mirror of
https://github.com/photonstorm/phaser
synced 2024-12-19 01:24:48 +00:00
478 lines
11 KiB
JavaScript
478 lines
11 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* 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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* <p>"Hell, there are no rules here - we're trying to accomplish something."</p><br>
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* Thomas A. Edison
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* @constructor
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* @param {number} width - The width of your game in game pixels.
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* @param {number} height - The height of your game in game pixels.
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* @param {number} renderer -Which renderer to use (canvas or webgl)
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* @param {HTMLElement} parent -The Games DOM parent.
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* @param {Description} state - Description.
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* @param {boolean} transparent - Use a transparent canvas background or not.
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* @param {boolean} antialias - Anti-alias graphics.
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*/
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Phaser.Game = function (width, height, renderer, parent, state, transparent, antialias) {
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width = width || 800;
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height = height || 600;
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renderer = renderer || Phaser.AUTO;
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parent = parent || '';
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state = state || null;
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if (typeof transparent == 'undefined') { transparent = false; }
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if (typeof antialias == 'undefined') { antialias = false; }
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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 {HTMLElement} parent - The Games DOM parent.
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*/
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this.parent = parent;
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// Do some more intelligent size parsing here, so they can set "100%" for example, maybe pass the scale mode in here too?
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/**
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* @property {number} width - The Game width (in pixels).
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*/
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this.width = width;
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/**
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* @property {number} height - The Game height (in pixels).
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*/
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this.height = height;
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/**
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* @property {boolean} transparent - Use a transparent canvas background or not.
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*/
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this.transparent = transparent;
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/**
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* @property {boolean} antialias - Anti-alias graphics (in WebGL this helps with edges, in Canvas2D it retains pixel-art quality).
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*/
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this.antialias = antialias;
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/**
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* @property {number} renderer - The Pixi Renderer
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* @default
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*/
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this.renderer = null;
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/**
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* @property {number} state - The StateManager.
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*/
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this.state = new Phaser.StateManager(this, state);
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/**
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* @property {boolean} _paused - Is game paused?
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* @private
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* @default
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*/
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this._paused = false;
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/**
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* @property {number} renderType - The Renderer this Phaser.Game will use. Either Phaser.RENDERER_AUTO, Phaser.RENDERER_CANVAS or Phaser.RENDERER_WEBGL.
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*/
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this.renderType = renderer;
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/**
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* @property {boolean} _loadComplete - Whether load complete loading or not.
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* @private
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* @default
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*/
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this._loadComplete = false;
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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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* @default
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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 GameObject Factory.
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* @default
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*/
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this.add = null;
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/**
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* @property {Phaser.Cache} cache - Reference to the assets cache.
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* @default
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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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* @default
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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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* @default
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*/
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this.load = null;
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/**
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* @property {Phaser.GameMath} math - Reference to the math helper.
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* @default
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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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* @default
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*/
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this.net = null;
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/**
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* @property {Phaser.SoundManager} sound - Reference to the sound manager.
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* @default
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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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* @default
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*/
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this.stage = null;
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/**
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* @property {Phaser.TimeManager} time - Reference to game clock.
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* @default
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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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* @default
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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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* @default
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*/
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this.world = null;
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/**
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* @property {Phaser.Physics.PhysicsManager} physics - Reference to the physics manager.
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* @default
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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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* @default
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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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* @default
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*/
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this.device = null;
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/**
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* @property {Phaser.Physics.PhysicsManager} camera - A handy reference to world.camera.
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* @default
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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.
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* @default
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*/
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this.canvas = null;
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/**
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* @property {Context} context - A handy reference to renderer.context (only set for CANVAS games)
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* @default
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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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* @default
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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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* @default
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*/
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this.particles = null;
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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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* 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.isBooted = true;
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this.device = new Phaser.Device();
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this.math = Phaser.Math;
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this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);
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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.world = new Phaser.World(this);
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this.add = new Phaser.GameObjectFactory(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.Arcade(this);
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this.particles = new Phaser.Particles(this);
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this.plugins = new Phaser.PluginManager(this, this);
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this.net = new Phaser.Net(this);
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this.debug = new Phaser.Utils.Debug(this);
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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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this.load.onLoadComplete.add(this.loadComplete, this);
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if (this.renderType == Phaser.CANVAS)
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{
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console.log('%cPhaser ' + Phaser.VERSION + ' initialized. Rendering to Canvas', 'color: #ffff33; background: #000000');
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}
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else
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{
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console.log('%cPhaser ' + Phaser.VERSION + ' initialized. Rendering to WebGL', 'color: #ffff33; background: #000000');
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}
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if (Phaser.VERSION.substr(-5) == '-beta')
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{
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console.warn('You are using a beta version of Phaser. Some things may not work.');
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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 Phaser.RequestAnimationFrame(this);
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this.raf.start();
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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.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && this.device.webGL == false))
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{
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if (this.device.canvas)
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{
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this.renderType = Phaser.CANVAS;
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this.renderer = new PIXI.CanvasRenderer(this.width, this.height, this.stage.canvas, this.transparent);
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Phaser.Canvas.setSmoothingEnabled(this.renderer.context, this.antialias);
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this.canvas = this.renderer.view;
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this.context = this.renderer.context;
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}
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else
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{
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throw new Error('Phaser.Game - cannot create Canvas or WebGL context, aborting.');
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}
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}
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else
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{
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// They requested WebGL, and their browser supports it
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this.renderType = Phaser.WEBGL;
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this.renderer = new PIXI.WebGLRenderer(this.width, this.height, this.stage.canvas, this.transparent, this.antialias);
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this.canvas = this.renderer.view;
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this.context = null;
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}
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Phaser.Canvas.addToDOM(this.renderer.view, this.parent, true);
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Phaser.Canvas.setTouchAction(this.renderer.view);
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},
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/**
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* Called when the load has finished, after preload was run.
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*
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* @method Phaser.Game#loadComplete
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* @protected
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*/
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loadComplete: function () {
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this._loadComplete = true;
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this.state.loadComplete();
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},
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/**
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* The core game loop.
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*
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* @method Phaser.Game#update
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* @protected
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* @param {number} time - The current time as provided by RequestAnimationFrame.
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*/
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update: function (time) {
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this.time.update(time);
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if (!this._paused)
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{
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this.plugins.preUpdate();
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this.physics.preUpdate();
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this.input.update();
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this.tweens.update();
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this.sound.update();
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this.world.update();
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this.particles.update();
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this.state.update();
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this.plugins.update();
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this.world.postUpdate();
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this.renderer.render(this.stage._stage);
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this.plugins.render();
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this.state.render();
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this.plugins.postRender();
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}
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},
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/**
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* Nuke the entire game from orbit
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*
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* @method Phaser.Game#destroy
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*/
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destroy: function () {
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this.state.destroy();
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this.state = null;
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this.cache = null;
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this.input = null;
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this.load = 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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};
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/**
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* The paused state of the Game. A paused game doesn't update any of its subsystems.
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* When a game is paused the onPause event is dispatched. When it is resumed the onResume event is dispatched.
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* @name Phaser.Game#paused
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* @property {boolean} paused - Gets and sets the paused state of the Game.
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*/
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Object.defineProperty(Phaser.Game.prototype, "paused", {
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get: function () {
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return this._paused;
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},
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set: function (value) {
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if (value === true)
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{
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if (this._paused == false)
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{
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this._paused = true;
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this.onPause.dispatch(this);
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}
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}
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else
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{
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if (this._paused)
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{
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this._paused = false;
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this.onResume.dispatch(this);
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}
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}
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}
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});
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/**
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* "Deleted code is debugged code." - Jeff Sickel
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*/
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