phaser/src/core/Game.js

788 lines
24 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|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 CreateDOMContainer = require('../dom/CreateDOMContainer');
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 Events = require('./events');
var InputManager = require('../input/InputManager');
var PluginCache = require('../plugins/PluginCache');
var PluginManager = require('../plugins/PluginManager');
var ScaleManager = require('../scale/ScaleManager');
var SceneManager = require('../scene/SceneManager');
var TextureEvents = require('../textures/events');
var TextureManager = require('../textures/TextureManager');
var TimeStep = require('./TimeStep');
var VisibilityHandler = require('./VisibilityHandler');
if (typeof FEATURE_SOUND)
{
var SoundManagerCreator = require('../sound/SoundManagerCreator');
}
if (typeof PLUGIN_FBINSTANT)
{
var FacebookInstantGamesPlugin = require('../../plugins/fbinstant/src/FacebookInstantGamesPlugin');
}
/**
* @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
* @fires Phaser.Core.Events#BLUR
* @fires Phaser.Core.Events#FOCUS
* @fires Phaser.Core.Events#HIDDEN
* @fires Phaser.Core.Events#VISIBLE
* @since 3.0.0
*
* @param {Phaser.Types.Core.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.Core.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 an HTML Div Element used as the DOM Element Container.
*
* Only set if `createDOMContainer` is `true` in the game config (by default it is `false`) and
* if you provide a parent element to insert the Phaser Game inside.
*
* See the DOM Element Game Object for more details.
*
* @name Phaser.Game#domContainer
* @type {HTMLDivElement}
* @since 3.17.0
*/
this.domContainer = null;
/**
* A reference to the HTML Canvas Element that Phaser uses to render the game.
* This is created automatically by Phaser unless you provide a `canvas` property
* in your Game Config.
*
* @name Phaser.Game#canvas
* @type {HTMLCanvasElement}
* @since 3.0.0
*/
this.canvas = null;
/**
* A reference to the Rendering Context belonging to the Canvas Element this game is rendering to.
* If the game is running under Canvas it will be a 2d Canvas Rendering Context.
* If the game is running under WebGL it will be a WebGL Rendering Context.
* This context is created automatically by Phaser unless you provide a `context` property
* in your Game Config.
*
* @name Phaser.Game#context
* @type {(CanvasRenderingContext2D|WebGLRenderingContext)}
* @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);
/**
* An instance of the Data Manager. This is a global manager, available from any Scene
* and allows you to share and exchange your own game-level data or events without having
* to use an internal event system.
*
* @name Phaser.Game#registry
* @type {Phaser.Data.DataManager}
* @since 3.0.0
*/
this.registry = new DataManager(this, new EventEmitter());
/**
* 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 Scale Manager.
*
* The Scale Manager is a global system responsible for handling scaling of the game canvas.
*
* @name Phaser.Game#scale
* @type {Phaser.Scale.ScaleManager}
* @since 3.16.0
*/
this.scale = new ScaleManager(this, this.config);
/**
* 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.
*
* You can disable the inclusion of the Sound Manager in your build by toggling the webpack `FEATURE_SOUND` flag.
*
* @name Phaser.Game#sound
* @type {(Phaser.Sound.NoAudioSoundManager|Phaser.Sound.HTML5AudioSoundManager|Phaser.Sound.WebAudioSoundManager)}
* @since 3.0.0
*/
this.sound = null;
if (typeof FEATURE_SOUND)
{
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.Core.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.Plugins.PluginManager}
* @since 3.0.0
*/
this.plugins = new PluginManager(this, this.config);
if (typeof PLUGIN_FBINSTANT)
{
/**
* An instance of the Facebook Instant Games Plugin.
*
* This will only be available if the plugin has been built into Phaser,
* or you're using the special Facebook Instant Games custom build.
*
* @name Phaser.Game#facebook
* @type {Phaser.FacebookInstantGamesPlugin}
* @since 3.13.0
*/
this.facebook = new FacebookInstantGamesPlugin(this);
}
/**
* Is this Game pending destruction at the start of the next frame?
*
* @name Phaser.Game#pendingDestroy
* @type {boolean}
* @private
* @since 3.5.0
*/
this.pendingDestroy = false;
/**
* Remove the Canvas once the destroy is over?
*
* @name Phaser.Game#removeCanvas
* @type {boolean}
* @private
* @since 3.5.0
*/
this.removeCanvas = false;
/**
* Remove everything when the game is destroyed.
* You cannot create a new Phaser instance on the same web page after doing this.
*
* @name Phaser.Game#noReturn
* @type {boolean}
* @private
* @since 3.12.0
*/
this.noReturn = false;
/**
* Does the window the game is running in currently have focus or not?
* This is modified by the VisibilityHandler.
*
* @name Phaser.Game#hasFocus
* @type {boolean}
* @readonly
* @since 3.9.0
*/
this.hasFocus = false;
/**
* Is the Game currently paused? This will stop everything from updating,
* except the `TimeStep` and related RequestAnimationFrame or setTimeout.
* Those will continue stepping, but the core Game step will be skipped.
*
* @name Phaser.Game#isPaused
* @type {boolean}
* @since 3.60.0
*/
this.isPaused = false;
// Wait for the DOM Ready event, then call boot.
DOMContentLoaded(this.boot.bind(this));
},
/**
* 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.Core.Events#BOOT
* @listens Phaser.Textures.Events#READY
* @since 3.0.0
*/
boot: function ()
{
if (!PluginCache.hasCore('EventEmitter'))
{
console.warn('Aborting. Core Plugins missing.');
return;
}
this.isBooted = true;
this.config.preBoot(this);
this.scale.preBoot();
CreateRenderer(this);
CreateDOMContainer(this);
DebugHeader(this);
AddToDOM(this.canvas, this.config.parent);
// The Texture Manager has to wait on a couple of non-blocking events before it's fully ready.
// So it will emit this internal event when done:
this.textures.once(TextureEvents.READY, this.texturesReady, this);
this.events.emit(Events.BOOT);
if (typeof WEBGL_DEBUG && window)
{
window.PHASER_GAME = this;
}
},
/**
* Called automatically when the Texture Manager has finished setting up and preparing the
* default textures.
*
* @method Phaser.Game#texturesReady
* @private
* @fires Phaser.Game#READY
* @since 3.12.0
*/
texturesReady: function ()
{
// Start all the other systems
this.events.emit(Events.READY);
this.start();
},
/**
* 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);
var eventEmitter = this.events;
eventEmitter.on(Events.HIDDEN, this.onHidden, this);
eventEmitter.on(Events.VISIBLE, this.onVisible, this);
eventEmitter.on(Events.BLUR, this.onBlur, this);
eventEmitter.on(Events.FOCUS, this.onFocus, this);
},
/**
* 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.Core.Events#PRE_STEP
* @fires Phaser.Core.Events#STEP
* @fires Phaser.Core.Events#POST_STEP
* @fires Phaser.Core.Events#PRE_RENDER
* @fires Phaser.Core.Events#POST_RENDER
* @since 3.0.0
*
* @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
* @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
*/
step: function (time, delta)
{
if (this.pendingDestroy)
{
return this.runDestroy();
}
if (this.isPaused)
{
return;
}
var eventEmitter = this.events;
// Global Managers like Input and Sound update in the prestep
eventEmitter.emit(Events.PRE_STEP, time, delta);
// This is mostly meant for user-land code and plugins
eventEmitter.emit(Events.STEP, time, delta);
// Update the Scene Manager and all active Scenes
this.scene.update(time, delta);
// Our final event before rendering starts
eventEmitter.emit(Events.POST_STEP, time, delta);
var renderer = this.renderer;
// Run the Pre-render (clearing the canvas, setting background colors, etc)
renderer.preRender();
eventEmitter.emit(Events.PRE_RENDER, renderer, time, delta);
// The main render loop. Iterates all Scenes and all Cameras in those scenes, rendering to the renderer instance.
this.scene.render(renderer);
// The Post-Render call. Tidies up loose end, takes snapshots, etc.
renderer.postRender();
// The final event before the step repeats. Your last chance to do anything to the canvas before it all starts again.
eventEmitter.emit(Events.POST_RENDER, renderer, time, delta);
},
/**
* 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#PRE_RENDER
* @fires Phaser.Game#POST_RENDER
* @since 3.2.0
*
* @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
* @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
*/
headlessStep: function (time, delta)
{
if (this.pendingDestroy)
{
return this.runDestroy();
}
if (this.isPaused)
{
return;
}
var eventEmitter = this.events;
// Global Managers like Input and Sound update in the prestep
eventEmitter.emit(Events.PRE_STEP, time, delta);
// This is mostly meant for user-land code and plugins
eventEmitter.emit(Events.STEP, time, delta);
// Update the Scene Manager and all active Scenes
this.scene.update(time, delta);
// Our final event before rendering starts
eventEmitter.emit(Events.POST_STEP, time, delta);
// Render
this.scene.isProcessing = false;
eventEmitter.emit(Events.PRE_RENDER, null, time, delta);
eventEmitter.emit(Events.POST_RENDER, null, time, delta);
},
/**
* 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.Core.Events#PAUSE
* @since 3.0.0
*/
onHidden: function ()
{
this.loop.pause();
this.events.emit(Events.PAUSE);
},
/**
* This will pause the entire game and emit a `PAUSE` event.
*
* All of Phaser's internal systems will be paused and the game will not re-render.
*
* Note that it does not pause any Loader requests that are currently in-flight.
*
* @method Phaser.Game#pause
* @fires Phaser.Core.Events#PAUSE
* @since 3.60.0
*/
pause: function ()
{
var wasPaused = this.isPaused;
this.isPaused = true;
if (!wasPaused)
{
this.events.emit(Events.PAUSE);
}
},
/**
* 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.Core.Events#RESUME
* @since 3.0.0
*/
onVisible: function ()
{
this.loop.resume();
this.events.emit(Events.RESUME);
},
/**
* This will resume the entire game and emit a `RESUME` event.
*
* All of Phaser's internal systems will be resumed and the game will start rendering again.
*
* @method Phaser.Game#resume
* @fires Phaser.Core.Events#RESUME
* @since 3.60.0
*/
resume: function ()
{
var wasPaused = this.isPaused;
this.isPaused = false;
if (wasPaused)
{
this.events.emit(Events.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.hasFocus = false;
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.hasFocus = true;
this.loop.focus();
},
/**
* Returns the current game frame.
*
* When the game starts running, the frame is incremented every time Request Animation Frame, or Set Timeout, fires.
*
* @method Phaser.Game#getFrame
* @since 3.16.0
*
* @return {number} The current game frame.
*/
getFrame: function ()
{
return this.loop.frame;
},
/**
* Returns the time that the current game step started at, as based on `performance.now`.
*
* @method Phaser.Game#getTime
* @since 3.16.0
*
* @return {number} The current game timestamp.
*/
getTime: function ()
{
return this.loop.now;
},
/**
* Flags this Game instance as needing to be destroyed on the _next frame_, making this an asynchronous operation.
*
* It will wait until the current frame has completed and then call `runDestroy` internally.
*
* If you need to react to the games eventual destruction, listen for the `DESTROY` event.
*
* If you **do not** need to run Phaser again on the same web page you can set the `noReturn` argument to `true` and it will free-up
* memory being held by the core Phaser plugins. If you do need to create another game instance on the same page, leave this as `false`.
*
* @method Phaser.Game#destroy
* @fires Phaser.Core.Events#DESTROY
* @since 3.0.0
*
* @param {boolean} removeCanvas - Set to `true` if you would like the parent canvas element removed from the DOM, or `false` to leave it in place.
* @param {boolean} [noReturn=false] - If `true` all the core Phaser plugins are destroyed. You cannot create another instance of Phaser on the same web page if you do this.
*/
destroy: function (removeCanvas, noReturn)
{
if (noReturn === undefined) { noReturn = false; }
this.pendingDestroy = true;
this.removeCanvas = removeCanvas;
this.noReturn = noReturn;
},
/**
* Destroys this Phaser.Game instance, all global systems, all sub-systems and all Scenes.
*
* @method Phaser.Game#runDestroy
* @private
* @since 3.5.0
*/
runDestroy: function ()
{
this.scene.destroy();
this.events.emit(Events.DESTROY);
this.events.removeAllListeners();
if (this.renderer)
{
this.renderer.destroy();
}
if (this.removeCanvas && this.canvas)
{
CanvasPool.remove(this.canvas);
if (this.canvas.parentNode)
{
this.canvas.parentNode.removeChild(this.canvas);
}
}
if (this.domContainer)
{
this.domContainer.parentNode.removeChild(this.domContainer);
}
this.loop.destroy();
this.pendingDestroy = false;
}
});
module.exports = Game;
/**
* "Computers are good at following instructions, but not at reading your mind." - Donald Knuth
*/