mirror of
https://github.com/photonstorm/phaser
synced 2024-12-26 04:53:38 +00:00
5cef085eb5
Swapped to Class format. Added timeScale, startAt and more robust loop handling.
186 lines
4.4 KiB
JavaScript
186 lines
4.4 KiB
JavaScript
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var Config = require('./Config');
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var DebugHeader = require('./DebugHeader');
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var Device = require('../device');
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var AddToDOM = require('../dom/AddToDOM');
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var DOMContentLoaded = require('../dom/DOMContentLoaded');
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var EventDispatcher = require('../events/EventDispatcher');
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var VisibilityHandler = require('./VisibilityHandler');
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var AnimationManager = require('../animation/manager/AnimationManager');
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var Cache = require('../cache/Cache');
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var CreateRenderer = require('./CreateRenderer');
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var Data = require('../components/Data');
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var GlobalInputManager = require('../input/GlobalInputManager');
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var GlobalStateManager = require('../state/GlobalStateManager');
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var TextureManager = require('../textures/TextureManager');
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var TimeStep = require('./TimeStep');
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var Game = function (config)
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{
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this.config = new Config(config);
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this.renderer = null;
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this.canvas = null;
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this.context = null;
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this.isBooted = false;
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this.isRunning = false;
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/**
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* @property {EventDispatcher} events - Global / Global Game System Events
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*/
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this.events = new EventDispatcher();
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/**
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* @property {Phaser.AnimationManager} anims - Reference to the Phaser Animation Manager.
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*/
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this.anims = new AnimationManager(this);
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/**
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* @property {Phaser.TextureManager} textures - Reference to the Phaser Texture Manager.
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*/
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this.textures = new TextureManager(this);
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/**
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* @property {Phaser.Cache} cache - Reference to the assets cache.
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*/
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this.cache = new Cache();
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/**
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* @property {Phaser.Data} registry - Game wide data store.
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*/
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this.registry = new Data(this);
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/**
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* @property {Phaser.Input} input - Reference to the input manager
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*/
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this.input = new GlobalInputManager(this, this.config);
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/**
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* @property {Phaser.GlobalStateManager} state - The StateManager. Phaser instance specific.
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*/
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this.state = new GlobalStateManager(this, this.config.stateConfig);
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/**
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* @property {Phaser.Device} device - Contains device information and capabilities (singleton)
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*/
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this.device = Device;
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/**
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* @property {Phaser.MainLoop} mainloop - Main Loop handler.
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* @protected
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*/
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this.loop = new TimeStep(this, this.config.fps);
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// Wait for the DOM Ready event, then call boot.
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DOMContentLoaded(this.boot.bind(this));
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// For debugging only
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window.game = this;
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};
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Game.prototype = {
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boot: function ()
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{
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this.isBooted = true;
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this.config.preBoot();
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DebugHeader(this);
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CreateRenderer(this);
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AddToDOM(this.canvas, this.config.parent);
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this.anims.boot(this.textures);
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this.state.boot();
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this.input.boot();
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this.isRunning = true;
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this.config.postBoot();
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this.loop.start(this.step.bind(this));
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VisibilityHandler(this.events);
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this.events.on('HIDDEN', this.onHidden.bind(this));
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this.events.on('VISIBLE', this.onVisible.bind(this));
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this.events.on('ON_BLUR', this.onBlur.bind(this));
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this.events.on('ON_FOCUS', this.onFocus.bind(this));
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},
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step: function (time, delta)
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{
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var active = this.state.active;
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var renderer = this.renderer;
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// Global Managers (Time, Input, etc)
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this.input.update(time, delta);
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// States
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for (var i = 0; i < active.length; i++)
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{
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active[i].state.sys.step(time, delta);
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}
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// Render
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// var interpolation = this.frameDelta / this.timestep;
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renderer.preRender();
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// This uses active.length, in case state.update removed the state from the active list
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for (i = 0; i < active.length; i++)
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{
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active[i].state.sys.render(0, renderer);
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}
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renderer.postRender();
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},
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onHidden: function ()
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{
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this.loop.pause();
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// var active = this.state.active;
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// for (var i = 0; i < active.length; i++)
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// {
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// active[i].state.sys.pause();
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// }
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},
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onVisible: function ()
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{
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this.loop.resume();
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// var active = this.state.active;
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// for (var i = 0; i < active.length; i++)
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// {
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// active[i].state.sys.resume();
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// }
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},
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onBlur: function ()
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{
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this.loop.blur();
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},
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onFocus: function ()
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{
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this.loop.focus();
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}
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};
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Game.prototype.constructor = Game;
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module.exports = Game;
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