phaser/Phaser/Game.ts
2013-08-02 19:37:43 +01:00

760 lines
No EOL
23 KiB
TypeScript

/// <reference path="geom/Rectangle.ts" />
/// <reference path="math/LinkedList.ts" />
/// <reference path="math/QuadTree.ts" />
/// <reference path="geom/Point.ts" />
/// <reference path="math/Vec2.ts" />
/// <reference path="geom/Circle.ts" />
/// <reference path="core/Group.ts" />
/// <reference path="core/Signal.ts" />
/// <reference path="core/SignalBinding.ts" />
/// <reference path="loader/Loader.ts" />
/// <reference path="net/Net.ts" />
/// <reference path="loader/Cache.ts" />
/// <reference path="math/GameMath.ts" />
/// <reference path="math/RandomDataGenerator.ts" />
/// <reference path="cameras/CameraManager.ts" />
/// <reference path="gameobjects/GameObjectFactory.ts" />
/// <reference path="sound/SoundManager.ts" />
/// <reference path="sound/Sound.ts" />
/// <reference path="Stage.ts" />
/// <reference path="Time.ts" />
/// <reference path="tweens/TweenManager.ts" />
/// <reference path="World.ts" />
/// <reference path="system/Device.ts" />
/// <reference path="system/RequestAnimationFrame.ts" />
/// <reference path="input/Input.ts" />
/// <reference path="renderers/IRenderer.ts" />
/// <reference path="renderers/HeadlessRenderer.ts" />
/// <reference path="renderers/CanvasRenderer.ts" />
/// <reference path="utils/DebugUtils.ts" />
/// <reference path="../Plugins/IPlugin.ts" />
/**
* Phaser - Game
*
* This is where the magic happens. The Game object is the heart of your game,
* providing quick access to common functions and handling the boot process.
*
* "Hell, there are no rules here - we're trying to accomplish something."
* Thomas A. Edison
*/
module Phaser {
export class Game {
/**
* Game constructor
*
* Instantiate a new <code>Phaser.Game</code> object.
*
* @param callbackContext Which context will the callbacks be called with.
* @param parent {string} ID of its parent DOM element.
* @param width {number} The width of your game in game pixels.
* @param height {number} The height of your game in game pixels.
* @param initCallback {function} Init callback invoked when init default screen.
* @param createCallback {function} Create callback invoked when create default screen.
* @param updateCallback {function} Update callback invoked when update default screen.
* @param renderCallback {function} Render callback invoked when render default screen.
* @param destroyCallback {function} Destroy callback invoked when state is destroyed.
*/
constructor(callbackContext, parent?: string = '', width?: number = 800, height?: number = 600, initCallback = null, createCallback = null, updateCallback = null, renderCallback = null, destroyCallback = null) {
this.callbackContext = callbackContext;
this.onInitCallback = initCallback;
this.onCreateCallback = createCallback;
this.onUpdateCallback = updateCallback;
this.onRenderCallback = renderCallback;
this.onDestroyCallback = destroyCallback;
if (document.readyState === 'complete' || document.readyState === 'interactive')
{
setTimeout(() => this.boot(parent, width, height));
}
else
{
document.addEventListener('DOMContentLoaded', () => this.boot(parent, width, height), false);
window.addEventListener('load', () => this.boot(parent, width, height), false);
}
}
/**
* Game loop trigger wrapper.
*/
public _raf: RequestAnimationFrame;
/**
* Milliseconds of time per step of the game loop.
* @type {number}
*/
private _step: number = 0;
/**
* Whether load complete loading or not.
* @type {boolean}
*/
private _loadComplete: bool = false;
/**
* Game is paused?
* @type {boolean}
*/
private _paused: bool = false;
/**
* The state to be switched to in the next frame.
* @type {State}
*/
private _pendingState = null;
/**
* Plugin loop pointer
* @type {number}
*/
private _p: number;
/**
* Plugins array counter
* @type {number}
*/
private _pluginsLength: number;
/**
* An Array of Phaser Plugins
* @type {Array}
*/
public plugins: Phaser.IPlugin[];
/**
* The current State object (defaults to null)
* @type {State}
*/
public state = null;
/**
* Context for calling the callbacks.
*/
public callbackContext;
/**
* This will be called when init states. (loading assets...)
* @type {function}
*/
public onInitCallback = null;
/**
* This will be called when create states. (setup states...)
* @type {function}
*/
public onCreateCallback = null;
/**
* This will be called when State is updated, this doesn't happen during load (see onLoadUpdateCallback)
* @type {function}
*/
public onUpdateCallback = null;
/**
* This will be called when the State is rendered, this doesn't happen during load (see onLoadRenderCallback)
* @type {function}
*/
public onRenderCallback = null;
/**
* This will be called before the State is rendered and before the stage is cleared
* @type {function}
*/
public onPreRenderCallback = null;
/**
* This will be called when the State is updated but only during the load process
* @type {function}
*/
public onLoadUpdateCallback = null;
/**
* This will be called when the State is rendered but only during the load process
* @type {function}
*/
public onLoadRenderCallback = null;
/**
* This will be called when states paused.
* @type {function}
*/
public onPausedCallback = null;
/**
* This will be called when the state is destroyed (i.e. swapping to a new state)
* @type {function}
*/
public onDestroyCallback = null;
/**
* Reference to the GameObject Factory.
* @type {GameObjectFactory}
*/
public add: GameObjectFactory;
/**
* Reference to the assets cache.
* @type {Cache}
*/
public cache: Cache;
/**
* Reference to the input manager
* @type {Input}
*/
public input: Input;
/**
* Reference to the assets loader.
* @type {Loader}
*/
public load: Loader;
/**
* Reference to the math helper.
* @type {GameMath}
*/
public math: GameMath;
/**
* Reference to the network class.
* @type {Net}
*/
public net: Net;
/**
* Reference to the sound manager.
* @type {SoundManager}
*/
public sound: SoundManager;
/**
* Reference to the stage.
* @type {Stage}
*/
public stage: Stage;
/**
* Reference to game clock.
* @type {Time}
*/
public time: Time;
/**
* Reference to the tween manager.
* @type {TweenManager}
*/
public tweens: TweenManager;
/**
* Reference to the world.
* @type {World}
*/
public world: World;
/**
* Reference to the physics manager.
* @type {Physics.Manager}
*/
public physics: Physics.Manager;
/**
* Instance of repeatable random data generator helper.
* @type {RandomDataGenerator}
*/
public rnd: RandomDataGenerator;
/**
* Contains device information and capabilities.
* @type {Device}
*/
public device: Device;
/**
* Reference to the render manager
* @type {RenderManager}
*/
public renderer: IRenderer;
/**
* Whether the game engine is booted, aka available.
* @type {boolean}
*/
public isBooted: bool = false;
/**
* Is game running or paused?
* @type {boolean}
*/
public isRunning: bool = false;
/**
* Initialize engine sub modules and start the game.
* @param parent {string} ID of parent Dom element.
* @param width {number} Width of the game screen.
* @param height {number} Height of the game screen.
*/
private boot(parent: string, width: number, height: number) {
if (this.isBooted == true)
{
return;
}
if (!document.body)
{
window.setTimeout(() => this.boot(parent, width, height), 13);
}
else
{
this.device = new Device();
this.net = new Net(this);
this.math = new GameMath(this);
this.stage = new Stage(this, parent, width, height);
this.world = new World(this, width, height);
this.add = new GameObjectFactory(this);
this.cache = new Cache(this);
this.load = new Loader(this, this.loadComplete);
this.time = new Time(this);
this.tweens = new TweenManager(this);
this.input = new Input(this);
this.sound = new SoundManager(this);
this.rnd = new RandomDataGenerator([(Date.now() * Math.random()).toString()]);
this.physics = new Physics.Manager(this);
this.setRenderer(Phaser.Types.RENDERER_CANVAS);
this.world.boot();
this.stage.boot();
this.input.boot();
this.isBooted = true;
// Set-up some static helper references
DebugUtils.game = this;
ColorUtils.game = this;
DebugUtils.context = this.stage.context;
// Display the default game screen?
if (this.onInitCallback == null && this.onCreateCallback == null && this.onUpdateCallback == null && this.onRenderCallback == null && this._pendingState == null)
{
this._raf = new RequestAnimationFrame(this, this.bootLoop);
}
else
{
this.isRunning = true;
this._loadComplete = false;
this._raf = new RequestAnimationFrame(this, this.loop);
if (this._pendingState)
{
this.switchState(this._pendingState, false, false);
}
else
{
this.startState();
}
}
}
}
public setRenderer(type: number) {
switch (type)
{
case Phaser.Types.RENDERER_AUTO_DETECT:
this.renderer = new Phaser.HeadlessRenderer(this);
break;
case Phaser.Types.RENDERER_AUTO_DETECT:
case Phaser.Types.RENDERER_CANVAS:
this.renderer = new Phaser.CanvasRenderer(this);
break;
// WebGL coming soon :)
}
}
public addPlugin(plugin) {
// Prototype?
if (typeof plugin === 'function')
{
this.plugins.push(new plugin(this));
}
else
{
plugin.game = this;
this.plugins.push(plugin);
}
this._pluginsLength++;
}
public removePlugin(plugin: Phaser.IPlugin) {
// TODO :)
this._pluginsLength--;
}
/**
* Called when the load has finished after init was run.
*/
private loadComplete() {
this._loadComplete = true;
}
/**
* The bootLoop is called while the game is still booting (waiting for the DOM and resources to be available)
*/
private bootLoop() {
this.tweens.update();
this.input.update();
this.stage.update();
}
/**
* The pausedLoop is called when the game is paused.
*/
private pausedLoop() {
this.tweens.update();
this.input.update();
this.stage.update();
this.sound.update();
if (this.onPausedCallback !== null)
{
this.onPausedCallback.call(this.callbackContext);
}
}
/**
* Game loop method will be called when it's running.
*/
private loop() {
for (this._p = 0; this._p < this._pluginsLength; this._p++)
{
if (this.plugins[this._p].active)
{
this.plugins[this._p].preUpdate();
}
}
this.tweens.update();
this.input.update();
this.stage.update();
this.sound.update();
this.physics.update();
this.world.update();
if (this._loadComplete && this.onUpdateCallback)
{
this.onUpdateCallback.call(this.callbackContext);
}
else if (this._loadComplete == false && this.onLoadUpdateCallback)
{
this.onLoadUpdateCallback.call(this.callbackContext);
}
this.world.postUpdate();
for (this._p = 0; this._p < this._pluginsLength; this._p++)
{
if (this.plugins[this._p].active)
{
this.plugins[this._p].postUpdate();
}
}
for (this._p = 0; this._p < this._pluginsLength; this._p++)
{
if (this.plugins[this._p].visible)
{
this.plugins[this._p].preRender();
}
}
if (this._loadComplete && this.onPreRenderCallback)
{
this.onPreRenderCallback.call(this.callbackContext);
}
this.renderer.render();
if (this._loadComplete && this.onRenderCallback)
{
this.onRenderCallback.call(this.callbackContext);
}
else if (this._loadComplete == false && this.onLoadRenderCallback)
{
this.onLoadRenderCallback.call(this.callbackContext);
}
for (this._p = 0; this._p < this._pluginsLength; this._p++)
{
if (this.plugins[this._p].visible)
{
this.plugins[this._p].postRender();
}
}
}
/**
* Start current state.
*/
private startState() {
if (this.onInitCallback !== null)
{
this.load.reset();
this.onInitCallback.call(this.callbackContext);
// Is the load empty?
if (this.load.queueSize == 0)
{
if (this.onCreateCallback !== null)
{
this.onCreateCallback.call(this.callbackContext);
}
this._loadComplete = true;
}
}
else
{
// No init? Then there was nothing to load either
if (this.onCreateCallback !== null)
{
this.onCreateCallback.call(this.callbackContext);
}
this._loadComplete = true;
}
}
/**
* Set the most common state callbacks (init, create, update, render).
* @param initCallback {function} Init callback invoked when init state.
* @param createCallback {function} Create callback invoked when create state.
* @param updateCallback {function} Update callback invoked when update state.
* @param renderCallback {function} Render callback invoked when render state.
* @param destroyCallback {function} Destroy callback invoked when state is destroyed.
*/
public setCallbacks(initCallback = null, createCallback = null, updateCallback = null, renderCallback = null, destroyCallback = null) {
this.onInitCallback = initCallback;
this.onCreateCallback = createCallback;
this.onUpdateCallback = updateCallback;
this.onRenderCallback = renderCallback;
this.onDestroyCallback = destroyCallback;
}
/**
* Switch to a new State.
* @param state {State} The state you want to switch to.
* @param [clearWorld] {boolean} clear everything in the world? (Default to true)
* @param [clearCache] {boolean} clear asset cache? (Default to false and ONLY available when clearWorld=true)
*/
public switchState(state, clearWorld: bool = true, clearCache: bool = false) {
if (this.isBooted == false)
{
this._pendingState = state;
return;
}
// Destroy current state?
if (this.onDestroyCallback !== null)
{
this.onDestroyCallback.call(this.callbackContext);
}
this.input.reset(true);
// Prototype?
if (typeof state === 'function')
{
this.state = new state(this);
}
// Ok, have we got the right functions?
if (this.state['create'] || this.state['update'])
{
this.callbackContext = this.state;
this.onInitCallback = null;
this.onLoadRenderCallback = null;
this.onLoadUpdateCallback = null;
this.onCreateCallback = null;
this.onUpdateCallback = null;
this.onRenderCallback = null;
this.onPreRenderCallback = null;
this.onPausedCallback = null;
this.onDestroyCallback = null;
// Bingo, let's set them up
if (this.state['init'])
{
this.onInitCallback = this.state['init'];
}
if (this.state['loadRender'])
{
this.onLoadRenderCallback = this.state['loadRender'];
}
if (this.state['loadUpdate'])
{
this.onLoadUpdateCallback = this.state['loadUpdate'];
}
if (this.state['create'])
{
this.onCreateCallback = this.state['create'];
}
if (this.state['update'])
{
this.onUpdateCallback = this.state['update'];
}
if (this.state['preRender'])
{
this.onPreRenderCallback = this.state['preRender'];
}
if (this.state['render'])
{
this.onRenderCallback = this.state['render'];
}
if (this.state['paused'])
{
this.onPausedCallback = this.state['paused'];
}
if (this.state['destroy'])
{
this.onDestroyCallback = this.state['destroy'];
}
if (clearWorld)
{
this.world.destroy();
if (clearCache == true)
{
this.cache.destroy();
}
}
this._loadComplete = false;
this.startState();
}
else
{
throw new Error("Invalid State object given. Must contain at least a create or update function.");
}
}
/**
* Nuke the entire game from orbit
*/
public destroy() {
this.callbackContext = null;
this.onInitCallback = null;
this.onLoadRenderCallback = null;
this.onLoadUpdateCallback = null;
this.onCreateCallback = null;
this.onUpdateCallback = null;
this.onRenderCallback = null;
this.onPausedCallback = null;
this.onDestroyCallback = 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;
}
public get paused(): bool {
return this._paused;
}
public set paused(value: bool) {
if (value == true && this._paused == false)
{
this._paused = true;
this.sound.pauseAll();
this._raf.callback = this.pausedLoop;
}
else if (value == false && this._paused == true)
{
this._paused = false;
//this.time.time = window.performance.now ? (performance.now() + performance.timing.navigationStart) : Date.now();
this.input.reset();
this.sound.resumeAll();
if (this.isRunning == false)
{
this._raf.callback = this.bootLoop;
}
else
{
this._raf.callback = this.loop;
}
}
}
/**
* Checks for overlaps between two objects using the world QuadTree. Can be GameObject vs. GameObject, GameObject vs. Group or Group vs. Group.
* Note: Does not take the objects scrollFactor into account. All overlaps are check in world space.
* @param object1 The first GameObject or Group to check. If null the world.group is used.
* @param object2 The second GameObject or Group to check.
* @param notifyCallback A callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you passed them to Collision.overlap.
* @param processCallback A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then notifyCallback will only be called if processCallback returns true.
* @param context The context in which the callbacks will be called
* @returns {boolean} true if the objects overlap, otherwise false.
*/
public collide(objectOrGroup1 = null, objectOrGroup2 = null, notifyCallback = null, context? = this.callbackContext): bool {
//return this.world.physics.overlap(objectOrGroup1, objectOrGroup2, notifyCallback, this.world.physics.separate, context);
return false;
}
public get camera(): Camera {
return this.world.cameras.current;
}
}
}