/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Game constructor * * Instantiate a new <code>Phaser.Game</code> object. * @class Phaser.Game * @classdesc This is where the magic happens. The Game object is the heart of your game, * providing quick access to common functions and handling the boot process. * "Hell, there are no rules here - we're trying to accomplish something." * Thomas A. Edison * @constructor * @param {number} [width=800] - The width of your game in game pixels. * @param {number} [height=600] - The height of your game in game pixels. * @param {number} [renderer=Phaser.AUTO] - Which renderer to use: Phaser.AUTO will auto-detect, Phaser.WEBGL, Phaser.CANVAS or Phaser.HEADLESS (no rendering at all). * @param {string|HTMLElement} [parent=''] - The DOM element into which this games canvas will be injected. Either a DOM ID (string) or the element itself. * @param {object} [state=null] - The default state object. A object consisting of Phaser.State functions (preload, create, update, render) or null. * @param {boolean} [transparent=false] - Use a transparent canvas background or not. * @param {boolean} [antialias=true] - Anti-alias graphics. * @param {object} [physicsConfig=null] - A physics configuration object to pass to the Physics world on creation. */ Phaser.Game = function (width, height, renderer, parent, state, transparent, antialias, physicsConfig) { /** * @property {number} id - Phaser Game ID (for when Pixi supports multiple instances). */ this.id = Phaser.GAMES.push(this) - 1; /** * @property {object} config - The Phaser.Game configuration object. */ this.config = null; /** * @property {object} physicsConfig - The Phaser.Physics.World configuration object. */ this.physicsConfig = physicsConfig; /** * @property {HTMLElement} parent - The Games DOM parent. * @default */ this.parent = ''; /** * @property {number} width - The Game width (in pixels). * @default */ this.width = 800; /** * @property {number} height - The Game height (in pixels). * @default */ this.height = 600; /** * @property {boolean} transparent - Use a transparent canvas background or not. * @default */ this.transparent = false; /** * @property {boolean} antialias - Anti-alias graphics (in WebGL this helps with edges, in Canvas2D it retains pixel-art quality). * @default */ this.antialias = true; /** * @property {number} renderer - The Pixi Renderer * @default */ this.renderer = Phaser.AUTO; /** * @property {number} renderType - The Renderer this Phaser.Game will use. Either Phaser.RENDERER_AUTO, Phaser.RENDERER_CANVAS or Phaser.RENDERER_WEBGL. */ this.renderType = Phaser.AUTO; /** * @property {number} state - The StateManager. */ this.state = null; /** * @property {boolean} _paused - Is game paused? * @private * @default */ this._paused = false; /** * @property {boolean} _loadComplete - Whether load complete loading or not. * @private * @default */ this._loadComplete = false; /** * @property {boolean} isBooted - Whether the game engine is booted, aka available. * @default */ this.isBooted = false; /** * @property {boolean} id -Is game running or paused? * @default */ this.isRunning = false; /** * @property {Phaser.RequestAnimationFrame} raf - Automatically handles the core game loop via requestAnimationFrame or setTimeout */ this.raf = null; /** * @property {Phaser.GameObjectFactory} add - Reference to the Phaser.GameObjectFactory. */ this.add = null; /** * @property {Phaser.GameObjectCreator} make - Reference to the GameObject Creator. */ this.make = null; /** * @property {Phaser.Cache} cache - Reference to the assets cache. * @default */ this.cache = null; /** * @property {Phaser.Input} input - Reference to the input manager * @default */ this.input = null; /** * @property {Phaser.Loader} load - Reference to the assets loader. * @default */ this.load = null; /** * @property {Phaser.Math} math - Reference to the math helper. */ this.math = null; /** * @property {Phaser.Net} net - Reference to the network class. */ this.net = null; /** * @property {Phaser.StageScaleMode} scale - The game scale manager. */ this.scale = null; /** * @property {Phaser.SoundManager} sound - Reference to the sound manager. */ this.sound = null; /** * @property {Phaser.Stage} stage - Reference to the stage. */ this.stage = null; /** * @property {Phaser.TimeManager} time - Reference to game clock. */ this.time = null; /** * @property {Phaser.TweenManager} tweens - Reference to the tween manager. */ this.tweens = null; /** * @property {Phaser.World} world - Reference to the world. */ this.world = null; /** * @property {Phaser.Physics.World} physics - Reference to the physics world. */ this.physics = null; /** * @property {Phaser.RandomDataGenerator} rnd - Instance of repeatable random data generator helper. */ this.rnd = null; /** * @property {Phaser.Device} device - Contains device information and capabilities. */ this.device = null; /** * @property {Phaser.Physics.PhysicsManager} camera - A handy reference to world.camera. */ this.camera = null; /** * @property {HTMLCanvasElement} canvas - A handy reference to renderer.view, the canvas that the game is being rendered in to. */ this.canvas = null; /** * @property {Context} context - A handy reference to renderer.context (only set for CANVAS games, not WebGL) */ this.context = null; /** * @property {Phaser.Utils.Debug} debug - A set of useful debug utilitie. */ this.debug = null; /** * @property {Phaser.Particles} particles - The Particle Manager. */ this.particles = null; /** * @property {boolean} stepping - Enable core loop stepping with Game.enableStep(). * @default * @readonly */ this.stepping = false; /** * @property {boolean} stepping - An internal property used by enableStep, but also useful to query from your own game objects. * @default * @readonly */ this.pendingStep = false; /** * @property {number} stepCount - When stepping is enabled this contains the current step cycle. * @default * @readonly */ this.stepCount = 0; // Parse the configuration object (if any) if (arguments.length === 1 && typeof arguments[0] === 'object') { this.parseConfig(arguments[0]); } else { if (typeof width !== 'undefined') { this.width = width; } if (typeof height !== 'undefined') { this.height = height; } if (typeof renderer !== 'undefined') { this.renderer = renderer; this.renderType = renderer; } if (typeof parent !== 'undefined') { this.parent = parent; } if (typeof transparent !== 'undefined') { this.transparent = transparent; } if (typeof antialias !== 'undefined') { this.antialias = antialias; } this.state = new Phaser.StateManager(this, state); } var _this = this; this._onBoot = function () { return _this.boot(); } if (document.readyState === 'complete' || document.readyState === 'interactive') { window.setTimeout(this._onBoot, 0); } else { document.addEventListener('DOMContentLoaded', this._onBoot, false); window.addEventListener('load', this._onBoot, false); } return this; }; Phaser.Game.prototype = { /** * Parses a Game configuration object. * * @method Phaser.Game#parseConfig * @protected */ parseConfig: function (config) { this.config = config; if (config['width']) { this.width = this.parseDimension(config['width'], 0); } if (config['height']) { this.height = this.parseDimension(config['height'], 1); } if (config['renderer']) { this.renderer = config['renderer']; this.renderType = config['renderer']; } if (config['parent']) { this.parent = config['parent']; } if (config['transparent']) { this.transparent = config['transparent']; } if (config['antialias']) { this.antialias = config['antialias']; } if (config['physicsConfig']) { this.physicsConfig = config['physicsConfig']; } var state = null; if (config['state']) { state = config['state']; } this.state = new Phaser.StateManager(this, state); }, /** * Get dimension. * * @method Phaser.Game#parseDimension * @protected */ parseDimension: function (size, dimension) { var f = 0; var px = 0; if (typeof size === 'string') { // %? if (size.substr(-1) === '%') { f = parseInt(size, 10) / 100; if (dimension === 0) { px = window.innerWidth * f; } else { px = window.innerHeight * f; } } else { px = parseInt(size, 10); } } else { px = size; } return px; }, /** * Initialize engine sub modules and start the game. * * @method Phaser.Game#boot * @protected */ boot: function () { if (this.isBooted) { return; } if (!document.body) { window.setTimeout(this._onBoot, 20); } else { document.removeEventListener('DOMContentLoaded', this._onBoot); window.removeEventListener('load', this._onBoot); this.onPause = new Phaser.Signal(); this.onResume = new Phaser.Signal(); this.isBooted = true; this.device = new Phaser.Device(); this.math = Phaser.Math; this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]); this.stage = new Phaser.Stage(this, this.width, this.height); this.scale = new Phaser.StageScaleMode(this, this.width, this.height); this.setUpRenderer(); this.world = new Phaser.World(this); this.add = new Phaser.GameObjectFactory(this); this.make = new Phaser.GameObjectCreator(this); this.cache = new Phaser.Cache(this); this.load = new Phaser.Loader(this); this.time = new Phaser.Time(this); this.tweens = new Phaser.TweenManager(this); this.input = new Phaser.Input(this); this.sound = new Phaser.SoundManager(this); this.physics = new Phaser.Physics.World(this, this.physicsConfig); this.particles = new Phaser.Particles(this); this.plugins = new Phaser.PluginManager(this, this); this.net = new Phaser.Net(this); this.debug = new Phaser.Utils.Debug(this); this.time.boot(); this.stage.boot(); this.world.boot(); this.input.boot(); this.sound.boot(); this.state.boot(); this.load.onLoadComplete.add(this.loadComplete, this); this.showDebugHeader(); this.isRunning = true; this._loadComplete = false; if (this.config && this.config['forceSetTimeOut']) { this.raf = new Phaser.RequestAnimationFrame(this, this.config['forceSetTimeOut']); } else { this.raf = new Phaser.RequestAnimationFrame(this, false); } this.raf.start(); } }, /** * Displays a Phaser version debug header in the console. * * @method Phaser.Game#showDebugHeader * @protected */ showDebugHeader: function () { var v = Phaser.DEV_VERSION; var r = 'Canvas'; var a = 'HTML Audio'; if (this.renderType == Phaser.WEBGL) { r = 'WebGL'; } else if (this.renderType == Phaser.HEADLESS) { r = 'Headless'; } if (this.device.webAudio) { a = 'WebAudio'; } if (this.device.chrome) { var args = [ '%c %c %c Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a + ' %c %c ', 'background: #00bff3', 'background: #0072bc', 'color: #ffffff; background: #003471', 'background: #0072bc', 'background: #00bff3' ]; console.log.apply(console, args); } else { console.log('Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a); } }, /** * Checks if the device is capable of using the requested renderer and sets it up or an alternative if not. * * @method Phaser.Game#setUpRenderer * @protected */ setUpRenderer: function () { if (this.renderType === Phaser.HEADLESS || this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && this.device.webGL === false)) { if (this.device.canvas) { if (this.renderType === Phaser.AUTO) { this.renderType = Phaser.CANVAS; } this.renderer = new PIXI.CanvasRenderer(this.width, this.height, this.canvas, this.transparent); Phaser.Canvas.setSmoothingEnabled(this.renderer.context, this.antialias); this.context = this.renderer.context; } else { throw new Error('Phaser.Game - cannot create Canvas or WebGL context, aborting.'); } } else { // They requested WebGL, and their browser supports it this.renderType = Phaser.WEBGL; this.renderer = new PIXI.WebGLRenderer(this.width, this.height, this.canvas, this.transparent, this.antialias); this.context = null; } Phaser.Canvas.addToDOM(this.canvas, this.parent, true); Phaser.Canvas.setTouchAction(this.canvas); }, /** * Called when the load has finished, after preload was run. * * @method Phaser.Game#loadComplete * @protected */ loadComplete: function () { this._loadComplete = true; this.state.loadComplete(); }, /** * The core game loop. * * @method Phaser.Game#update * @protected * @param {number} time - The current time as provided by RequestAnimationFrame. */ update: function (time) { this.time.update(time); if (this._paused) { this.renderer.render(this.stage); this.plugins.render(); this.state.render(); } else { if (!this.pendingStep) { if (this.stepping) { this.pendingStep = true; } this.plugins.preUpdate(); this.stage.preUpdate(); this.stage.update(); this.tweens.update(); this.sound.update(); this.input.update(); this.state.update(); this.physics.update(); this.particles.update(); this.plugins.update(); this.stage.postUpdate(); this.plugins.postUpdate(); } if (this.renderType !== Phaser.HEADLESS) { this.renderer.render(this.stage); this.plugins.render(); this.state.render(); this.plugins.postRender(); } } }, /** * Enable core game loop stepping. When enabled you must call game.step() directly (perhaps via a DOM button?) * Calling step will advance the game loop by one frame. This is extremely useful to hard to track down errors! * * @method Phaser.Game#enableStep */ enableStep: function () { this.stepping = true; this.pendingStep = false; this.stepCount = 0; }, /** * Disables core game loop stepping. * * @method Phaser.Game#disableStep */ disableStep: function () { this.stepping = false; this.pendingStep = false; }, /** * When stepping is enabled you must call this function directly (perhaps via a DOM button?) to advance the game loop by one frame. * This is extremely useful to hard to track down errors! Use the internal stepCount property to monitor progress. * * @method Phaser.Game#step */ step: function () { this.pendingStep = false; this.stepCount++; }, /** * Nuke the entire game from orbit * * @method Phaser.Game#destroy */ destroy: function () { this.raf.stop(); this.input.destroy(); this.state.destroy(); this.state = null; this.cache = null; this.input = null; this.load = null; this.sound = null; this.stage = null; this.time = null; this.world = null; this.isBooted = false; } }; Phaser.Game.prototype.constructor = Phaser.Game; /** * The paused state of the Game. A paused game doesn't update any of its subsystems. * When a game is paused the onPause event is dispatched. When it is resumed the onResume event is dispatched. * @name Phaser.Game#paused * @property {boolean} paused - Gets and sets the paused state of the Game. */ Object.defineProperty(Phaser.Game.prototype, "paused", { get: function () { return this._paused; }, set: function (value) { if (value === true) { if (this._paused === false) { this._paused = true; this.onPause.dispatch(this); } } else { if (this._paused) { this._paused = false; this.onResume.dispatch(this); } } } }); /** * "Deleted code is debugged code." - Jeff Sickel */