mirror of
https://github.com/photonstorm/phaser
synced 2024-12-26 13:03:36 +00:00
119 lines
2.9 KiB
JavaScript
119 lines
2.9 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 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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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 RequestAnimationFrame = require('../dom/RequestAnimationFrame');
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var DOMContentLoaded = require('../dom/DOMContentLoaded');
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var MainLoop = require('./MainLoop');
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var CreateRenderer = require('./CreateRenderer');
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var GlobalStateManager = require('../state/GlobalStateManager');
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var TextureManager = require('../textures/TextureManager');
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var Data = require('../components/Data');
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var Cache = require('../cache/Cache');
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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 {Phaser.RequestAnimationFrame} raf - Automatically handles the core game loop via requestAnimationFrame or setTimeout
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* @protected
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*/
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// this.raf = new RequestAnimationFrame();
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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 = null;
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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.mainloop = new MainLoop(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.constructor = Game;
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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.state.boot();
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this.isRunning = true;
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this.config.postBoot();
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this.mainloop.start();
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// this.raf.start(this.step.bind(this), this.config.forceSetTimeOut);
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}
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/*
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step: function (timestamp)
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{
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// Pass in via game to 'start' instead of every update?
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this.mainloop.step(timestamp, this.state.active, this.renderer);
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}
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*/
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};
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module.exports = Game;
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