mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 13:13:43 +00:00
706 lines
No EOL
21 KiB
TypeScript
706 lines
No EOL
21 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="net/Net.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="sound/Sound.ts" />
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/// <reference path="Stage.ts" />
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/// <reference path="time/TimeManager.ts" />
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/// <reference path="tweens/TweenManager.ts" />
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/// <reference path="World.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/InputManager.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/canvas/CanvasRenderer.ts" />
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/// <reference path="utils/DebugUtils.ts" />
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/// <reference path="core/PluginManager.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 preloadCallback {function} Preload 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, preloadCallback = null, createCallback = null, updateCallback = null, renderCallback = null, destroyCallback = null) {
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this.id = Phaser.GAMES.push(this) - 1;
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this.callbackContext = callbackContext;
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this.onPreloadCallback = preloadCallback;
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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(() => Phaser.GAMES[this.id].boot(parent, width, height));
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}
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else
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{
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document.addEventListener('DOMContentLoaded', Phaser.GAMES[this.id].boot(parent, width, height), false);
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window.addEventListener('load', Phaser.GAMES[this.id].boot(parent, width, height), false);
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}
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}
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public id: number;
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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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* 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 PluginManager for the Game
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* @type {PluginManager}
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*/
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public plugins: PluginManager;
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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 onPreloadCallback = 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 State is updated, this doesn't happen during load (see onLoadUpdateCallback)
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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 the State is rendered, this doesn't happen during load (see onLoadRenderCallback)
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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 before the State is rendered and before the stage is cleared
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* @type {function}
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*/
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public onPreRenderCallback = null;
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/**
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* This will be called when the State is updated but only during the load process
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* @type {function}
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*/
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public onLoadUpdateCallback = null;
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/**
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* This will be called when the State is rendered but only during the load process
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* @type {function}
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*/
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public onLoadRenderCallback = 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: InputManager;
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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 network class.
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* @type {Net}
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*/
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public net: Net;
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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: TimeManager;
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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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* Reference to the physics manager.
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* @type {Physics.Manager}
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*/
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public physics: Physics.Manager;
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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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setTimeout(() => Phaser.GAMES[this.id].boot(parent, width, height), 13);
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}
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else
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{
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document.removeEventListener('DOMContentLoaded', Phaser.GAMES[this.id].boot);
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window.removeEventListener('load', Phaser.GAMES[this.id].boot);
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this.device = new Device();
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this.net = new Net(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.cache = new Cache(this);
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this.load = new Loader(this);
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this.time = new TimeManager(this);
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this.tweens = new TweenManager(this);
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this.input = new InputManager(this);
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this.sound = new SoundManager(this);
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this.rnd = new RandomDataGenerator([(Date.now() * Math.random()).toString()]);
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this.physics = new Physics.Manager(this);
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this.plugins = new PluginManager(this, this);
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this.load.onLoadComplete.addOnce(this.loadComplete, this);
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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.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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DebugUtils.context = this.stage.context;
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// Display the default game screen?
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if (this.onPreloadCallback == 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.Renderer.Headless.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.Renderer.Canvas.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 preload was run.
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*/
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private loadComplete() {
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this._loadComplete = true;
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this.onCreateCallback.call(this.callbackContext);
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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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this.sound.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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private emptyCallback() {
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// Called by onUpdateCallback etc
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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.plugins.preUpdate();
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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.sound.update();
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//this.physics.update();
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this.world.update();
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this.plugins.update();
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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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else if (this._loadComplete == false && this.onLoadUpdateCallback)
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{
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this.onLoadUpdateCallback.call(this.callbackContext);
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}
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this.world.postUpdate();
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this.plugins.postUpdate();
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this.plugins.preRender();
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if (this._loadComplete && this.onPreRenderCallback)
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{
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this.onPreRenderCallback.call(this.callbackContext);
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}
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this.renderer.render();
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this.plugins.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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else if (this._loadComplete == false && this.onLoadRenderCallback)
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{
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this.onLoadRenderCallback.call(this.callbackContext);
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}
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this.plugins.postRender();
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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.onPreloadCallback !== null)
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{
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this.load.reset();
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this.onPreloadCallback.call(this.callbackContext);
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// Is the loader 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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else
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{
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// Start the loader going as we have something in the queue
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this.load.start();
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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 the most common state callbacks (init, create, update, render).
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* @param preloadCallback {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(preloadCallback = null, createCallback = null, updateCallback = null, renderCallback = null, destroyCallback = null) {
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this.onPreloadCallback = preloadCallback;
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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.onPreloadCallback = null;
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this.onLoadRenderCallback = null;
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this.onLoadUpdateCallback = 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.onPreRenderCallback = 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['preload'])
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{
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this.onPreloadCallback = this.state['preload'];
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}
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if (this.state['loadRender'])
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{
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this.onLoadRenderCallback = this.state['loadRender'];
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}
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if (this.state['loadUpdate'])
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{
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this.onLoadUpdateCallback = this.state['loadUpdate'];
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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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}
|
|
|
|
if (this.state['update'])
|
|
{
|
|
this.onUpdateCallback = this.state['update'];
|
|
}
|
|
|
|
if (this.state['preRender'])
|
|
{
|
|
this.onPreRenderCallback = this.state['preRender'];
|
|
}
|
|
|
|
if (this.state['render'])
|
|
{
|
|
this.onRenderCallback = this.state['render'];
|
|
}
|
|
|
|
if (this.state['paused'])
|
|
{
|
|
this.onPausedCallback = this.state['paused'];
|
|
}
|
|
|
|
if (this.state['destroy'])
|
|
{
|
|
this.onDestroyCallback = this.state['destroy'];
|
|
}
|
|
|
|
if (clearWorld)
|
|
{
|
|
this.world.destroy();
|
|
|
|
if (clearCache == true)
|
|
{
|
|
this.cache.destroy();
|
|
}
|
|
}
|
|
|
|
this._loadComplete = false;
|
|
|
|
this.startState();
|
|
}
|
|
else
|
|
{
|
|
throw new Error("Invalid State object given. Must contain at least a create or update function.");
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Nuke the entire game from orbit
|
|
*/
|
|
public destroy() {
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
public get paused(): bool {
|
|
return this._paused;
|
|
}
|
|
|
|
public set paused(value: bool) {
|
|
|
|
if (value == true && this._paused == false)
|
|
{
|
|
this._paused = true;
|
|
this.sound.pauseAll();
|
|
this._raf.callback = this.pausedLoop;
|
|
}
|
|
else if (value == false && this._paused == true)
|
|
{
|
|
this._paused = false;
|
|
//this.time.time = window.performance.now ? (performance.now() + performance.timing.navigationStart) : Date.now();
|
|
this.input.reset();
|
|
this.sound.resumeAll();
|
|
|
|
if (this.isRunning == false)
|
|
{
|
|
this._raf.callback = this.bootLoop;
|
|
}
|
|
else
|
|
{
|
|
this._raf.callback = this.loop;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
public get camera(): Camera {
|
|
return this.world.cameras.current;
|
|
}
|
|
|
|
}
|
|
|
|
} |