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</strong>
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</div>
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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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* @extends PIXI.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) {
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - A reference to the currently running Game.
|
|
*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* @property {Phaser.Point} offset - Holds the offset coordinates of the Game.canvas from the top-left of the browser window (used by Input and other classes)
|
|
*/
|
|
this.offset = new Phaser.Point();
|
|
|
|
/**
|
|
* @property {Phaser.Rectangle} bounds - The bounds of the Stage. Typically x/y = Stage.offset.x/y and the width/height match the game width and height.
|
|
*/
|
|
this.bounds = new Phaser.Rectangle(0, 0, width, height);
|
|
|
|
PIXI.Stage.call(this, 0x000000);
|
|
|
|
/**
|
|
* @property {string} name - The name of this object.
|
|
* @default
|
|
*/
|
|
this.name = '_stage_root';
|
|
|
|
/**
|
|
* @property {boolean} interactive - Pixi level var, ignored by Phaser.
|
|
* @default
|
|
* @private
|
|
*/
|
|
this.interactive = false;
|
|
|
|
/**
|
|
* @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.
|
|
* @default
|
|
*/
|
|
this.disableVisibilityChange = false;
|
|
|
|
/**
|
|
* @property {number|false} checkOffsetInterval - The time (in ms) between which the stage should check to see if it has moved.
|
|
* @default
|
|
*/
|
|
this.checkOffsetInterval = 2500;
|
|
|
|
/**
|
|
* @property {boolean} exists - If exists is true the Stage and all children are updated, otherwise it is skipped.
|
|
* @default
|
|
*/
|
|
this.exists = true;
|
|
|
|
/**
|
|
* @property {number} currentRenderOrderID - Reset each frame, keeps a count of the total number of objects updated.
|
|
*/
|
|
this.currentRenderOrderID = 0;
|
|
|
|
/**
|
|
* @property {string} hiddenVar - The page visibility API event name.
|
|
* @private
|
|
*/
|
|
this._hiddenVar = 'hidden';
|
|
|
|
/**
|
|
* @property {number} _nextOffsetCheck - The time to run the next offset check.
|
|
* @private
|
|
*/
|
|
this._nextOffsetCheck = 0;
|
|
|
|
/**
|
|
* @property {number} _backgroundColor - Stage background color.
|
|
* @private
|
|
*/
|
|
this._backgroundColor = 0x000000;
|
|
|
|
if (game.config)
|
|
{
|
|
this.parseConfig(game.config);
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Stage.prototype = Object.create(PIXI.Stage.prototype);
|
|
Phaser.Stage.prototype.constructor = Phaser.Stage;
|
|
|
|
/**
|
|
* This is called automatically after the plugins preUpdate and before the State.update.
|
|
* Most objects have preUpdate methods and it's where initial movement and positioning is done.
|
|
*
|
|
* @method Phaser.Stage#preUpdate
|
|
*/
|
|
Phaser.Stage.prototype.preUpdate = function () {
|
|
|
|
this.currentRenderOrderID = 0;
|
|
|
|
// This can't loop in reverse, we need the orderID to be in sequence
|
|
var len = this.children.length;
|
|
|
|
for (var i = 0; i < len; i++)
|
|
{
|
|
this.children[i].preUpdate();
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* This is called automatically after the State.update, but before particles or plugins update.
|
|
*
|
|
* @method Phaser.Stage#update
|
|
*/
|
|
Phaser.Stage.prototype.update = function () {
|
|
|
|
var i = this.children.length;
|
|
|
|
while (i--)
|
|
{
|
|
this.children[i].update();
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* This is called automatically before the renderer runs and after the plugins have updated.
|
|
* In postUpdate this is where all the final physics calculatations and object positioning happens.
|
|
* The objects are processed in the order of the display list.
|
|
* The only exception to this is if the camera is following an object, in which case that is updated first.
|
|
*
|
|
* @method Phaser.Stage#postUpdate
|
|
*/
|
|
Phaser.Stage.prototype.postUpdate = function () {
|
|
|
|
if (this.game.world.camera.target)
|
|
{
|
|
this.game.world.camera.target.postUpdate();
|
|
|
|
this.game.world.camera.update();
|
|
|
|
var i = this.children.length;
|
|
|
|
while (i--)
|
|
{
|
|
if (this.children[i] !== this.game.world.camera.target)
|
|
{
|
|
this.children[i].postUpdate();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this.game.world.camera.update();
|
|
|
|
var i = this.children.length;
|
|
|
|
while (i--)
|
|
{
|
|
this.children[i].postUpdate();
|
|
}
|
|
}
|
|
|
|
if (this.checkOffsetInterval !== false)
|
|
{
|
|
if (this.game.time.now > this._nextOffsetCheck)
|
|
{
|
|
Phaser.Canvas.getOffset(this.game.canvas, this.offset);
|
|
this.bounds.x = this.offset.x;
|
|
this.bounds.y = this.offset.y;
|
|
this._nextOffsetCheck = this.game.time.now + this.checkOffsetInterval;
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Parses a Game configuration object.
|
|
*
|
|
* @method Phaser.Stage#parseConfig
|
|
* @protected
|
|
* @param {object} config -The configuration object to parse.
|
|
*/
|
|
Phaser.Stage.prototype.parseConfig = function (config) {
|
|
|
|
if (config['checkOffsetInterval'])
|
|
{
|
|
this.checkOffsetInterval = config['checkOffsetInterval'];
|
|
}
|
|
|
|
if (config['disableVisibilityChange'])
|
|
{
|
|
this.disableVisibilityChange = config['disableVisibilityChange'];
|
|
}
|
|
|
|
if (config['fullScreenScaleMode'])
|
|
{
|
|
this.fullScreenScaleMode = config['fullScreenScaleMode'];
|
|
}
|
|
|
|
if (config['scaleMode'])
|
|
{
|
|
this.scaleMode = config['scaleMode'];
|
|
}
|
|
|
|
if (config['backgroundColor'])
|
|
{
|
|
this.backgroundColor = config['backgroundColor'];
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Initialises the stage and adds the event listeners.
|
|
* @method Phaser.Stage#boot
|
|
* @private
|
|
*/
|
|
Phaser.Stage.prototype.boot = function () {
|
|
|
|
Phaser.Canvas.getOffset(this.game.canvas, this.offset);
|
|
|
|
this.bounds.setTo(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.game.canvas, 'none');
|
|
Phaser.Canvas.setTouchAction(this.game.canvas, 'none');
|
|
|
|
this.checkVisibility();
|
|
|
|
};
|
|
|
|
/**
|
|
* Starts a page visibility event listener running, or window.blur/focus if not supported by the browser.
|
|
* @method Phaser.Stage#checkVisibility
|
|
*/
|
|
Phaser.Stage.prototype.checkVisibility = function () {
|
|
|
|
if (document.webkitHidden !== undefined)
|
|
{
|
|
this._hiddenVar = 'webkitvisibilitychange';
|
|
}
|
|
else if (document.mozHidden !== undefined)
|
|
{
|
|
this._hiddenVar = 'mozvisibilitychange';
|
|
}
|
|
else if (document.msHidden !== undefined)
|
|
{
|
|
this._hiddenVar = 'msvisibilitychange';
|
|
}
|
|
else if (document.hidden !== undefined)
|
|
{
|
|
this._hiddenVar = 'visibilitychange';
|
|
}
|
|
else
|
|
{
|
|
this._hiddenVar = null;
|
|
}
|
|
|
|
// Does browser support it? If not (like in IE9 or old Android) we need to fall back to blur/focus
|
|
if (this._hiddenVar)
|
|
{
|
|
document.addEventListener(this._hiddenVar, this._onChange, false);
|
|
}
|
|
|
|
window.onpagehide = this._onChange;
|
|
window.onpageshow = this._onChange;
|
|
|
|
window.onblur = this._onChange;
|
|
window.onfocus = this._onChange;
|
|
|
|
};
|
|
|
|
/**
|
|
* 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.
|
|
*/
|
|
Phaser.Stage.prototype.visibilityChange = function (event) {
|
|
|
|
if (event.type === 'pagehide' || event.type === 'blur' || event.type === 'pageshow' || event.type === 'focus')
|
|
{
|
|
if (event.type === 'pagehide' || event.type === 'blur')
|
|
{
|
|
this.game.focusLoss(event);
|
|
}
|
|
else if (event.type === 'pageshow' || event.type === 'focus')
|
|
{
|
|
this.game.focusGain(event);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (this.disableVisibilityChange)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (document.hidden || document.mozHidden || document.msHidden || document.webkitHidden)
|
|
{
|
|
this.game.gamePaused(event);
|
|
}
|
|
else
|
|
{
|
|
this.game.gameResumed(event);
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Sets the background color for the Stage. The color can be given as a hex value (#RRGGBB) or a numeric value (0xRRGGBB)
|
|
*
|
|
* @name Phaser.Stage#setBackgroundColor
|
|
* @param {number|string} backgroundColor - The color of the background.
|
|
*/
|
|
Phaser.Stage.prototype.setBackgroundColor = function(backgroundColor)
|
|
{
|
|
if (typeof backgroundColor === 'string')
|
|
{
|
|
var rgb = Phaser.Color.hexToColor(backgroundColor);
|
|
this._backgroundColor = Phaser.Color.getColor(rgb.r, rgb.g, rgb.b);
|
|
}
|
|
else
|
|
{
|
|
var rgb = Phaser.Color.getRGB(backgroundColor);
|
|
this._backgroundColor = backgroundColor;
|
|
}
|
|
|
|
this.backgroundColorSplit = [ rgb.r / 255, rgb.g / 255, rgb.b / 255 ];
|
|
this.backgroundColorString = Phaser.Color.RGBtoString(rgb.r, rgb.g, rgb.b, 255, '#');
|
|
|
|
};
|
|
|
|
/**
|
|
* @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) {
|
|
|
|
if (!this.game.transparent)
|
|
{
|
|
this.setBackgroundColor(color);
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Enable or disable texture smoothing for all objects on this Stage. Only works for bitmap/image textures. Smoothing is enabled by default.
|
|
*
|
|
* @name Phaser.Stage#smoothed
|
|
* @property {boolean} smoothed - Set to true to smooth all sprites rendered on this Stage, or false to disable smoothing (great for pixel art)
|
|
*/
|
|
Object.defineProperty(Phaser.Stage.prototype, "smoothed", {
|
|
|
|
get: function () {
|
|
|
|
return !PIXI.scaleModes.LINEAR;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value)
|
|
{
|
|
PIXI.scaleModes.LINEAR = 0;
|
|
}
|
|
else
|
|
{
|
|
PIXI.scaleModes.LINEAR = 1;
|
|
}
|
|
}
|
|
|
|
});
|
|
</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 Fri Jul 18 2014 12:36:37 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
|
</span>
|
|
</footer>
|
|
</div>
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<br clear="both">
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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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