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992 lines
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HTML
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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<a href="Phaser.RetroFont.html">RetroFont</a>
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<a href="Phaser.Rope.html">Rope</a>
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<a href="Phaser.Signal.html">Signal</a>
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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<a href="Phaser.SinglePad.html">SinglePad</a>
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<a href="Phaser.Sound.html">Sound</a>
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<a href="Phaser.SoundManager.html">SoundManager</a>
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<a href="Phaser.Sprite.html">Sprite</a>
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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<a href="Phaser.Stage.html">Stage</a>
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<a href="Phaser.State.html">State</a>
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<a href="Phaser.StateManager.html">StateManager</a>
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<a href="Phaser.Text.html">Text</a>
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<a href="Phaser.Tile.html">Tile</a>
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<a href="Phaser.Tilemap.html">Tilemap</a>
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<a href="Phaser.Tileset.html">Tileset</a>
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<a href="Phaser.TileSprite.html">TileSprite</a>
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<a href="Phaser.Time.html">Time</a>
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<a href="Phaser.Timer.html">Timer</a>
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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<a href="Phaser.Touch.html">Touch</a>
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<a href="Phaser.Tween.html">Tween</a>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<a href="Phaser.Utils.html">Utils</a>
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<a href="Phaser.Utils.Debug.html">Debug</a>
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<a href="Phaser.World.html">World</a>
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</ul>
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</ul>
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<h1 class="page-title">Source: core/Stage.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Stage controls root level display objects upon which everything is displayed.
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* It also handles browser visibility handling and the pausing due to loss of focus.
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*
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* @class Phaser.Stage
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* @extends PIXI.Stage
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* @constructor
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* @param {Phaser.Game} game - Game reference to the currently running game.
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*/
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Phaser.Stage = function (game) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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PIXI.Stage.call(this, 0x000000);
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/**
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* @property {string} name - The name of this object.
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* @default
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*/
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this.name = '_stage_root';
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/**
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* @property {boolean} interactive - Pixi level var, ignored by Phaser.
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* @default
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* @private
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*/
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this.interactive = false;
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/**
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* @property {boolean} disableVisibilityChange - By default if the browser tab loses focus the game will pause. You can stop that behaviour by setting this property to true.
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* @default
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*/
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this.disableVisibilityChange = false;
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/**
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* @property {boolean} exists - If exists is true the Stage and all children are updated, otherwise it is skipped.
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* @default
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*/
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this.exists = true;
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/**
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* @property {number} currentRenderOrderID - Reset each frame, keeps a count of the total number of objects updated.
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*/
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this.currentRenderOrderID = 0;
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/**
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* @property {string} hiddenVar - The page visibility API event name.
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* @private
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*/
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this._hiddenVar = 'hidden';
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/**
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* @property {number} _backgroundColor - Stage background color.
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* @private
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*/
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this._backgroundColor = 0x000000;
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if (game.config)
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{
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this.parseConfig(game.config);
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}
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};
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Phaser.Stage.prototype = Object.create(PIXI.Stage.prototype);
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Phaser.Stage.prototype.constructor = Phaser.Stage;
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/**
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* Parses a Game configuration object.
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*
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* @method Phaser.Stage#parseConfig
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* @protected
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* @param {object} config -The configuration object to parse.
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*/
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Phaser.Stage.prototype.parseConfig = function (config) {
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if (config['disableVisibilityChange'])
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{
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this.disableVisibilityChange = config['disableVisibilityChange'];
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}
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if (config['backgroundColor'])
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{
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this.backgroundColor = config['backgroundColor'];
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}
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};
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/**
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* Initialises the stage and adds the event listeners.
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* @method Phaser.Stage#boot
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* @private
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*/
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Phaser.Stage.prototype.boot = function () {
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Phaser.Canvas.getOffset(this.game.canvas, this.offset);
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var _this = this;
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this._onChange = function (event) {
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return _this.visibilityChange(event);
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};
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Phaser.Canvas.setUserSelect(this.game.canvas, 'none');
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Phaser.Canvas.setTouchAction(this.game.canvas, 'none');
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this.checkVisibility();
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};
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/**
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* This is called automatically after the plugins preUpdate and before the State.update.
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* Most objects have preUpdate methods and it's where initial movement and positioning is done.
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*
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* @method Phaser.Stage#preUpdate
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*/
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Phaser.Stage.prototype.preUpdate = function () {
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this.currentRenderOrderID = 0;
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// This can't loop in reverse, we need the orderID to be in sequence
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var len = this.children.length;
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for (var i = 0; i < len; i++)
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{
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this.children[i].preUpdate();
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}
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};
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/**
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* This is called automatically after the State.update, but before particles or plugins update.
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*
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* @method Phaser.Stage#update
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*/
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Phaser.Stage.prototype.update = function () {
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var i = this.children.length;
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while (i--)
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{
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this.children[i].update();
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}
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};
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/**
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* This is called automatically before the renderer runs and after the plugins have updated.
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* In postUpdate this is where all the final physics calculatations and object positioning happens.
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* The objects are processed in the order of the display list.
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* The only exception to this is if the camera is following an object, in which case that is updated first.
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*
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* @method Phaser.Stage#postUpdate
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*/
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Phaser.Stage.prototype.postUpdate = function () {
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if (this.game.world.camera.target)
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{
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this.game.world.camera.target.postUpdate();
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this.game.world.camera.update();
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var i = this.children.length;
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while (i--)
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{
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if (this.children[i] !== this.game.world.camera.target)
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{
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this.children[i].postUpdate();
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}
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}
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}
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else
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{
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this.game.world.camera.update();
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var i = this.children.length;
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while (i--)
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{
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this.children[i].postUpdate();
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}
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}
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};
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/**
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* Starts a page visibility event listener running, or window.blur/focus if not supported by the browser.
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* @method Phaser.Stage#checkVisibility
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*/
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Phaser.Stage.prototype.checkVisibility = function () {
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if (document.webkitHidden !== undefined)
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{
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this._hiddenVar = 'webkitvisibilitychange';
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}
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else if (document.mozHidden !== undefined)
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{
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this._hiddenVar = 'mozvisibilitychange';
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}
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else if (document.msHidden !== undefined)
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{
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this._hiddenVar = 'msvisibilitychange';
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}
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else if (document.hidden !== undefined)
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{
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this._hiddenVar = 'visibilitychange';
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}
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else
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{
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this._hiddenVar = null;
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}
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// Does browser support it? If not (like in IE9 or old Android) we need to fall back to blur/focus
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if (this._hiddenVar)
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{
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document.addEventListener(this._hiddenVar, this._onChange, false);
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}
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window.onpagehide = this._onChange;
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window.onpageshow = this._onChange;
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window.onblur = this._onChange;
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window.onfocus = this._onChange;
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var _this = this;
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if (this.game.device.cocoonJSApp)
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{
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CocoonJS.App.onSuspended.addEventListener(function () {
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Phaser.Stage.prototype.visibilityChange.call(_this, {type: "pause"});
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});
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CocoonJS.App.onActivated.addEventListener(function () {
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Phaser.Stage.prototype.visibilityChange.call(_this, {type: "resume"});
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});
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}
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};
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/**
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* This method is called when the document visibility is changed.
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*
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* @method Phaser.Stage#visibilityChange
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* @param {Event} event - Its type will be used to decide whether the game should be paused or not.
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*/
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Phaser.Stage.prototype.visibilityChange = function (event) {
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if (event.type === 'pagehide' || event.type === 'blur' || event.type === 'pageshow' || event.type === 'focus')
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{
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if (event.type === 'pagehide' || event.type === 'blur')
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{
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this.game.focusLoss(event);
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}
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else if (event.type === 'pageshow' || event.type === 'focus')
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{
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this.game.focusGain(event);
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}
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return;
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}
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if (this.disableVisibilityChange)
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{
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return;
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}
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if (document.hidden || document.mozHidden || document.msHidden || document.webkitHidden || event.type === "pause")
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{
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this.game.gamePaused(event);
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}
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else
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{
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this.game.gameResumed(event);
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}
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};
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/**
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* Sets the background color for the Stage. The color can be given as a hex value (#RRGGBB) or a numeric value (0xRRGGBB)
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*
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* @name Phaser.Stage#setBackgroundColor
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* @param {number|string} backgroundColor - The color of the background.
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*/
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Phaser.Stage.prototype.setBackgroundColor = function(backgroundColor)
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{
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if (typeof backgroundColor === 'string')
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{
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var rgb = Phaser.Color.hexToColor(backgroundColor);
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this._backgroundColor = Phaser.Color.getColor(rgb.r, rgb.g, rgb.b);
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}
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else
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{
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var rgb = Phaser.Color.getRGB(backgroundColor);
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this._backgroundColor = backgroundColor;
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}
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this.backgroundColorSplit = [ rgb.r / 255, rgb.g / 255, rgb.b / 255 ];
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this.backgroundColorString = Phaser.Color.RGBtoString(rgb.r, rgb.g, rgb.b, 255, '#');
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};
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/**
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* Destroys the Stage and removes event listeners.
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*
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* @name Phaser.Stage#destroy
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*/
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Phaser.Stage.prototype.destroy = function () {
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if (this._hiddenVar)
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{
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document.removeEventListener(this._hiddenVar, this._onChange, false);
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}
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window.onpagehide = null;
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window.onpageshow = null;
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window.onblur = null;
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window.onfocus = null;
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};
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/**
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* @name Phaser.Stage#backgroundColor
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* @property {number|string} backgroundColor - Gets and sets the background color of the stage. The color can be given as a number: 0xff0000 or a hex string: '#ff0000'
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*/
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Object.defineProperty(Phaser.Stage.prototype, "backgroundColor", {
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get: function () {
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return this._backgroundColor;
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},
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set: function (color) {
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if (!this.game.transparent)
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{
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this.setBackgroundColor(color);
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}
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}
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});
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/**
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* Enable or disable texture smoothing for all objects on this Stage. Only works for bitmap/image textures. Smoothing is enabled by default.
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*
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* @name Phaser.Stage#smoothed
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* @property {boolean} smoothed - Set to true to smooth all sprites rendered on this Stage, or false to disable smoothing (great for pixel art)
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*/
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Object.defineProperty(Phaser.Stage.prototype, "smoothed", {
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get: function () {
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return !PIXI.scaleModes.LINEAR;
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},
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set: function (value) {
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if (value)
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{
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PIXI.scaleModes.LINEAR = 0;
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}
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else
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{
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PIXI.scaleModes.LINEAR = 1;
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}
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}
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});
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</pre>
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</article>
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<footer>
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<span class="copyright">
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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