/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = require('../utils/Class'); var CONST = require('../const'); var Device = require('../device'); var GetFastValue = require('../utils/object/GetFastValue'); var GetValue = require('../utils/object/GetValue'); var IsPlainObject = require('../utils/object/IsPlainObject'); var PhaserMath = require('../math/'); var NOOP = require('../utils/NOOP'); var DefaultPlugins = require('../plugins/DefaultPlugins'); var ValueToColor = require('../display/color/ValueToColor'); /** * This callback type is completely empty, a no-operation. * * @callback NOOP */ /** * @callback BootCallback * * @param {Phaser.Game} game - The game. */ /** * Config object containing various sound settings. * * @typedef {object} AudioConfig * * @property {boolean} [disableWebAudio=false] - Use HTML5 Audio instead of Web Audio. * @property {AudioContext} [context] - An existing Web Audio context. * @property {boolean} [noAudio=false] - Disable all audio output. * * @see Phaser.Sound.SoundManagerCreator */ /** * @typedef {object} InputConfig * * @property {(boolean|KeyboardInputConfig)} [keyboard=true] - Keyboard input configuration. `true` uses the default configuration and `false` disables keyboard input. * @property {(boolean|MouseInputConfig)} [mouse=true] - Mouse input configuration. `true` uses the default configuration and `false` disables mouse input. * @property {(boolean|TouchInputConfig)} [touch=true] - Touch input configuration. `true` uses the default configuration and `false` disables touch input. * @property {(boolean|GamepadInputConfig)} [gamepad=false] - Gamepad input configuration. `true` enables gamepad input. * @property {integer} [activePointers=1] - The maximum number of touch pointers. See {@link Phaser.Input.InputManager#pointers}. * @property {number} [smoothFactor=0] - The smoothing factor to apply during Pointer movement. See {@link Phaser.Input.Pointer#smoothFactor}. */ /** * @typedef {object} MouseInputConfig * * @property {*} [target=null] - Where the Mouse Manager listens for mouse input events. The default is the game canvas. * @property {boolean} [capture=true] - Whether mouse input events have `preventDefault` called on them. */ /** * @typedef {object} KeyboardInputConfig * * @property {*} [target=window] - Where the Keyboard Manager listens for keyboard input events. * @property {?integer} [capture] - `preventDefault` will be called on every non-modified key which has a key code in this array. By default it is empty. */ /** * @typedef {object} TouchInputConfig * * @property {*} [target=null] - Where the Touch Manager listens for touch input events. The default is the game canvas. * @property {boolean} [capture=true] - Whether touch input events have preventDefault() called on them. */ /** * @typedef {object} GamepadInputConfig * * @property {*} [target=window] - Where the Gamepad Manager listens for gamepad input events. */ /** * @typedef {object} BannerConfig * * @property {boolean} [hidePhaser=false] - Omit Phaser's name and version from the banner. * @property {string} [text='#ffffff'] - The color of the banner text. * @property {string[]} [background] - The background colors of the banner. */ /** * @typedef {object} FPSConfig * * @property {integer} [min=5] - The minimum acceptable rendering rate, in frames per second. * @property {integer} [target=60] - The optimum rendering rate, in frames per second. * @property {boolean} [forceSetTimeOut=false] - Use setTimeout instead of requestAnimationFrame to run the game loop. * @property {integer} [deltaHistory=10] - Calculate the average frame delta from this many consecutive frame intervals. * @property {integer} [panicMax=120] - The amount of frames the time step counts before we trust the delta values again. */ /** * @typedef {object} RenderConfig * * @property {boolean} [antialias=true] - When set to `true`, WebGL uses linear interpolation to draw scaled or rotated textures, giving a smooth appearance. When set to `false`, WebGL uses nearest-neighbor interpolation, giving a crisper appearance. `false` also disables antialiasing of the game canvas itself, if the browser supports it, when the game canvas is scaled. * @property {boolean} [pixelArt=false] - Sets `antialias` and `roundPixels` to true. This is the best setting for pixel-art games. * @property {boolean} [roundPixels=false] - Draw texture-based Game Objects at only whole-integer positions. Game Objects without textures, like Graphics, ignore this property. * @property {boolean} [transparent=false] - Whether the game canvas will be transparent. * @property {boolean} [clearBeforeRender=true] - Whether the game canvas will be cleared between each rendering frame. * @property {boolean} [premultipliedAlpha=true] - In WebGL mode, the drawing buffer contains colors with pre-multiplied alpha. * @property {boolean} [failIfMajorPerformanceCaveat=false] - Let the browser abort creating a WebGL context if it judges performance would be unacceptable. * @property {string} [powerPreference='default'] - "high-performance", "low-power" or "default". A hint to the browser on how much device power the game might use. * @property {integer} [batchSize=2000] - The default WebGL batch size. * @property {integer} [maxLights=10] - The maximum number of lights allowed to be visible within range of a single Camera in the LightManager. */ /** * @typedef {object} ScaleConfig * * @property {(integer|string)} [width=1024] - The base width of your game. * @property {(integer|string)} [height=768] - The base height of your game. * @property {integer} [zoom=1] - The zoom value of the game canvas. * @property {number} [resolution=1] - The rendering resolution of the canvas. * @property {(HTMLElement|string)} [parent] - The DOM element that will contain the game canvas, or its `id`. If null (the default) or if the named element doesn't exist, the game canvas is inserted directly into the document body. * @property {integer} [mode=0] - The scale mode. * @property {integer} [minWidth] - The minimum width the canvas can be scaled down to. * @property {integer} [minHeight] - The minimum height the canvas can be scaled down to. * @property {integer} [maxWidth] - The maximum width the canvas can be scaled up to. * @property {integer} [maxHeight] - The maximum height the canvas can be scaled up to. * @property {boolean} [autoRound=false] - Automatically round the display and style sizes of the canvas. This can help with performance in lower-powered devices. * @property {integer} [autoCenter=0] - Automatically center the canvas within the parent? 0 = No centering. 1 = Center both horizontally and vertically. 2 = Center horizontally. 3 = Center vertically. * @property {integer} [resizeInterval=500] - How many ms should elapse before checking if the browser size has changed? */ /** * @typedef {object} CallbacksConfig * * @property {BootCallback} [preBoot=NOOP] - A function to run at the start of the boot sequence. * @property {BootCallback} [postBoot=NOOP] - A function to run at the end of the boot sequence. At this point, all the game systems have started and plugins have been loaded. */ /** * @typedef {object} LoaderConfig * * @property {string} [baseURL] - A URL used to resolve paths given to the loader. Example: 'http://labs.phaser.io/assets/'. * @property {string} [path] - A URL path used to resolve relative paths given to the loader. Example: 'images/sprites/'. * @property {integer} [maxParallelDownloads=32] - The maximum number of resources the loader will start loading at once. * @property {(string|undefined)} [crossOrigin=undefined] - 'anonymous', 'use-credentials', or `undefined`. If you're not making cross-origin requests, leave this as `undefined`. See {@link https://developer.mozilla.org/en-US/docs/Web/HTML/CORS_settings_attributes}. * @property {string} [responseType] - The response type of the XHR request, e.g. `blob`, `text`, etc. * @property {boolean} [async=true] - Should the XHR request use async or not? * @property {string} [user] - Optional username for all XHR requests. * @property {string} [password] - Optional password for all XHR requests. * @property {integer} [timeout=0] - Optional XHR timeout value, in ms. */ /** * @typedef {object} DOMContainerConfig * * @property {boolean} [createContainer=false] - Create a div element in which DOM Elements will be contained. You must also provide a parent. * @property {boolean} [behindCanvas=false] - Place the DOM Container behind the Phaser Canvas. The default is to place it over the Canvas. */ /** * @typedef {object} ImagesConfig * * @property {string} [default] - URL to use for the 'default' texture. * @property {string} [missing] - URL to use for the 'missing' texture. */ /** * @typedef {object} PhysicsConfig * * @property {string} [default] - The default physics system. It will be started for each scene. Phaser provides 'arcade', 'impact', and 'matter'. * @property {ArcadeWorldConfig} [arcade] - Arcade Physics configuration. * @property {Phaser.Physics.Impact.WorldConfig} [impact] - Impact Physics configuration. * @property {object} [matter] - Matter Physics configuration. */ /** * @typedef {object} PluginObjectItem * * @property {string} [key] - A key to identify the plugin in the Plugin Manager. * @property {*} [plugin] - The plugin itself. Usually a class/constructor. * @property {boolean} [start] - Whether the plugin should be started automatically. * @property {string} [systemKey] - For a scene plugin, add the plugin to the scene's systems object under this key (`this.sys.KEY`, from the scene). * @property {string} [sceneKey] - For a scene plugin, add the plugin to the scene object under this key (`this.KEY`, from the scene). * @property {string} [mapping] - If this plugin is to be injected into the Scene Systems, this is the property key map used. * @property {*} [data] - Arbitrary data passed to the plugin's init() method. * * @example * // Global plugin * { key: 'BankPlugin', plugin: BankPluginV3, start: true, data: { gold: 5000 } } * @example * // Scene plugin * { key: 'WireFramePlugin', plugin: WireFramePlugin, systemKey: 'wireFramePlugin', sceneKey: 'wireframe' } */ /** * @typedef {object} PluginObject * * @property {?PluginObjectItem[]} [global] - Global plugins to install. * @property {?PluginObjectItem[]} [scene] - Scene plugins to install. * @property {string[]} [default] - The default set of scene plugins (names). * @property {string[]} [defaultMerge] - Plugins to *add* to the default set of scene plugins. */ /** * @typedef {object} GameConfig * * @property {(integer|string)} [width=1024] - The width of the game, in game pixels. * @property {(integer|string)} [height=768] - The height of the game, in game pixels. * @property {number} [zoom=1] - Simple scale applied to the game canvas. 2 is double size, 0.5 is half size, etc. * @property {number} [resolution=1] - The size of each game pixel, in canvas pixels. Values larger than 1 are "high" resolution. * @property {number} [type=CONST.AUTO] - Which renderer to use. Phaser.AUTO, Phaser.CANVAS, Phaser.HEADLESS, or Phaser.WEBGL. AUTO picks WEBGL if available, otherwise CANVAS. * @property {(HTMLElement|string)} [parent=null] - The DOM element that will contain the game canvas, or its `id`. If null (the default) or if the named element doesn't exist, the game canvas is inserted directly into the document body. * @property {HTMLCanvasElement} [canvas=null] - Provide your own Canvas element for Phaser to use instead of creating one. * @property {string} [canvasStyle=null] - CSS styles to apply to the game canvas instead of Phaser's default styles. * @property {CanvasRenderingContext2D} [context] - Provide your own Canvas Context for Phaser to use, instead of creating one. * @property {object} [scene=null] - A scene or scenes to add to the game. If several are given, the first is started; the remainder are started only if they have { active: true }. * @property {string[]} [seed] - Seed for the random number generator. * @property {string} [title=''] - The title of the game. Shown in the browser console. * @property {string} [url='http://phaser.io'] - The URL of the game. Shown in the browser console. * @property {string} [version=''] - The version of the game. Shown in the browser console. * @property {boolean} [autoFocus=true] - Automatically call window.focus() when the game boots. Usually necessary to capture input events if the game is in a separate frame. * @property {(boolean|InputConfig)} [input] - Input configuration, or `false` to disable all game input. * @property {boolean} [disableContextMenu=false] - Disable the browser's default 'contextmenu' event (usually triggered by a right-button mouse click). * @property {(boolean|BannerConfig)} [banner=false] - Configuration for the banner printed in the browser console when the game starts. * @property {DOMContainerConfig} [dom] - The DOM Container configuration object. * @property {FPSConfig} [fps] - Game loop configuration. * @property {RenderConfig} [render] - Game renderer configuration. * @property {(string|number)} [backgroundColor=0x000000] - The background color of the game canvas. The default is black. * @property {CallbacksConfig} [callbacks] - Optional callbacks to run before or after game boot. * @property {LoaderConfig} [loader] - Loader configuration. * @property {ImagesConfig} [images] - Images configuration. * @property {object} [physics] - Physics configuration. * @property {PluginObject|PluginObjectItem[]} [plugins] - Plugins to install. */ /** * @classdesc * The active game configuration settings, parsed from a {@link GameConfig} object. * * @class Config * @memberof Phaser.Boot * @constructor * @since 3.0.0 * * @param {GameConfig} [GameConfig] - The configuration object for your Phaser Game instance. * * @see Phaser.Game#config */ var Config = new Class({ initialize: function Config (config) { if (config === undefined) { config = {}; } var defaultBannerColor = [ '#ff0000', '#ffff00', '#00ff00', '#00ffff', '#000000' ]; var defaultBannerTextColor = '#ffffff'; /** * @const {(integer|string)} Phaser.Boot.Config#width - The width of the underlying canvas, in pixels. */ this.width = GetValue(config, 'width', 1024); /** * @const {(integer|string)} Phaser.Boot.Config#height - The height of the underlying canvas, in pixels. */ this.height = GetValue(config, 'height', 768); /** * @const {number} Phaser.Boot.Config#zoom - The zoom factor, as used by the Scale Manager. */ this.zoom = GetValue(config, 'zoom', 1); /** * @const {number} Phaser.Boot.Config#resolution - The canvas device pixel resolution. */ this.resolution = GetValue(config, 'resolution', 1); /** * @const {?*} Phaser.Boot.Config#parent - A parent DOM element into which the canvas created by the renderer will be injected. */ this.parent = GetValue(config, 'parent', null); /** * @const {integer} Phaser.Boot.Config#scaleMode - The scale mode as used by the Scale Manager. The default is zero, which is no scaling. */ this.scaleMode = GetValue(config, 'scaleMode', 0); /** * @const {boolean} Phaser.Boot.Config#expandParent - Is the Scale Manager allowed to adjust the size of the parent container? */ this.expandParent = GetValue(config, 'expandParent', true); /** * @const {integer} Phaser.Boot.Config#autoRound - Automatically round the display and style sizes of the canvas. This can help with performance in lower-powered devices. */ this.autoRound = GetValue(config, 'autoRound', false); /** * @const {integer} Phaser.Boot.Config#autoCenter - Automatically center the canvas within the parent? 0 = No centering. 1 = Center both horizontally and vertically. 2 = Center horizontally. 3 = Center vertically. */ this.autoCenter = GetValue(config, 'autoCenter', 0); /** * @const {integer} Phaser.Boot.Config#resizeInterval - How many ms should elapse before checking if the browser size has changed? */ this.resizeInterval = GetValue(config, 'autoRound', 2000); /** * @const {integer} Phaser.Boot.Config#minWidth - The minimum width, in pixels, the canvas will scale down to. A value of zero means no minimum. */ this.minWidth = GetValue(config, 'minWidth', 0); /** * @const {integer} Phaser.Boot.Config#maxWidth - The maximum width, in pixels, the canvas will scale up to. A value of zero means no maximum. */ this.maxWidth = GetValue(config, 'maxWidth', 0); /** * @const {integer} Phaser.Boot.Config#minHeight - The minimum height, in pixels, the canvas will scale down to. A value of zero means no minimum. */ this.minHeight = GetValue(config, 'minHeight', 0); /** * @const {integer} Phaser.Boot.Config#maxHeight - The maximum height, in pixels, the canvas will scale up to. A value of zero means no maximum. */ this.maxHeight = GetValue(config, 'maxHeight', 0); // Scale Manager - Anything set in here over-rides anything set above var scaleConfig = GetValue(config, 'scale', null); if (scaleConfig) { this.width = GetValue(scaleConfig, 'width', this.width); this.height = GetValue(scaleConfig, 'height', this.height); this.zoom = GetValue(scaleConfig, 'zoom', this.zoom); this.resolution = GetValue(scaleConfig, 'resolution', this.resolution); this.parent = GetValue(scaleConfig, 'parent', this.parent); this.scaleMode = GetValue(scaleConfig, 'mode', this.scaleMode); this.expandParent = GetValue(scaleConfig, 'expandParent', this.expandParent); this.autoRound = GetValue(scaleConfig, 'autoRound', this.autoRound); this.autoCenter = GetValue(scaleConfig, 'autoCenter', this.autoCenter); this.resizeInterval = GetValue(scaleConfig, 'resizeInterval', this.resizeInterval); this.minWidth = GetValue(scaleConfig, 'min.width', this.minWidth); this.maxWidth = GetValue(scaleConfig, 'max.width', this.maxWidth); this.minHeight = GetValue(scaleConfig, 'min.height', this.minHeight); this.maxHeight = GetValue(scaleConfig, 'max.height', this.maxHeight); } /** * @const {number} Phaser.Boot.Config#renderType - Force Phaser to use a specific renderer. Can be `CONST.CANVAS`, `CONST.WEBGL`, `CONST.HEADLESS` or `CONST.AUTO` (default) */ this.renderType = GetValue(config, 'type', CONST.AUTO); /** * @const {?HTMLCanvasElement} Phaser.Boot.Config#canvas - Force Phaser to use your own Canvas element instead of creating one. */ this.canvas = GetValue(config, 'canvas', null); /** * @const {?(CanvasRenderingContext2D|WebGLRenderingContext)} Phaser.Boot.Config#context - Force Phaser to use your own Canvas context instead of creating one. */ this.context = GetValue(config, 'context', null); /** * @const {?string} Phaser.Boot.Config#canvasStyle - Optional CSS attributes to be set on the canvas object created by the renderer. */ this.canvasStyle = GetValue(config, 'canvasStyle', null); /** * @const {boolean} Phaser.Boot.Config#customEnvironment - Is Phaser running under a custom (non-native web) environment? If so, set this to `true` to skip internal Feature detection. If `true` the `renderType` cannot be left as `AUTO`. */ this.customEnvironment = GetValue(config, 'customEnvironment', false); /** * @const {?object} Phaser.Boot.Config#sceneConfig - The default Scene configuration object. */ this.sceneConfig = GetValue(config, 'scene', null); /** * @const {string[]} Phaser.Boot.Config#seed - A seed which the Random Data Generator will use. If not given, a dynamic seed based on the time is used. */ this.seed = GetValue(config, 'seed', [ (Date.now() * Math.random()).toString() ]); PhaserMath.RND = new PhaserMath.RandomDataGenerator(this.seed); /** * @const {string} Phaser.Boot.Config#gameTitle - The title of the game. */ this.gameTitle = GetValue(config, 'title', ''); /** * @const {string} Phaser.Boot.Config#gameURL - The URL of the game. */ this.gameURL = GetValue(config, 'url', 'https://phaser.io'); /** * @const {string} Phaser.Boot.Config#gameVersion - The version of the game. */ this.gameVersion = GetValue(config, 'version', ''); /** * @const {boolean} Phaser.Boot.Config#autoFocus - If `true` the window will automatically be given focus immediately and on any future mousedown event. */ this.autoFocus = GetValue(config, 'autoFocus', true); // DOM Element Container /** * @const {?boolean} Phaser.Boot.Config#domCreateContainer - EXPERIMENTAL: Do not currently use. */ this.domCreateContainer = GetValue(config, 'dom.createContainer', false); /** * @const {?boolean} Phaser.Boot.Config#domBehindCanvas - EXPERIMENTAL: Do not currently use. */ this.domBehindCanvas = GetValue(config, 'dom.behindCanvas', false); // Input /** * @const {boolean} Phaser.Boot.Config#inputKeyboard - Enable the Keyboard Plugin. This can be disabled in games that don't need keyboard input. */ this.inputKeyboard = GetValue(config, 'input.keyboard', true); /** * @const {*} Phaser.Boot.Config#inputKeyboardEventTarget - The DOM Target to listen for keyboard events on. Defaults to `window` if not specified. */ this.inputKeyboardEventTarget = GetValue(config, 'input.keyboard.target', window); /** * @const {?integer[]} Phaser.Boot.Config#inputKeyboardCapture - `preventDefault` will be called on every non-modified key which has a key code in this array. By default, it is empty. */ this.inputKeyboardCapture = GetValue(config, 'input.keyboard.capture', []); /** * @const {(boolean|object)} Phaser.Boot.Config#inputMouse - Enable the Mouse Plugin. This can be disabled in games that don't need mouse input. */ this.inputMouse = GetValue(config, 'input.mouse', true); /** * @const {?*} Phaser.Boot.Config#inputMouseEventTarget - The DOM Target to listen for mouse events on. Defaults to the game canvas if not specified. */ this.inputMouseEventTarget = GetValue(config, 'input.mouse.target', null); /** * @const {boolean} Phaser.Boot.Config#inputMouseCapture - Should mouse events be captured? I.e. have prevent default called on them. */ this.inputMouseCapture = GetValue(config, 'input.mouse.capture', true); /** * @const {boolean} Phaser.Boot.Config#inputTouch - Enable the Touch Plugin. This can be disabled in games that don't need touch input. */ this.inputTouch = GetValue(config, 'input.touch', Device.input.touch); /** * @const {?*} Phaser.Boot.Config#inputTouchEventTarget - The DOM Target to listen for touch events on. Defaults to the game canvas if not specified. */ this.inputTouchEventTarget = GetValue(config, 'input.touch.target', null); /** * @const {boolean} Phaser.Boot.Config#inputTouchCapture - Should touch events be captured? I.e. have prevent default called on them. */ this.inputTouchCapture = GetValue(config, 'input.touch.capture', true); /** * @const {integer} Phaser.Boot.Config#inputActivePointers - The number of Pointer objects created by default. In a mouse-only, or non-multi touch game, you can leave this as 1. */ this.inputActivePointers = GetValue(config, 'input.activePointers', 1); /** * @const {integer} Phaser.Boot.Config#inputSmoothFactor - The smoothing factor to apply during Pointer movement. See {@link Phaser.Input.Pointer#smoothFactor}. */ this.inputSmoothFactor = GetValue(config, 'input.smoothFactor', 0); /** * @const {boolean} Phaser.Boot.Config#inputGamepad - Enable the Gamepad Plugin. This can be disabled in games that don't need gamepad input. */ this.inputGamepad = GetValue(config, 'input.gamepad', false); /** * @const {*} Phaser.Boot.Config#inputGamepadEventTarget - The DOM Target to listen for gamepad events on. Defaults to `window` if not specified. */ this.inputGamepadEventTarget = GetValue(config, 'input.gamepad.target', window); /** * @const {boolean} Phaser.Boot.Config#disableContextMenu - Set to `true` to disable the right-click context menu. */ this.disableContextMenu = GetValue(config, 'disableContextMenu', false); /** * @const {AudioConfig} Phaser.Boot.Config#audio - The Audio Configuration object. */ this.audio = GetValue(config, 'audio'); // If you do: { banner: false } it won't display any banner at all /** * @const {boolean} Phaser.Boot.Config#hideBanner - Don't write the banner line to the console.log. */ this.hideBanner = (GetValue(config, 'banner', null) === false); /** * @const {boolean} Phaser.Boot.Config#hidePhaser - Omit Phaser's name and version from the banner. */ this.hidePhaser = GetValue(config, 'banner.hidePhaser', false); /** * @const {string} Phaser.Boot.Config#bannerTextColor - The color of the banner text. */ this.bannerTextColor = GetValue(config, 'banner.text', defaultBannerTextColor); /** * @const {string[]} Phaser.Boot.Config#bannerBackgroundColor - The background colors of the banner. */ this.bannerBackgroundColor = GetValue(config, 'banner.background', defaultBannerColor); if (this.gameTitle === '' && this.hidePhaser) { this.hideBanner = true; } /** * @const {?FPSConfig} Phaser.Boot.Config#fps - The Frame Rate Configuration object, as parsed by the Timestep class. */ this.fps = GetValue(config, 'fps', null); // Renderer Settings // These can either be in a `render` object within the Config, or specified on their own var renderConfig = GetValue(config, 'render', config); /** * @const {boolean} Phaser.Boot.Config#antialias - When set to `true`, WebGL uses linear interpolation to draw scaled or rotated textures, giving a smooth appearance. When set to `false`, WebGL uses nearest-neighbor interpolation, giving a crisper appearance. `false` also disables antialiasing of the game canvas itself, if the browser supports it, when the game canvas is scaled. */ this.antialias = GetValue(renderConfig, 'antialias', true); /** * @const {boolean} Phaser.Boot.Config#roundPixels - Draw texture-based Game Objects at only whole-integer positions. Game Objects without textures, like Graphics, ignore this property. */ this.roundPixels = GetValue(renderConfig, 'roundPixels', false); /** * @const {boolean} Phaser.Boot.Config#pixelArt - Prevent pixel art from becoming blurred when scaled. It will remain crisp (tells the WebGL renderer to automatically create textures using a linear filter mode). */ this.pixelArt = GetValue(renderConfig, 'pixelArt', this.zoom > 1); if (this.pixelArt) { this.antialias = false; this.roundPixels = true; } /** * @const {boolean} Phaser.Boot.Config#transparent - Whether the game canvas will have a transparent background. */ this.transparent = GetValue(renderConfig, 'transparent', false); /** * @const {boolean} Phaser.Boot.Config#clearBeforeRender - Whether the game canvas will be cleared between each rendering frame. You can disable this if you have a full-screen background image or game object. */ this.clearBeforeRender = GetValue(renderConfig, 'clearBeforeRender', true); /** * @const {boolean} Phaser.Boot.Config#premultipliedAlpha - In WebGL mode, sets the drawing buffer to contain colors with pre-multiplied alpha. */ this.premultipliedAlpha = GetValue(renderConfig, 'premultipliedAlpha', true); /** * @const {boolean} Phaser.Boot.Config#failIfMajorPerformanceCaveat - Let the browser abort creating a WebGL context if it judges performance would be unacceptable. */ this.failIfMajorPerformanceCaveat = GetValue(renderConfig, 'failIfMajorPerformanceCaveat', false); /** * @const {string} Phaser.Boot.Config#powerPreference - "high-performance", "low-power" or "default". A hint to the browser on how much device power the game might use. */ this.powerPreference = GetValue(renderConfig, 'powerPreference', 'default'); /** * @const {integer} Phaser.Boot.Config#batchSize - The default WebGL Batch size. */ this.batchSize = GetValue(renderConfig, 'batchSize', 2000); /** * @const {integer} Phaser.Boot.Config#maxLights - The maximum number of lights allowed to be visible within range of a single Camera in the LightManager. */ this.maxLights = GetValue(renderConfig, 'maxLights', 10); var bgc = GetValue(config, 'backgroundColor', 0); /** * @const {Phaser.Display.Color} Phaser.Boot.Config#backgroundColor - The background color of the game canvas. The default is black. This value is ignored if `transparent` is set to `true`. */ this.backgroundColor = ValueToColor(bgc); if (bgc === 0 && this.transparent) { this.backgroundColor.alpha = 0; } /** * @const {BootCallback} Phaser.Boot.Config#preBoot - Called before Phaser boots. Useful for initializing anything not related to Phaser that Phaser may require while booting. */ this.preBoot = GetValue(config, 'callbacks.preBoot', NOOP); /** * @const {BootCallback} Phaser.Boot.Config#postBoot - A function to run at the end of the boot sequence. At this point, all the game systems have started and plugins have been loaded. */ this.postBoot = GetValue(config, 'callbacks.postBoot', NOOP); /** * @const {PhysicsConfig} Phaser.Boot.Config#physics - The Physics Configuration object. */ this.physics = GetValue(config, 'physics', {}); /** * @const {(boolean|string)} Phaser.Boot.Config#defaultPhysicsSystem - The default physics system. It will be started for each scene. Either 'arcade', 'impact' or 'matter'. */ this.defaultPhysicsSystem = GetValue(this.physics, 'default', false); /** * @const {string} Phaser.Boot.Config#loaderBaseURL - A URL used to resolve paths given to the loader. Example: 'http://labs.phaser.io/assets/'. */ this.loaderBaseURL = GetValue(config, 'loader.baseURL', ''); /** * @const {string} Phaser.Boot.Config#loaderPath - A URL path used to resolve relative paths given to the loader. Example: 'images/sprites/'. */ this.loaderPath = GetValue(config, 'loader.path', ''); /** * @const {integer} Phaser.Boot.Config#loaderMaxParallelDownloads - Maximum parallel downloads allowed for resources (Default to 32). */ this.loaderMaxParallelDownloads = GetValue(config, 'loader.maxParallelDownloads', 32); /** * @const {(string|undefined)} Phaser.Boot.Config#loaderCrossOrigin - 'anonymous', 'use-credentials', or `undefined`. If you're not making cross-origin requests, leave this as `undefined`. See {@link https://developer.mozilla.org/en-US/docs/Web/HTML/CORS_settings_attributes}. */ this.loaderCrossOrigin = GetValue(config, 'loader.crossOrigin', undefined); /** * @const {string} Phaser.Boot.Config#loaderResponseType - The response type of the XHR request, e.g. `blob`, `text`, etc. */ this.loaderResponseType = GetValue(config, 'loader.responseType', ''); /** * @const {boolean} Phaser.Boot.Config#loaderAsync - Should the XHR request use async or not? */ this.loaderAsync = GetValue(config, 'loader.async', true); /** * @const {string} Phaser.Boot.Config#loaderUser - Optional username for all XHR requests. */ this.loaderUser = GetValue(config, 'loader.user', ''); /** * @const {string} Phaser.Boot.Config#loaderPassword - Optional password for all XHR requests. */ this.loaderPassword = GetValue(config, 'loader.password', ''); /** * @const {integer} Phaser.Boot.Config#loaderTimeout - Optional XHR timeout value, in ms. */ this.loaderTimeout = GetValue(config, 'loader.timeout', 0); /* * Allows `plugins` property to either be an array, in which case it just replaces * the default plugins like previously, or a config object. * * plugins: { * global: [ * { key: 'TestPlugin', plugin: TestPlugin, start: true, data: { msg: 'The plugin is alive' } }, * ], * scene: [ * { key: 'WireFramePlugin', plugin: WireFramePlugin, systemKey: 'wireFramePlugin', sceneKey: 'wireframe' } * ], * default: [], OR * defaultMerge: [ * 'ModPlayer' * ] * } */ /** * @const {any} Phaser.Boot.Config#installGlobalPlugins - An array of global plugins to be installed. */ this.installGlobalPlugins = []; /** * @const {any} Phaser.Boot.Config#installScenePlugins - An array of Scene level plugins to be installed. */ this.installScenePlugins = []; var plugins = GetValue(config, 'plugins', null); var defaultPlugins = DefaultPlugins.DefaultScene; if (plugins) { // Old 3.7 array format? if (Array.isArray(plugins)) { this.defaultPlugins = plugins; } else if (IsPlainObject(plugins)) { this.installGlobalPlugins = GetFastValue(plugins, 'global', []); this.installScenePlugins = GetFastValue(plugins, 'scene', []); if (Array.isArray(plugins.default)) { defaultPlugins = plugins.default; } else if (Array.isArray(plugins.defaultMerge)) { defaultPlugins = defaultPlugins.concat(plugins.defaultMerge); } } } /** * @const {any} Phaser.Boot.Config#defaultPlugins - The plugins installed into every Scene (in addition to CoreScene and Global). */ this.defaultPlugins = defaultPlugins; // Default / Missing Images var pngPrefix = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAg'; /** * @const {string} Phaser.Boot.Config#defaultImage - A base64 encoded PNG that will be used as the default blank texture. */ this.defaultImage = GetValue(config, 'images.default', pngPrefix + 'AQMAAABJtOi3AAAAA1BMVEX///+nxBvIAAAAAXRSTlMAQObYZgAAABVJREFUeF7NwIEAAAAAgKD9qdeocAMAoAABm3DkcAAAAABJRU5ErkJggg=='); /** * @const {string} Phaser.Boot.Config#missingImage - A base64 encoded PNG that will be used as the default texture when a texture is assigned that is missing or not loaded. */ this.missingImage = GetValue(config, 'images.missing', pngPrefix + 'CAIAAAD8GO2jAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAJ9JREFUeNq01ssOwyAMRFG46v//Mt1ESmgh+DFmE2GPOBARKb2NVjo+17PXLD8a1+pl5+A+wSgFygymWYHBb0FtsKhJDdZlncG2IzJ4ayoMDv20wTmSMzClEgbWYNTAkQ0Z+OJ+A/eWnAaR9+oxCF4Os0H8htsMUp+pwcgBBiMNnAwF8GqIgL2hAzaGFFgZauDPKABmowZ4GL369/0rwACp2yA/ttmvsQAAAABJRU5ErkJggg=='); if (window) { if (window.FORCE_WEBGL) { this.renderType = CONST.WEBGL; } else if (window.FORCE_CANVAS) { this.renderType = CONST.CANVAS; } } } }); module.exports = Config;