phaser/src/Game.js

599 lines
15 KiB
JavaScript

/**
* Phaser.Game
*
* This is where the magic happens. The Game object is the heart of your game,
* providing quick access to common functions and handling the boot process.
*
* "Hell, there are no rules here - we're trying to accomplish something."
* Thomas A. Edison
*
* @package Phaser.Game
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
*/
/**
* Game constructor
*
* Instantiate a new <code>Phaser.Game</code> object.
*
* @constructor
* @param width {number} The width of your game in game pixels.
* @param height {number} The height of your game in game pixels.
* @param renderer {number} Which renderer to use (canvas or webgl)
* @param parent {string} ID of its parent DOM element.
*/
Phaser.Game = function (width, height, renderer, parent) {
if (typeof width === "undefined") { width = 800; }
if (typeof height === "undefined") { height = 600; }
if (typeof renderer === "undefined") { renderer = Phaser.RENDERER_AUTO; }
if (typeof parent === "undefined") { parent = ''; }
this.id = Phaser.GAMES.push(this) - 1;
this.renderer = renderer;
//var _this = this;
if (document.readyState === 'complete' || document.readyState === 'interactive')
{
setTimeout(Phaser.GAMES[this.id].boot(parent, width, height), 0);
}
else
{
document.addEventListener('DOMContentLoaded', Phaser.GAMES[this.id].boot(parent, width, height), false);
window.addEventListener('load', Phaser.GAMES[this.id].boot(parent, width, height), false);
}
return this;
};
Phaser.Game.prototype = {
/**
* Phaser Game ID.
* @type {number}
*/
id: 0,
/**
* The Renderer this Phaser.Game will use. Either Phaser.RENDERER_AUTO, Phaser.RENDERER_CANVAS or Phaser.RENDERER_WEBGL
* @type {number}
*/
renderer: 0,
/**
* Whether load complete loading or not.
* @type {bool}
*/
_loadComplete: false,
/**
* Game is paused?
* @type {bool}
*/
_paused: false,
/**
* The state to be switched to in the next frame.
* @type {State}
*/
_pendingState: null,
/**
* The current State object (defaults to null)
* @type {State}
*/
state: null,
/**
* This will be called when init states. (loading assets...)
* @type {function}
*/
onPreloadCallback: null,
/**
* This will be called when create states. (setup states...)
* @type {function}
*/
onCreateCallback: null,
/**
* This will be called when State is updated, this doesn't happen during load (see onLoadUpdateCallback)
* @type {function}
*/
onUpdateCallback: null,
/**
* This will be called when the State is rendered, this doesn't happen during load (see onLoadRenderCallback)
* @type {function}
*/
onRenderCallback: null,
/**
* This will be called before the State is rendered and before the stage is cleared
* @type {function}
*/
onPreRenderCallback: null,
/**
* This will be called when the State is updated but only during the load process
* @type {function}
*/
onLoadUpdateCallback: null,
/**
* This will be called when the State is rendered but only during the load process
* @type {function}
*/
onLoadRenderCallback: null,
/**
* This will be called when states paused.
* @type {function}
*/
onPausedCallback: null,
/**
* This will be called when the state is destroyed (i.e. swapping to a new state)
* @type {function}
*/
onDestroyCallback: null,
/**
* Whether the game engine is booted, aka available.
* @type {bool}
*/
isBooted: false,
/**
* Is game running or paused?
* @type {bool}
*/
isRunning: false,
/**
* Automatically handles the core game loop via requestAnimationFrame or setTimeout
*/
raf: null,
/**
* Reference to the GameObject Factory.
* @type {Phaser.GameObjectFactory}
*/
add: null,
/**
* Reference to the assets cache.
* @type {Phaser.Cache}
*/
cache: null,
/**
* Reference to the input manager
* @type {Phaser.InputManager}
*/
input: null,
/**
* Reference to the assets loader.
* @type {Phaser.Loader}
*/
load: null,
/**
* Reference to the math helper.
* @type {Phaser.GameMath}
*/
math: null,
/**
* Reference to the network class.
* @type {Phaser.Net}
*/
net: null,
/**
* Reference to the sound manager.
* @type {Phaser.SoundManager}
*/
sound: null,
/**
* Reference to the stage.
* @type {Phaser.Stage}
*/
stage: null,
/**
* Reference to game clock.
* @type {Phaser.TimeManager}
*/
time: null,
/**
* Reference to the tween manager.
* @type {Phaser.TweenManager}
*/
tweens: null,
/**
* Reference to the world.
* @type {Phaser.World}
*/
world: null,
/**
* Reference to the physics manager.
* @type {Phaser.Physics.PhysicsManager}
*/
physics: null,
/**
* Instance of repeatable random data generator helper.
* @type {Phaser.RandomDataGenerator}
*/
rnd: null,
/**
* Contains device information and capabilities.
* @type {Phaser.Device}
*/
device: null,
/**
* Initialize engine sub modules and start the game.
* @param parent {string} ID of parent Dom element.
* @param width {number} Width of the game screen.
* @param height {number} Height of the game screen.
*/
boot: function (parent, width, height) {
if (this.isBooted) {
return;
}
console.log('Phaser.Game.Boot');
console.log(this);
var _this = this;
if (!document.body) {
setTimeout(Phaser.GAMES[_this.id].boot(parent, width, height), 13);
}
else
{
document.removeEventListener('DOMContentLoaded', Phaser.GAMES[_this.id].boot);
window.removeEventListener('load', Phaser.GAMES[_this.id].boot);
this.onPause = new Phaser.Signal();
this.onResume = new Phaser.Signal();
this.device = new Phaser.Device();
this.net = new Phaser.Net(this);
this.math = Phaser.Math;
// this.stage = new Phaser.Stage(this, parent, width, height);
// this.world = new Phaser.World(this, width, height);
// this.add = new Phaser.GameObjectFactory(this);
this.cache = new Phaser.Cache(this);
this.load = new Phaser.Loader(this);
this.time = new Phaser.Time(this);
this.tweens = new Phaser.TweenManager(this);
// this.input = new Phaser.InputManager(this);
// this.sound = new Phaser.SoundManager(this);
this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);
// this.physics = new Phaser.Physics.PhysicsManager(this);
this.plugins = new Phaser.PluginManager(this, this);
this.load.onLoadComplete.add(this.loadComplete, this);
// this.world.boot();
// this.stage.boot();
// this.input.boot();
console.log('Phaser', Phaser.VERSION, 'initialized');
this.isBooted = true;
this.isRunning = true;
this._loadComplete = false;
this.raf = new Phaser.RequestAnimationFrame(this);
this.raf.start();
if (this.onPreloadCallback || this.onCreateCallback || this.onUpdateCallback || this.onRenderCallback || this._pendingState)
{
if (this._pendingState)
{
console.log('boot has found a pending state');
this.switchState(this._pendingState, false, false);
}
else
{
console.log('boot has found enough callbacks to start the state');
this.startState();
}
}
}
},
/**
* Launch the game
* @param callbackContext Which context will the callbacks be called with.
* @param preloadCallback {function} Preload callback invoked when init default screen.
* @param createCallback {function} Create callback invoked when create default screen.
* @param updateCallback {function} Update callback invoked when update default screen.
* @param renderCallback {function} Render callback invoked when render default screen.
*/
launch: function (context, preload, create, update, render) {
this.callbackContext = context;
this.onPreloadCallback = preload || null;
this.onCreateCallback = create || null;
this.onUpdateCallback = update || null;
this.onRenderCallback = render || null;
if (this.onPreloadCallback == null && this.onCreateCallback == null && this.onUpdateCallback == null && this.onRenderCallback == null && this._pendingState == null)
{
console.warn("Phaser cannot start: No preload, create, update or render functions given and no pending State found");
}
else
{
if (this.isBooted)
{
console.log('launch has set the callbacks and dom is booted so lets rock');
this.startState();
// if (this._pendingState)
// {
// this.switchState(this._pendingState, false, false);
// }
// else
// {
// this.startState();
// }
}
else
{
console.log('launch has set the callbacks but cant start because the DOM isnt booted yet');
}
}
},
/**
* Called when the load has finished after preload was run.
*/
loadComplete: function () {
console.log('loadComplete', this);
this._loadComplete = true;
if (this.onCreateCallback) {
this.onCreateCallback.call(this.callbackContext);
// this.onCreateCallback.call(this);
}
},
/**
* Start the current state
*/
startState: function () {
console.log('startState');
// console.log(this);
// console.log(this.callbackContext);
if (this.onPreloadCallback !== null)
{
this.load.reset();
this.onPreloadCallback.call(this.callbackContext);
// this.onPreloadCallback.call(this.onPreloadCallback);
// Is the loader empty?
if (this.load.queueSize == 0)
{
if (this.onCreateCallback !== null)
{
this.onCreateCallback.call(this.callbackContext);
// this.onCreateCallback.call(this.onCreateCallback);
}
this._loadComplete = true;
}
else
{
// Start the loader going as we have something in the queue
this.load.onLoadComplete.add(this.loadComplete, this);
this.load.start();
}
}
else
{
// No init? Then there was nothing to load either
if (this.onCreateCallback !== null) {
this.onCreateCallback.call(this.callbackContext);
// this.onCreateCallback.call(this.onCreateCallback);
}
this._loadComplete = true;
}
},
update: function (time) {
this.time.update(time);
this.plugins.preUpdate();
this.tweens.update();
// this.input.update();
// this.stage.update();
// this.sound.update();
// this.physics.update();
// this.world.update();
this.plugins.update();
if (this._loadComplete)
{
if (this.onUpdateCallback)
{
this.onUpdateCallback.call(this.callbackContext);
}
// this.world.postUpdate();
this.plugins.postUpdate();
this.plugins.preRender();
if (this.onPreRenderCallback)
{
this.onPreRenderCallback.call(this.callbackContext);
}
// this.renderer.render();
this.plugins.render();
if (this.onRenderCallback)
{
this.onRenderCallback.call(this.callbackContext);
}
this.plugins.postRender();
}
else
{
// Still loading assets
if (this.onLoadUpdateCallback)
{
this.onLoadUpdateCallback.call(this.callbackContext);
}
// this.world.postUpdate();
this.plugins.postUpdate();
this.plugins.preRender();
// this.renderer.render();
this.plugins.render();
if (this.onLoadRenderCallback)
{
this.onLoadRenderCallback.call(this.callbackContext);
}
this.plugins.postRender();
}
},
/**
* Switch to a new State.
* @param state {State} The state you want to switch to.
* @param [clearWorld] {bool} clear everything in the world? (Default to true)
* @param [clearCache] {bool} clear asset cache? (Default to false and ONLY available when clearWorld=true)
*/
switchState: function (state, clearWorld, clearCache) {
// console.log('switchState', state, this.isBooted);
// console.log(typeof state);
// console.log(state instanceof Phaser.State);
if (typeof clearWorld === "undefined") { clearWorld = true; }
if (typeof clearCache === "undefined") { clearCache = false; }
if (state instanceof Phaser.State) {
state.link(this);
}
if (this.isBooted == false) {
this._pendingState = state;
return;
}
// Destroy current state?
if (this.onDestroyCallback !== null) {
this.onDestroyCallback.call(this.callbackContext);
}
if (this.input) {
this.input.reset(true);
}
// Prototype?
if (typeof state === 'function')
{
this.state = new state(this);
}
else
{
this.state = state;
}
// Ok, have we got at least a create or update function?
if (this.state['create'] || this.state['update']) {
this.callbackContext = this.state;
// Bingo, let's set them up
this.onPreloadCallback = this.state['preload'] || null;
this.onLoadRenderCallback = this.state['loadRender'] || null;
this.onLoadUpdateCallback = this.state['loadUpdate'] || null;
this.onCreateCallback = this.state['create'] || null;
this.onUpdateCallback = this.state['update'] || null;
this.onPreRenderCallback = this.state['preRender'] || null;
this.onRenderCallback = this.state['render'] || null;
this.onPausedCallback = this.state['paused'] || null;
this.onDestroyCallback = this.state['destroy'] || null;
if (clearWorld) {
//this.world.destroy();
if (clearCache == true) {
this.cache.destroy();
}
}
this._loadComplete = false;
this.startState();
}
else
{
console.warn("Invalid Phaser State object given. Must contain at least a create or update function.");
}
},
/**
* Nuke the entire game from orbit
*/
destroy: function () {
this.callbackContext = null;
this.onPreloadCallback = null;
this.onLoadRenderCallback = null;
this.onLoadUpdateCallback = null;
this.onCreateCallback = null;
this.onUpdateCallback = null;
this.onRenderCallback = null;
this.onPausedCallback = null;
this.onDestroyCallback = null;
this.cache = null;
this.input = null;
this.load = null;
this.sound = null;
this.stage = null;
this.time = null;
this.world = null;
this.isBooted = false;
}
};