var Class = require('../utils/Class'); var Config = require('./Config'); var DebugHeader = require('./DebugHeader'); var Device = require('../device'); var NOOP = require('../utils/NOOP'); var AddToDOM = require('../dom/AddToDOM'); var DOMContentLoaded = require('../dom/DOMContentLoaded'); var EventDispatcher = require('../events/EventDispatcher'); var VisibilityHandler = require('./VisibilityHandler'); var AnimationManager = require('../animation/manager/AnimationManager'); var CreateRenderer = require('./CreateRenderer'); var Data = require('../plugins/Data'); var GlobalCache = require('../cache/GlobalCache'); var GlobalInputManager = require('../input/global/GlobalInputManager'); var GlobalSceneManager = require('../scene/GlobalSceneManager'); var TextureManager = require('../textures/TextureManager'); var TimeStep = require('./TimeStep'); var Game = new Class({ initialize: function Game (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 GlobalCache(this); /** * @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.GlobalSceneManager} scene - The SceneManager. Phaser instance specific. */ this.scene = new GlobalSceneManager(this, this.config.sceneConfig); /** * @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); this.onStepCallback = NOOP; // Wait for the DOM Ready event, then call boot. DOMContentLoaded(this.boot.bind(this)); // For debugging only window.game = this; }, boot: function () { this.isBooted = true; this.config.preBoot(); DebugHeader(this); CreateRenderer(this); AddToDOM(this.canvas, this.config.parent); this.anims.boot(this.textures); this.scene.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.scene.active; var renderer = this.renderer; // Global Managers (Time, Input, etc) this.input.update(time, delta); // Scenes this.onStepCallback(); for (var i = 0; i < active.length; i++) { active[i].scene.sys.step(time, delta); } // Render // var interpolation = this.frameDelta / this.timestep; renderer.preRender(); // This uses active.length, in case scene.update removed the scene from the active list for (i = 0; i < active.length; i++) { active[i].scene.sys.render(0, renderer); } renderer.postRender(); }, onHidden: function () { this.loop.pause(); // var active = this.scene.active; // for (var i = 0; i < active.length; i++) // { // active[i].scene.sys.pause(); // } }, onVisible: function () { this.loop.resume(); // var active = this.scene.active; // for (var i = 0; i < active.length; i++) // { // active[i].scene.sys.resume(); // } }, onBlur: function () { this.loop.blur(); }, onFocus: function () { this.loop.focus(); } }); module.exports = Game;