mirror of
https://github.com/photonstorm/phaser
synced 2024-12-17 16:43:30 +00:00
227 lines
6 KiB
JavaScript
227 lines
6 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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Phaser.Game = function (width, height, renderType, parent, stateConfig)
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{
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this.width = width;
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this.height = height;
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this.resolution = 1;
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this.renderType = renderType;
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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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/**
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* @property {string|HTMLElement} parent - The Games DOM parent.
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* @default
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*/
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this.parent = parent;
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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 = null;
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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 = null;
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/**
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* @property {Phaser.UpdateManager} updates - Reference to the Phaser Update Manager.
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*/
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this.updates = null;
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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 = null;
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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.StateManager} state - The StateManager.
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*/
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this.state = new Phaser.StateManager(this, stateConfig);
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/**
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* @property {Phaser.Device} device - Contains device information and capabilities.
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*/
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this.device = Phaser.Device;
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this.rnd = new Phaser.RandomDataGenerator([ (Date.now() * Math.random()).toString() ]);
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this.device.whenReady(this.boot, this);
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};
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Phaser.Game.prototype.constructor = Phaser.Game;
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Phaser.Game.prototype = {
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boot: function ()
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{
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if (this.isBooted)
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{
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return;
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}
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// Inject any new Factory helpers that exist in the build
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for (var gameobject in Phaser.GameObject)
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{
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if (Phaser.GameObject[gameobject].hasOwnProperty('FACTORY_KEY'))
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{
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var key = Phaser.GameObject[gameobject]['FACTORY_KEY'];
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Phaser.GameObject.Factory.prototype[key] = Phaser.GameObject[gameobject]['FACTORY_ADD'];
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}
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}
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this.isBooted = true;
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this.setUpRenderer();
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this.showDebugHeader();
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// Global
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// this.scale = new Phaser.ScaleManager(this, this.width, this.height);
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this.scale = { offset: { x: 0, y: 0 } };
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this.time = { time: function () { return Date.now(); } };
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this.textures = new Phaser.TextureManager(this);
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this.cache = new Phaser.Cache(this);
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this.input = new Phaser.Input(this);
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this.input.boot();
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this.state.boot();
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this.isRunning = true;
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this.rafHandle = window.requestAnimationFrame(this.step.bind(this));
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},
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// timestamp = DOMHighResTimeStamp
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step: function (timestamp)
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{
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this.input.update();
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this.state.step(timestamp);
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this.rafHandle = window.requestAnimationFrame(this.step.bind(this));
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},
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/**
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* Displays a Phaser version debug header in the console.
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*
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* @method Phaser.Game#showDebugHeader
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* @protected
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*/
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showDebugHeader: function ()
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{
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if (Phaser.hideBanner)
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{
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return;
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}
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var c = (this.renderType === Phaser.CANVAS) ? 'Canvas' : 'WebGL';
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if (!this.device.ie)
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{
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var args = [
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'%c %c %c %c %c Phaser v' + Phaser.VERSION + ' / ' + c + ' %c http://phaser.io',
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'background: #ff0000',
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'background: #ffff00',
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'background: #00ff00',
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'background: #00ffff',
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'color: #ffffff; background: #000;',
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'background: #fff'
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];
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console.log.apply(console, args);
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}
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else if (window['console'])
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{
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console.log('Phaser v' + Phaser.VERSION + ' / http://phaser.io');
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}
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},
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/**
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* Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
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*
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* @method Phaser.Game#setUpRenderer
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* @protected
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*/
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setUpRenderer: function ()
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{
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// if (this.config['canvas'])
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// {
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// this.canvas = this.config['canvas'];
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// }
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// else
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// {
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this.canvas = Phaser.Canvas.create(this, this.width, this.height, '', true);
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// }
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// if (this.config['canvasStyle'])
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// {
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// this.canvas.style = this.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 (this.renderType === Phaser.HEADLESS || this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && !this.device.webGL))
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{
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if (this.device.canvas)
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{
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// They requested Canvas and their browser supports it
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this.renderType = Phaser.CANVAS;
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this.renderer = new Phaser.Renderer.Canvas(this);
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this.context = this.renderer.context;
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}
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else
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{
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throw new Error('Phaser.Game - Cannot create Canvas or WebGL context, aborting.');
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}
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}
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else
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{
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// They requested WebGL and their browser supports it
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this.renderType = Phaser.WEBGL;
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this.renderer = new Phaser.Renderer.WebGL(this);
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this.context = null;
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// Move to renderer class
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// this.canvas.addEventListener('webglcontextlost', this.contextLost.bind(this), false);
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// this.canvas.addEventListener('webglcontextrestored', this.contextRestored.bind(this), false);
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}
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if (this.renderType !== Phaser.HEADLESS)
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{
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Phaser.Canvas.addToDOM(this.canvas, this.parent, false);
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Phaser.Canvas.setTouchAction(this.canvas);
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}
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}
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};
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