mirror of
https://github.com/photonstorm/phaser
synced 2024-12-26 13:03:36 +00:00
316 lines
6.9 KiB
JavaScript
316 lines
6.9 KiB
JavaScript
var Class = require('../utils/Class');
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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 NOOP = require('../utils/NOOP');
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var AddToDOM = require('../dom/AddToDOM');
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var DOMContentLoaded = require('../dom/DOMContentLoaded');
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var EventEmitter = require('eventemitter3');
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var VisibilityHandler = require('./VisibilityHandler');
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var AnimationManager = require('../animations/AnimationManager');
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var CreateRenderer = require('./CreateRenderer');
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var Data = require('../data/Data');
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var GlobalCache = require('../cache/GlobalCache');
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var InputManager = require('../input/InputManager');
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var GlobalSceneManager = require('../scene/global/GlobalSceneManager');
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var PluginManager = require('../plugins/PluginManager');
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var SoundManagerCreator = require('../sound/SoundManagerCreator');
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var TextureManager = require('../textures/TextureManager');
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var TimeStep = require('./TimeStep');
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var Game = new Class({
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initialize:
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/**
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* [description]
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*
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* @class Game
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* @memberOf Phaser
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* @constructor
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* @since 3.0.0
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*
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* @param {object} [GameConfig] - The configuration object for your Phaser Game instance.
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*/
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function Game (config)
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{
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/**
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* [description]
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*
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* @property {Phaser.Boot.Config} config
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*/
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this.config = new Config(config);
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/**
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* [description]
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*
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* @property {Phaser.Renderer.CanvasRenderer|Phaser.Renderer.WebGLRenderer} renderer
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*/
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this.renderer = null;
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/**
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* [description]
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*
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* @property {HTMLCanvasElement} canvas
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*/
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this.canvas = null;
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/**
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* [description]
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*
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* @property {CanvasRenderingContext2D} context
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*/
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this.context = null;
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/**
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* [description]
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*
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* @property {boolean} isBooted
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*/
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this.isBooted = false;
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/**
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* [description]
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*
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* @property {boolean} isRunning
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*/
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this.isRunning = false;
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/**
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* [description]
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*
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* @property {Phaser.Events.EventDispatcher} events
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*/
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this.events = new EventEmitter();
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/**
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* [description]
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*
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* @property {Phaser.Animations.AnimationManager} anims
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*/
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this.anims = new AnimationManager(this);
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/**
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* [description]
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*
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* @property {Phaser.Textures.TextureManager} textures
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*/
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this.textures = new TextureManager(this);
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/**
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* [description]
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*
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* @property {Phaser.Cache.GlobalCache} cache
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*/
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this.cache = new GlobalCache(this);
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/**
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* [description]
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*
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* @property {[type]} registry
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*/
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this.registry = new Data(this);
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/**
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* [description]
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*
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* @property {Phaser.Input.InputManager} input
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*/
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this.input = new InputManager(this, this.config);
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/**
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* [description]
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*
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* @property {Phaser.Scenes.GlobalSceneManager} scene
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*/
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this.scene = new GlobalSceneManager(this, this.config.sceneConfig);
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/**
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* [description]
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*
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* @property {Phaser.Device} device
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*/
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this.device = Device;
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/**
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* [description]
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*
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* @property {Phaser.BaseSoundManager} sound
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*/
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this.sound = SoundManagerCreator.create(this);
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/**
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* [description]
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*
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* @property {Phaser.Boot.TimeStep} loop
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*/
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this.loop = new TimeStep(this, this.config.fps);
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/**
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* [description]
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*
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* @property {Phaser.Plugins.PluginManager} plugins
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*/
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this.plugins = new PluginManager(this, this.config);
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/**
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* [description]
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*
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* @property {function} onStepCallback
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*/
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this.onStepCallback = NOOP;
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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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/**
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* [description]
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*
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* @method Phaser.Game#boot
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* @since 3.0.0
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*/
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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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CreateRenderer(this);
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DebugHeader(this);
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AddToDOM(this.canvas, this.config.parent);
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this.textures.boot();
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this.anims.boot(this.textures);
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this.plugins.boot();
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this.input.boot();
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this.scene.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, this);
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this.events.on('visible', this.onVisible, this);
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this.events.on('blur', this.onBlur, this);
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this.events.on('focus', this.onFocus, this);
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},
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/**
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* [description]
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*
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* @method Phaser.Game#step
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* @since 3.0.0
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*
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* @param {integer} time - The current timestamp as generated by the Request Animation Frame or SetTimeout.
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* @param {number} delta - The delta time elapsed since the last frame.
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*/
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step: function (time, delta)
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{
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var active = this.scene.active;
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var renderer = this.renderer;
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// Global Managers
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this.input.update(time, delta);
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this.sound.update(time, delta);
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// Scenes
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this.onStepCallback();
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for (var i = 0; i < active.length; i++)
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{
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active[i].scene.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.events.emit('prerender');
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// This uses active.length, in case scene.update removed the scene 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].scene.sys.render(0, renderer);
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}
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renderer.postRender();
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this.events.emit('postrender');
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},
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/**
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* [description]
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*
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* @method Phaser.Game#onHidden
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* @protected
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* @since 3.0.0
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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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this.events.emit('pause');
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},
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/**
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* [description]
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*
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* @method Phaser.Game#onVisible
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* @protected
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* @since 3.0.0
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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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this.events.emit('resume');
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},
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/**
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* [description]
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*
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* @method Phaser.Game#onBlur
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* @protected
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* @since 3.0.0
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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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/**
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* [description]
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*
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* @method Phaser.Game#onFocus
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* @protected
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* @since 3.0.0
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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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module.exports = Game;
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