var Config = require('./Config'); var DebugHeader = require('./DebugHeader'); var Device = require('../device'); var AddToDOM = require('../dom/AddToDOM'); var DOMContentLoaded = require('../dom/DOMContentLoaded'); var VisibilityHandler = require('./VisibilityHandler'); var EventDispatcher = require('../events/EventDispatcher'); var TimeStep = require('./TimeStep'); var CreateRenderer = require('./CreateRenderer'); var GlobalInputManager = require('../input/GlobalInputManager'); var GlobalStateManager = require('../state/GlobalStateManager'); var AnimationManager = require('../animation/manager/AnimationManager'); var TextureManager = require('../textures/TextureManager'); var Data = require('../components/Data'); var Cache = require('../cache/Cache'); var Game = function (config) { this.config = new Config(config); this.renderer = null; this.canvas = null; this.context = null; this.isBooted = false; this.isRunning = false; /** * @property {EventDispatcher} events - Global / Global Game System Events */ this.events = new EventDispatcher(); /** * @property {Phaser.AnimationManager} anims - Reference to the Phaser Animation Manager. */ this.anims = new AnimationManager(this); /** * @property {Phaser.TextureManager} textures - Reference to the Phaser Texture Manager. */ this.textures = new TextureManager(this); /** * @property {Phaser.Cache} cache - Reference to the assets cache. */ this.cache = new Cache(); /** * @property {Phaser.Data} registry - Game wide data store. */ this.registry = new Data(this); /** * @property {Phaser.Input} input - Reference to the input manager */ this.input = new GlobalInputManager(this, this.config); /** * @property {Phaser.GlobalStateManager} state - The StateManager. Phaser instance specific. */ this.state = new GlobalStateManager(this, this.config.stateConfig); /** * @property {Phaser.Device} device - Contains device information and capabilities (singleton) */ this.device = Device; /** * @property {Phaser.MainLoop} mainloop - Main Loop handler. * @protected */ this.loop = new TimeStep(this, this.config.fps); // Wait for the DOM Ready event, then call boot. DOMContentLoaded(this.boot.bind(this)); // For debugging only window.game = this; }; Game.prototype.constructor = Game; Game.prototype = { boot: function () { this.isBooted = true; this.config.preBoot(); DebugHeader(this); CreateRenderer(this); AddToDOM(this.canvas, this.config.parent); this.anims.boot(this.textures); this.state.boot(); this.input.boot(); this.isRunning = true; this.config.postBoot(); this.loop.start(this.step.bind(this)); VisibilityHandler(this.events); this.events.on('HIDDEN', this.onHidden.bind(this)); this.events.on('VISIBLE', this.onVisible.bind(this)); this.events.on('ON_BLUR', this.onBlur.bind(this)); this.events.on('ON_FOCUS', this.onFocus.bind(this)); }, step: function (time, delta) { var active = this.state.active; var renderer = this.renderer; // Global Managers (Time, Input, etc) this.input.update(time, delta); // States for (var i = 0; i < active.length; i++) { active[i].state.sys.step(time, delta); } // Render // var interpolation = this.frameDelta / this.timestep; renderer.preRender(); // This uses active.length, in case state.update removed the state from the active list for (i = 0; i < active.length; i++) { active[i].state.sys.render(0, renderer); } renderer.postRender(); }, onHidden: function () { this.loop.pause(); }, onVisible: function () { this.loop.resume(); }, onBlur: function () { this.loop.blur(); }, onFocus: function () { this.loop.focus(); } }; module.exports = Game;