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774 lines
18 KiB
HTML
774 lines
18 KiB
HTML
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<title>Phaser Source: core/Stage.js</title>
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<div class="span12">
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<div id="main">
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<h1 class="page-title">Source: core/Stage.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Stage controls the canvas on which everything is displayed. It handles display within the browser,
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* focus handling, game resizing, scaling and the pause, boot and orientation screens.
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*
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* @class Phaser.Stage
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* @constructor
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* @param {Phaser.Game} game - Game reference to the currently running game.
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* @param {number} width - Width of the canvas element.
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* @param {number} height - Height of the canvas element.
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*/
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Phaser.Stage = function (game, width, height) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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/**
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* @property {string} game - Background color of the stage (defaults to black). Set via the public backgroundColor property.
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* @private
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*/
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this._backgroundColor = 'rgb(0,0,0)';
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/**
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* @property {Phaser.Point} offset - Get the offset values (for input and other things).
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*/
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this.offset = new Phaser.Point();
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/**
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* @property {HTMLCanvasElement} canvas - Reference to the newly created `canvas` element.
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*/
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this.canvas = null;
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/**
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* @property {PIXI.Stage} _stage - The Pixi Stage which is hooked to the renderer.
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* @private
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*/
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this._stage = new PIXI.Stage(0x000000, false);
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this._stage.name = '_stage_root';
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this._stage.interactive = false;
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/**
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* @property {PIXI.Stage} display - The Pixi Stage which is hooked to the renderer.
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*/
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this.display = this._stage;
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/**
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* @property {number} scaleMode - The current scaleMode.
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*/
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this.scaleMode = Phaser.StageScaleMode.NO_SCALE;
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/*
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* @property {number} fullScreenScaleMode - Scale mode to be used in fullScreen
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*/
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this.fullScreenScaleMode = Phaser.StageScaleMode.NO_SCALE;
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/**
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* @property {Phaser.StageScaleMode} scale - The scale of the current running game.
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*/
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this.scale = new Phaser.StageScaleMode(this.game, width, height);
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/**
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* @property {number} aspectRatio - Aspect ratio.
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*/
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this.aspectRatio = width / height;
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/**
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* @property {boolean} disableVisibilityChange - By default if the browser tab loses focus the game will pause. You can stop that behaviour by setting this property to true.
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* @default
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*/
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this.disableVisibilityChange = false;
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/**
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* @property {number} _nextOffsetCheck - The time to run the next offset check.
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* @private
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*/
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this._nextOffsetCheck = 0;
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/**
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* @property {number|false} checkOffsetInterval - The time (in ms) between which the stage should check to see if it has moved.
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* @default
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*/
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this.checkOffsetInterval = 2500;
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if (game.config)
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{
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this.parseConfig(game.config);
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}
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else
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{
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this.canvas = Phaser.Canvas.create(width, height);
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this.canvas.style['-webkit-full-screen'] = 'width: 100%; height: 100%';
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}
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};
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Phaser.Stage.prototype = {
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/**
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* Parses a Game configuration object.
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*
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* @method Phaser.Stage#parseConfig
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* @protected
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*/
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parseConfig: function (config) {
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if (config['canvasID'])
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{
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this.canvas = Phaser.Canvas.create(this.game.width, this.game.height, config['canvasID']);
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}
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else
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{
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this.canvas = Phaser.Canvas.create(this.game.width, this.game.height);
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}
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if (config['canvasStyle'])
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{
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this.canvas.stlye = config['canvasStyle'];
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}
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else
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{
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this.canvas.style['-webkit-full-screen'] = 'width: 100%; height: 100%';
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}
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if (config['checkOffsetInterval'])
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{
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this.checkOffsetInterval = config['checkOffsetInterval'];
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}
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if (config['disableVisibilityChange'])
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{
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this.disableVisibilityChange = config['disableVisibilityChange'];
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}
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if (config['fullScreenScaleMode'])
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{
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this.fullScreenScaleMode = config['fullScreenScaleMode'];
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}
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if (config['scaleMode'])
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{
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this.scaleMode = config['scaleMode'];
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}
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if (config['backgroundColor'])
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{
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this.backgroundColor = config['backgroundColor'];
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Initialises the stage and adds the event listeners.
|
|
* @method Phaser.Stage#boot
|
|
* @private
|
|
*/
|
|
boot: function () {
|
|
|
|
Phaser.Canvas.getOffset(this.canvas, this.offset);
|
|
|
|
this.bounds = new Phaser.Rectangle(this.offset.x, this.offset.y, this.game.width, this.game.height);
|
|
|
|
var _this = this;
|
|
|
|
this._onChange = function (event) {
|
|
return _this.visibilityChange(event);
|
|
}
|
|
|
|
Phaser.Canvas.setUserSelect(this.canvas, 'none');
|
|
Phaser.Canvas.setTouchAction(this.canvas, 'none');
|
|
|
|
this.backgroundColor = '#000';
|
|
|
|
document.addEventListener('visibilitychange', this._onChange, false);
|
|
document.addEventListener('webkitvisibilitychange', this._onChange, false);
|
|
document.addEventListener('pagehide', this._onChange, false);
|
|
document.addEventListener('pageshow', this._onChange, false);
|
|
|
|
window.onblur = this._onChange;
|
|
window.onfocus = this._onChange;
|
|
|
|
},
|
|
|
|
/**
|
|
* Runs Stage processes that need periodic updates, such as the offset checks.
|
|
* @method Phaser.Stage#update
|
|
*/
|
|
update: function () {
|
|
|
|
if (this.checkOffsetInterval !== false)
|
|
{
|
|
if (this.game.time.now > this._nextOffsetCheck)
|
|
{
|
|
Phaser.Canvas.getOffset(this.canvas, this.offset);
|
|
this._nextOffsetCheck = this.game.time.now + this.checkOffsetInterval;
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* This method is called when the document visibility is changed.
|
|
* @method Phaser.Stage#visibilityChange
|
|
* @param {Event} event - Its type will be used to decide whether the game should be paused or not.
|
|
*/
|
|
visibilityChange: function (event) {
|
|
|
|
if (this.disableVisibilityChange)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (this.game.paused === false && (event.type == 'pagehide' || event.type == 'blur' || document['hidden'] === true || document['webkitHidden'] === true))
|
|
{
|
|
this.game.paused = true;
|
|
}
|
|
else
|
|
{
|
|
this.game.paused = false;
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Stage.prototype.constructor = Phaser.Stage;
|
|
|
|
/**
|
|
* @name Phaser.Stage#backgroundColor
|
|
* @property {number|string} backgroundColor - Gets and sets the background color of the stage. The color can be given as a number: 0xff0000 or a hex string: '#ff0000'
|
|
*/
|
|
Object.defineProperty(Phaser.Stage.prototype, "backgroundColor", {
|
|
|
|
get: function () {
|
|
return this._backgroundColor;
|
|
},
|
|
|
|
set: function (color) {
|
|
|
|
this._backgroundColor = color;
|
|
|
|
if (this.game.transparent === false)
|
|
{
|
|
if (typeof color === 'string')
|
|
{
|
|
color = Phaser.Color.hexToRGB(color);
|
|
}
|
|
|
|
this._stage.setBackgroundColor(color);
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
|
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
|
</span>
|
|
</footer>
|
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</div>
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<br clear="both">
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</div>
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</div>
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<script src="scripts/sunlight.js"></script>
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<script src="scripts/jquery.min.js"></script>
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<script src="scripts/jquery.scrollTo.js"></script>
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<script src="scripts/jquery.localScroll.js"></script>
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<script src="scripts/bootstrap-dropdown.js"></script>
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<script src="scripts/toc.js"></script>
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<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
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<script>
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$( function () {
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$( "#toc" ).toc( {
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scrollTo : 60
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} );
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$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
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$( "#main span[id^='toc']" ).addClass( "toc-shim" );
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