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912 lines
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HTML
912 lines
21 KiB
HTML
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<title>Phaser Source: core/Stage.js</title>
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<div id="main">
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<h1 class="page-title">Source: core/Stage.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Stage controls the canvas on which everything is displayed. It handles display within the browser,
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* focus handling, game resizing, scaling and the pause, boot and orientation screens.
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*
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* @class Phaser.Stage
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* @extends PIXI.Stage
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* @constructor
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* @param {Phaser.Game} game - Game reference to the currently running game.
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* @param {number} width - Width of the canvas element.
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* @param {number} height - Height of the canvas element.
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*/
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Phaser.Stage = function (game, width, height) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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/**
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* @property {Phaser.Point} offset - Holds the offset coordinates of the Game.canvas from the top-left of the browser window (used by Input and other classes)
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*/
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this.offset = new Phaser.Point();
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PIXI.Stage.call(this, 0x000000, false);
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/**
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* @property {string} name - The name of this object.
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* @default
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*/
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this.name = '_stage_root';
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this.interactive = false;
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/**
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* @property {boolean} disableVisibilityChange - By default if the browser tab loses focus the game will pause. You can stop that behaviour by setting this property to true.
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* @default
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*/
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this.disableVisibilityChange = false;
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/**
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* @property {number|false} checkOffsetInterval - The time (in ms) between which the stage should check to see if it has moved.
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* @default
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*/
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this.checkOffsetInterval = 2500;
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/**
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* @property {boolean} exists - If exists is true the Stage and all children are updated, otherwise it is skipped.
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* @default
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*/
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this.exists = true;
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/**
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* @property {string} hiddenVar - The page visibility API event name.
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* @private
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*/
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this._hiddenVar = 'hidden';
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/**
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* @property {number} _nextOffsetCheck - The time to run the next offset check.
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* @private
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*/
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this._nextOffsetCheck = 0;
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/**
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* @property {number} _backgroundColor - Stage background color.
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* @private
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*/
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this._backgroundColor;
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if (game.config)
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{
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this.parseConfig(game.config);
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}
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else
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{
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this.game.canvas = Phaser.Canvas.create(width, height);
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this.game.canvas.style['-webkit-full-screen'] = 'width: 100%; height: 100%';
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}
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};
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Phaser.Stage.prototype = Object.create(PIXI.Stage.prototype);
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Phaser.Stage.prototype.constructor = Phaser.Stage;
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/**
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* This is called automatically after the plugins preUpdate and before the State.update.
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* Most objects have preUpdate methods and it's where initial movement and positioning is done.
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*
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* @method Phaser.Stage#preUpdate
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*/
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Phaser.Stage.prototype.preUpdate = function () {
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this.currentRenderOrderID = 0;
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var i = this.children.length;
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while (i--)
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{
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this.children[i].preUpdate();
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}
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}
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/**
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* This is called automatically after the State.update, but before particles or plugins update.
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*
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* @method Phaser.Stage#update
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*/
|
|
Phaser.Stage.prototype.update = function () {
|
|
|
|
var i = this.children.length;
|
|
|
|
while (i--)
|
|
{
|
|
this.children[i].update();
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* This is called automatically before the renderer runs and after the plugins have updated.
|
|
* In postUpdate this is where all the final physics calculatations and object positioning happens.
|
|
* The objects are processed in the order of the display list.
|
|
* The only exception to this is if the camera is following an object, in which case that is updated first.
|
|
*
|
|
* @method Phaser.Stage#postUpdate
|
|
*/
|
|
Phaser.Stage.prototype.postUpdate = function () {
|
|
|
|
if (this.game.world.camera.target)
|
|
{
|
|
this.game.world.camera.target.postUpdate();
|
|
|
|
this.game.world.camera.update();
|
|
|
|
var i = this.children.length;
|
|
|
|
while (i--)
|
|
{
|
|
if (this.children[i] !== this.game.world.camera.target)
|
|
{
|
|
this.children[i].postUpdate();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this.game.world.camera.update();
|
|
|
|
var i = this.children.length;
|
|
|
|
while (i--)
|
|
{
|
|
this.children[i].postUpdate();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Parses a Game configuration object.
|
|
*
|
|
* @method Phaser.Stage#parseConfig
|
|
* @protected
|
|
*/
|
|
Phaser.Stage.prototype.parseConfig = function (config) {
|
|
|
|
if (config['canvasID'])
|
|
{
|
|
this.game.canvas = Phaser.Canvas.create(this.game.width, this.game.height, config['canvasID']);
|
|
}
|
|
else
|
|
{
|
|
this.game.canvas = Phaser.Canvas.create(this.game.width, this.game.height);
|
|
}
|
|
|
|
if (config['canvasStyle'])
|
|
{
|
|
this.game.canvas.stlye = config['canvasStyle'];
|
|
}
|
|
else
|
|
{
|
|
this.game.canvas.style['-webkit-full-screen'] = 'width: 100%; height: 100%';
|
|
}
|
|
|
|
if (config['checkOffsetInterval'])
|
|
{
|
|
this.checkOffsetInterval = config['checkOffsetInterval'];
|
|
}
|
|
|
|
if (config['disableVisibilityChange'])
|
|
{
|
|
this.disableVisibilityChange = config['disableVisibilityChange'];
|
|
}
|
|
|
|
if (config['fullScreenScaleMode'])
|
|
{
|
|
this.fullScreenScaleMode = config['fullScreenScaleMode'];
|
|
}
|
|
|
|
if (config['scaleMode'])
|
|
{
|
|
this.scaleMode = config['scaleMode'];
|
|
}
|
|
|
|
if (config['backgroundColor'])
|
|
{
|
|
this.backgroundColor = config['backgroundColor'];
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Initialises the stage and adds the event listeners.
|
|
* @method Phaser.Stage#boot
|
|
* @private
|
|
*/
|
|
Phaser.Stage.prototype.boot = function () {
|
|
|
|
Phaser.Canvas.getOffset(this.game.canvas, this.offset);
|
|
|
|
this.bounds = new Phaser.Rectangle(this.offset.x, this.offset.y, this.game.width, this.game.height);
|
|
|
|
var _this = this;
|
|
|
|
this._onChange = function (event) {
|
|
return _this.visibilityChange(event);
|
|
}
|
|
|
|
Phaser.Canvas.setUserSelect(this.game.canvas, 'none');
|
|
Phaser.Canvas.setTouchAction(this.game.canvas, 'none');
|
|
|
|
this.checkVisibility();
|
|
|
|
}
|
|
|
|
/**
|
|
* Starts a page visibility event listener running, or window.blur/focus if not supported by the browser.
|
|
* @method Phaser.Stage#checkVisibility
|
|
*/
|
|
Phaser.Stage.prototype.checkVisibility = function () {
|
|
|
|
var supportsVisibilityApi = false;
|
|
var prefixes = [ "", "moz", "ms", "webkit" ];
|
|
|
|
while (prefixes.length)
|
|
{
|
|
prefix = prefixes.pop();
|
|
this._hiddenVar = prefix ? prefix + "Hidden" : "hidden";
|
|
|
|
if (this._hiddenVar in document)
|
|
{
|
|
supportsVisibilityApi = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Does browser support it? If not (like in IE9 or old Android) we need to fall back to blur/focus
|
|
if (supportsVisibilityApi)
|
|
{
|
|
document.addEventListener(this._hiddenVar, this._onChange, false);
|
|
document.addEventListener('pagehide', this._onChange, false);
|
|
document.addEventListener('pageshow', this._onChange, false);
|
|
}
|
|
|
|
window.onblur = this._onChange;
|
|
window.onfocus = this._onChange;
|
|
|
|
}
|
|
|
|
/**
|
|
* Runs Stage processes that need periodic updates, such as the offset checks.
|
|
* @method Phaser.Stage#update
|
|
*/
|
|
Phaser.Stage.prototype.update = function () {
|
|
|
|
if (this.checkOffsetInterval !== false)
|
|
{
|
|
if (this.game.time.now > this._nextOffsetCheck)
|
|
{
|
|
Phaser.Canvas.getOffset(this.game.canvas, this.offset);
|
|
this._nextOffsetCheck = this.game.time.now + this.checkOffsetInterval;
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* This method is called when the document visibility is changed.
|
|
* @method Phaser.Stage#visibilityChange
|
|
* @param {Event} event - Its type will be used to decide whether the game should be paused or not.
|
|
*/
|
|
Phaser.Stage.prototype.visibilityChange = function (event) {
|
|
|
|
if (this.disableVisibilityChange)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (this.game.paused === false && (event.type === 'pagehide' || event.type === 'blur' || document[this._hiddenVar] === true))
|
|
{
|
|
this.game.paused = true;
|
|
}
|
|
else
|
|
{
|
|
this.game.paused = false;
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Sets the background color for the stage.
|
|
*
|
|
* @name Phaser.Stage#setBackgroundColor
|
|
* @param {number} backgroundColor - The color of the background, easiest way to pass this in is in hex format like: 0xFFFFFF for white.
|
|
*/
|
|
Phaser.Stage.prototype.setBackgroundColor = function(backgroundColor)
|
|
{
|
|
this._backgroundColor = backgroundColor || 0x000000;
|
|
this.backgroundColorSplit = PIXI.hex2rgb(this.backgroundColor);
|
|
var hex = this._backgroundColor.toString(16);
|
|
hex = '000000'.substr(0, 6 - hex.length) + hex;
|
|
this.backgroundColorString = '#' + hex;
|
|
}
|
|
|
|
/**
|
|
* @name Phaser.Stage#backgroundColor
|
|
* @property {number|string} backgroundColor - Gets and sets the background color of the stage. The color can be given as a number: 0xff0000 or a hex string: '#ff0000'
|
|
*/
|
|
Object.defineProperty(Phaser.Stage.prototype, "backgroundColor", {
|
|
|
|
get: function () {
|
|
return this._backgroundColor;
|
|
},
|
|
|
|
set: function (color) {
|
|
|
|
this._backgroundColor = color;
|
|
|
|
if (this.game.transparent === false)
|
|
{
|
|
if (typeof color === 'string')
|
|
{
|
|
color = Phaser.Color.hexToRGB(color);
|
|
}
|
|
|
|
this.setBackgroundColor(color);
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
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|
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</div>
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|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
|
on Mon Feb 24 2014 12:11:34 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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