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https://github.com/wassname/phaser.git
synced 2026-09-11 12:31:29 +08:00
The start of World, also moved Game/Stage into core.
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/**
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* Phaser.Game
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*
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* This is where the magic happens. The Game object is the heart of your game,
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* providing quick access to common functions and handling the boot process.
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*
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* "Hell, there are no rules here - we're trying to accomplish something."
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* Thomas A. Edison
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*
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* @package Phaser.Game
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license 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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*
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* @constructor
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* @param width {number} The width of your game in game pixels.
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* @param height {number} The height of your game in game pixels.
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* @param renderer {number} Which renderer to use (canvas or webgl)
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* @param parent {string} ID of its parent DOM element.
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*/
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Phaser.Game = function (width, height, renderer, parent, state, transparent, antialias) {
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if (typeof width === "undefined") { width = 800; }
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if (typeof height === "undefined") { height = 600; }
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if (typeof renderer === "undefined") { renderer = Phaser.AUTO; }
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if (typeof parent === "undefined") { parent = ''; }
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if (typeof state === "undefined") { state = null; }
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if (typeof transparent === "undefined") { transparent = false; }
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if (typeof antialias === "undefined") { antialias = true; }
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this.id = Phaser.GAMES.push(this) - 1;
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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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this.width = width;
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this.height = height;
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this.transparent = transparent;
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this.antialias = antialias;
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this.renderType = renderer;
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this.state = new Phaser.StateManager(this, state);
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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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// temps so we can clean-up the event listeneres
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_tempState: null,
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_onBoot: null,
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/**
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* Phaser Game ID.
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* @type {number}
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*/
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id: 0,
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/**
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* The Game width (in pixels).
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* @type {number}
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*/
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width: 0,
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/**
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* The Game height (in pixels).
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* @type {number}
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*/
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height: 0,
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transparent: false,
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antialias: true,
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/**
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* The Games DOM parent.
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* @type {HTMLElement}
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*/
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parent: '',
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/**
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* The Renderer this Phaser.Game will use. Either Phaser.RENDERER_AUTO, Phaser.RENDERER_CANVAS or Phaser.RENDERER_WEBGL
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* @type {number}
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*/
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renderType: 0,
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/**
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* The Pixi Renderer
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* @type {number}
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*/
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renderer: null,
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/**
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* Whether load complete loading or not.
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* @type {bool}
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*/
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_loadComplete: false,
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/**
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* Is game paused?
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* @type {bool}
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*/
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paused: false,
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/**
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* Whether the game engine is booted, aka available.
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* @type {bool}
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*/
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isBooted: false,
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/**
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* Is game running or paused?
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* @type {bool}
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*/
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isRunning: false,
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/**
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* Automatically handles the core game loop via requestAnimationFrame or setTimeout
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* @type {Phaser.RequestAnimationFrame}
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*/
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raf: null,
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/**
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* The StateManager.
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* @type {Phaser.StateManager}
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*/
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state: null,
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/**
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* Reference to the GameObject Factory.
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* @type {Phaser.GameObjectFactory}
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*/
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add: null,
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/**
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* Reference to the assets cache.
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* @type {Phaser.Cache}
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*/
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cache: null,
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/**
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* Reference to the input manager
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* @type {Phaser.InputManager}
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*/
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input: null,
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/**
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* Reference to the assets loader.
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* @type {Phaser.Loader}
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*/
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load: null,
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/**
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* Reference to the math helper.
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* @type {Phaser.GameMath}
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*/
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math: null,
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/**
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* Reference to the network class.
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* @type {Phaser.Net}
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*/
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net: null,
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/**
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* Reference to the sound manager.
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* @type {Phaser.SoundManager}
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*/
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sound: null,
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/**
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* Reference to the stage.
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* @type {Phaser.Stage}
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*/
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stage: null,
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/**
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* Reference to game clock.
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* @type {Phaser.TimeManager}
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*/
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time: null,
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/**
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* Reference to the tween manager.
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* @type {Phaser.TweenManager}
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*/
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tweens: null,
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/**
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* Reference to the world.
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* @type {Phaser.World}
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*/
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world: null,
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/**
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* Reference to the physics manager.
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* @type {Phaser.Physics.PhysicsManager}
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*/
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physics: null,
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/**
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* Instance of repeatable random data generator helper.
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* @type {Phaser.RandomDataGenerator}
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*/
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rnd: null,
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/**
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* Contains device information and capabilities.
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* @type {Phaser.Device}
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*/
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device: null,
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/**
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* Initialize engine sub modules and start the game.
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* @param parent {string} ID of parent Dom element.
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* @param width {number} Width of the game screen.
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* @param height {number} Height of the game screen.
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*/
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boot: function () {
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if (this.isBooted) {
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return;
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}
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if (!document.body) {
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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.setUpRenderer();
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this.world = new Phaser.World(this);
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this.stage = new Phaser.Stage(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.InputManager(this);
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// this.sound = new Phaser.SoundManager(this);
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this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);
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// this.physics = new Phaser.Physics.PhysicsManager(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.load.onLoadComplete.add(this.loadComplete, this);
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this.state.boot();
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this.stage.boot();
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// this.input.boot();
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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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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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setUpRenderer: function () {
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if (this.renderType == Phaser.CANVAS || (this.renderer == 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, null, this.transparent);
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Phaser.Canvas.setSmoothingEnabled(this.renderer.context, this.antialias);
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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 must have requested WebGL and their browser supports it
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this.renderer = new PIXI.WebGLRenderer(this.width, this.height, null, this.transparent, this.antialias);
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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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loadComplete: function () {
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console.log('loadComplete', this);
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this._loadComplete = true;
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this.state.loadComplete();
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// ?
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// this.load.onLoadComplete.remove(this.loadComplete, this);
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},
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update: function (time) {
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this.time.update(time);
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this.plugins.preUpdate();
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this.tweens.update();
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// this.input.update();
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// this.stage.update();
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// this.sound.update();
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// this.physics.update();
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// this.world.update();
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this.plugins.update();
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if (this._loadComplete)
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{
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this.state.update();
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// this.world.postUpdate();
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this.plugins.postUpdate();
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this.plugins.preRender();
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this.state.preRender();
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this.renderer.render(this.world._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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else
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{
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// Still loading assets
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this.state.loadUpdate();
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// this.world.postUpdate();
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this.plugins.postUpdate();
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this.plugins.preRender();
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this.renderer.render(this.world._stage);
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this.plugins.render();
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this.state.loadRender();
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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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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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