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630 lines
14 KiB
HTML
630 lines
14 KiB
HTML
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<title>Phaser Source: core/Stage.js</title>
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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 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Stage controls the canvas on which everything is displayed. It handles display within the browser,
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* focus handling, game resizing, scaling and the pause, boot and orientation screens.
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*
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* @class Phaser.Stage
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* @constructor
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* @param {Phaser.Game} game - Game reference to the currently running game.
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* @param {number} width - Width of the canvas element.
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* @param {number} height - Height of the canvas element.
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*/
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Phaser.Stage = function (game, width, height) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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/**
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* @property {string} game - Background color of the stage (defaults to black). Set via the public backgroundColor property.
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* @private
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* @default 'rgb(0,0,0)'
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*/
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this._backgroundColor = 'rgb(0,0,0)';
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/**
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* @property {Phaser.Point} offset - Get the offset values (for input and other things).
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*/
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this.offset = new Phaser.Point;
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/**
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* @property {HTMLCanvasElement} canvas - Reference to the newly created <canvas> element.
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*/
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this.canvas = Phaser.Canvas.create(width, height);
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this.canvas.style['-webkit-full-screen'] = 'width: 100%; height: 100%';
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/**
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* @property {PIXI.Stage} _stage - The Pixi Stage which is hooked to the renderer.
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* @private
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*/
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this._stage = new PIXI.Stage(0x000000, false);
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this._stage.name = '_stage_root';
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this._stage.interactive = false;
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/**
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* @property {number} scaleMode - The current scaleMode.
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*/
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this.scaleMode = Phaser.StageScaleMode.NO_SCALE;
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/**
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* @property {Phaser.StageScaleMode} scale - The scale of the current running game.
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*/
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this.scale = new Phaser.StageScaleMode(this.game, width, height);
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/**
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* @property {number} aspectRatio - Aspect ratio.
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*/
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this.aspectRatio = width / height;
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/**
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* @property {number} _nextOffsetCheck - The time to run the next offset check.
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* @private
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*/
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this._nextOffsetCheck = 0;
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/**
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* @property {number|false} checkOffsetInterval - The time (in ms) between which the stage should check to see if it has moved.
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* @default
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*/
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this.checkOffsetInterval = 2500;
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};
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Phaser.Stage.prototype = {
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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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boot: function () {
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Phaser.Canvas.getOffset(this.canvas, this.offset);
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this.bounds = new Phaser.Rectangle(this.offset.x, this.offset.y, this.game.width, this.game.height);
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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.canvas, 'none');
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Phaser.Canvas.setTouchAction(this.canvas, 'none');
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document.addEventListener('visibilitychange', this._onChange, false);
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document.addEventListener('webkitvisibilitychange', this._onChange, false);
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document.addEventListener('pagehide', this._onChange, false);
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document.addEventListener('pageshow', this._onChange, false);
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window.onblur = this._onChange;
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window.onfocus = this._onChange;
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},
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/**
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* Runs Stage processes that need periodic updates, such as the offset checks.
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* @method Phaser.Stage#update
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*/
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update: function () {
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if (this.checkOffsetInterval !== false)
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{
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if (this.game.time.now > this._nextOffsetCheck)
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{
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Phaser.Canvas.getOffset(this.canvas, this.offset);
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this._nextOffsetCheck = this.game.time.now + this.checkOffsetInterval;
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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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* @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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visibilityChange: function (event) {
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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 (event.type == 'pagehide' || event.type == 'blur' || document['hidden'] == true || document['webkitHidden'] == true)
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{
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this.game.paused = true;
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}
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else
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{
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this.game.paused = false;
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}
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},
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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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this._backgroundColor = color;
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if (this.game.renderType == Phaser.CANVAS)
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{
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// Set it directly, this allows us to use rgb alpha values in Canvas mode.
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this._stage.backgroundColorString = color;
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}
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else
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{
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if (typeof color === 'string')
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{
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color = Phaser.Color.hexToRGB(color);
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}
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this._stage.setBackgroundColor(color);
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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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</section>
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</div>
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<div class="clearfix"></div>
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<footer>
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<span class="copyright">
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Phaser Copyright © 2012-2013 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 Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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<br clear="both">
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</div>
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</div>
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<script src="scripts/sunlight.js"></script>
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<script src="scripts/sunlight.javascript.js"></script>
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