mirror of
https://github.com/photonstorm/phaser
synced 2024-12-21 10:33:35 +00:00
878 lines
23 KiB
JavaScript
878 lines
23 KiB
JavaScript
/**
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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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* Game constructor
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*
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* Instantiate a new <code>Phaser.Game</code> object.
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* @class Phaser.Game
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* @classdesc 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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* "Hell, there are no rules here - we're trying to accomplish something."
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* Thomas A. Edison
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* @constructor
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* @param {number} [width=800] - The width of your game in game pixels.
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* @param {number} [height=600] - The height of your game in game pixels.
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* @param {number} [renderer=Phaser.AUTO] - Which renderer to use: Phaser.AUTO will auto-detect, Phaser.WEBGL, Phaser.CANVAS or Phaser.HEADLESS (no rendering at all).
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* @param {string|HTMLElement} [parent=''] - The DOM element into which this games canvas will be injected. Either a DOM ID (string) or the element itself.
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* @param {object} [state=null] - The default state object. A object consisting of Phaser.State functions (preload, create, update, render) or null.
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* @param {boolean} [transparent=false] - Use a transparent canvas background or not.
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* @param {boolean} [antialias=true] - Draw all image textures anti-aliased or not. The default is for smooth textures, but disable if your game features pixel art.
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* @param {object} [physicsConfig=null] - A physics configuration object to pass to the Physics world on creation.
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*/
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Phaser.Game = function (width, height, renderer, parent, state, transparent, antialias, physicsConfig) {
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/**
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* @property {number} id - Phaser Game ID (for when Pixi supports multiple instances).
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*/
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this.id = Phaser.GAMES.push(this) - 1;
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/**
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* @property {object} config - The Phaser.Game configuration object.
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*/
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this.config = null;
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/**
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* @property {object} physicsConfig - The Phaser.Physics.World configuration object.
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*/
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this.physicsConfig = physicsConfig;
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/**
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* @property {string|HTMLElement} parent - The Games DOM parent.
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* @default
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*/
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this.parent = '';
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/**
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* @property {number} width - The Game width (in pixels).
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* @default
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*/
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this.width = 800;
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/**
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* @property {number} height - The Game height (in pixels).
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* @default
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*/
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this.height = 600;
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/**
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* @property {boolean} transparent - Use a transparent canvas background or not.
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* @default
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*/
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this.transparent = false;
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/**
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* @property {boolean} antialias - Anti-alias graphics. By default scaled images are smoothed in Canvas and WebGL, set anti-alias to false to disable this globally.
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* @default
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*/
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this.antialias = true;
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/**
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* @property {boolean} preserveDrawingBuffer - The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.
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* @default
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*/
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this.preserveDrawingBuffer = false;
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/**
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* @property {PIXI.CanvasRenderer|PIXI.WebGLRenderer} renderer - The Pixi Renderer.
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*/
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this.renderer = null;
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/**
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* @property {number} renderType - The Renderer this game will use. Either Phaser.AUTO, Phaser.CANVAS or Phaser.WEBGL.
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*/
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this.renderType = Phaser.AUTO;
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/**
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* @property {Phaser.StateManager} state - The StateManager.
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*/
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this.state = null;
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/**
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* @property {boolean} isBooted - Whether the game engine is booted, aka available.
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* @default
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*/
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this.isBooted = false;
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/**
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* @property {boolean} id -Is game running or paused?
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* @default
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*/
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this.isRunning = false;
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/**
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* @property {Phaser.RequestAnimationFrame} raf - Automatically handles the core game loop via requestAnimationFrame or setTimeout
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*/
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this.raf = null;
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/**
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* @property {Phaser.GameObjectFactory} add - Reference to the Phaser.GameObjectFactory.
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*/
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this.add = null;
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/**
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* @property {Phaser.GameObjectCreator} make - Reference to the GameObject Creator.
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*/
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this.make = null;
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/**
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* @property {Phaser.Cache} cache - Reference to the assets cache.
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*/
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this.cache = null;
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/**
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* @property {Phaser.Input} input - Reference to the input manager
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*/
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this.input = null;
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/**
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* @property {Phaser.Loader} load - Reference to the assets loader.
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*/
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this.load = null;
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/**
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* @property {Phaser.Math} math - Reference to the math helper.
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*/
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this.math = null;
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/**
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* @property {Phaser.Net} net - Reference to the network class.
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*/
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this.net = null;
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/**
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* @property {Phaser.ScaleManager} scale - The game scale manager.
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*/
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this.scale = null;
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/**
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* @property {Phaser.SoundManager} sound - Reference to the sound manager.
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*/
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this.sound = null;
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/**
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* @property {Phaser.Stage} stage - Reference to the stage.
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*/
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this.stage = null;
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/**
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* @property {Phaser.Time} time - Reference to the core game clock.
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*/
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this.time = null;
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/**
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* @property {Phaser.TweenManager} tweens - Reference to the tween manager.
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*/
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this.tweens = null;
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/**
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* @property {Phaser.World} world - Reference to the world.
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*/
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this.world = null;
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/**
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* @property {Phaser.Physics} physics - Reference to the physics manager.
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*/
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this.physics = null;
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/**
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* @property {Phaser.RandomDataGenerator} rnd - Instance of repeatable random data generator helper.
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*/
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this.rnd = null;
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/**
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* @property {Phaser.Device} device - Contains device information and capabilities.
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*/
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this.device = null;
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/**
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* @property {Phaser.Camera} camera - A handy reference to world.camera.
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*/
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this.camera = null;
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/**
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* @property {HTMLCanvasElement} canvas - A handy reference to renderer.view, the canvas that the game is being rendered in to.
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*/
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this.canvas = null;
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/**
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* @property {CanvasRenderingContext2D} context - A handy reference to renderer.context (only set for CANVAS games, not WebGL)
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*/
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this.context = null;
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/**
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* @property {Phaser.Utils.Debug} debug - A set of useful debug utilitie.
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*/
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this.debug = null;
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/**
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* @property {Phaser.Particles} particles - The Particle Manager.
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*/
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this.particles = null;
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/**
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* @property {boolean} stepping - Enable core loop stepping with Game.enableStep().
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* @default
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* @readonly
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*/
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this.stepping = false;
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/**
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* @property {boolean} pendingStep - An internal property used by enableStep, but also useful to query from your own game objects.
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* @default
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* @readonly
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*/
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this.pendingStep = false;
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/**
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* @property {number} stepCount - When stepping is enabled this contains the current step cycle.
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* @default
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* @readonly
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*/
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this.stepCount = 0;
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/**
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* @property {Phaser.Signal} onPause - This event is fired when the game pauses.
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*/
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this.onPause = null;
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/**
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* @property {Phaser.Signal} onResume - This event is fired when the game resumes from a paused state.
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*/
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this.onResume = null;
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/**
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* @property {Phaser.Signal} onBlur - This event is fired when the game no longer has focus (typically on page hide).
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*/
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this.onBlur = null;
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/**
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* @property {Phaser.Signal} onFocus - This event is fired when the game has focus (typically on page show).
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*/
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this.onFocus = null;
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/**
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* @property {boolean} _paused - Is game paused?
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* @private
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*/
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this._paused = false;
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/**
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* @property {boolean} _codePaused - Was the game paused via code or a visibility change?
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* @private
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*/
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this._codePaused = false;
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// Parse the configuration object (if any)
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if (arguments.length === 1 && typeof arguments[0] === 'object')
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{
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this.parseConfig(arguments[0]);
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}
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else
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{
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this.config = { enableDebug: true };
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if (typeof width !== 'undefined')
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{
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this.width = width;
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}
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if (typeof height !== 'undefined')
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{
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this.height = height;
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}
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if (typeof renderer !== 'undefined')
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{
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this.renderer = renderer;
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this.renderType = renderer;
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}
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if (typeof parent !== 'undefined')
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{
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this.parent = parent;
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}
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if (typeof transparent !== 'undefined')
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{
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this.transparent = transparent;
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}
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if (typeof antialias !== 'undefined')
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{
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this.antialias = antialias;
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}
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this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);
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this.state = new Phaser.StateManager(this, state);
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}
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var _this = this;
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this._onBoot = function () {
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return _this.boot();
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};
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if (document.readyState === 'complete' || document.readyState === 'interactive')
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{
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window.setTimeout(this._onBoot, 0);
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}
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else
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{
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document.addEventListener('DOMContentLoaded', this._onBoot, false);
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window.addEventListener('load', this._onBoot, false);
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}
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return this;
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};
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Phaser.Game.prototype = {
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/**
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* Parses a Game configuration object.
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*
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* @method Phaser.Game#parseConfig
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* @protected
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*/
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parseConfig: function (config) {
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this.config = config;
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if (config['width'])
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{
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this.width = Phaser.Utils.parseDimension(config['width'], 0);
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}
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if (config['height'])
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{
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this.height = Phaser.Utils.parseDimension(config['height'], 1);
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}
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if (config['renderer'])
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{
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this.renderer = config['renderer'];
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this.renderType = config['renderer'];
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}
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if (config['parent'])
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{
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this.parent = config['parent'];
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}
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if (config['transparent'])
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{
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this.transparent = config['transparent'];
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}
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if (config['antialias'])
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{
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this.antialias = config['antialias'];
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}
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if (config['preserveDrawingBuffer'])
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{
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this.preserveDrawingBuffer = config['preserveDrawingBuffer'];
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}
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if (config['physicsConfig'])
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{
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this.physicsConfig = config['physicsConfig'];
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}
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var seed = [(Date.now() * Math.random()).toString()];
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if (config['seed'])
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{
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seed = config['seed'];
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}
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this.rnd = new Phaser.RandomDataGenerator(seed);
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var state = null;
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if (config['state'])
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{
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state = config['state'];
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}
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this.state = new Phaser.StateManager(this, state);
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},
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/**
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* Initialize engine sub modules and start the game.
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*
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* @method Phaser.Game#boot
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* @protected
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*/
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boot: function () {
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if (this.isBooted)
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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._onBoot, 20);
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}
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else
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{
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document.removeEventListener('DOMContentLoaded', this._onBoot);
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window.removeEventListener('load', this._onBoot);
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this.onPause = new Phaser.Signal();
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this.onResume = new Phaser.Signal();
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this.onBlur = new Phaser.Signal();
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this.onFocus = new Phaser.Signal();
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this.isBooted = true;
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this.device = new Phaser.Device(this);
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this.math = Phaser.Math;
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this.stage = new Phaser.Stage(this, this.width, this.height);
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this.setUpRenderer();
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this.scale = new Phaser.ScaleManager(this, this.width, this.height);
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this.device.checkFullScreenSupport();
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this.world = new Phaser.World(this);
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this.add = new Phaser.GameObjectFactory(this);
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this.make = new Phaser.GameObjectCreator(this);
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this.cache = new Phaser.Cache(this);
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this.load = new Phaser.Loader(this);
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this.time = new Phaser.Time(this);
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this.tweens = new Phaser.TweenManager(this);
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this.input = new Phaser.Input(this);
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this.sound = new Phaser.SoundManager(this);
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this.physics = new Phaser.Physics(this, this.physicsConfig);
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this.particles = new Phaser.Particles(this);
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this.plugins = new Phaser.PluginManager(this);
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this.net = new Phaser.Net(this);
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this.time.boot();
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this.stage.boot();
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this.world.boot();
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this.input.boot();
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this.sound.boot();
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this.state.boot();
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if (this.config['enableDebug'])
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{
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this.debug = new Phaser.Utils.Debug(this);
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this.debug.boot();
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}
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this.showDebugHeader();
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this.isRunning = true;
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if (this.config && this.config['forceSetTimeOut'])
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{
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this.raf = new Phaser.RequestAnimationFrame(this, this.config['forceSetTimeOut']);
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}
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else
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{
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this.raf = new Phaser.RequestAnimationFrame(this, false);
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}
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this.raf.start();
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}
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},
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/**
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* Displays a Phaser version debug header in the console.
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*
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* @method Phaser.Game#showDebugHeader
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* @protected
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*/
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showDebugHeader: function () {
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var v = Phaser.VERSION;
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var r = 'Canvas';
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var a = 'HTML Audio';
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var c = 1;
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if (this.renderType === Phaser.WEBGL)
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{
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r = 'WebGL';
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c++;
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}
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else if (this.renderType == Phaser.HEADLESS)
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{
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r = 'Headless';
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}
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if (this.device.webAudio)
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{
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a = 'WebAudio';
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c++;
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}
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if (this.device.chrome)
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{
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var args = [
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'%c %c %c Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' %c %c ' + ' http://phaser.io %c %c \u2665%c\u2665%c\u2665 ',
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'background: #0cf300',
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'background: #00bc17',
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'color: #ffffff; background: #00711f;',
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'background: #00bc17',
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'background: #0cf300',
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'background: #00bc17'
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];
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for (var i = 0; i < 3; i++)
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{
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if (i < c)
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{
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args.push('color: #ff2424; background: #fff');
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}
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else
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{
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args.push('color: #959595; background: #fff');
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}
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}
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console.log.apply(console, args);
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}
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else if (window['console'])
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{
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console.log('Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' | http://phaser.io');
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}
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},
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/**
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* Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
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*
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* @method Phaser.Game#setUpRenderer
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* @protected
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*/
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setUpRenderer: function () {
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if (this.device.trident)
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{
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// Pixi WebGL renderer on IE11 doesn't work correctly at the moment, the pre-multiplied alpha gets all washed out.
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// So we're forcing canvas for now until this is fixed, sorry. It's got to be better than no game appearing at all, right?
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this.renderType = Phaser.CANVAS;
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}
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if (this.config['canvasID'])
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{
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this.canvas = Phaser.Canvas.create(this.width, this.height, this.config['canvasID']);
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}
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else
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{
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this.canvas = Phaser.Canvas.create(this.width, this.height);
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}
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if (this.config['canvasStyle'])
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{
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this.canvas.style = this.config['canvasStyle'];
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}
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else
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{
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this.canvas.style['-webkit-full-screen'] = 'width: 100%; height: 100%';
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}
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if (this.device.cocoonJS)
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|
{
|
|
// Enable screencanvas for Cocoon on this Canvas object only
|
|
this.canvas.screencanvas = true;
|
|
}
|
|
|
|
if (this.renderType === Phaser.HEADLESS || this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && this.device.webGL === false))
|
|
{
|
|
if (this.device.canvas)
|
|
{
|
|
if (this.renderType === Phaser.AUTO)
|
|
{
|
|
this.renderType = Phaser.CANVAS;
|
|
}
|
|
|
|
this.renderer = new PIXI.CanvasRenderer(this.width, this.height, this.canvas, this.transparent);
|
|
this.context = this.renderer.context;
|
|
}
|
|
else
|
|
{
|
|
throw new Error('Phaser.Game - cannot create Canvas or WebGL context, aborting.');
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// They requested WebGL and their browser supports it
|
|
this.renderType = Phaser.WEBGL;
|
|
this.renderer = new PIXI.WebGLRenderer(this.width, this.height, this.canvas, this.transparent, this.antialias, this.preserveDrawingBuffer);
|
|
this.context = null;
|
|
}
|
|
|
|
if (this.renderType !== Phaser.HEADLESS)
|
|
{
|
|
this.stage.smoothed = this.antialias;
|
|
|
|
Phaser.Canvas.addToDOM(this.canvas, this.parent, false);
|
|
Phaser.Canvas.setTouchAction(this.canvas);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The core game loop.
|
|
*
|
|
* @method Phaser.Game#update
|
|
* @protected
|
|
* @param {number} time - The current time as provided by RequestAnimationFrame.
|
|
*/
|
|
update: function (time) {
|
|
|
|
this.time.update(time);
|
|
|
|
if (!this._paused && !this.pendingStep)
|
|
{
|
|
if (this.stepping)
|
|
{
|
|
this.pendingStep = true;
|
|
}
|
|
|
|
this.debug.preUpdate();
|
|
this.physics.preUpdate();
|
|
this.state.preUpdate();
|
|
this.plugins.preUpdate();
|
|
this.stage.preUpdate();
|
|
|
|
this.state.update();
|
|
this.stage.update();
|
|
this.tweens.update();
|
|
this.sound.update();
|
|
this.input.update();
|
|
this.physics.update();
|
|
this.particles.update();
|
|
this.plugins.update();
|
|
|
|
this.stage.postUpdate();
|
|
this.plugins.postUpdate();
|
|
}
|
|
else
|
|
{
|
|
this.state.pauseUpdate();
|
|
// this.input.update();
|
|
this.debug.preUpdate();
|
|
}
|
|
|
|
if (this.renderType != Phaser.HEADLESS)
|
|
{
|
|
this.state.preRender();
|
|
this.renderer.render(this.stage);
|
|
|
|
this.plugins.render();
|
|
this.state.render();
|
|
this.plugins.postRender();
|
|
|
|
if (this.device.cocoonJS && this.renderType === Phaser.CANVAS && this.stage.currentRenderOrderID === 1)
|
|
{
|
|
// Horrible hack! But without it Cocoon fails to render a scene with just a single drawImage call on it.
|
|
this.context.fillRect(0, 0, 0, 0);
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Enable core game loop stepping. When enabled you must call game.step() directly (perhaps via a DOM button?)
|
|
* Calling step will advance the game loop by one frame. This is extremely useful for hard to track down errors!
|
|
*
|
|
* @method Phaser.Game#enableStep
|
|
*/
|
|
enableStep: function () {
|
|
|
|
this.stepping = true;
|
|
this.pendingStep = false;
|
|
this.stepCount = 0;
|
|
|
|
},
|
|
|
|
/**
|
|
* Disables core game loop stepping.
|
|
*
|
|
* @method Phaser.Game#disableStep
|
|
*/
|
|
disableStep: function () {
|
|
|
|
this.stepping = false;
|
|
this.pendingStep = false;
|
|
|
|
},
|
|
|
|
/**
|
|
* When stepping is enabled you must call this function directly (perhaps via a DOM button?) to advance the game loop by one frame.
|
|
* This is extremely useful to hard to track down errors! Use the internal stepCount property to monitor progress.
|
|
*
|
|
* @method Phaser.Game#step
|
|
*/
|
|
step: function () {
|
|
|
|
this.pendingStep = false;
|
|
this.stepCount++;
|
|
|
|
},
|
|
|
|
/**
|
|
* Nuke the entire game from orbit
|
|
*
|
|
* @method Phaser.Game#destroy
|
|
*/
|
|
destroy: function () {
|
|
|
|
this.raf.stop();
|
|
|
|
this.input.destroy();
|
|
this.state.destroy();
|
|
this.physics.destroy();
|
|
|
|
this.state = null;
|
|
this.cache = null;
|
|
this.input = null;
|
|
this.load = null;
|
|
this.sound = null;
|
|
this.stage = null;
|
|
this.time = null;
|
|
this.world = null;
|
|
this.isBooted = false;
|
|
|
|
},
|
|
|
|
/**
|
|
* Called by the Stage visibility handler.
|
|
*
|
|
* @method Phaser.Game#gamePaused
|
|
* @param {object} event - The DOM event that caused the game to pause, if any.
|
|
* @protected
|
|
*/
|
|
gamePaused: function (event) {
|
|
|
|
// If the game is already paused it was done via game code, so don't re-pause it
|
|
if (!this._paused)
|
|
{
|
|
this._paused = true;
|
|
this.time.gamePaused();
|
|
this.sound.setMute();
|
|
this.onPause.dispatch(event);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Called by the Stage visibility handler.
|
|
*
|
|
* @method Phaser.Game#gameResumed
|
|
* @param {object} event - The DOM event that caused the game to pause, if any.
|
|
* @protected
|
|
*/
|
|
gameResumed: function (event) {
|
|
|
|
// Game is paused, but wasn't paused via code, so resume it
|
|
if (this._paused && !this._codePaused)
|
|
{
|
|
this._paused = false;
|
|
this.time.gameResumed();
|
|
this.input.reset();
|
|
this.sound.unsetMute();
|
|
this.onResume.dispatch(event);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Called by the Stage visibility handler.
|
|
*
|
|
* @method Phaser.Game#focusLoss
|
|
* @param {object} event - The DOM event that caused the game to pause, if any.
|
|
* @protected
|
|
*/
|
|
focusLoss: function (event) {
|
|
|
|
this.onBlur.dispatch(event);
|
|
|
|
if (!this.stage.disableVisibilityChange)
|
|
{
|
|
this.gamePaused(event);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Called by the Stage visibility handler.
|
|
*
|
|
* @method Phaser.Game#focusGain
|
|
* @param {object} event - The DOM event that caused the game to pause, if any.
|
|
* @protected
|
|
*/
|
|
focusGain: function (event) {
|
|
|
|
this.onFocus.dispatch(event);
|
|
|
|
if (!this.stage.disableVisibilityChange)
|
|
{
|
|
this.gameResumed(event);
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Game.prototype.constructor = Phaser.Game;
|
|
|
|
/**
|
|
* The paused state of the Game. A paused game doesn't update any of its subsystems.
|
|
* When a game is paused the onPause event is dispatched. When it is resumed the onResume event is dispatched.
|
|
* @name Phaser.Game#paused
|
|
* @property {boolean} paused - Gets and sets the paused state of the Game.
|
|
*/
|
|
Object.defineProperty(Phaser.Game.prototype, "paused", {
|
|
|
|
get: function () {
|
|
return this._paused;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value === true)
|
|
{
|
|
if (this._paused === false)
|
|
{
|
|
this._paused = true;
|
|
this._codePaused = true;
|
|
this.sound.setMute();
|
|
this.time.gamePaused();
|
|
this.onPause.dispatch(this);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (this._paused)
|
|
{
|
|
this._paused = false;
|
|
this._codePaused = false;
|
|
this.input.reset();
|
|
this.sound.unsetMute();
|
|
this.time.gameResumed();
|
|
this.onResume.dispatch(this);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* "Deleted code is debugged code." - Jeff Sickel
|
|
*/
|