mirror of
https://github.com/photonstorm/phaser
synced 2024-12-03 18:10:10 +00:00
691 lines
No EOL
22 KiB
TypeScript
691 lines
No EOL
22 KiB
TypeScript
/// <reference path="AnimationManager.ts" />
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/// <reference path="Basic.ts" />
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/// <reference path="Cache.ts" />
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/// <reference path="CameraManager.ts" />
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/// <reference path="Collision.ts" />
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/// <reference path="DynamicTexture.ts" />
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/// <reference path="FXManager.ts" />
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/// <reference path="GameMath.ts" />
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/// <reference path="Group.ts" />
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/// <reference path="Loader.ts" />
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/// <reference path="Motion.ts" />
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/// <reference path="Signal.ts" />
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/// <reference path="SignalBinding.ts" />
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/// <reference path="SoundManager.ts" />
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/// <reference path="Stage.ts" />
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/// <reference path="Time.ts" />
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/// <reference path="TweenManager.ts" />
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/// <reference path="World.ts" />
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/// <reference path="system/Device.ts" />
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/// <reference path="system/RandomDataGenerator.ts" />
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/// <reference path="system/RequestAnimationFrame.ts" />
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/// <reference path="system/input/Input.ts" />
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/// <reference path="system/input/Keyboard.ts" />
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/// <reference path="system/input/Mouse.ts" />
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/// <reference path="system/input/Touch.ts" />
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/// <reference path="gameobjects/Emitter.ts" />
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/// <reference path="gameobjects/GameObject.ts" />
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/// <reference path="gameobjects/GeomSprite.ts" />
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/// <reference path="gameobjects/Particle.ts" />
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/// <reference path="gameobjects/Sprite.ts" />
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/// <reference path="gameobjects/Tilemap.ts" />
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/// <reference path="gameobjects/ScrollZone.ts" />
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/**
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* Phaser - Game
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*
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* This is where the magic happens. The Game object is the heart of your game,
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* providing quick access to common functions and handling the boot process.
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*
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* "Hell, there are no rules here - we're trying to accomplish something."
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* Thomas A. Edison
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*/
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module Phaser {
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export class Game {
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/**
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* Game constructor
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*
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* Instantiate a new <code>Game</code> object.
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*
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* @param callbackContext Which context will the callbacks be called with.
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* @param parent {string} ID of its parent DOM element.
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* @param width {number} The width of your game in game pixels.
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* @param height {number} The height of your game in game pixels.
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* @param initCallback {function} Init callback invoked when init default screen.
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* @param createCallback {function} Create callback invoked when create default screen.
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* @param updateCallback {function} Update callback invoked when update default screen.
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* @param renderCallback {function} Render callback invoked when render default screen.
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*/
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constructor(callbackContext, parent?: string = '', width?: number = 800, height?: number = 600, initCallback = null, createCallback = null, updateCallback = null, renderCallback = null) {
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this.callbackContext = callbackContext;
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this.onInitCallback = initCallback;
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this.onCreateCallback = createCallback;
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this.onUpdateCallback = updateCallback;
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this.onRenderCallback = renderCallback;
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if (document.readyState === 'complete' || document.readyState === 'interactive')
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{
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setTimeout(() => this.boot(parent, width, height));
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}
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else
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{
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document.addEventListener('DOMContentLoaded', () => this.boot(parent, width, height), false);
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window.addEventListener('load', () => this.boot(parent, width, height), false);
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}
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}
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/**
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* Game loop trigger wrapper.
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*/
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private _raf: RequestAnimationFrame;
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/**
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* Max allowable accumulation.
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* @type {number}
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*/
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private _maxAccumulation: number = 32;
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/**
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* Total number of milliseconds elapsed since last update loop.
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* @type {number}
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*/
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private _accumulator: number = 0;
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/**
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* Milliseconds of time per step of the game loop.
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* @type {number}
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*/
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private _step: number = 0;
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/**
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* Whether loader complete loading or not.
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* @type {boolean}
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*/
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private _loadComplete: bool = false;
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/**
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* Game is paused?
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* @type {boolean}
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*/
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private _paused: bool = false;
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/**
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* The state to be switched to in the next frame.
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* @type {State}
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*/
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private _pendingState = null;
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// Event callbacks
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/**
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* Context for calling the callbacks.
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*/
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public callbackContext;
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/**
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* This will be called when init states. (loading assets...)
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* @type {function}
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*/
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public onInitCallback = null;
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/**
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* This will be called when create states. (setup states...)
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* @type {function}
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*/
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public onCreateCallback = null;
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/**
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* This will be called when update states.
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* @type {function}
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*/
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public onUpdateCallback = null;
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/**
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* This will be called when render states.
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* @type {function}
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*/
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public onRenderCallback = null;
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/**
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* This will be called when states paused.
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* @type {function}
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*/
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public onPausedCallback = null;
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/**
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* Reference to the assets cache.
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* @type {Cache}
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*/
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public cache: Cache;
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/**
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* Reference to the collision helper.
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* @type {Collision}
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*/
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public collision: Collision;
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/**
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* Reference to the input manager
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* @type {Input}
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*/
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public input: Input;
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/**
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* Reference to the assets loader.
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* @type {Loader}
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*/
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public loader: Loader;
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/**
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* Reference to the math helper.
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* @type {GameMath}
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*/
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public math: GameMath;
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/**
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* Reference to the motion helper.
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* @type {Motion}
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*/
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public motion: Motion;
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/**
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* Reference to the sound manager.
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* @type {SoundManager}
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*/
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public sound: SoundManager;
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/**
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* Reference to the stage.
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* @type {Stage}
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*/
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public stage: Stage;
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/**
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* Reference to game clock.
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* @type {Time}
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*/
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public time: Time;
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/**
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* Reference to the tween manager.
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* @type {TweenManager}
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*/
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public tweens: TweenManager;
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/**
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* Reference to the world.
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* @type {World}
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*/
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public world: World;
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/**
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* Instance of repeatable random data generator helper.
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* @type {RandomDataGenerator}
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*/
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public rnd: RandomDataGenerator;
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/**
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* Device detector.
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* @type {Device}
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*/
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public device: Device;
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/**
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* Whether the game engine is booted, aka available.
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* @type {boolean}
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*/
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public isBooted: bool = false;
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/**
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* Is game running or paused?
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* @type {boolean}
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*/
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public isRunning: bool = false;
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/**
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* Initialize engine sub modules and start the game.
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* @param parent {string} ID of parent Dom element.
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* @param width {number} Width of the game screen.
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* @param height {number} Height of the game screen.
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*/
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private boot(parent: string, width: number, height: number) {
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if (this.isBooted == true)
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{
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return;
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}
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if (!document.body)
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{
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window.setTimeout(() => this.boot(parent, width, height), 13);
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}
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else
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{
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this.device = new Device();
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this.motion = new Motion(this);
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this.math = new GameMath(this);
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this.stage = new Stage(this, parent, width, height);
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this.world = new World(this, width, height);
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this.sound = new SoundManager(this);
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this.cache = new Cache(this);
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this.collision = new Collision(this);
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this.loader = new Loader(this, this.loadComplete);
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this.time = new Time(this);
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this.tweens = new TweenManager(this);
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this.input = new Input(this);
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this.rnd = new RandomDataGenerator([(Date.now() * Math.random()).toString()]);
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this.framerate = 60;
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this.isBooted = true;
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// Display the default game screen?
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if (this.onInitCallback == null && this.onCreateCallback == null && this.onUpdateCallback == null && this.onRenderCallback == null && this._pendingState == null)
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{
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this._raf = new RequestAnimationFrame(this.bootLoop, this);
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}
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else
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{
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this.isRunning = true;
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this._loadComplete = false;
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this._raf = new RequestAnimationFrame(this.loop, this);
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if (this._pendingState)
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{
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this.switchState(this._pendingState, false, false);
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}
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else
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{
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this.startState();
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}
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}
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}
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}
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/**
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* Called when the loader has finished after init was run.
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*/
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private loadComplete() {
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this._loadComplete = true;
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}
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/**
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* Game loop method will be called when it's booting.
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*/
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private bootLoop() {
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this.time.update();
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this.tweens.update();
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this.input.update();
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this.stage.update();
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}
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/**
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* Game loop method will be called when it's paused.
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*/
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private pausedLoop() {
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this.time.update();
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this.tweens.update();
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this.input.update();
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this.stage.update();
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if (this.onPausedCallback !== null)
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{
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this.onPausedCallback.call(this.callbackContext);
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}
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}
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/**
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* Game loop method will be called when it's running.
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*/
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private loop() {
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this.time.update();
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this.tweens.update();
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this.input.update();
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this.stage.update();
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this._accumulator += this.time.delta;
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if (this._accumulator > this._maxAccumulation)
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{
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this._accumulator = this._maxAccumulation;
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}
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while (this._accumulator >= this._step)
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{
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this.time.elapsed = this.time.timeScale * (this._step / 1000);
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this.world.update();
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this._accumulator = this._accumulator - this._step;
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}
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if (this._loadComplete && this.onUpdateCallback)
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{
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this.onUpdateCallback.call(this.callbackContext);
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}
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this.world.render();
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if (this._loadComplete && this.onRenderCallback)
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{
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this.onRenderCallback.call(this.callbackContext);
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}
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}
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/**
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* Start current state.
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*/
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private startState() {
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if (this.onInitCallback !== null)
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{
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this.loader.reset();
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this.onInitCallback.call(this.callbackContext);
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// Is the loader empty?
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if (this.loader.queueSize == 0)
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{
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if (this.onCreateCallback !== null)
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{
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this.onCreateCallback.call(this.callbackContext);
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}
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this._loadComplete = true;
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}
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}
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else
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{
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// No init? Then there was nothing to load either
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if (this.onCreateCallback !== null)
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{
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this.onCreateCallback.call(this.callbackContext);
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}
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this._loadComplete = true;
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}
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}
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/**
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* Set all state callbacks (init, create, update, render).
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* @param initCallback {function} Init callback invoked when init state.
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* @param createCallback {function} Create callback invoked when create state.
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* @param updateCallback {function} Update callback invoked when update state.
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* @param renderCallback {function} Render callback invoked when render state.
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*/
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public setCallbacks(initCallback = null, createCallback = null, updateCallback = null, renderCallback = null) {
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this.onInitCallback = initCallback;
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this.onCreateCallback = createCallback;
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this.onUpdateCallback = updateCallback;
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this.onRenderCallback = renderCallback;
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}
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/**
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* Switch to a new State.
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* @param state {State} The state you want to switch to.
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* @param clearWorld {boolean} Optional, clear everything in the world? (Default to true)
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* @param clearCache {boolean} Optional, clear asset cache? (Default to false and ONLY available when clearWorld=true)
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*/
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public switchState(state, clearWorld: bool = true, clearCache: bool = false) {
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if (this.isBooted == false)
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{
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this._pendingState = state;
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return;
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}
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// Prototype?
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if (typeof state === 'function')
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{
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state = new state(this);
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}
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// Ok, have we got the right functions?
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if (state['create'] || state['update'])
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{
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this.callbackContext = state;
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this.onInitCallback = null;
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this.onCreateCallback = null;
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this.onUpdateCallback = null;
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this.onRenderCallback = null;
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this.onPausedCallback = null;
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// Bingo, let's set them up
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if (state['init'])
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{
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this.onInitCallback = state['init'];
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}
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if (state['create'])
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{
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this.onCreateCallback = state['create'];
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}
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if (state['update'])
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{
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this.onUpdateCallback = state['update'];
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}
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if (state['render'])
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{
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this.onRenderCallback = state['render'];
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}
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if (state['paused'])
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{
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this.onPausedCallback = state['paused'];
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}
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if (clearWorld)
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{
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this.world.destroy();
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if (clearCache == true)
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{
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this.cache.destroy();
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}
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}
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this._loadComplete = false;
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this.startState();
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}
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else
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{
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throw new Error("Invalid State object given. Must contain at least a create or update function.");
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}
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}
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/**
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* Nuke the whole game from orbit
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*/
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public destroy() {
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this.callbackContext = null;
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this.onInitCallback = null;
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this.onCreateCallback = null;
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this.onUpdateCallback = null;
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this.onRenderCallback = null;
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this.onPausedCallback = null;
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this.cache = null;
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this.input = null;
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this.loader = null;
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this.sound = null;
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this.stage = null;
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this.time = null;
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this.world = null;
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this.isBooted = false;
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}
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public get paused(): bool {
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return this._paused;
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}
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public set paused(value: bool) {
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if (value == true && this._paused == false)
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{
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this._paused = true;
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this._raf.setCallback(this.pausedLoop);
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}
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else if (value == false && this._paused == true)
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{
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this._paused = false;
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this.time.time = Date.now();
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this.input.reset();
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if (this.isRunning == false)
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{
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this._raf.setCallback(this.bootLoop);
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}
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else
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{
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this._raf.setCallback(this.loop);
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}
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}
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}
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public get framerate(): number {
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return 1000 / this._step;
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}
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public set framerate(value: number) {
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this._step = 1000 / value;
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if (this._maxAccumulation < this._step)
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{
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this._maxAccumulation = this._step;
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}
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}
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// Handy Proxy methods
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/**
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* Create a new camera with specific position and size.
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*
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* @param x {number} X position of the new camera.
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* @param y {number} Y position of the new camera.
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* @param width {number} Width of the new camera.
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* @param height {number} Height of the new camera.
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* @returns {Camera} The newly created camera object.
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*/
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public createCamera(x: number, y: number, width: number, height: number): Camera {
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return this.world.createCamera(x, y, width, height);
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}
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/**
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* Create a new GeomSprite with specific position.
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*
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* @param x {number} X position of the new geom sprite.
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* @param y {number} Y position of the new geom sprite.
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* @returns {GeomSprite} The newly created geom sprite object.
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*/
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public createGeomSprite(x: number, y: number): GeomSprite {
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return this.world.createGeomSprite(x, y);
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}
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/**
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* Create a new Sprite with specific position and sprite sheet key.
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*
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* @param x {number} X position of the new sprite.
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* @param y {number} Y position of the new sprite.
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* @param key {string} Optinal, key for the sprite sheet you want it to use.
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* @returns {Sprite} The newly created sprite object.
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*/
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public createSprite(x: number, y: number, key?: string = ''): Sprite {
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return this.world.createSprite(x, y, key);
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}
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/**
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* Create a new DynamicTexture with specific size.
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*
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* @param width {number} Width of the texture.
|
|
* @param height {number} Height of the texture.
|
|
* @returns {DynamicTexture} The newly created dynamic texture object.
|
|
*/
|
|
public createDynamicTexture(width: number, height: number): DynamicTexture {
|
|
return this.world.createDynamicTexture(width, height);
|
|
}
|
|
|
|
/**
|
|
* Create a new object container.
|
|
*
|
|
* @param MaxSize {number} Optinal, capacity of this group.
|
|
* @returns {Group} The newly created group.
|
|
*/
|
|
public createGroup(MaxSize?: number = 0): Group {
|
|
return this.world.createGroup(MaxSize);
|
|
}
|
|
|
|
/**
|
|
* Create a new Particle.
|
|
*
|
|
* @return {Particle} The newly created particle object.
|
|
*/
|
|
public createParticle(): Particle {
|
|
return this.world.createParticle();
|
|
}
|
|
|
|
/**
|
|
* Create a new Emitter.
|
|
*
|
|
* @param x {number} Optinal, x position of the emitter.
|
|
* @param y {number} Optinal, y position of the emitter.
|
|
* @param size {number} Optinal, size of this emitter.
|
|
* @return {Emitter} The newly created emitter object.
|
|
*/
|
|
public createEmitter(x?: number = 0, y?: number = 0, size?: number = 0): Emitter {
|
|
return this.world.createEmitter(x, y, size);
|
|
}
|
|
|
|
/**
|
|
* Create a new ScrollZone object with image key, position and size.
|
|
*
|
|
* @param key {string} Key to a image you wish this object to use.
|
|
* @param x {number} X position of this object.
|
|
* @param y {number} Y position of this object.
|
|
* @param width number} Width of this object.
|
|
* @param height {number} Heigth of this object.
|
|
* @returns {ScrollZone} The newly created scroll zone object.
|
|
*/
|
|
public createScrollZone(key: string, x?: number = 0, y?: number = 0, width?: number = 0, height?: number = 0): ScrollZone {
|
|
return this.world.createScrollZone(key, x, y, width, height);
|
|
}
|
|
|
|
/**
|
|
* Create a new Tilemap.
|
|
*
|
|
* @param key {string} Key for tileset image.
|
|
* @param mapData {string} Data of this tilemap.
|
|
* @param format {number} Format of map data. (Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON)
|
|
* @param resizeWorld {boolean} Optional, resize the world to make same as tilemap?
|
|
* @param tileWidth {number} Optional, width of each tile.
|
|
* @param tileHeight {number} Optional, height of each tile.
|
|
* @return {Tilemap} The newly created tilemap object.
|
|
*/
|
|
public createTilemap(key: string, mapData: string, format: number, resizeWorld: bool = true, tileWidth?: number = 0, tileHeight?: number = 0): Tilemap {
|
|
return this.world.createTilemap(key, mapData, format, resizeWorld, tileWidth, tileHeight);
|
|
}
|
|
|
|
/**
|
|
* Create a tween object for a specific object.
|
|
*
|
|
* @param obj Object you wish the tween will affect.
|
|
* @return {Phaser.Tween} The newly created tween object.
|
|
*/
|
|
public createTween(obj): Tween {
|
|
return this.tweens.create(obj);
|
|
}
|
|
|
|
/**
|
|
* Call this method to see if one object collids another.
|
|
* @return {boolean} Whether the given objects or groups collids.
|
|
*/
|
|
public collide(objectOrGroup1: Basic = null, objectOrGroup2: Basic = null, notifyCallback = null): bool {
|
|
return this.collision.overlap(objectOrGroup1, objectOrGroup2, notifyCallback, Collision.separate);
|
|
}
|
|
|
|
public get camera(): Camera {
|
|
return this.world.cameras.current;
|
|
}
|
|
|
|
}
|
|
|
|
} |