mirror of
https://github.com/photonstorm/phaser
synced 2024-11-26 22:52:14 +00:00
662 lines
No EOL
20 KiB
TypeScript
662 lines
No EOL
20 KiB
TypeScript
/// <reference path="geom/Rectangle.ts" />
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/// <reference path="math/LinkedList.ts" />
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/// <reference path="math/QuadTree.ts" />
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/// <reference path="geom/Point.ts" />
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/// <reference path="math/Vec2.ts" />
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/// <reference path="geom/Circle.ts" />
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/// <reference path="core/Group.ts" />
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/// <reference path="core/Signal.ts" />
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/// <reference path="core/SignalBinding.ts" />
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/// <reference path="loader/Loader.ts" />
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/// <reference path="loader/Cache.ts" />
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/// <reference path="math/GameMath.ts" />
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/// <reference path="math/RandomDataGenerator.ts" />
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/// <reference path="cameras/CameraManager.ts" />
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/// <reference path="gameobjects/GameObjectFactory.ts" />
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/// <reference path="sound/SoundManager.ts" />
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/// <reference path="Stage.ts" />
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/// <reference path="Time.ts" />
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/// <reference path="tweens/TweenManager.ts" />
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/// <reference path="World.ts" />
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/// <reference path="Motion.ts" />
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/// <reference path="system/Device.ts" />
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/// <reference path="system/RequestAnimationFrame.ts" />
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/// <reference path="input/Input.ts" />
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/// <reference path="renderers/IRenderer.ts" />
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/// <reference path="renderers/HeadlessRenderer.ts" />
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/// <reference path="renderers/CanvasRenderer.ts" />
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/// <reference path="utils/DebugUtils.ts" />
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/**
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* Phaser - Game
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*
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* This is where the magic happens. The Game object is the heart of your game,
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* providing quick access to common functions and handling the boot process.
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*
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* "Hell, there are no rules here - we're trying to accomplish something."
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* Thomas A. Edison
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*/
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module Phaser {
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export class Game {
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/**
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* Game constructor
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*
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* Instantiate a new <code>Phaser.Game</code> object.
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*
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* @param callbackContext Which context will the callbacks be called with.
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* @param parent {string} ID of its parent DOM element.
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* @param width {number} The width of your game in game pixels.
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* @param height {number} The height of your game in game pixels.
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* @param initCallback {function} Init callback invoked when init default screen.
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* @param createCallback {function} Create callback invoked when create default screen.
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* @param updateCallback {function} Update callback invoked when update default screen.
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* @param renderCallback {function} Render callback invoked when render default screen.
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* @param destroyCallback {function} Destroy callback invoked when state is destroyed.
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*/
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constructor(callbackContext, parent?: string = '', width?: number = 800, height?: number = 600, initCallback = null, createCallback = null, updateCallback = null, renderCallback = null, destroyCallback = null) {
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this.callbackContext = callbackContext;
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this.onInitCallback = initCallback;
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this.onCreateCallback = createCallback;
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this.onUpdateCallback = updateCallback;
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this.onRenderCallback = renderCallback;
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this.onDestroyCallback = destroyCallback;
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if (document.readyState === 'complete' || document.readyState === 'interactive')
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{
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setTimeout(() => this.boot(parent, width, height));
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}
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else
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{
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document.addEventListener('DOMContentLoaded', () => this.boot(parent, width, height), false);
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window.addEventListener('load', () => this.boot(parent, width, height), false);
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}
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}
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/**
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* Game loop trigger wrapper.
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*/
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public _raf: RequestAnimationFrame;
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/**
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* Max allowable accumulation.
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* @type {number}
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*/
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private _maxAccumulation: number = 32;
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/**
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* Total number of milliseconds elapsed since last update loop.
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* @type {number}
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*/
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private _accumulator: number = 0;
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/**
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* Milliseconds of time per step of the game loop.
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* @type {number}
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*/
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private _step: number = 0;
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/**
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* Whether load complete loading or not.
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* @type {boolean}
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*/
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private _loadComplete: bool = false;
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/**
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* Game is paused?
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* @type {boolean}
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*/
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private _paused: bool = false;
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/**
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* The state to be switched to in the next frame.
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* @type {State}
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*/
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private _pendingState = null;
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/**
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* The current State object (defaults to null)
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* @type {State}
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*/
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public state = null;
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/**
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* Context for calling the callbacks.
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*/
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public callbackContext;
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/**
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* This will be called when init states. (loading assets...)
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* @type {function}
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*/
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public onInitCallback = null;
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/**
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* This will be called when create states. (setup states...)
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* @type {function}
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*/
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public onCreateCallback = null;
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/**
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* This will be called when update states.
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* @type {function}
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*/
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public onUpdateCallback = null;
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/**
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* This will be called when render states.
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* @type {function}
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*/
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public onRenderCallback = null;
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/**
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* This will be called when states paused.
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* @type {function}
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*/
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public onPausedCallback = null;
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/**
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* This will be called when the state is destroyed (i.e. swapping to a new state)
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* @type {function}
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*/
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public onDestroyCallback = null;
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/**
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* Reference to the GameObject Factory.
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* @type {GameObjectFactory}
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*/
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public add: GameObjectFactory;
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/**
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* Reference to the assets cache.
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* @type {Cache}
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*/
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public cache: Cache;
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/**
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* Reference to the input manager
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* @type {Input}
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*/
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public input: Input;
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/**
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* Reference to the assets loader.
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* @type {Loader}
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*/
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public load: Loader;
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/**
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* Reference to the math helper.
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* @type {GameMath}
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*/
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public math: GameMath;
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/**
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* Reference to the motion helper.
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* @type {Motion}
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*/
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public motion: Motion;
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/**
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* Reference to the sound manager.
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* @type {SoundManager}
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*/
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public sound: SoundManager;
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/**
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* Reference to the stage.
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* @type {Stage}
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*/
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public stage: Stage;
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/**
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* Reference to game clock.
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* @type {Time}
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*/
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public time: Time;
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/**
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* Reference to the tween manager.
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* @type {TweenManager}
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*/
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public tweens: TweenManager;
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/**
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* Reference to the world.
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* @type {World}
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*/
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public world: World;
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/**
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* Instance of repeatable random data generator helper.
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* @type {RandomDataGenerator}
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*/
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public rnd: RandomDataGenerator;
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/**
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* Contains device information and capabilities.
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* @type {Device}
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*/
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public device: Device;
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/**
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* Reference to the render manager
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* @type {RenderManager}
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*/
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public renderer: IRenderer;
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/**
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* Whether the game engine is booted, aka available.
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* @type {boolean}
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*/
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public isBooted: bool = false;
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/**
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* Is game running or paused?
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* @type {boolean}
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*/
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public isRunning: bool = false;
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/**
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* Initialize engine sub modules and start the game.
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* @param parent {string} ID of parent Dom element.
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* @param width {number} Width of the game screen.
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* @param height {number} Height of the game screen.
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*/
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private boot(parent: string, width: number, height: number) {
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if (this.isBooted == true)
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{
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return;
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}
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if (!document.body)
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{
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window.setTimeout(() => this.boot(parent, width, height), 13);
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}
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else
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{
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this.device = new Device();
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this.motion = new Motion(this);
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this.math = new GameMath(this);
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this.stage = new Stage(this, parent, width, height);
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this.world = new World(this, width, height);
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this.add = new GameObjectFactory(this);
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this.sound = new SoundManager(this);
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this.cache = new Cache(this);
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this.load = new Loader(this, this.loadComplete);
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this.time = new Time(this);
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this.tweens = new TweenManager(this);
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this.input = new Input(this);
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this.rnd = new RandomDataGenerator([(Date.now() * Math.random()).toString()]);
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this.setRenderer(Phaser.Types.RENDERER_CANVAS);
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this.world.boot();
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this.stage.boot();
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this.input.boot();
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this.framerate = 60;
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this.isBooted = true;
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// Set-up some static helper references
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DebugUtils.game = this;
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ColorUtils.game = this;
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// Display the default game screen?
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if (this.onInitCallback == null && this.onCreateCallback == null && this.onUpdateCallback == null && this.onRenderCallback == null && this._pendingState == null)
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{
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this._raf = new RequestAnimationFrame(this, this.bootLoop);
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}
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else
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{
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this.isRunning = true;
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this._loadComplete = false;
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this._raf = new RequestAnimationFrame(this, this.loop);
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if (this._pendingState)
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{
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this.switchState(this._pendingState, false, false);
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}
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else
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{
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this.startState();
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}
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}
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}
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}
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public setRenderer(type: number) {
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switch (type)
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{
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case Phaser.Types.RENDERER_AUTO_DETECT:
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this.renderer = new Phaser.HeadlessRenderer(this);
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break;
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case Phaser.Types.RENDERER_AUTO_DETECT:
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case Phaser.Types.RENDERER_CANVAS:
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this.renderer = new Phaser.CanvasRenderer(this);
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break;
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// WebGL coming soon :)
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}
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}
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/**
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* Called when the load has finished after init was run.
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*/
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private loadComplete() {
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this._loadComplete = true;
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}
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/**
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* The bootLoop is called while the game is still booting (waiting for the DOM and resources to be available)
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*/
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private bootLoop() {
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this.tweens.update();
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this.input.update();
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this.stage.update();
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}
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/**
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* The pausedLoop is called when the game is paused.
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*/
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private pausedLoop() {
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this.tweens.update();
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this.input.update();
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this.stage.update();
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if (this.onPausedCallback !== null)
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{
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this.onPausedCallback.call(this.callbackContext);
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}
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}
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/**
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* Game loop method will be called when it's running.
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*/
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private loop() {
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this.tweens.update();
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this.input.update();
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this.stage.update();
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this._accumulator += this.time.delta;
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if (this._accumulator > this._maxAccumulation)
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{
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this._accumulator = this._maxAccumulation;
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}
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while (this._accumulator >= this._step)
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{
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this.time.elapsed = this.time.timeScale * (this._step / 1000);
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this.world.update();
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this._accumulator = this._accumulator - this._step;
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}
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if (this._loadComplete && this.onUpdateCallback)
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{
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this.onUpdateCallback.call(this.callbackContext);
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}
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this.world.postUpdate();
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this.renderer.render();
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if (this._loadComplete && this.onRenderCallback)
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{
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this.onRenderCallback.call(this.callbackContext);
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}
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}
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/**
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* Start current state.
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*/
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private startState() {
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if (this.onInitCallback !== null)
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{
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this.load.reset();
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this.onInitCallback.call(this.callbackContext);
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// Is the load empty?
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if (this.load.queueSize == 0)
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{
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if (this.onCreateCallback !== null)
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{
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this.onCreateCallback.call(this.callbackContext);
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}
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this._loadComplete = true;
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}
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}
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else
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{
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// No init? Then there was nothing to load either
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if (this.onCreateCallback !== null)
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{
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this.onCreateCallback.call(this.callbackContext);
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}
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this._loadComplete = true;
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}
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}
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/**
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* Set all state callbacks (init, create, update, render).
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* @param initCallback {function} Init callback invoked when init state.
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* @param createCallback {function} Create callback invoked when create state.
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* @param updateCallback {function} Update callback invoked when update state.
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* @param renderCallback {function} Render callback invoked when render state.
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* @param destroyCallback {function} Destroy callback invoked when state is destroyed.
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*/
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public setCallbacks(initCallback = null, createCallback = null, updateCallback = null, renderCallback = null, destroyCallback = null) {
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this.onInitCallback = initCallback;
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this.onCreateCallback = createCallback;
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this.onUpdateCallback = updateCallback;
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this.onRenderCallback = renderCallback;
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this.onDestroyCallback = destroyCallback;
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}
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/**
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* Switch to a new State.
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* @param state {State} The state you want to switch to.
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* @param [clearWorld] {boolean} clear everything in the world? (Default to true)
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* @param [clearCache] {boolean} clear asset cache? (Default to false and ONLY available when clearWorld=true)
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*/
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public switchState(state, clearWorld: bool = true, clearCache: bool = false) {
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if (this.isBooted == false)
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{
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this._pendingState = state;
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return;
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}
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// Destroy current state?
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if (this.onDestroyCallback !== null)
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{
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this.onDestroyCallback.call(this.callbackContext);
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}
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this.input.reset(true);
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// Prototype?
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if (typeof state === 'function')
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{
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this.state = new state(this);
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}
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// Ok, have we got the right functions?
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if (this.state['create'] || this.state['update'])
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{
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this.callbackContext = this.state;
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this.onInitCallback = null;
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this.onCreateCallback = null;
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this.onUpdateCallback = null;
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this.onRenderCallback = null;
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this.onPausedCallback = null;
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this.onDestroyCallback = null;
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// Bingo, let's set them up
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if (this.state['init'])
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{
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this.onInitCallback = this.state['init'];
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}
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if (this.state['create'])
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{
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this.onCreateCallback = this.state['create'];
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}
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if (this.state['update'])
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{
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this.onUpdateCallback = this.state['update'];
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}
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if (this.state['render'])
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{
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this.onRenderCallback = this.state['render'];
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}
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if (this.state['paused'])
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{
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this.onPausedCallback = this.state['paused'];
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}
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if (this.state['destroy'])
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{
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this.onDestroyCallback = this.state['destroy'];
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}
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if (clearWorld)
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{
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this.world.destroy();
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if (clearCache == true)
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{
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this.cache.destroy();
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}
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}
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this._loadComplete = false;
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this.startState();
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}
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else
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{
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throw new Error("Invalid State object given. Must contain at least a create or update function.");
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}
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}
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/**
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* Nuke the entire game from orbit
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*/
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public destroy() {
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this.callbackContext = null;
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this.onInitCallback = null;
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this.onCreateCallback = null;
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this.onUpdateCallback = null;
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this.onRenderCallback = null;
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this.onPausedCallback = null;
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this.onDestroyCallback = null;
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this.cache = null;
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this.input = null;
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this.load = null;
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this.sound = null;
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this.stage = null;
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this.time = null;
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this.world = null;
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this.isBooted = false;
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}
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public get paused(): bool {
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return this._paused;
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}
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public set paused(value: bool) {
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if (value == true && this._paused == false)
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{
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this._paused = true;
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this._raf.callback = this.pausedLoop;
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}
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else if (value == false && this._paused == true)
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{
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this._paused = false;
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//this.time.time = window.performance.now ? (performance.now() + performance.timing.navigationStart) : Date.now();
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|
this.input.reset();
|
|
|
|
if (this.isRunning == false)
|
|
{
|
|
this._raf.callback = this.bootLoop;
|
|
}
|
|
else
|
|
{
|
|
this._raf.callback = this.loop;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
public get framerate(): number {
|
|
return 1000 / this._step;
|
|
}
|
|
|
|
public set framerate(value: number) {
|
|
|
|
this._step = 1000 / value;
|
|
|
|
if (this._maxAccumulation < this._step)
|
|
{
|
|
this._maxAccumulation = this._step;
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Checks for overlaps between two objects using the world QuadTree. Can be GameObject vs. GameObject, GameObject vs. Group or Group vs. Group.
|
|
* Note: Does not take the objects scrollFactor into account. All overlaps are check in world space.
|
|
* @param object1 The first GameObject or Group to check. If null the world.group is used.
|
|
* @param object2 The second GameObject or Group to check.
|
|
* @param notifyCallback A callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you passed them to Collision.overlap.
|
|
* @param processCallback A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then notifyCallback will only be called if processCallback returns true.
|
|
* @param context The context in which the callbacks will be called
|
|
* @returns {boolean} true if the objects overlap, otherwise false.
|
|
*/
|
|
public collide(objectOrGroup1 = null, objectOrGroup2 = null, notifyCallback = null, context? = this.callbackContext): bool {
|
|
return this.world.physics.overlap(objectOrGroup1, objectOrGroup2, notifyCallback, this.world.physics.separate, context);
|
|
}
|
|
|
|
public get camera(): Camera {
|
|
return this.world.cameras.current;
|
|
}
|
|
|
|
}
|
|
|
|
} |