mirror of
https://github.com/photonstorm/phaser
synced 2024-11-30 08:31:01 +00:00
1393 lines
39 KiB
HTML
1393 lines
39 KiB
HTML
<!DOCTYPE html>
|
|
|
|
<html lang="en">
|
|
<head>
|
|
<meta charset="utf-8">
|
|
<title>Phaser Source: core/ScaleManager.js</title>
|
|
|
|
<!--[if lt IE 9]>
|
|
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
|
<![endif]-->
|
|
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
|
|
|
|
|
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
|
|
|
</head>
|
|
|
|
<body>
|
|
<div class="container-fluid">
|
|
<div class="navbar navbar-fixed-top navbar-inverse">
|
|
<div class="navbar-inner">
|
|
<a class="brand" href="index.html">Phaser</a>
|
|
<ul class="nav">
|
|
|
|
<li class="dropdown">
|
|
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-0">
|
|
<a href="Phaser.html">Phaser</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Animation.html">Animation</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.AnimationParser.html">AnimationParser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.ArrayList.html">ArrayList</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.BitmapData.html">BitmapData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.BitmapText.html">BitmapText</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Button.html">Button</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Cache.html">Cache</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Camera.html">Camera</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Canvas.html">Canvas</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Circle.html">Circle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Color.html">Color</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Device.html">Device</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Easing.html">Easing</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Back.html">Back</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Bounce.html">Bounce</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Circular.html">Circular</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Cubic.html">Cubic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Elastic.html">Elastic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Exponential.html">Exponential</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Linear.html">Linear</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Quartic.html">Quartic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Quintic.html">Quintic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Ellipse.html">Ellipse</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Events.html">Events</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Filter.html">Filter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Frame.html">Frame</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.FrameData.html">FrameData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Game.html">Game</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Gamepad.html">Gamepad</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.GamepadButton.html">GamepadButton</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Graphics.html">Graphics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Group.html">Group</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Image.html">Image</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Input.html">Input</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.InputHandler.html">InputHandler</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Key.html">Key</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Keyboard.html">Keyboard</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Line.html">Line</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.LinkedList.html">LinkedList</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Loader.html">Loader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.LoaderParser.html">LoaderParser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Math.html">Math</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Mouse.html">Mouse</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.MSPointer.html">MSPointer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Net.html">Net</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Particle.html">Particle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Particles.html">Particles</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Physics.html">Physics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Physics.Arcade.html">Arcade</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Physics.Ninja.html">Ninja</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Physics.P2.html">P2</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.Material.html">Material</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.Spring.html">Spring</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Plugin.html">Plugin</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.PluginManager.html">PluginManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Point.html">Point</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Pointer.html">Pointer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Polygon.html">Polygon</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.QuadTree.html">QuadTree</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Rectangle.html">Rectangle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RenderTexture.html">RenderTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RetroFont.html">RetroFont</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.ScaleManager.html">ScaleManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Signal.html">Signal</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SignalBinding.html">SignalBinding</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SinglePad.html">SinglePad</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Sound.html">Sound</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SoundManager.html">SoundManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Sprite.html">Sprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Stage.html">Stage</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.State.html">State</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.StateManager.html">StateManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Text.html">Text</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tile.html">Tile</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tilemap.html">Tilemap</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TilemapParser.html">TilemapParser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tileset.html">Tileset</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TileSprite.html">TileSprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Time.html">Time</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Timer.html">Timer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Touch.html">Touch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tween.html">Tween</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TweenManager.html">TweenManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Utils.html">Utils</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Utils.Debug.html">Debug</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.World.html">World</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="row-fluid">
|
|
|
|
|
|
<div class="span12">
|
|
|
|
<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: core/ScaleManager.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2014 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* The ScaleManager object is responsible for helping you manage the scaling, resizing and alignment of your game within the browser.
|
|
*
|
|
* @class Phaser.ScaleManager
|
|
* @constructor
|
|
* @param {Phaser.Game} game - A reference to the currently running game.
|
|
* @param {number} width - The native width of the game.
|
|
* @param {number} height - The native height of the game.
|
|
*/
|
|
Phaser.ScaleManager = function (game, width, height) {
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - A reference to the currently running game.
|
|
*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* @property {number} width - Width of the stage after calculation.
|
|
*/
|
|
this.width = width;
|
|
|
|
/**
|
|
* @property {number} height - Height of the stage after calculation.
|
|
*/
|
|
this.height = height;
|
|
|
|
/**
|
|
* @property {number} minWidth - Minimum width the canvas should be scaled to (in pixels).
|
|
*/
|
|
this.minWidth = null;
|
|
|
|
/**
|
|
* @property {number} maxWidth - Maximum width the canvas should be scaled to (in pixels). If null it will scale to whatever width the browser can handle.
|
|
*/
|
|
this.maxWidth = null;
|
|
|
|
/**
|
|
* @property {number} minHeight - Minimum height the canvas should be scaled to (in pixels).
|
|
*/
|
|
this.minHeight = null;
|
|
|
|
/**
|
|
* @property {number} maxHeight - Maximum height the canvas should be scaled to (in pixels). If null it will scale to whatever height the browser can handle.
|
|
*/
|
|
this.maxHeight = null;
|
|
|
|
/**
|
|
* @property {boolean} forceLandscape - If the game should be forced to use Landscape mode, this is set to true by Game.Stage
|
|
* @default
|
|
*/
|
|
this.forceLandscape = false;
|
|
|
|
/**
|
|
* @property {boolean} forcePortrait - If the game should be forced to use Portrait mode, this is set to true by Game.Stage
|
|
* @default
|
|
*/
|
|
this.forcePortrait = false;
|
|
|
|
/**
|
|
* @property {boolean} incorrectOrientation - If the game should be forced to use a specific orientation and the device currently isn't in that orientation this is set to true.
|
|
* @default
|
|
*/
|
|
this.incorrectOrientation = false;
|
|
|
|
/**
|
|
* @property {boolean} pageAlignHorizontally - If you wish to align your game in the middle of the page then you can set this value to true.
|
|
* It will place a re-calculated margin-left pixel value onto the canvas element which is updated on orientation/resizing.
|
|
* It doesn't care about any other DOM element that may be on the page, it literally just sets the margin.
|
|
* @default
|
|
*/
|
|
this.pageAlignHorizontally = false;
|
|
|
|
/**
|
|
* @property {boolean} pageAlignVertically - If you wish to align your game in the middle of the page then you can set this value to true.
|
|
* It will place a re-calculated margin-left pixel value onto the canvas element which is updated on orientation/resizing.
|
|
* It doesn't care about any other DOM element that may be on the page, it literally just sets the margin.
|
|
* @default
|
|
*/
|
|
this.pageAlignVertically = false;
|
|
|
|
/**
|
|
* @property {number} maxIterations - The maximum number of times it will try to resize the canvas to fill the browser.
|
|
* @default
|
|
*/
|
|
this.maxIterations = 5;
|
|
|
|
/**
|
|
* @property {PIXI.Sprite} orientationSprite - The Sprite that is optionally displayed if the browser enters an unsupported orientation.
|
|
*/
|
|
this.orientationSprite = null;
|
|
|
|
/**
|
|
* @property {Phaser.Signal} enterLandscape - The event that is dispatched when the browser enters landscape orientation.
|
|
*/
|
|
this.enterLandscape = new Phaser.Signal();
|
|
|
|
/**
|
|
* @property {Phaser.Signal} enterPortrait - The event that is dispatched when the browser enters horizontal orientation.
|
|
*/
|
|
this.enterPortrait = new Phaser.Signal();
|
|
|
|
/**
|
|
* @property {Phaser.Signal} enterIncorrectOrientation - The event that is dispatched when the browser enters an incorrect orientation, as defined by forceOrientation.
|
|
*/
|
|
this.enterIncorrectOrientation = new Phaser.Signal();
|
|
|
|
/**
|
|
* @property {Phaser.Signal} leaveIncorrectOrientation - The event that is dispatched when the browser leaves an incorrect orientation, as defined by forceOrientation.
|
|
*/
|
|
this.leaveIncorrectOrientation = new Phaser.Signal();
|
|
|
|
/**
|
|
* @property {Phaser.Signal} hasResized - The event that is dispatched when the game scale changes.
|
|
*/
|
|
this.hasResized = new Phaser.Signal();
|
|
|
|
/**
|
|
* This is the DOM element that will have the Full Screen mode called on it. It defaults to the game canvas, but can be retargetted to any valid DOM element.
|
|
* If you adjust this property it's up to you to see it has the correct CSS applied, and that you have contained the game canvas correctly.
|
|
* Note that if you use a scale property of EXACT_FIT then fullScreenTarget will have its width and height style set to 100%.
|
|
* @property {any} fullScreenTarget
|
|
*/
|
|
this.fullScreenTarget = this.game.canvas;
|
|
|
|
/**
|
|
* @property {Phaser.Signal} enterFullScreen - The event that is dispatched when the browser enters full screen mode (if it supports the FullScreen API).
|
|
*/
|
|
this.enterFullScreen = new Phaser.Signal();
|
|
|
|
/**
|
|
* @property {Phaser.Signal} leaveFullScreen - The event that is dispatched when the browser leaves full screen mode (if it supports the FullScreen API).
|
|
*/
|
|
this.leaveFullScreen = new Phaser.Signal();
|
|
|
|
/**
|
|
* @property {number} orientation - The orientation value of the game (as defined by window.orientation if set). 90 = landscape. 0 = portrait.
|
|
*/
|
|
this.orientation = 0;
|
|
|
|
if (window['orientation'])
|
|
{
|
|
this.orientation = window['orientation'];
|
|
}
|
|
else
|
|
{
|
|
if (window.outerWidth > window.outerHeight)
|
|
{
|
|
this.orientation = 90;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @property {Phaser.Point} scaleFactor - The scale factor based on the game dimensions vs. the scaled dimensions.
|
|
* @readonly
|
|
*/
|
|
this.scaleFactor = new Phaser.Point(1, 1);
|
|
|
|
/**
|
|
* @property {Phaser.Point} scaleFactorInversed - The inversed scale factor. The displayed dimensions divided by the game dimensions.
|
|
* @readonly
|
|
*/
|
|
this.scaleFactorInversed = new Phaser.Point(1, 1);
|
|
|
|
/**
|
|
* @property {Phaser.Point} margin - If the game canvas is set to align by adjusting the margin, the margin calculation values are stored in this Point.
|
|
* @readonly
|
|
*/
|
|
this.margin = new Phaser.Point(0, 0);
|
|
|
|
/**
|
|
* @property {Phaser.Rectangle} bounds - The bounds of the scaled game. The x/y will match the offset of the canvas element and the width/height the scaled width and height.
|
|
* @readonly
|
|
*/
|
|
this.bounds = new Phaser.Rectangle(0, 0, width, height);
|
|
|
|
/**
|
|
* @property {number} aspectRatio - The aspect ratio of the scaled game.
|
|
* @readonly
|
|
*/
|
|
this.aspectRatio = 0;
|
|
|
|
/**
|
|
* @property {number} sourceAspectRatio - The aspect ratio (width / height) of the original game dimensions.
|
|
* @readonly
|
|
*/
|
|
this.sourceAspectRatio = width / height;
|
|
|
|
/**
|
|
* @property {any} event- The native browser events from full screen API changes.
|
|
*/
|
|
this.event = null;
|
|
|
|
/**
|
|
* @property {number} scaleMode - The current scaleMode.
|
|
*/
|
|
this.scaleMode = Phaser.ScaleManager.NO_SCALE;
|
|
|
|
/*
|
|
* @property {number} fullScreenScaleMode - Scale mode to be used in fullScreen
|
|
*/
|
|
this.fullScreenScaleMode = Phaser.ScaleManager.NO_SCALE;
|
|
|
|
/**
|
|
* @property {number} _startHeight - Internal cache var. Stage height when starting the game.
|
|
* @private
|
|
*/
|
|
this._startHeight = 0;
|
|
|
|
/**
|
|
* @property {number} _width - Cached stage width for full screen mode.
|
|
* @private
|
|
*/
|
|
this._width = 0;
|
|
|
|
/**
|
|
* @property {number} _height - Cached stage height for full screen mode.
|
|
* @private
|
|
*/
|
|
this._height = 0;
|
|
|
|
/**
|
|
* @property {number} _check - Cached size interval var.
|
|
* @private
|
|
*/
|
|
this._check = null;
|
|
|
|
var _this = this;
|
|
|
|
window.addEventListener('orientationchange', function (event) {
|
|
return _this.checkOrientation(event);
|
|
}, false);
|
|
|
|
window.addEventListener('resize', function (event) {
|
|
return _this.checkResize(event);
|
|
}, false);
|
|
|
|
document.addEventListener('webkitfullscreenchange', function (event) {
|
|
return _this.fullScreenChange(event);
|
|
}, false);
|
|
|
|
document.addEventListener('mozfullscreenchange', function (event) {
|
|
return _this.fullScreenChange(event);
|
|
}, false);
|
|
|
|
document.addEventListener('fullscreenchange', function (event) {
|
|
return _this.fullScreenChange(event);
|
|
}, false);
|
|
|
|
};
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.ScaleManager.EXACT_FIT = 0;
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.ScaleManager.NO_SCALE = 1;
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.ScaleManager.SHOW_ALL = 2;
|
|
|
|
Phaser.ScaleManager.prototype = {
|
|
|
|
/**
|
|
* Tries to enter the browser into full screen mode.
|
|
* Please note that this needs to be supported by the web browser and isn't the same thing as setting your game to fill the browser.
|
|
* @method Phaser.ScaleManager#startFullScreen
|
|
* @param {boolean} antialias - You can toggle the anti-alias feature of the canvas before jumping in to full screen (false = retain pixel art, true = smooth art)
|
|
*/
|
|
startFullScreen: function (antialias) {
|
|
|
|
if (this.isFullScreen || !this.game.device.fullscreen)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (typeof antialias !== 'undefined' && this.game.renderType === Phaser.CANVAS)
|
|
{
|
|
this.game.stage.smoothed = antialias;
|
|
}
|
|
|
|
this._width = this.width;
|
|
this._height = this.height;
|
|
|
|
if (this.game.device.fullscreenKeyboard)
|
|
{
|
|
this.fullScreenTarget[this.game.device.requestFullscreen](Element.ALLOW_KEYBOARD_INPUT);
|
|
}
|
|
else
|
|
{
|
|
this.fullScreenTarget[this.game.device.requestFullscreen]();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Stops full screen mode if the browser is in it.
|
|
* @method Phaser.ScaleManager#stopFullScreen
|
|
*/
|
|
stopFullScreen: function () {
|
|
|
|
this.fullScreenTarget[this.game.device.cancelFullscreen]();
|
|
|
|
},
|
|
|
|
/**
|
|
* Called automatically when the browser enters of leaves full screen mode.
|
|
* @method Phaser.ScaleManager#fullScreenChange
|
|
* @param {Event} event - The fullscreenchange event
|
|
* @protected
|
|
*/
|
|
fullScreenChange: function (event) {
|
|
|
|
this.event = event;
|
|
|
|
if (this.isFullScreen)
|
|
{
|
|
if (this.fullScreenScaleMode === Phaser.ScaleManager.EXACT_FIT)
|
|
{
|
|
this.fullScreenTarget.style['width'] = '100%';
|
|
this.fullScreenTarget.style['height'] = '100%';
|
|
|
|
this.width = window.outerWidth;
|
|
this.height = window.outerHeight;
|
|
|
|
this.game.input.scale.setTo(this.game.width / this.width, this.game.height / this.height);
|
|
|
|
this.aspectRatio = this.width / this.height;
|
|
this.scaleFactor.x = this.game.width / this.width;
|
|
this.scaleFactor.y = this.game.height / this.height;
|
|
|
|
this.checkResize();
|
|
}
|
|
else if (this.fullScreenScaleMode === Phaser.ScaleManager.SHOW_ALL)
|
|
{
|
|
this.setShowAll();
|
|
this.refresh();
|
|
}
|
|
|
|
this.enterFullScreen.dispatch(this.width, this.height);
|
|
}
|
|
else
|
|
{
|
|
this.fullScreenTarget.style['width'] = this.game.width + 'px';
|
|
this.fullScreenTarget.style['height'] = this.game.height + 'px';
|
|
|
|
this.width = this._width;
|
|
this.height = this._height;
|
|
|
|
this.game.input.scale.setTo(this.game.width / this.width, this.game.height / this.height);
|
|
|
|
this.aspectRatio = this.width / this.height;
|
|
this.scaleFactor.x = this.game.width / this.width;
|
|
this.scaleFactor.y = this.game.height / this.height;
|
|
|
|
this.leaveFullScreen.dispatch(this.width, this.height);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* If you need your game to run in only one orientation you can force that to happen.
|
|
* The optional orientationImage is displayed when the game is in the incorrect orientation.
|
|
* @method Phaser.ScaleManager#forceOrientation
|
|
* @param {boolean} forceLandscape - true if the game should run in landscape mode only.
|
|
* @param {boolean} [forcePortrait=false] - true if the game should run in portrait mode only.
|
|
* @param {string} [orientationImage=''] - The string of an image in the Phaser.Cache to display when this game is in the incorrect orientation.
|
|
*/
|
|
forceOrientation: function (forceLandscape, forcePortrait, orientationImage) {
|
|
|
|
if (typeof forcePortrait === 'undefined') { forcePortrait = false; }
|
|
|
|
this.forceLandscape = forceLandscape;
|
|
this.forcePortrait = forcePortrait;
|
|
|
|
if (typeof orientationImage !== 'undefined')
|
|
{
|
|
if (orientationImage === null || this.game.cache.checkImageKey(orientationImage) === false)
|
|
{
|
|
orientationImage = '__default';
|
|
}
|
|
|
|
this.orientationSprite = new Phaser.Image(this.game, this.game.width / 2, this.game.height / 2, PIXI.TextureCache[orientationImage]);
|
|
this.orientationSprite.anchor.set(0.5);
|
|
|
|
this.checkOrientationState();
|
|
|
|
if (this.incorrectOrientation)
|
|
{
|
|
this.orientationSprite.visible = true;
|
|
this.game.world.visible = false;
|
|
}
|
|
else
|
|
{
|
|
this.orientationSprite.visible = false;
|
|
this.game.world.visible = true;
|
|
}
|
|
|
|
this.game.stage.addChild(this.orientationSprite);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Checks if the browser is in the correct orientation for your game (if forceLandscape or forcePortrait have been set)
|
|
* @method Phaser.ScaleManager#checkOrientationState
|
|
*/
|
|
checkOrientationState: function () {
|
|
|
|
// They are in the wrong orientation
|
|
if (this.incorrectOrientation)
|
|
{
|
|
if ((this.forceLandscape && window.innerWidth > window.innerHeight) || (this.forcePortrait && window.innerHeight > window.innerWidth))
|
|
{
|
|
// Back to normal
|
|
this.incorrectOrientation = false;
|
|
this.leaveIncorrectOrientation.dispatch();
|
|
|
|
if (this.orientationSprite)
|
|
{
|
|
this.orientationSprite.visible = false;
|
|
this.game.world.visible = true;
|
|
}
|
|
|
|
if (this.scaleMode !== Phaser.ScaleManager.NO_SCALE)
|
|
{
|
|
this.refresh();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((this.forceLandscape && window.innerWidth < window.innerHeight) || (this.forcePortrait && window.innerHeight < window.innerWidth))
|
|
{
|
|
// Show orientation screen
|
|
this.incorrectOrientation = true;
|
|
this.enterIncorrectOrientation.dispatch();
|
|
|
|
if (this.orientationSprite && this.orientationSprite.visible === false)
|
|
{
|
|
this.orientationSprite.visible = true;
|
|
this.game.world.visible = false;
|
|
}
|
|
|
|
if (this.scaleMode !== Phaser.ScaleManager.NO_SCALE)
|
|
{
|
|
this.refresh();
|
|
}
|
|
}
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Handle window.orientationchange events
|
|
* @method Phaser.ScaleManager#checkOrientation
|
|
* @param {Event} event - The orientationchange event data.
|
|
*/
|
|
checkOrientation: function (event) {
|
|
|
|
this.event = event;
|
|
|
|
this.orientation = window['orientation'];
|
|
|
|
if (this.isLandscape)
|
|
{
|
|
this.enterLandscape.dispatch(this.orientation, true, false);
|
|
}
|
|
else
|
|
{
|
|
this.enterPortrait.dispatch(this.orientation, false, true);
|
|
}
|
|
|
|
if (this.scaleMode !== Phaser.ScaleManager.NO_SCALE)
|
|
{
|
|
this.refresh();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Handle window.resize events
|
|
* @method Phaser.ScaleManager#checkResize
|
|
* @param {Event} event - The resize event data.
|
|
*/
|
|
checkResize: function (event) {
|
|
|
|
this.event = event;
|
|
|
|
if (window.outerWidth > window.outerHeight)
|
|
{
|
|
this.orientation = 90;
|
|
}
|
|
else
|
|
{
|
|
this.orientation = 0;
|
|
}
|
|
|
|
if (this.isLandscape)
|
|
{
|
|
this.enterLandscape.dispatch(this.orientation, true, false);
|
|
}
|
|
else
|
|
{
|
|
this.enterPortrait.dispatch(this.orientation, false, true);
|
|
}
|
|
|
|
if (this.scaleMode !== Phaser.ScaleManager.NO_SCALE)
|
|
{
|
|
this.refresh();
|
|
}
|
|
|
|
this.checkOrientationState();
|
|
|
|
},
|
|
|
|
/**
|
|
* Re-calculate scale mode and update screen size.
|
|
* @method Phaser.ScaleManager#refresh
|
|
*/
|
|
refresh: function () {
|
|
|
|
// We can't do anything about the status bars in iPads, web apps or desktops
|
|
if (!this.game.device.iPad && !this.game.device.webApp && !this.game.device.desktop)
|
|
{
|
|
// TODO - Test this
|
|
// this._startHeight = window.innerHeight;
|
|
|
|
if (this.game.device.android && !this.game.device.chrome)
|
|
{
|
|
window.scrollTo(0, 1);
|
|
}
|
|
else
|
|
{
|
|
window.scrollTo(0, 0);
|
|
}
|
|
}
|
|
|
|
if (this._check === null && this.maxIterations > 0)
|
|
{
|
|
this._iterations = this.maxIterations;
|
|
|
|
var _this = this;
|
|
|
|
this._check = window.setInterval(function () {
|
|
return _this.setScreenSize();
|
|
}, 10);
|
|
|
|
this.setScreenSize();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Set screen size automatically based on the scaleMode.
|
|
* @param {boolean} force - If force is true it will try to resize the game regardless of the document dimensions.
|
|
*/
|
|
setScreenSize: function (force) {
|
|
|
|
if (typeof force === 'undefined')
|
|
{
|
|
force = false;
|
|
}
|
|
|
|
if (!this.game.device.iPad && !this.game.device.webApp && !this.game.device.desktop)
|
|
{
|
|
if (this.game.device.android && !this.game.device.chrome)
|
|
{
|
|
window.scrollTo(0, 1);
|
|
}
|
|
else
|
|
{
|
|
window.scrollTo(0, 0);
|
|
}
|
|
}
|
|
|
|
this._iterations--;
|
|
|
|
if (force || window.innerHeight > this._startHeight || this._iterations < 0)
|
|
{
|
|
// Set minimum height of content to new window height
|
|
document.documentElement['style'].minHeight = window.innerHeight + 'px';
|
|
|
|
if (this.incorrectOrientation)
|
|
{
|
|
this.setMaximum();
|
|
}
|
|
else if (!this.isFullScreen)
|
|
{
|
|
if (this.scaleMode === Phaser.ScaleManager.EXACT_FIT)
|
|
{
|
|
this.setExactFit();
|
|
}
|
|
else if (this.scaleMode === Phaser.ScaleManager.SHOW_ALL)
|
|
{
|
|
this.setShowAll();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (this.fullScreenScaleMode === Phaser.ScaleManager.EXACT_FIT)
|
|
{
|
|
this.setExactFit();
|
|
}
|
|
else if (this.fullScreenScaleMode === Phaser.ScaleManager.SHOW_ALL)
|
|
{
|
|
this.setShowAll();
|
|
}
|
|
}
|
|
|
|
this.setSize();
|
|
clearInterval(this._check);
|
|
this._check = null;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the canvas style width and height values based on minWidth/Height and maxWidth/Height.
|
|
* @method Phaser.ScaleManager#setSize
|
|
*/
|
|
setSize: function () {
|
|
|
|
if (!this.incorrectOrientation)
|
|
{
|
|
if (this.maxWidth && this.width > this.maxWidth)
|
|
{
|
|
this.width = this.maxWidth;
|
|
}
|
|
|
|
if (this.maxHeight && this.height > this.maxHeight)
|
|
{
|
|
this.height = this.maxHeight;
|
|
}
|
|
|
|
if (this.minWidth && this.width < this.minWidth)
|
|
{
|
|
this.width = this.minWidth;
|
|
}
|
|
|
|
if (this.minHeight && this.height < this.minHeight)
|
|
{
|
|
this.height = this.minHeight;
|
|
}
|
|
}
|
|
|
|
this.game.canvas.style.width = this.width + 'px';
|
|
this.game.canvas.style.height = this.height + 'px';
|
|
|
|
this.game.input.scale.setTo(this.game.width / this.width, this.game.height / this.height);
|
|
|
|
if (this.pageAlignHorizontally)
|
|
{
|
|
if (this.width < window.innerWidth && !this.incorrectOrientation)
|
|
{
|
|
this.margin.x = Math.round((window.innerWidth - this.width) / 2);
|
|
this.game.canvas.style.marginLeft = this.margin.x + 'px';
|
|
}
|
|
else
|
|
{
|
|
this.margin.x = 0;
|
|
this.game.canvas.style.marginLeft = '0px';
|
|
}
|
|
}
|
|
|
|
if (this.pageAlignVertically)
|
|
{
|
|
if (this.height < window.innerHeight && !this.incorrectOrientation)
|
|
{
|
|
this.margin.y = Math.round((window.innerHeight - this.height) / 2);
|
|
this.game.canvas.style.marginTop = this.margin.y + 'px';
|
|
}
|
|
else
|
|
{
|
|
this.margin.y = 0;
|
|
this.game.canvas.style.marginTop = '0px';
|
|
}
|
|
}
|
|
|
|
Phaser.Canvas.getOffset(this.game.canvas, this.game.stage.offset);
|
|
|
|
this.bounds.setTo(this.game.stage.offset.x, this.game.stage.offset.y, this.width, this.height);
|
|
|
|
this.aspectRatio = this.width / this.height;
|
|
|
|
this.scaleFactor.x = this.game.width / this.width;
|
|
this.scaleFactor.y = this.game.height / this.height;
|
|
|
|
this.scaleFactorInversed.x = this.width / this.game.width;
|
|
this.scaleFactorInversed.y = this.height / this.game.height;
|
|
|
|
this.hasResized.dispatch(this.width, this.height);
|
|
|
|
this.checkOrientationState();
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets this.width equal to window.innerWidth and this.height equal to window.innerHeight
|
|
* @method Phaser.ScaleManager#setMaximum
|
|
*/
|
|
setMaximum: function () {
|
|
|
|
this.width = window.innerWidth;
|
|
this.height = window.innerHeight;
|
|
|
|
},
|
|
|
|
/**
|
|
* Calculates the multiplier needed to scale the game proportionally.
|
|
* @method Phaser.ScaleManager#setShowAll
|
|
*/
|
|
setShowAll: function () {
|
|
|
|
var multiplier = Math.min((window.innerHeight / this.game.height), (window.innerWidth / this.game.width));
|
|
|
|
this.width = Math.round(this.game.width * multiplier);
|
|
this.height = Math.round(this.game.height * multiplier);
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the width and height values of the canvas, no larger than the maxWidth/Height.
|
|
* @method Phaser.ScaleManager#setExactFit
|
|
*/
|
|
setExactFit: function () {
|
|
|
|
var availableWidth = window.innerWidth;
|
|
var availableHeight = window.innerHeight;
|
|
|
|
if (this.maxWidth && availableWidth > this.maxWidth)
|
|
{
|
|
this.width = this.maxWidth;
|
|
}
|
|
else
|
|
{
|
|
this.width = availableWidth;
|
|
}
|
|
|
|
if (this.maxHeight && availableHeight > this.maxHeight)
|
|
{
|
|
this.height = this.maxHeight;
|
|
}
|
|
else
|
|
{
|
|
this.height = availableHeight;
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.ScaleManager.prototype.constructor = Phaser.ScaleManager;
|
|
|
|
/**
|
|
* @name Phaser.ScaleManager#isFullScreen
|
|
* @property {boolean} isFullScreen - Returns true if the browser is in full screen mode, otherwise false.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.ScaleManager.prototype, "isFullScreen", {
|
|
|
|
get: function () {
|
|
|
|
return (document['fullscreenElement'] || document['mozFullScreenElement'] || document['webkitFullscreenElement']);
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.ScaleManager#isPortrait
|
|
* @property {boolean} isPortrait - Returns true if the browser dimensions match a portrait display.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.ScaleManager.prototype, "isPortrait", {
|
|
|
|
get: function () {
|
|
return (this.orientation === 0 || this.orientation === 180);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.ScaleManager#isLandscape
|
|
* @property {boolean} isLandscape - Returns true if the browser dimensions match a landscape display.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.ScaleManager.prototype, "isLandscape", {
|
|
|
|
get: function () {
|
|
return (this.orientation === 90 || this.orientation === -90);
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<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 Tue May 20 2014 10:05:50 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
|
</span>
|
|
</footer>
|
|
</div>
|
|
|
|
|
|
<br clear="both">
|
|
</div>
|
|
|
|
</div>
|
|
<script src="scripts/sunlight.js"></script>
|
|
<script src="scripts/sunlight.javascript.js"></script>
|
|
<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
|
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
|
|
<script src="scripts/sunlight-plugin.menu.js"></script>
|
|
<script src="scripts/jquery.min.js"></script>
|
|
<script src="scripts/jquery.scrollTo.js"></script>
|
|
<script src="scripts/jquery.localScroll.js"></script>
|
|
<script src="scripts/bootstrap-dropdown.js"></script>
|
|
<script src="scripts/toc.js"></script>
|
|
|
|
|
|
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
|
|
|
|
<script>
|
|
$( function () {
|
|
$( "#toc" ).toc( {
|
|
anchorName : function(i, heading, prefix) {
|
|
return $(heading).attr("id") || ( prefix + i );
|
|
},
|
|
selectors : "h1,h2,h3,h4",
|
|
showAndHide : false,
|
|
scrollTo : 60
|
|
} );
|
|
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
|
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
|
|
|
} );
|
|
</script>
|
|
|
|
|
|
|
|
</body>
|
|
</html>
|