mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 12:03:36 +00:00
1265 lines
36 KiB
JavaScript
1265 lines
36 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 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 Phaser.Game object is the main controller for the entire Phaser game. It is responsible
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* for handling the boot process, parsing the configuration values, creating the renderer,
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* and setting-up all of the Phaser systems, such as physics, sound and input.
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* Once that is complete it will start the default State, and then begin the main game loop.
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*
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* You can access lots of the Phaser systems via the properties on the `game` object. For
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* example `game.renderer` is the Renderer, `game.sound` is the Sound Manager, and so on.
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*
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* Anywhere you can access the `game` property, you can access all of these core systems.
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* For example a Sprite has a `game` property, allowing you to talk to the various parts
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* of Phaser directly, without having to look after your own references.
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*
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* In it's most simplest form, a Phaser game can be created by providing the arguments
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* to the constructor:
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*
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* ```
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* var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create });
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* ```
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*
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* In the example above it is passing in a State object directly. You can also use the State
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* Manager to do this:
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*
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* ```
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* var game = new Phaser.Game(800, 600, Phaser.AUTO);
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* game.state.add('Boot', BasicGame.Boot);
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* game.state.add('Preloader', BasicGame.Preloader);
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* game.state.add('MainMenu', BasicGame.MainMenu);
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* game.state.add('Game', BasicGame.Game);
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* game.state.start('Boot');
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*
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* ```
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* In the example above, 4 States are added to the State Manager, and Phaser is told to
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* start running the `Boot` state when it has finished initializing. There are example
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* project templates you can use in the Phaser GitHub repo, inside the `resources` folder.
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*
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* Instead of specifying arguments you can also pass a single object instead:
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*
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* ```
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* var config = {
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* width: 800,
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* height: 600,
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* renderer: Phaser.AUTO,
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* antialias: true,
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* multiTexture: true,
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* state: {
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* preload: preload,
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* create: create,
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* update: update
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* }
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* }
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*
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* var game = new Phaser.Game(config);
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* ```
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*
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* @class Phaser.Game
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* @constructor
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* @param {number|string} [width=800] - The width of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage width of the parent container, or the browser window if no parent is given.
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* @param {number|string} [height=600] - The height of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage height of the parent container, or the browser window if no parent is given.
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* @param {number} [renderer=Phaser.AUTO] - Which renderer to use: Phaser.AUTO will auto-detect, Phaser.WEBGL, Phaser.WEBGL_MULTI, Phaser.CANVAS or Phaser.HEADLESS (no rendering at all).
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* @param {string|HTMLElement} [parent=''] - The DOM element into which this games canvas will be injected. Either a DOM ID (string) or the element itself.
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* @param {object} [state=null] - The default state object. A object consisting of Phaser.State functions (preload, create, update, render) or null.
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* @param {boolean} [pixelArt=false] - Draw all image textures anti-aliased or not. The default is for smooth textures (false), but set to `true` if your game features all pixel art.
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*/
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Phaser.Game = function (width, height, renderer, parent, state, pixelArt)
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{
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/**
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* TODO: Remove this
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* @property {number} id - Phaser Game ID
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* @readonly
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*/
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this.id = Phaser.GAMES.push(this) - 1;
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/**
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* @property {object} config - The Phaser.Game configuration object.
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*/
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this.config = null;
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/**
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* @property {object} physicsConfig - The Phaser.Physics.World configuration object.
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*/
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this.physicsConfig = null;
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/**
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* @property {string|HTMLElement} parent - The Games DOM parent.
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* @default
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*/
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this.parent = '';
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/**
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* The current Game Width in pixels.
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*
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* _Do not modify this property directly:_ use {@link Phaser.ScaleManager#setGameSize} - eg. `game.scale.setGameSize(width, height)` - instead.
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*
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* @property {integer} width
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* @readonly
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* @default
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*/
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this.width = 800;
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/**
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* The current Game Height in pixels.
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*
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* _Do not modify this property directly:_ use {@link Phaser.ScaleManager#setGameSize} - eg. `game.scale.setGameSize(width, height)` - instead.
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*
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* @property {integer} height
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* @readonly
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* @default
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*/
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this.height = 600;
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/**
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* The resolution of your game. This value is read only, but can be changed at start time it via a game configuration object.
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*
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* @property {integer} resolution
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* @readonly
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* @default
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*/
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this.resolution = 1;
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/**
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* @property {integer} _width - Private internal var.
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* @private
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*/
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this._width = 800;
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/**
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* @property {integer} _height - Private internal var.
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* @private
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*/
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this._height = 600;
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/**
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* @property {boolean} antialias - Anti-alias graphics. By default scaled images are smoothed in Canvas and WebGL, set anti-alias to false to disable this globally.
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* @default
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*/
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this.antialias = true;
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/**
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* Has support for Multiple bound Textures in WebGL been enabled? This is a read-only property.
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* To set it you need to either specify `Phaser.WEBGL_MULTI` as the renderer type, or use the Game
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* Configuration object with the property `multiTexture` set to true. It has to be enabled before
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* Pixi boots, and cannot be changed after the game is running. Once enabled, take advantage of it
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* via the `game.renderer.setTexturePriority` method.
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*
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* @property {boolean} multiTexture
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* @default
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* @readOnly
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*/
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this.multiTexture = false;
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/**
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* @property {boolean} preserveDrawingBuffer - The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.
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* @default
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*/
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this.preserveDrawingBuffer = false;
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/**
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* Clear the Canvas each frame before rendering the display list.
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* You can set this to `false` to gain some performance if your game always contains a background that completely fills the display.
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* @property {boolean} clearBeforeRender
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* @default
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*/
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this.clearBeforeRender = true;
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/**
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* @property {PIXI.CanvasRenderer|PIXI.WebGLRenderer} renderer - The Pixi Renderer.
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* @protected
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*/
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this.renderer = null;
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/**
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* @property {number} renderType - The Renderer this game will use. Either Phaser.AUTO, Phaser.CANVAS, Phaser.WEBGL, Phaser.WEBGL_MULTI or Phaser.HEADLESS.
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* @readonly
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*/
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this.renderType = Phaser.AUTO;
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/**
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* @property {Phaser.StateManager} state - The StateManager.
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*/
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this.state = new Phaser.StateManager(this, state);
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/**
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* @property {boolean} isBooted - Whether the game engine is booted, aka available.
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* @readonly
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*/
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this.isBooted = false;
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/**
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* @property {boolean} isRunning - Is game running or paused?
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* @readonly
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*/
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this.isRunning = false;
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/**
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* @property {Phaser.RequestAnimationFrame} raf - Automatically handles the core game loop via requestAnimationFrame or setTimeout
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* @protected
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*/
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this.raf = null;
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/**
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* @property {Phaser.GameObject.Factory} add - Reference to the Phaser GameObject Factory.
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*/
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this.add = null;
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/**
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* @property {Phaser.GameObjectCreator} make - Reference to the GameObject Creator.
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*/
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this.make = null;
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/**
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* @property {Phaser.TextureManager} textures - Reference to the Phaser Texture Manager.
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*/
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this.textures = null;
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/**
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* @property {Phaser.UpdateManager} updates - Reference to the Phaser Update Manager.
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*/
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this.updates = null;
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/**
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* @property {Phaser.Cache} cache - Reference to the assets cache.
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*/
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this.cache = null;
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/**
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* @property {Phaser.Input} input - Reference to the input manager
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*/
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this.input = null;
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/**
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* @property {Phaser.Loader} load - Reference to the assets loader.
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*/
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this.load = null;
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/**
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* @property {Phaser.Math} math - Reference to the math helper.
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*/
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this.math = null;
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/**
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* @property {Phaser.Net} net - Reference to the network class.
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*/
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this.net = null;
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/**
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* @property {Phaser.ScaleManager} scale - The game scale manager.
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*/
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this.scale = null;
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/**
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* @property {Phaser.SoundManager} sound - Reference to the sound manager.
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*/
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this.sound = null;
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/**
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* @property {Phaser.Stage} stage - Reference to the stage.
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*/
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this.stage = null;
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/**
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* @property {Phaser.Time} time - Reference to the core game clock.
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*/
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this.time = null;
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/**
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* @property {Phaser.TweenManager} tweens - Reference to the tween manager.
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*/
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this.tweens = null;
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/**
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* @property {Phaser.World} world - Reference to the world.
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*/
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this.world = null;
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/**
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* @property {Phaser.Physics} physics - Reference to the physics manager.
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*/
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this.physics = null;
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/**
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* @property {Phaser.PluginManager} plugins - Reference to the plugin manager.
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*/
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this.plugins = null;
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/**
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* @property {Phaser.RandomDataGenerator} rnd - Instance of repeatable random data generator helper.
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*/
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this.rnd = null;
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/**
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* @property {Phaser.Device} device - Contains device information and capabilities.
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*/
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this.device = Phaser.Device;
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/**
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* @property {Phaser.Camera} camera - A handy reference to world.camera.
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*/
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this.camera = null;
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/**
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* @property {HTMLCanvasElement} canvas - A handy reference to renderer.view, the canvas that the game is being rendered in to.
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*/
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this.canvas = null;
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/**
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* @property {CanvasRenderingContext2D} context - A handy reference to renderer.context (only set for CANVAS games, not WebGL)
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*/
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this.context = null;
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/**
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* @property {Phaser.Utils.Debug} debug - A set of useful debug utilities.
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*/
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this.debug = null;
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/**
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* @property {Phaser.Particles} particles - The Particle Manager.
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*/
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this.particles = null;
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/**
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* @property {Phaser.Create} create - The Asset Generator.
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*/
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this.create = null;
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/**
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* If `false` Phaser will automatically render the display list every update. If `true` the render loop will be skipped.
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* You can toggle this value at run-time to gain exact control over when Phaser renders. This can be useful in certain types of game or application.
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* Please note that if you don't render the display list then none of the game object transforms will be updated, so use this value carefully.
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* @property {boolean} lockRender
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* @default
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*/
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this.lockRender = false;
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/**
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* @property {boolean} stepping - Enable core loop stepping with Game.enableStep().
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* @default
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* @readonly
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*/
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this.stepping = false;
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/**
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* @property {boolean} pendingStep - An internal property used by enableStep, but also useful to query from your own game objects.
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* @default
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* @readonly
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*/
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this.pendingStep = false;
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/**
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* @property {number} stepCount - When stepping is enabled this contains the current step cycle.
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* @default
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* @readonly
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*/
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this.stepCount = 0;
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/**
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* @property {Phaser.Signal} onPause - This event is fired when the game pauses.
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*/
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this.onPause = null;
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/**
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* @property {Phaser.Signal} onResume - This event is fired when the game resumes from a paused state.
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*/
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this.onResume = null;
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/**
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* @property {Phaser.Signal} onBlur - This event is fired when the game no longer has focus (typically on page hide).
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*/
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this.onBlur = null;
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/**
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* @property {Phaser.Signal} onFocus - This event is fired when the game has focus (typically on page show).
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*/
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this.onFocus = null;
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/**
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* @property {boolean} _paused - Is game paused?
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* @private
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*/
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this._paused = false;
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/**
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* @property {boolean} _codePaused - Was the game paused via code or a visibility change?
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* @private
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*/
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this._codePaused = false;
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/**
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* The ID of the current/last logic update applied this render frame, starting from 0.
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* The first update is `currentUpdateID === 0` and the last update is `currentUpdateID === updatesThisFrame.`
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* @property {integer} currentUpdateID
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* @protected
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*/
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this.currentUpdateID = 0;
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/**
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* Number of logic updates expected to occur this render frame; will be 1 unless there are catch-ups required (and allowed).
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* @property {integer} updatesThisFrame
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* @protected
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*/
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this.updatesThisFrame = 1;
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/**
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* @property {number} _deltaTime - Accumulate elapsed time until a logic update is due.
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* @private
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*/
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this._deltaTime = 0;
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/**
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* @property {number} _lastCount - Remember how many 'catch-up' iterations were used on the logicUpdate last frame.
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* @private
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*/
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this._lastCount = 0;
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/**
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* @property {number} _spiraling - If the 'catch-up' iterations are spiraling out of control, this counter is incremented.
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* @private
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*/
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this._spiraling = 0;
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/**
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* @property {boolean} _kickstart - Force a logic update + render by default (always set on Boot and State swap)
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* @private
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*/
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this._kickstart = true;
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/**
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* If the game is struggling to maintain the desired FPS, this signal will be dispatched.
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* The desired/chosen FPS should probably be closer to the {@link Phaser.Time#suggestedFps} value.
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* @property {Phaser.Signal} fpsProblemNotifier
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* @public
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*/
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this.fpsProblemNotifier = new Phaser.Signal();
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/**
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* @property {boolean} forceSingleUpdate - Should the game loop force a logic update, regardless of the delta timer? Set to true if you know you need this. You can toggle it on the fly.
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*/
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this.forceSingleUpdate = true;
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/**
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* @property {number} _nextNotification - The soonest game.time.time value that the next fpsProblemNotifier can be dispatched.
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* @private
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*/
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this._nextFpsNotification = 0;
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// Parse the configuration object (if any)
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if (arguments.length === 1 && typeof arguments[0] === 'object')
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{
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this.parseConfig(arguments[0]);
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}
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else
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{
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this.config = { enableDebug: true };
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if (typeof width !== 'undefined')
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{
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this._width = width;
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}
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if (typeof height !== 'undefined')
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{
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this._height = height;
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}
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if (typeof renderer !== 'undefined')
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{
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this.renderType = renderer;
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}
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if (typeof parent !== 'undefined')
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{
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this.parent = parent;
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}
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if (typeof pixelArt !== 'undefined')
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{
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this.antialias = !pixelArt;
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}
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this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);
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}
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this.device.whenReady(this.boot, this);
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return this;
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};
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Phaser.Game.prototype = {
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/**
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* Parses a Game configuration object.
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*
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* @method Phaser.Game#parseConfig
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* @protected
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*/
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parseConfig: function (config)
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{
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this.config = config;
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if (config['enableDebug'] === undefined)
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{
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this.config.enableDebug = true;
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}
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if (config['width'])
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{
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this._width = config['width'];
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}
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if (config['height'])
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{
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this._height = config['height'];
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}
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if (config['renderer'])
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{
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this.renderType = config['renderer'];
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}
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if (config['parent'])
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{
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this.parent = config['parent'];
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}
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if (config['antialias'] !== undefined)
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{
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this.antialias = config['antialias'];
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}
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if (config['multiTexture'] !== undefined)
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{
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this.multiTexture = config['multiTexture'];
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}
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if (config['resolution'])
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{
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this.resolution = config['resolution'];
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}
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if (config['preserveDrawingBuffer'] !== undefined)
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{
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this.preserveDrawingBuffer = config['preserveDrawingBuffer'];
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}
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if (config['physicsConfig'])
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{
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this.physicsConfig = config['physicsConfig'];
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}
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|
var seed = [(Date.now() * Math.random()).toString()];
|
|
|
|
if (config['seed'])
|
|
{
|
|
seed = config['seed'];
|
|
}
|
|
|
|
this.rnd = new Phaser.RandomDataGenerator(seed);
|
|
|
|
if (config['state'])
|
|
{
|
|
this.state.add(null, config['state'], true);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Initialize engine sub modules and start the game.
|
|
*
|
|
* @method Phaser.Game#boot
|
|
* @protected
|
|
*/
|
|
boot: function ()
|
|
{
|
|
if (this.isBooted)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Inject any new Factory helpers that exist in the build
|
|
for (var gameobject in Phaser.GameObject)
|
|
{
|
|
if (Phaser.GameObject[gameobject].hasOwnProperty('FACTORY_KEY'))
|
|
{
|
|
var key = Phaser.GameObject[gameobject]['FACTORY_KEY'];
|
|
|
|
// console.log('found', key);
|
|
|
|
Phaser.GameObject.Factory.prototype[key] = Phaser.GameObject[gameobject]['FACTORY_ADD'];
|
|
}
|
|
}
|
|
|
|
this.onPause = new Phaser.Signal();
|
|
this.onResume = new Phaser.Signal();
|
|
this.onBlur = new Phaser.Signal();
|
|
this.onFocus = new Phaser.Signal();
|
|
|
|
this.isBooted = true;
|
|
|
|
this.math = Phaser.Math;
|
|
|
|
this.camera = {
|
|
_shake: {
|
|
x: 0,
|
|
y: 0
|
|
}
|
|
};
|
|
|
|
this.scale = new Phaser.ScaleManager(this, this._width, this._height);
|
|
|
|
// this.stage = new Phaser.Stage(this);
|
|
|
|
this.setUpRenderer();
|
|
|
|
this.textures = new Phaser.TextureManager(this);
|
|
|
|
// this.world = new Phaser.World(this);
|
|
|
|
console.log('UpdateManager alive');
|
|
|
|
this.updates = new Phaser.UpdateManager(this);
|
|
|
|
// this.state = new Phaser.StateManager(this, this._pendingState);
|
|
|
|
this.add = new Phaser.GameObject.Factory(this);
|
|
|
|
// this.make = new Phaser.GameObjectCreator(this);
|
|
this.cache = new Phaser.Cache(this);
|
|
// this.load = new Phaser.Loader(this);
|
|
this.time = new Phaser.Time(this);
|
|
this.tweens = new Phaser.TweenManager(this);
|
|
this.input = new Phaser.Input(this);
|
|
this.sound = new Phaser.SoundManager(this);
|
|
this.physics = new Phaser.Physics(this, this.physicsConfig);
|
|
this.particles = new Phaser.Particles(this);
|
|
// this.create = new Phaser.Create(this);
|
|
this.plugins = new Phaser.PluginManager(this);
|
|
this.net = new Phaser.Net(this);
|
|
|
|
this.time.boot();
|
|
// this.stage.boot();
|
|
// this.world.boot();
|
|
this.scale.boot();
|
|
this.input.boot();
|
|
this.sound.boot();
|
|
|
|
this.state.boot();
|
|
|
|
// if (this.config['enableDebug'])
|
|
// {
|
|
// this.debug = new Phaser.Utils.Debug(this);
|
|
// this.debug.boot();
|
|
// }
|
|
// else
|
|
// {
|
|
this.debug = { preUpdate: function () {}, update: function () {}, reset: function () {} };
|
|
// }
|
|
|
|
this.showDebugHeader();
|
|
|
|
this.isRunning = true;
|
|
|
|
if (this.config && this.config['forceSetTimeOut'])
|
|
{
|
|
this.raf = new Phaser.RequestAnimationFrame(this, this.config['forceSetTimeOut']);
|
|
}
|
|
else
|
|
{
|
|
this.raf = new Phaser.RequestAnimationFrame(this, false);
|
|
}
|
|
|
|
this._kickstart = true;
|
|
|
|
if (window['focus'])
|
|
{
|
|
if (!window['PhaserGlobal'] || (window['PhaserGlobal'] && !window['PhaserGlobal'].stopFocus))
|
|
{
|
|
window.focus();
|
|
}
|
|
}
|
|
|
|
this.raf.start();
|
|
|
|
},
|
|
|
|
/**
|
|
* Displays a Phaser version debug header in the console.
|
|
*
|
|
* @method Phaser.Game#showDebugHeader
|
|
* @protected
|
|
*/
|
|
showDebugHeader: function () {
|
|
|
|
if (window['PhaserGlobal'] && window['PhaserGlobal'].hideBanner)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var c = (this.renderType === Phaser.CANVAS) ? 'Canvas' : 'WebGL';
|
|
|
|
if (!this.device.ie)
|
|
{
|
|
var args = [
|
|
'%c %c %c %c %c Phaser v' + Phaser.VERSION + ' / Pixi.js / ' + c + ' %c http://phaser.io',
|
|
'background: #ff0000',
|
|
'background: #ffff00',
|
|
'background: #00ff00',
|
|
'background: #00ffff',
|
|
'color: #ffffff; background: #000;',
|
|
'background: #fff'
|
|
];
|
|
|
|
console.log.apply(console, args);
|
|
}
|
|
else if (window['console'])
|
|
{
|
|
console.log('Phaser v' + Phaser.VERSION + ' / Pixi.js / http://phaser.io');
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
|
|
*
|
|
* @method Phaser.Game#setUpRenderer
|
|
* @protected
|
|
*/
|
|
setUpRenderer: function ()
|
|
{
|
|
if (this.config['canvas'])
|
|
{
|
|
this.canvas = this.config['canvas'];
|
|
}
|
|
else
|
|
{
|
|
this.canvas = Phaser.Canvas.create(this, this.width, this.height, this.config['canvasID'], true);
|
|
}
|
|
|
|
if (this.config['canvasStyle'])
|
|
{
|
|
this.canvas.style = this.config['canvasStyle'];
|
|
}
|
|
else
|
|
{
|
|
this.canvas.style['-webkit-full-screen'] = 'width: 100%; height: 100%';
|
|
}
|
|
|
|
if (this.renderType === Phaser.HEADLESS || this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && !this.device.webGL))
|
|
{
|
|
if (this.device.canvas)
|
|
{
|
|
// They requested Canvas and their browser supports it
|
|
this.renderType = Phaser.CANVAS;
|
|
|
|
// this.renderer = new PIXI.CanvasRenderer(this);
|
|
this.renderer = new Phaser.Renderer.Canvas(this);
|
|
|
|
this.context = this.renderer.context;
|
|
}
|
|
else
|
|
{
|
|
throw new Error('Phaser.Game - Cannot create Canvas or WebGL context, aborting.');
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// They requested WebGL and their browser supports it
|
|
|
|
this.renderType = Phaser.WEBGL;
|
|
|
|
this.renderer = new Phaser.Renderer.WebGL(this);
|
|
|
|
this.context = null;
|
|
|
|
// Move to renderer class
|
|
this.canvas.addEventListener('webglcontextlost', this.contextLost.bind(this), false);
|
|
this.canvas.addEventListener('webglcontextrestored', this.contextRestored.bind(this), false);
|
|
}
|
|
|
|
// if (this.device.cocoonJS)
|
|
// {
|
|
// this.canvas.screencanvas = (this.renderType === Phaser.CANVAS) ? true : false;
|
|
// }
|
|
|
|
if (this.renderType !== Phaser.HEADLESS)
|
|
{
|
|
// this.stage.smoothed = this.antialias;
|
|
|
|
Phaser.Canvas.addToDOM(this.canvas, this.parent, false);
|
|
Phaser.Canvas.setTouchAction(this.canvas);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Handles WebGL context loss.
|
|
*
|
|
* @method Phaser.Game#contextLost
|
|
* @private
|
|
* @param {Event} event - The webglcontextlost event.
|
|
*/
|
|
contextLost: function (event) {
|
|
|
|
event.preventDefault();
|
|
|
|
this.renderer.contextLost = true;
|
|
|
|
},
|
|
|
|
/**
|
|
* Handles WebGL context restoration.
|
|
*
|
|
* @method Phaser.Game#contextRestored
|
|
* @private
|
|
*/
|
|
contextRestored: function () {
|
|
|
|
this.renderer.initContext();
|
|
|
|
this.cache.clearGLTextures();
|
|
|
|
this.renderer.contextLost = false;
|
|
|
|
},
|
|
|
|
/**
|
|
* The core game loop.
|
|
*
|
|
* @method Phaser.Game#update
|
|
* @protected
|
|
* @param {number} time - The current time as provided by RequestAnimationFrame.
|
|
*/
|
|
update: function (time) {
|
|
|
|
this.time.update(time);
|
|
this.updateLogic(this.time.desiredFpsMult);
|
|
this.updateRender(this.time.slowMotion * this.time.desiredFps);
|
|
return;
|
|
|
|
/*
|
|
if (this._kickstart)
|
|
{
|
|
this.updateLogic(this.time.desiredFpsMult);
|
|
|
|
// call the game render update exactly once every frame
|
|
this.updateRender(this.time.slowMotion * this.time.desiredFps);
|
|
|
|
this._kickstart = false;
|
|
|
|
return;
|
|
}
|
|
|
|
// if the logic time is spiraling upwards, skip a frame entirely
|
|
if (this._spiraling > 1 && !this.forceSingleUpdate)
|
|
{
|
|
// cause an event to warn the program that this CPU can't keep up with the current desiredFps rate
|
|
if (this.time.time > this._nextFpsNotification)
|
|
{
|
|
// only permit one fps notification per 10 seconds
|
|
this._nextFpsNotification = this.time.time + 10000;
|
|
|
|
// dispatch the notification signal
|
|
this.fpsProblemNotifier.dispatch();
|
|
}
|
|
|
|
// reset the _deltaTime accumulator which will cause all pending dropped frames to be permanently skipped
|
|
this._deltaTime = 0;
|
|
this._spiraling = 0;
|
|
|
|
// call the game render update exactly once every frame
|
|
this.updateRender(this.time.slowMotion * this.time.desiredFps);
|
|
}
|
|
else
|
|
{
|
|
// step size taking into account the slow motion speed
|
|
var slowStep = this.time.slowMotion * 1000.0 / this.time.desiredFps;
|
|
|
|
// accumulate time until the slowStep threshold is met or exceeded... up to a limit of 3 catch-up frames at slowStep intervals
|
|
this._deltaTime += Math.max(Math.min(slowStep * 3, this.time.elapsed), 0);
|
|
|
|
// call the game update logic multiple times if necessary to "catch up" with dropped frames
|
|
// unless forceSingleUpdate is true
|
|
var count = 0;
|
|
|
|
this.updatesThisFrame = Math.floor(this._deltaTime / slowStep);
|
|
|
|
if (this.forceSingleUpdate)
|
|
{
|
|
this.updatesThisFrame = Math.min(1, this.updatesThisFrame);
|
|
}
|
|
|
|
while (this._deltaTime >= slowStep)
|
|
{
|
|
this._deltaTime -= slowStep;
|
|
this.currentUpdateID = count;
|
|
|
|
this.updateLogic(this.time.desiredFpsMult);
|
|
|
|
count++;
|
|
|
|
if (this.forceSingleUpdate && count === 1)
|
|
{
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
this.time.refresh();
|
|
}
|
|
}
|
|
|
|
// detect spiraling (if the catch-up loop isn't fast enough, the number of iterations will increase constantly)
|
|
if (count > this._lastCount)
|
|
{
|
|
this._spiraling++;
|
|
}
|
|
else if (count < this._lastCount)
|
|
{
|
|
// looks like it caught up successfully, reset the spiral alert counter
|
|
this._spiraling = 0;
|
|
}
|
|
|
|
this._lastCount = count;
|
|
|
|
// call the game render update exactly once every frame unless we're playing catch-up from a spiral condition
|
|
this.updateRender(this._deltaTime / slowStep);
|
|
}
|
|
*/
|
|
|
|
},
|
|
|
|
/**
|
|
* Updates all logic subsystems in Phaser. Called automatically by Game.update.
|
|
*
|
|
* @method Phaser.Game#updateLogic
|
|
* @protected
|
|
* @param {number} timeStep - The current timeStep value as determined by Game.update.
|
|
*/
|
|
updateLogic: function (timeStep)
|
|
{
|
|
if (!this._paused && !this.pendingStep)
|
|
{
|
|
if (this.stepping)
|
|
{
|
|
this.pendingStep = true;
|
|
}
|
|
|
|
// this.updates.preUpdate();
|
|
|
|
// this.scale.preUpdate();
|
|
// this.debug.preUpdate();
|
|
// this.camera.preUpdate();
|
|
// this.physics.preUpdate();
|
|
this.state.preUpdate(timeStep);
|
|
// this.plugins.preUpdate(timeStep);
|
|
// this.stage.preUpdate();
|
|
|
|
this.tweens.update();
|
|
this.state.update();
|
|
// this.stage.update();
|
|
// this.tweens.update();
|
|
|
|
// this.sound.update();
|
|
this.input.update();
|
|
// this.physics.update();
|
|
// this.particles.update();
|
|
// this.plugins.update();
|
|
|
|
this.state.postUpdate();
|
|
|
|
this.plugins.postUpdate();
|
|
}
|
|
else
|
|
{
|
|
// Scaling and device orientation changes are still reflected when paused.
|
|
this.scale.pauseUpdate();
|
|
this.state.pauseUpdate();
|
|
this.debug.preUpdate();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Runs the Render cycle.
|
|
* It starts by calling State.preRender. In here you can do any last minute adjustments of display objects as required.
|
|
* It then calls the renderer, which renders the entire display list, starting from the Stage object and working down.
|
|
* It then calls plugin.render on any loaded plugins, in the order in which they were enabled.
|
|
* After this State.render is called. Any rendering that happens here will take place on-top of the display list.
|
|
* Finally plugin.postRender is called on any loaded plugins, in the order in which they were enabled.
|
|
* This method is called automatically by Game.update, you don't need to call it directly.
|
|
* Should you wish to have fine-grained control over when Phaser renders then use the `Game.lockRender` boolean.
|
|
* Phaser will only render when this boolean is `false`.
|
|
*
|
|
* @method Phaser.Game#updateRender
|
|
* @protected
|
|
* @param {number} elapsedTime - The time elapsed since the last update.
|
|
*/
|
|
updateRender: function (elapsedTime)
|
|
{
|
|
if (this.lockRender)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// this.state.preRender(elapsedTime);
|
|
|
|
this.updates.start();
|
|
|
|
this.state.render(this.renderer);
|
|
|
|
// Disabled while building out the new State Manager
|
|
// this.renderer.render();
|
|
|
|
// this.plugins.render(elapsedTime);
|
|
// this.state.render(elapsedTime);
|
|
// this.plugins.postRender(elapsedTime);
|
|
|
|
this.updates.stop();
|
|
},
|
|
|
|
/**
|
|
* Enable core game loop stepping. When enabled you must call game.step() directly (perhaps via a DOM button?)
|
|
* Calling step will advance the game loop by one frame. This is extremely useful for hard to track down errors!
|
|
*
|
|
* @method Phaser.Game#enableStep
|
|
*/
|
|
enableStep: function () {
|
|
|
|
this.stepping = true;
|
|
this.pendingStep = false;
|
|
this.stepCount = 0;
|
|
|
|
},
|
|
|
|
/**
|
|
* Disables core game loop stepping.
|
|
*
|
|
* @method Phaser.Game#disableStep
|
|
*/
|
|
disableStep: function () {
|
|
|
|
this.stepping = false;
|
|
this.pendingStep = false;
|
|
|
|
},
|
|
|
|
/**
|
|
* When stepping is enabled you must call this function directly (perhaps via a DOM button?) to advance the game loop by one frame.
|
|
* This is extremely useful to hard to track down errors! Use the internal stepCount property to monitor progress.
|
|
*
|
|
* @method Phaser.Game#step
|
|
*/
|
|
step: function () {
|
|
|
|
this.pendingStep = false;
|
|
this.stepCount++;
|
|
|
|
},
|
|
|
|
/**
|
|
* Nukes the entire game from orbit.
|
|
*
|
|
* Calls destroy on Game.state, Game.sound, Game.scale, Game.stage, Game.input, Game.physics and Game.plugins.
|
|
*
|
|
* Then sets all of those local handlers to null, destroys the renderer, removes the canvas from the DOM
|
|
* and resets the PIXI default renderer.
|
|
*
|
|
* @method Phaser.Game#destroy
|
|
*/
|
|
destroy: function () {
|
|
|
|
this.raf.stop();
|
|
|
|
this.state.destroy();
|
|
this.sound.destroy();
|
|
this.scale.destroy();
|
|
this.stage.destroy();
|
|
this.input.destroy();
|
|
this.physics.destroy();
|
|
this.plugins.destroy();
|
|
|
|
this.state = null;
|
|
this.sound = null;
|
|
this.scale = null;
|
|
this.stage = null;
|
|
this.input = null;
|
|
this.physics = null;
|
|
this.plugins = null;
|
|
|
|
this.cache = null;
|
|
this.load = null;
|
|
this.time = null;
|
|
this.world = null;
|
|
|
|
this.isBooted = false;
|
|
|
|
this.renderer.destroy(false);
|
|
|
|
Phaser.Canvas.removeFromDOM(this.canvas);
|
|
|
|
PIXI.defaultRenderer = null;
|
|
|
|
Phaser.GAMES[this.id] = null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Called by the Stage visibility handler.
|
|
*
|
|
* @method Phaser.Game#gamePaused
|
|
* @param {object} event - The DOM event that caused the game to pause, if any.
|
|
* @protected
|
|
*/
|
|
gamePaused: function (event) {
|
|
|
|
// If the game is already paused it was done via game code, so don't re-pause it
|
|
if (!this._paused)
|
|
{
|
|
this._paused = true;
|
|
|
|
this.time.gamePaused();
|
|
|
|
if (this.sound.muteOnPause)
|
|
{
|
|
this.sound.setMute();
|
|
}
|
|
|
|
this.onPause.dispatch(event);
|
|
|
|
// Avoids Cordova iOS crash event: https://github.com/photonstorm/phaser/issues/1800
|
|
if (this.device.cordova && this.device.iOS)
|
|
{
|
|
this.lockRender = true;
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Called by the Stage visibility handler.
|
|
*
|
|
* @method Phaser.Game#gameResumed
|
|
* @param {object} event - The DOM event that caused the game to pause, if any.
|
|
* @protected
|
|
*/
|
|
gameResumed: function (event) {
|
|
|
|
// Game is paused, but wasn't paused via code, so resume it
|
|
if (this._paused && !this._codePaused)
|
|
{
|
|
this._paused = false;
|
|
|
|
this.time.gameResumed();
|
|
|
|
this.input.reset();
|
|
|
|
if (this.sound.muteOnPause)
|
|
{
|
|
this.sound.unsetMute();
|
|
}
|
|
|
|
this.onResume.dispatch(event);
|
|
|
|
// Avoids Cordova iOS crash event: https://github.com/photonstorm/phaser/issues/1800
|
|
if (this.device.cordova && this.device.iOS)
|
|
{
|
|
this.lockRender = false;
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Called by the Stage visibility handler.
|
|
*
|
|
* @method Phaser.Game#focusLoss
|
|
* @param {object} event - The DOM event that caused the game to pause, if any.
|
|
* @protected
|
|
*/
|
|
focusLoss: function (event) {
|
|
|
|
this.onBlur.dispatch(event);
|
|
|
|
if (!this.stage.disableVisibilityChange)
|
|
{
|
|
this.gamePaused(event);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Called by the Stage visibility handler.
|
|
*
|
|
* @method Phaser.Game#focusGain
|
|
* @param {object} event - The DOM event that caused the game to pause, if any.
|
|
* @protected
|
|
*/
|
|
focusGain: function (event) {
|
|
|
|
this.onFocus.dispatch(event);
|
|
|
|
if (!this.stage.disableVisibilityChange)
|
|
{
|
|
this.gameResumed(event);
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Game.prototype.constructor = Phaser.Game;
|
|
|
|
/**
|
|
* The paused state of the Game. A paused game doesn't update any of its subsystems.
|
|
* When a game is paused the onPause event is dispatched. When it is resumed the onResume event is dispatched.
|
|
* @name Phaser.Game#paused
|
|
* @property {boolean} paused - Gets and sets the paused state of the Game.
|
|
*/
|
|
Object.defineProperty(Phaser.Game.prototype, "paused", {
|
|
|
|
get: function () {
|
|
return this._paused;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value === true)
|
|
{
|
|
if (this._paused === false)
|
|
{
|
|
this._paused = true;
|
|
this.sound.setMute();
|
|
this.time.gamePaused();
|
|
this.onPause.dispatch(this);
|
|
}
|
|
this._codePaused = true;
|
|
}
|
|
else
|
|
{
|
|
if (this._paused)
|
|
{
|
|
this._paused = false;
|
|
this.input.reset();
|
|
this.sound.unsetMute();
|
|
this.time.gameResumed();
|
|
this.onResume.dispatch(this);
|
|
}
|
|
this._codePaused = false;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
*
|
|
* "Deleted code is debugged code." - Jeff Sickel
|
|
*
|
|
* ヽ(〃^▽^〃)ノ
|
|
*
|
|
*/
|