mirror of
https://github.com/photonstorm/phaser
synced 2024-11-30 16:39:34 +00:00
689 lines
No EOL
21 KiB
TypeScript
689 lines
No EOL
21 KiB
TypeScript
/// <reference path="_definitions.ts" />
|
|
|
|
/**
|
|
* Game
|
|
*
|
|
* This is where the magic happens. The Game object is the heart of your game,
|
|
* providing quick access to common functions and handling the boot process.
|
|
*
|
|
* "Hell, there are no rules here - we're trying to accomplish something."
|
|
* Thomas A. Edison
|
|
*
|
|
* @package Phaser.Game
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2013 Photon Storm Ltd.
|
|
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
|
|
*/
|
|
|
|
module Phaser {
|
|
|
|
export class Game {
|
|
|
|
/**
|
|
* Game constructor
|
|
*
|
|
* Instantiate a new <code>Phaser.Game</code> object.
|
|
*
|
|
* @constructor
|
|
* @param callbackContext Which context will the callbacks be called with.
|
|
* @param parent {string} ID of its parent DOM element.
|
|
* @param width {number} The width of your game in game pixels.
|
|
* @param height {number} The height of your game in game pixels.
|
|
* @param preloadCallback {function} Preload callback invoked when init default screen.
|
|
* @param createCallback {function} Create callback invoked when create default screen.
|
|
* @param updateCallback {function} Update callback invoked when update default screen.
|
|
* @param renderCallback {function} Render callback invoked when render default screen.
|
|
* @param destroyCallback {function} Destroy callback invoked when state is destroyed.
|
|
*/
|
|
constructor(callbackContext, parent: string = '', width: number = 800, height: number = 600, preloadCallback = null, createCallback = null, updateCallback = null, renderCallback = null, destroyCallback = null) {
|
|
|
|
this.id = Phaser.GAMES.push(this) - 1;
|
|
|
|
this.callbackContext = callbackContext;
|
|
this.onPreloadCallback = preloadCallback;
|
|
this.onCreateCallback = createCallback;
|
|
this.onUpdateCallback = updateCallback;
|
|
this.onRenderCallback = renderCallback;
|
|
this.onDestroyCallback = destroyCallback;
|
|
|
|
if (document.readyState === 'complete' || document.readyState === 'interactive')
|
|
{
|
|
setTimeout(() => Phaser.GAMES[this.id].boot(parent, width, height));
|
|
}
|
|
else
|
|
{
|
|
document.addEventListener('DOMContentLoaded', Phaser.GAMES[this.id].boot(parent, width, height), false);
|
|
window.addEventListener('load', Phaser.GAMES[this.id].boot(parent, width, height), false);
|
|
}
|
|
|
|
}
|
|
|
|
public id: number;
|
|
|
|
/**
|
|
* Game loop trigger wrapper.
|
|
*/
|
|
public _raf: Phaser.RequestAnimationFrame;
|
|
|
|
/**
|
|
* Whether load complete loading or not.
|
|
* @type {boolean}
|
|
*/
|
|
private _loadComplete: boolean = false;
|
|
|
|
/**
|
|
* Game is paused?
|
|
* @type {boolean}
|
|
*/
|
|
private _paused: boolean = false;
|
|
|
|
/**
|
|
* The state to be switched to in the next frame.
|
|
* @type {State}
|
|
*/
|
|
private _pendingState = null;
|
|
|
|
/**
|
|
* The PluginManager for the Game
|
|
* @type {PluginManager}
|
|
*/
|
|
public plugins: Phaser.PluginManager;
|
|
|
|
/**
|
|
* The current State object (defaults to null)
|
|
* @type {State}
|
|
*/
|
|
public state = null;
|
|
|
|
/**
|
|
* Context for calling the callbacks.
|
|
*/
|
|
public callbackContext;
|
|
|
|
/**
|
|
* This will be called when init states. (loading assets...)
|
|
* @type {function}
|
|
*/
|
|
public onPreloadCallback = null;
|
|
|
|
/**
|
|
* This will be called when create states. (setup states...)
|
|
* @type {function}
|
|
*/
|
|
public onCreateCallback = null;
|
|
|
|
/**
|
|
* This will be called when State is updated, this doesn't happen during load (see onLoadUpdateCallback)
|
|
* @type {function}
|
|
*/
|
|
public onUpdateCallback = null;
|
|
|
|
/**
|
|
* This will be called when the State is rendered, this doesn't happen during load (see onLoadRenderCallback)
|
|
* @type {function}
|
|
*/
|
|
public onRenderCallback = null;
|
|
|
|
/**
|
|
* This will be called before the State is rendered and before the stage is cleared
|
|
* @type {function}
|
|
*/
|
|
public onPreRenderCallback = null;
|
|
|
|
/**
|
|
* This will be called when the State is updated but only during the load process
|
|
* @type {function}
|
|
*/
|
|
public onLoadUpdateCallback = null;
|
|
|
|
/**
|
|
* This will be called when the State is rendered but only during the load process
|
|
* @type {function}
|
|
*/
|
|
public onLoadRenderCallback = null;
|
|
|
|
/**
|
|
* This will be called when states paused.
|
|
* @type {function}
|
|
*/
|
|
public onPausedCallback = null;
|
|
|
|
/**
|
|
* This will be called when the state is destroyed (i.e. swapping to a new state)
|
|
* @type {function}
|
|
*/
|
|
public onDestroyCallback = null;
|
|
|
|
/**
|
|
* This Signal is dispatched whenever the game pauses.
|
|
* @type {Phaser.Signal}
|
|
*/
|
|
public onPause: Phaser.Signal;
|
|
|
|
/**
|
|
* This Signal is dispatched whenever the game resumes from a paused state.
|
|
* @type {Phaser.Signal}
|
|
*/
|
|
public onResume: Phaser.Signal;
|
|
|
|
/**
|
|
* Reference to the GameObject Factory.
|
|
* @type {GameObjectFactory}
|
|
*/
|
|
public add: Phaser.GameObjectFactory;
|
|
|
|
/**
|
|
* Reference to the assets cache.
|
|
* @type {Cache}
|
|
*/
|
|
public cache: Phaser.Cache;
|
|
|
|
/**
|
|
* Reference to the input manager
|
|
* @type {Input}
|
|
*/
|
|
public input: Phaser.InputManager;
|
|
|
|
/**
|
|
* Reference to the assets loader.
|
|
* @type {Loader}
|
|
*/
|
|
public load: Phaser.Loader;
|
|
|
|
/**
|
|
* Reference to the math helper.
|
|
* @type {GameMath}
|
|
*/
|
|
public math: Phaser.GameMath;
|
|
|
|
/**
|
|
* Reference to the network class.
|
|
* @type {Net}
|
|
*/
|
|
public net: Phaser.Net;
|
|
|
|
/**
|
|
* Reference to the sound manager.
|
|
* @type {SoundManager}
|
|
*/
|
|
public sound: Phaser.SoundManager;
|
|
|
|
/**
|
|
* Reference to the stage.
|
|
* @type {Stage}
|
|
*/
|
|
public stage: Phaser.Stage;
|
|
|
|
/**
|
|
* Reference to game clock.
|
|
* @type {Time}
|
|
*/
|
|
public time: Phaser.TimeManager;
|
|
|
|
/**
|
|
* Reference to the tween manager.
|
|
* @type {TweenManager}
|
|
*/
|
|
public tweens: Phaser.TweenManager;
|
|
|
|
/**
|
|
* Reference to the world.
|
|
* @type {World}
|
|
*/
|
|
public world: Phaser.World;
|
|
|
|
/**
|
|
* Reference to the physics manager.
|
|
* @type {Physics.Manager}
|
|
*/
|
|
//public physics: Phaser.Physics.Manager;
|
|
|
|
/**
|
|
* Instance of repeatable random data generator helper.
|
|
* @type {RandomDataGenerator}
|
|
*/
|
|
public rnd: Phaser.RandomDataGenerator;
|
|
|
|
/**
|
|
* Contains device information and capabilities.
|
|
* @type {Device}
|
|
*/
|
|
public device: Phaser.Device;
|
|
|
|
/**
|
|
* Reference to the render manager
|
|
* @type {RenderManager}
|
|
*/
|
|
public renderer: Phaser.IRenderer;
|
|
|
|
/**
|
|
* Whether the game engine is booted, aka available.
|
|
* @type {boolean}
|
|
*/
|
|
public isBooted: boolean = false;
|
|
|
|
/**
|
|
* Is game running or paused?
|
|
* @type {boolean}
|
|
*/
|
|
public isRunning: boolean = false;
|
|
|
|
/**
|
|
* Initialize engine sub modules and start the game.
|
|
* @param parent {string} ID of parent Dom element.
|
|
* @param width {number} Width of the game screen.
|
|
* @param height {number} Height of the game screen.
|
|
*/
|
|
private boot(parent: string, width: number, height: number) {
|
|
|
|
if (this.isBooted == true)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!document.body)
|
|
{
|
|
setTimeout(() => Phaser.GAMES[this.id].boot(parent, width, height), 13);
|
|
}
|
|
else
|
|
{
|
|
document.removeEventListener('DOMContentLoaded', Phaser.GAMES[this.id].boot);
|
|
window.removeEventListener('load', Phaser.GAMES[this.id].boot);
|
|
|
|
this.onPause = new Phaser.Signal;
|
|
this.onResume = new Phaser.Signal;
|
|
|
|
this.device = new Phaser.Device();
|
|
this.net = new Phaser.Net(this);
|
|
this.math = new Phaser.GameMath(this);
|
|
this.stage = new Phaser.Stage(this, parent, width, height);
|
|
this.world = new Phaser.World(this, width, height);
|
|
this.add = new Phaser.GameObjectFactory(this);
|
|
this.cache = new Phaser.Cache(this);
|
|
this.load = new Phaser.Loader(this);
|
|
this.time = new Phaser.TimeManager(this);
|
|
this.tweens = new Phaser.TweenManager(this);
|
|
this.input = new Phaser.InputManager(this);
|
|
this.sound = new Phaser.SoundManager(this);
|
|
this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);
|
|
//this.physics = new Phaser.Physics.Manager(this);
|
|
this.plugins = new Phaser.PluginManager(this, this);
|
|
|
|
this.load.onLoadComplete.add(this.loadComplete, this);
|
|
|
|
this.setRenderer(Phaser.Types.RENDERER_CANVAS);
|
|
|
|
this.world.boot();
|
|
this.stage.boot();
|
|
this.input.boot();
|
|
|
|
this.isBooted = true;
|
|
|
|
// Set-up some static helper references
|
|
Phaser.DebugUtils.game = this;
|
|
Phaser.ColorUtils.game = this;
|
|
Phaser.DebugUtils.context = this.stage.context;
|
|
|
|
// Display the default game screen?
|
|
if (this.onPreloadCallback == null && this.onCreateCallback == null && this.onUpdateCallback == null && this.onRenderCallback == null && this._pendingState == null)
|
|
{
|
|
this._raf = new RequestAnimationFrame(this, this.bootLoop);
|
|
}
|
|
else
|
|
{
|
|
this.isRunning = true;
|
|
this._loadComplete = false;
|
|
|
|
this._raf = new RequestAnimationFrame(this, this.loop);
|
|
|
|
if (this._pendingState)
|
|
{
|
|
this.switchState(this._pendingState, false, false);
|
|
}
|
|
else
|
|
{
|
|
this.startState();
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Called when the load has finished after preload was run.
|
|
*/
|
|
private loadComplete() {
|
|
this._loadComplete = true;
|
|
this.onCreateCallback.call(this.callbackContext);
|
|
}
|
|
|
|
/**
|
|
* The bootLoop is called while the game is still booting (waiting for the DOM and resources to be available)
|
|
*/
|
|
private bootLoop() {
|
|
|
|
this.tweens.update();
|
|
this.input.update();
|
|
this.stage.update();
|
|
|
|
}
|
|
|
|
/**
|
|
* The pausedLoop is called when the game is paused.
|
|
*/
|
|
private pausedLoop() {
|
|
|
|
this.tweens.update();
|
|
this.input.update();
|
|
this.stage.update();
|
|
this.sound.update();
|
|
|
|
if (this.onPausedCallback !== null)
|
|
{
|
|
this.onPausedCallback.call(this.callbackContext);
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Game loop method will be called when it's running.
|
|
*/
|
|
private loop() {
|
|
|
|
this.plugins.preUpdate();
|
|
|
|
this.tweens.update();
|
|
this.input.update();
|
|
this.stage.update();
|
|
this.sound.update();
|
|
//this.physics.update();
|
|
this.world.update();
|
|
this.plugins.update();
|
|
|
|
if (this._loadComplete && this.onUpdateCallback)
|
|
{
|
|
this.onUpdateCallback.call(this.callbackContext);
|
|
}
|
|
else if (this._loadComplete == false && this.onLoadUpdateCallback)
|
|
{
|
|
this.onLoadUpdateCallback.call(this.callbackContext);
|
|
}
|
|
|
|
this.world.postUpdate();
|
|
|
|
this.plugins.postUpdate();
|
|
this.plugins.preRender();
|
|
|
|
if (this._loadComplete && this.onPreRenderCallback)
|
|
{
|
|
this.onPreRenderCallback.call(this.callbackContext);
|
|
}
|
|
|
|
this.renderer.render();
|
|
this.plugins.render();
|
|
|
|
if (this._loadComplete && this.onRenderCallback)
|
|
{
|
|
this.onRenderCallback.call(this.callbackContext);
|
|
}
|
|
else if (this._loadComplete == false && this.onLoadRenderCallback)
|
|
{
|
|
this.onLoadRenderCallback.call(this.callbackContext);
|
|
}
|
|
|
|
this.plugins.postRender();
|
|
}
|
|
|
|
/**
|
|
* Start current state.
|
|
*/
|
|
private startState() {
|
|
|
|
if (this.onPreloadCallback !== null)
|
|
{
|
|
this.load.reset();
|
|
|
|
this.onPreloadCallback.call(this.callbackContext);
|
|
|
|
// Is the loader empty?
|
|
if (this.load.queueSize == 0)
|
|
{
|
|
if (this.onCreateCallback !== null)
|
|
{
|
|
this.onCreateCallback.call(this.callbackContext);
|
|
}
|
|
|
|
this._loadComplete = true;
|
|
}
|
|
else
|
|
{
|
|
// Start the loader going as we have something in the queue
|
|
this.load.onLoadComplete.add(this.loadComplete, this);
|
|
this.load.start();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// No init? Then there was nothing to load either
|
|
if (this.onCreateCallback !== null)
|
|
{
|
|
this.onCreateCallback.call(this.callbackContext);
|
|
}
|
|
|
|
this._loadComplete = true;
|
|
}
|
|
|
|
}
|
|
|
|
public setRenderer(renderer: number) {
|
|
|
|
switch (renderer)
|
|
{
|
|
case Phaser.Types.RENDERER_AUTO_DETECT:
|
|
this.renderer = new Phaser.Renderer.Headless.HeadlessRenderer(this);
|
|
break;
|
|
|
|
case Phaser.Types.RENDERER_AUTO_DETECT:
|
|
case Phaser.Types.RENDERER_CANVAS:
|
|
this.renderer = new Phaser.Renderer.Canvas.CanvasRenderer(this);
|
|
break;
|
|
|
|
// WebGL coming soon :)
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Set the most common state callbacks (init, create, update, render).
|
|
* @param preloadCallback {function} Init callback invoked when init state.
|
|
* @param createCallback {function} Create callback invoked when create state.
|
|
* @param updateCallback {function} Update callback invoked when update state.
|
|
* @param renderCallback {function} Render callback invoked when render state.
|
|
* @param destroyCallback {function} Destroy callback invoked when state is destroyed.
|
|
*/
|
|
public setCallbacks(preloadCallback = null, createCallback = null, updateCallback = null, renderCallback = null, destroyCallback = null) {
|
|
|
|
this.onPreloadCallback = preloadCallback;
|
|
this.onCreateCallback = createCallback;
|
|
this.onUpdateCallback = updateCallback;
|
|
this.onRenderCallback = renderCallback;
|
|
this.onDestroyCallback = destroyCallback;
|
|
|
|
}
|
|
|
|
/**
|
|
* Switch to a new State.
|
|
* @param state {State} The state you want to switch to.
|
|
* @param [clearWorld] {boolean} clear everything in the world? (Default to true)
|
|
* @param [clearCache] {boolean} clear asset cache? (Default to false and ONLY available when clearWorld=true)
|
|
*/
|
|
public switchState(state, clearWorld: boolean = true, clearCache: boolean = false) {
|
|
|
|
if (this.isBooted == false)
|
|
{
|
|
this._pendingState = state;
|
|
return;
|
|
}
|
|
|
|
// Destroy current state?
|
|
if (this.onDestroyCallback !== null)
|
|
{
|
|
this.onDestroyCallback.call(this.callbackContext);
|
|
}
|
|
|
|
this.input.reset(true);
|
|
|
|
// Prototype?
|
|
if (typeof state === 'function')
|
|
{
|
|
this.state = new state(this);
|
|
}
|
|
|
|
// Ok, have we got the right functions?
|
|
if (this.state['create'] || this.state['update'])
|
|
{
|
|
this.callbackContext = this.state;
|
|
|
|
this.onPreloadCallback = null;
|
|
this.onLoadRenderCallback = null;
|
|
this.onLoadUpdateCallback = null;
|
|
this.onCreateCallback = null;
|
|
this.onUpdateCallback = null;
|
|
this.onRenderCallback = null;
|
|
this.onPreRenderCallback = null;
|
|
this.onPausedCallback = null;
|
|
this.onDestroyCallback = null;
|
|
|
|
// Bingo, let's set them up
|
|
if (this.state['preload'])
|
|
{
|
|
this.onPreloadCallback = this.state['preload'];
|
|
}
|
|
|
|
if (this.state['loadRender'])
|
|
{
|
|
this.onLoadRenderCallback = this.state['loadRender'];
|
|
}
|
|
|
|
if (this.state['loadUpdate'])
|
|
{
|
|
this.onLoadUpdateCallback = this.state['loadUpdate'];
|
|
}
|
|
|
|
if (this.state['create'])
|
|
{
|
|
this.onCreateCallback = this.state['create'];
|
|
}
|
|
|
|
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(): boolean {
|
|
return this._paused;
|
|
}
|
|
|
|
public set paused(value: boolean) {
|
|
|
|
if (value == true && this._paused == false)
|
|
{
|
|
this._paused = true;
|
|
this.onPause.dispatch();
|
|
this.sound.pauseAll();
|
|
this._raf.callback = this.pausedLoop;
|
|
}
|
|
else if (value == false && this._paused == true)
|
|
{
|
|
this._paused = false;
|
|
this.onResume.dispatch();
|
|
this.input.reset();
|
|
this.sound.resumeAll();
|
|
|
|
if (this.isRunning == false)
|
|
{
|
|
this._raf.callback = this.bootLoop;
|
|
}
|
|
else
|
|
{
|
|
this._raf.callback = this.loop;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
public get camera(): Phaser.Camera {
|
|
return this.world.cameras.current;
|
|
}
|
|
|
|
}
|
|
|
|
} |