference to the currently running Game. */ this.game = game; /** * @property {string} game - Background color of the stage (defaults to black). Set via the public backgroundColor property. * @private * @default 'rgb(0,0,0)' */ this._backgroundColor = 'rgb(0,0,0)'; /** * @property {Phaser.Point} offset - Get the offset values (for input and other things). */ this.offset = new Phaser.Point; /** * @property {HTMLCanvasElement} canvas - Reference to the newly created <canvas> element. */ this.canvas = Phaser.Canvas.create(width, height); this.canvas.style['-webkit-full-screen'] = 'width: 100%; height: 100%'; /** * @property {PIXI.Stage} _stage - The Pixi Stage which is hooked to the renderer. * @private */ this._stage = new PIXI.Stage(0x000000, false); this._stage.name = '_stage_root'; this._stage.interactive = false; /** * @property {number} scaleMode - The current scaleMode. */ this.scaleMode = Phaser.StageScaleMode.NO_SCALE; /** * @property {Phaser.StageScaleMode} scale - The scale of the current running game. */ this.scale = new Phaser.StageScaleMode(this.game, width, height); /** * @property {number} aspectRatio - Aspect ratio. */ this.aspectRatio = width / height; /** * @property {number} _nextOffsetCheck - The time to run the next offset check. * @private */ this._nextOffsetCheck = 0; /** * @property {number|false} checkOffsetInterval - The time (in ms) between which the stage should check to see if it has moved. * @default */ this.checkOffsetInterval = 2500; }; Phaser.Stage.prototype = { /** * Initialises the stage and adds the event listeners. * @method Phaser.Stage#boot * @private */ boot: function () { Phaser.Canvas.getOffset(this.canvas, this.offset); this.bounds = new Phaser.Rectangle(this.offset.x, this.offset.y, this.game.width, this.game.height); var _this = this; this._onChange = function (event) { return _this.visibilityChange(event); } Phaser.Canvas.setUserSelect(this.canvas, 'none'); Phaser.Canvas.setTouchAction(this.canvas, 'none'); document.addEventListener('visibilitychange', this._onChange, false); document.addEventListener('webkitvisibilitychange', this._onChange, false); document.addEventListener('pagehide', this._onChange, false); document.addEventListener('pageshow', this._onChange, false); window.onblur = this._onChange; window.onfocus = this._onChange; }, /** * Runs Stage processes that need periodic updates, such as the offset checks. * @method Phaser.Stage#update */ update: function () { if (this.checkOffsetInterval !== false) { if (this.game.time.now > this._nextOffsetCheck) { Phaser.Canvas.getOffset(this.canvas, this.offset); this._nextOffsetCheck = this.game.time.now + this.checkOffsetInterval; } } }, /** * This method is called when the document visibility is changed. * @method Phaser.Stage#visibilityChange * @param {Event} event - Its type will be used to decide whether the game should be paused or not. */ visibilityChange: function (event) { if (this.disableVisibilityChange) { return; } if (event.type == 'pagehide' || event.type == 'blur' || document['hidden'] == true || document['webkitHidden'] == true) { this.game.paused = true; } else { this.game.paused = false; } }, }; /** * @name Phaser.Stage#backgroundColor * @property {number|string} backgroundColor - Gets and sets the background color of the stage. The color can be given as a number: 0xff0000 or a hex string: '#ff0000' */ Object.defineProperty(Phaser.Stage.prototype, "backgroundColor", { get: function () { return this._backgroundColor; }, set: function (color) { this._backgroundColor = color; if (this.game.renderType == Phaser.CANVAS) { // Set it directly, this allows us to use rgb alpha values in Canvas mode. this._stage.backgroundColorString = color; } else { if (typeof color === 'string') { color = Phaser.Color.hexToRGB(color); } this._stage.setBackgroundColor(color); } } });