/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var AddToDOM = require('../dom/AddToDOM'); var AnimationManager = require('../animations/AnimationManager'); var CacheManager = require('../cache/CacheManager'); var CanvasPool = require('../display/canvas/CanvasPool'); var Class = require('../utils/Class'); var Config = require('./Config'); var CreateRenderer = require('./CreateRenderer'); var DataManager = require('../data/DataManager'); var DebugHeader = require('./DebugHeader'); var Device = require('../device'); var DOMContentLoaded = require('../dom/DOMContentLoaded'); var EventEmitter = require('eventemitter3'); var InputManager = require('../input/InputManager'); var NOOP = require('../utils/NOOP'); var PluginManager = require('./PluginManager'); var SceneManager = require('../scene/SceneManager'); var SoundManagerCreator = require('../sound/SoundManagerCreator'); var TextureManager = require('../textures/TextureManager'); var TimeStep = require('./TimeStep'); var VisibilityHandler = require('./VisibilityHandler'); /** * @callback GameStepCallback */ /** * @classdesc * The Phaser.Game instance is the main controller for the entire Phaser game. It is responsible * for handling the boot process, parsing the configuration values, creating the renderer, * and setting-up all of the global Phaser systems, such as sound and input. * Once that is complete it will start the Scene Manager and then begin the main game loop. * * You should generally avoid accessing any of the systems created by Game, and instead use those * made available to you via the Phaser.Scene Systems class instead. * * @class Game * @memberOf Phaser * @constructor * @since 3.0.0 * * @param {GameConfig} [GameConfig] - The configuration object for your Phaser Game instance. */ var Game = new Class({ initialize: function Game (config) { /** * The parsed Game Configuration object. * * The values stored within this object are read-only and should not be changed at run-time. * * @name Phaser.Game#config * @type {Phaser.Boot.Config} * @readOnly * @since 3.0.0 */ this.config = new Config(config); /** * A reference to either the Canvas or WebGL Renderer that this Game is using. * * @name Phaser.Game#renderer * @type {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} * @since 3.0.0 */ this.renderer = null; /** * A reference to the HTML Canvas Element on which the renderer is drawing. * * @name Phaser.Game#canvas * @type {HTMLCanvasElement} * @since 3.0.0 */ this.canvas = null; /** * A reference to the Canvas Rendering Context belonging to the Canvas Element this game is rendering to. * * @name Phaser.Game#context * @type {CanvasRenderingContext2D} * @since 3.0.0 */ this.context = null; /** * A flag indicating when this Game instance has finished its boot process. * * @name Phaser.Game#isBooted * @type {boolean} * @readOnly * @since 3.0.0 */ this.isBooted = false; /** * A flag indicating if this Game is currently running its game step or not. * * @name Phaser.Game#isRunning * @type {boolean} * @readOnly * @since 3.0.0 */ this.isRunning = false; /** * An Event Emitter which is used to broadcast game-level events from the global systems. * * @name Phaser.Game#events * @type {Phaser.Events.EventEmitter} * @since 3.0.0 */ this.events = new EventEmitter(); /** * An instance of the Animation Manager. * * The Animation Manager is a global system responsible for managing all animations used within your game. * * @name Phaser.Game#anims * @type {Phaser.Animations.AnimationManager} * @since 3.0.0 */ this.anims = new AnimationManager(this); /** * An instance of the Texture Manager. * * The Texture Manager is a global system responsible for managing all textures being used by your game. * * @name Phaser.Game#textures * @type {Phaser.Textures.TextureManager} * @since 3.0.0 */ this.textures = new TextureManager(this); /** * An instance of the Cache Manager. * * The Cache Manager is a global system responsible for caching, accessing and releasing external game assets. * * @name Phaser.Game#cache * @type {Phaser.Cache.CacheManager} * @since 3.0.0 */ this.cache = new CacheManager(this); /** * [description] * * @name Phaser.Game#registry * @type {Phaser.Data.DataManager} * @since 3.0.0 */ this.registry = new DataManager(this); /** * An instance of the Input Manager. * * The Input Manager is a global system responsible for the capture of browser-level input events. * * @name Phaser.Game#input * @type {Phaser.Input.InputManager} * @since 3.0.0 */ this.input = new InputManager(this, this.config); /** * An instance of the Scene Manager. * * The Scene Manager is a global system responsible for creating, modifying and updating the Scenes in your game. * * @name Phaser.Game#scene * @type {Phaser.Scenes.SceneManager} * @since 3.0.0 */ this.scene = new SceneManager(this, this.config.sceneConfig); /** * A reference to the Device inspector. * * Contains information about the device running this game, such as OS, browser vendor and feature support. * Used by various systems to determine capabilities and code paths. * * @name Phaser.Game#device * @type {Phaser.DeviceConf} * @since 3.0.0 */ this.device = Device; /** * An instance of the base Sound Manager. * * The Sound Manager is a global system responsible for the playback and updating of all audio in your game. * * @name Phaser.Game#sound * @type {Phaser.Sound.BaseSoundManager} * @since 3.0.0 */ this.sound = SoundManagerCreator.create(this); /** * An instance of the Time Step. * * The Time Step is a global system responsible for setting-up and responding to the browser frame events, processing * them and calculating delta values. It then automatically calls the game step. * * @name Phaser.Game#loop * @type {Phaser.Boot.TimeStep} * @since 3.0.0 */ this.loop = new TimeStep(this, this.config.fps); /** * An instance of the Plugin Manager. * * The Plugin Manager is a global system that allows plugins to register themselves with it, and can then install * those plugins into Scenes as required. * * @name Phaser.Game#plugins * @type {Phaser.Boot.PluginManager} * @since 3.0.0 */ this.plugins = new PluginManager(this, this.config); /** * The `onStepCallback` is a callback that is fired each time the Time Step ticks. * It is set automatically when the Game boot process has completed. * * @name Phaser.Game#onStepCallback * @type {GameStepCallback} * @private * @since 3.0.0 */ this.onStepCallback = NOOP; // Wait for the DOM Ready event, then call boot. DOMContentLoaded(this.boot.bind(this)); }, /** * Game boot event. * * This is an internal event dispatched when the game has finished booting, but before it is ready to start running. * The global systems use this event to know when to set themselves up, dispatching their own `ready` events as required. * * @event Phaser.Game#boot */ /** * This method is called automatically when the DOM is ready. It is responsible for creating the renderer, * displaying the Debug Header, adding the game canvas to the DOM and emitting the 'boot' event. * It listens for a 'ready' event from the base systems and once received it will call `Game.start`. * * @method Phaser.Game#boot * @protected * @fires Phaser.Game#boot * @since 3.0.0 */ boot: function () { this.isBooted = true; this.config.preBoot(this); CreateRenderer(this); DebugHeader(this); AddToDOM(this.canvas, this.config.parent); this.events.emit('boot'); // The Texture Manager has to wait on a couple of non-blocking events before it's fully ready, so it will emit this event this.events.once('ready', this.start, this); }, /** * Called automatically by Game.boot once all of the global systems have finished setting themselves up. * By this point the Game is now ready to start the main loop running. * It will also enable the Visibility Handler. * * @method Phaser.Game#start * @protected * @since 3.0.0 */ start: function () { this.isRunning = true; this.config.postBoot(this); if (this.renderer) { this.loop.start(this.step.bind(this)); } else { this.loop.start(this.headlessStep.bind(this)); } VisibilityHandler(this.events); this.events.on('hidden', this.onHidden, this); this.events.on('visible', this.onVisible, this); this.events.on('blur', this.onBlur, this); this.events.on('focus', this.onFocus, this); }, /** * Game Pre-Render event. * * This event is dispatched immediately before any of the Scenes have started to render. * The renderer will already have been initialized this frame, clearing itself and preparing to receive * the Scenes for rendering, but it won't have actually drawn anything yet. * * @event Phaser.Game#prerenderEvent * @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - A reference to the current renderer. */ /** * Game Post-Render event. * * This event is dispatched right at the end of the render process. * Every Scene will have rendered and drawn to the canvas. * * @event Phaser.Game#postrenderEvent * @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - A reference to the current renderer. */ /** * The main Game Step. Called automatically by the Time Step, once per browser frame (typically as a result of * Request Animation Frame, or Set Timeout on very old browsers.) * * The step will update the global managers first, then proceed to update each Scene in turn, via the Scene Manager. * * It will then render each Scene in turn, via the Renderer. This process emits `prerender` and `postrender` events. * * @method Phaser.Game#step * @fires Phaser.Game#prerenderEvent * @fires Phaser.Game#postrenderEvent * @since 3.0.0 * * @param {integer} time - The current timestamp as generated by the Request Animation Frame or SetTimeout. * @param {number} delta - The delta time, in ms, elapsed since the last frame. */ step: function (time, delta) { // Global Managers this.input.update(time, delta); this.sound.update(time, delta); // Scenes this.onStepCallback(); this.scene.update(time, delta); // Render var renderer = this.renderer; renderer.preRender(); this.events.emit('prerender', renderer); this.scene.render(renderer); renderer.postRender(); this.events.emit('postrender', renderer); }, /** * A special version of the Game Step for the HEADLESS renderer only. * * The main Game Step. Called automatically by the Time Step, once per browser frame (typically as a result of * Request Animation Frame, or Set Timeout on very old browsers.) * * The step will update the global managers first, then proceed to update each Scene in turn, via the Scene Manager. * * This process emits `prerender` and `postrender` events, even though nothing actually displays. * * @method Phaser.Game#headlessStep * @fires Phaser.Game#prerenderEvent * @fires Phaser.Game#postrenderEvent * @since 3.2.0 * * @param {integer} time - The current timestamp as generated by the Request Animation Frame or SetTimeout. * @param {number} delta - The delta time elapsed since the last frame. */ headlessStep: function (time, delta) { // Global Managers this.input.update(time, delta); this.sound.update(time, delta); // Scenes this.onStepCallback(); this.scene.update(time, delta); // Render this.events.emit('prerender'); this.events.emit('postrender'); }, /** * Game Pause event. * * This event is dispatched when the game loop enters a paused state, usually as a result of the Visibility Handler. * * @event Phaser.Game#pauseEvent */ /** * Called automatically by the Visibility Handler. * This will pause the main loop and then emit a pause event. * * @method Phaser.Game#onHidden * @protected * @fires Phaser.Game#pauseEvent * @since 3.0.0 */ onHidden: function () { this.loop.pause(); this.events.emit('pause'); }, /** * Game Resume event. * * This event is dispatched when the game loop leaves a paused state and resumes running. * * @event Phaser.Game#resumeEvent */ /** * Called automatically by the Visibility Handler. * This will resume the main loop and then emit a resume event. * * @method Phaser.Game#onVisible * @protected * @fires Phaser.Game#resumeEvent * @since 3.0.0 */ onVisible: function () { this.loop.resume(); this.events.emit('resume'); }, /** * Called automatically by the Visibility Handler. * This will set the main loop into a 'blurred' state, which pauses it. * * @method Phaser.Game#onBlur * @protected * @since 3.0.0 */ onBlur: function () { this.loop.blur(); }, /** * Called automatically by the Visibility Handler. * This will set the main loop into a 'focused' state, which resumes it. * * @method Phaser.Game#onFocus * @protected * @since 3.0.0 */ onFocus: function () { this.loop.focus(); }, /** * Game Resize event. * * @event Phaser.Game#resizeEvent * @param {number} width - The new width of the Game. * @param {number} height - The new height of the Game. */ /** * Updates the Game Config with the new width and height values given. * Then resizes the Renderer and Input Manager scale. * * @method Phaser.Game#resize * @since 3.2.0 * * @param {number} width - The new width of the game. * @param {number} height - The new height of the game. */ resize: function (width, height) { this.config.width = width; this.config.height = height; this.renderer.resize(width, height); this.input.resize(); this.scene.resize(width, height); this.events.emit('resize', width, height); }, /** * Destroys this Phaser.Game instance, all global systems, all sub-systems and all Scenes. * * @method Phaser.Game#destroy * @since 3.0.0 */ destroy: function (removeCanvas) { this.loop.destroy(); this.scene.destroy(); this.renderer.destroy(); this.events.emit('destroy'); this.events.removeAllListeners(); this.onStepCallback = null; if (removeCanvas) { CanvasPool.remove(this.canvas); } } }); module.exports = Game;