/** * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Game constructor * * Instantiate a new Phaser.Game 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 - The width of your game in game pixels. * @param {number} height - The height of your game in game pixels. * @param {number} renderer -Which renderer to use (canvas or webgl) * @param {HTMLElement} parent -The Games DOM parent. * @param {Description} state - Description. * @param {boolean} transparent - Use a transparent canvas background or not. * @param {boolean} antialias - Anti-alias graphics. */ Phaser.Game = function (width, height, renderer, parent, state, transparent, antialias) { width = width || 800; height = height || 600; renderer = renderer || Phaser.AUTO; parent = parent || ''; state = state || null; if (typeof transparent == 'undefined') { transparent = false; } if (typeof antialias == 'undefined') { antialias = false; } /** * @property {number} id - Phaser Game ID (for when Pixi supports multiple instances). */ this.id = Phaser.GAMES.push(this) - 1; /** * @property {HTMLElement} parent - The Games DOM parent. */ this.parent = parent; // Do some more intelligent size parsing here, so they can set "100%" for example, maybe pass the scale mode in here too? /** * @property {number} width - The Game width (in pixels). */ this.width = width; /** * @property {number} height - The Game height (in pixels). */ this.height = height; /** * @property {boolean} transparent - Use a transparent canvas background or not. */ this.transparent = transparent; /** * @property {boolean} antialias - Anti-alias graphics (in WebGL this helps with edges, in Canvas2D it retains pixel-art quality). */ this.antialias = antialias; /** * @property {number} renderer - The Pixi Renderer * @default */ this.renderer = null; /** * @property {number} state - The StateManager. */ this.state = new Phaser.StateManager(this, state); /** * @property {boolean} _paused - Is game paused? * @private * @default */ this._paused = false; /** * @property {number} renderType - The Renderer this Phaser.Game will use. Either Phaser.RENDERER_AUTO, Phaser.RENDERER_CANVAS or Phaser.RENDERER_WEBGL. */ this.renderType = renderer; /** * @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 * @default */ this.raf = null; /** * @property {Phaser.GameObjectFactory} add - Reference to the GameObject Factory. * @default */ this.add = 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.GameMath} math - Reference to the math helper. * @default */ this.math = null; /** * @property {Phaser.Net} net - Reference to the network class. * @default */ this.net = null; /** * @property {Phaser.SoundManager} sound - Reference to the sound manager. * @default */ this.sound = null; /** * @property {Phaser.Stage} stage - Reference to the stage. * @default */ this.stage = null; /** * @property {Phaser.TimeManager} time - Reference to game clock. * @default */ this.time = null; /** * @property {Phaser.TweenManager} tweens - Reference to the tween manager. * @default */ this.tweens = null; /** * @property {Phaser.World} world - Reference to the world. * @default */ this.world = null; /** * @property {Phaser.Physics.PhysicsManager} physics - Reference to the physics manager. * @default */ this.physics = null; /** * @property {Phaser.RandomDataGenerator} rnd - Instance of repeatable random data generator helper. * @default */ this.rnd = null; /** * @property {Phaser.Device} device - Contains device information and capabilities. * @default */ this.device = null; /** * @property {Phaser.Physics.PhysicsManager} camera - A handy reference to world.camera. * @default */ this.camera = null; /** * @property {HTMLCanvasElement} canvas - A handy reference to renderer.view. * @default */ this.canvas = null; /** * @property {Context} context - A handy reference to renderer.context (only set for CANVAS games) * @default */ this.context = null; /** * @property {Phaser.Utils.Debug} debug - A set of useful debug utilitie. * @default */ this.debug = null; /** * @property {Phaser.Particles} particles - The Particle Manager. * @default */ this.particles = null; 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 = { /** * 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.setUpRenderer(); this.world = new Phaser.World(this); this.add = new Phaser.GameObjectFactory(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.Arcade(this); 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.stage.boot(); this.world.boot(); this.input.boot(); this.sound.boot(); this.state.boot(); this.load.onLoadComplete.add(this.loadComplete, this); if (this.renderType == Phaser.CANVAS) { console.log('%cPhaser ' + Phaser.VERSION + ' initialized. Rendering to Canvas', 'color: #ffff33; background: #000000'); } else { console.log('%cPhaser ' + Phaser.VERSION + ' initialized. Rendering to WebGL', 'color: #ffff33; background: #000000'); } if (Phaser.VERSION.substr(-5) == '-beta') { console.warn('You are using a beta version of Phaser. Some things may not work.'); } this.isRunning = true; this._loadComplete = false; this.raf = new Phaser.RequestAnimationFrame(this); this.raf.start(); } }, /** * 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.CANVAS || (this.renderType === Phaser.AUTO && this.device.webGL == false)) { if (this.device.canvas) { this.renderType = Phaser.CANVAS; this.renderer = new PIXI.CanvasRenderer(this.width, this.height, this.stage.canvas, this.transparent); Phaser.Canvas.setSmoothingEnabled(this.renderer.context, this.antialias); this.canvas = this.renderer.view; 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.stage.canvas, this.transparent, this.antialias); this.canvas = this.renderer.view; this.context = null; } Phaser.Canvas.addToDOM(this.renderer.view, this.parent, true); Phaser.Canvas.setTouchAction(this.renderer.view); }, /** * 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.plugins.preUpdate(); this.physics.preUpdate(); this.input.update(); this.tweens.update(); this.sound.update(); this.world.update(); this.particles.update(); this.state.update(); this.plugins.update(); this.world.postUpdate(); this.renderer.render(this.stage._stage); this.plugins.render(); this.state.render(); this.plugins.postRender(); } }, /** * Nuke the entire game from orbit * * @method Phaser.Game#destroy */ destroy: function () { 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; } }; /** * 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 */