Added Full Screen support and tested it. Also added in the BitmapText game object and custom XML loader. Game now sends a pause and resume signal, which the TweenManager listens to and handles correctly.

This commit is contained in:
Richard Davey
2013-09-10 23:51:35 +01:00
parent e41e35fd09
commit e2eddc8b24
15 changed files with 2580 additions and 214 deletions
+221 -194
View File
@@ -34,18 +34,206 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
transparent = transparent || false;
antialias = antialias || true;
/**
* Phaser Game ID (for when Pixi supports multiple instances)
* @type {number}
*/
this.id = Phaser.GAMES.push(this) - 1;
/**
* The Games DOM parent.
* @type {HTMLElement}
*/
this.parent = parent;
// Do some more intelligent size parsing here, so they can set "100%" for example, maybe pass the scale mode in here too?
/**
* The Game width (in pixels).
* @type {number}
*/
this.width = width;
/**
* The Game height (in pixels).
* @type {number}
*/
this.height = height;
/**
* Use a transparent canvas background or not.
* @type {boolean}
*/
this.transparent = transparent;
/**
* Anti-alias graphics (in WebGL this helps with edges, in Canvas2D it retains pixel-art quality)
* @type {boolean}
*/
this.antialias = antialias;
/**
* The Pixi Renderer
* @type {number}
*/
this.renderType = renderer;
/**
* The StateManager.
* @type {Phaser.StateManager}
*/
this.state = new Phaser.StateManager(this, state);
/**
* Is game paused?
* @type {bool}
*/
this._paused = false;
/**
* The Renderer this Phaser.Game will use. Either Phaser.RENDERER_AUTO, Phaser.RENDERER_CANVAS or Phaser.RENDERER_WEBGL
* @type {number}
*/
this.renderType = 0;
/**
* Whether load complete loading or not.
* @type {bool}
*/
this._loadComplete = false;
/**
* Whether the game engine is booted, aka available.
* @type {bool}
*/
this.isBooted = false;
/**
* Is game running or paused?
* @type {bool}
*/
this.isRunning = false;
/**
* Automatically handles the core game loop via requestAnimationFrame or setTimeout
* @type {Phaser.RequestAnimationFrame}
*/
this.raf = null;
/**
* Reference to the GameObject Factory.
* @type {Phaser.GameObjectFactory}
*/
this.add = null;
/**
* Reference to the assets cache.
* @type {Phaser.Cache}
*/
this.cache = null;
/**
* Reference to the input manager
* @type {Phaser.Input}
*/
this.input = null;
/**
* Reference to the assets loader.
* @type {Phaser.Loader}
*/
this.load = null;
/**
* Reference to the math helper.
* @type {Phaser.GameMath}
*/
this.math = null;
/**
* Reference to the network class.
* @type {Phaser.Net}
*/
this.net = null;
/**
* Reference to the sound manager.
* @type {Phaser.SoundManager}
*/
this.sound = null;
/**
* Reference to the stage.
* @type {Phaser.Stage}
*/
this.stage = null;
/**
* Reference to game clock.
* @type {Phaser.TimeManager}
*/
this.time = null;
/**
* Reference to the tween manager.
* @type {Phaser.TweenManager}
*/
this.tweens = null;
/**
* Reference to the world.
* @type {Phaser.World}
*/
this.world = null;
/**
* Reference to the physics manager.
* @type {Phaser.Physics.PhysicsManager}
*/
this.physics = null;
/**
* Instance of repeatable random data generator helper.
* @type {Phaser.RandomDataGenerator}
*/
this.rnd = null;
/**
* Contains device information and capabilities.
* @type {Phaser.Device}
*/
this.device = null;
/**
* A handy reference to world.camera
* @type {Phaser.Camera}
*/
this.camera = null;
/**
* A handy reference to renderer.view
* @type {HTMLCanvasElement}
*/
this.canvas = null;
/**
* A handy reference to renderer.context (only set for CANVAS games)
* @type {Context}
*/
this.context = null;
/**
* A set of useful debug utilities
* @type {Phaser.Utils.Debug}
*/
this.debug = null;
/**
* The Particle Manager
* @type {Phaser.Particles}
*/
this.particles = null;
var _this = this;
this._onBoot = function () {
@@ -68,199 +256,6 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
Phaser.Game.prototype = {
// temps so we can clean-up the event listeneres
_tempState: null,
_onBoot: null,
/**
* Phaser Game ID.
* @type {number}
*/
id: 0,
/**
* The Game width (in pixels).
* @type {number}
*/
width: 0,
/**
* The Game height (in pixels).
* @type {number}
*/
height: 0,
transparent: false,
antialias: true,
/**
* The Games DOM parent.
* @type {HTMLElement}
*/
parent: '',
/**
* The Renderer this Phaser.Game will use. Either Phaser.RENDERER_AUTO, Phaser.RENDERER_CANVAS or Phaser.RENDERER_WEBGL
* @type {number}
*/
renderType: 0,
/**
* The Pixi Renderer
* @type {number}
*/
renderer: null,
/**
* Whether load complete loading or not.
* @type {bool}
*/
_loadComplete: false,
/**
* Is game paused?
* @type {bool}
*/
paused: false,
/**
* Whether the game engine is booted, aka available.
* @type {bool}
*/
isBooted: false,
/**
* Is game running or paused?
* @type {bool}
*/
isRunning: false,
/**
* Automatically handles the core game loop via requestAnimationFrame or setTimeout
* @type {Phaser.RequestAnimationFrame}
*/
raf: null,
/**
* The StateManager.
* @type {Phaser.StateManager}
*/
state: null,
/**
* Reference to the GameObject Factory.
* @type {Phaser.GameObjectFactory}
*/
add: null,
/**
* Reference to the assets cache.
* @type {Phaser.Cache}
*/
cache: null,
/**
* Reference to the input manager
* @type {Phaser.Input}
*/
input: null,
/**
* Reference to the assets loader.
* @type {Phaser.Loader}
*/
load: null,
/**
* Reference to the math helper.
* @type {Phaser.GameMath}
*/
math: null,
/**
* Reference to the network class.
* @type {Phaser.Net}
*/
net: null,
/**
* Reference to the sound manager.
* @type {Phaser.SoundManager}
*/
sound: null,
/**
* Reference to the stage.
* @type {Phaser.Stage}
*/
stage: null,
/**
* Reference to game clock.
* @type {Phaser.TimeManager}
*/
time: null,
/**
* Reference to the tween manager.
* @type {Phaser.TweenManager}
*/
tweens: null,
/**
* Reference to the world.
* @type {Phaser.World}
*/
world: null,
/**
* Reference to the physics manager.
* @type {Phaser.Physics.PhysicsManager}
*/
physics: null,
/**
* Instance of repeatable random data generator helper.
* @type {Phaser.RandomDataGenerator}
*/
rnd: null,
/**
* Contains device information and capabilities.
* @type {Phaser.Device}
*/
device: null,
/**
* A handy reference to world.camera
* @type {Phaser.Camera}
*/
camera: null,
/**
* A handy reference to renderer.view
* @type {HTMLCanvasElement}
*/
canvas: null,
/**
* A handy reference to renderer.context (only set for CANVAS games)
* @type {Context}
*/
context: null,
/**
* A set of useful debug utilities
* @type {Phaser.Utils.Debug}
*/
debug: null,
/**
* The Particle Manager
* @type {Phaser.Particles}
*/
particles: null,
/**
* Initialize engine sub modules and start the game.
* @param parent {string} ID of parent Dom element.
@@ -385,7 +380,7 @@ Phaser.Game.prototype = {
this.time.update(time);
if (!this.paused)
if (!this._paused)
{
this.plugins.preUpdate();
this.physics.preUpdate();
@@ -426,3 +421,35 @@ Phaser.Game.prototype = {
}
};
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.onPause.dispatch(this);
}
}
else
{
if (this._paused)
{
this._paused = false;
this.onResume.dispatch(this);
}
}
},
enumerable: true,
configurable: true
});
+1
View File
@@ -23,6 +23,7 @@ Phaser.Stage = function (game, width, height) {
this.offset = new Phaser.Point;
this.canvas = Phaser.Canvas.create(width, height);
this.canvas.style['-webkit-full-screen'] = 'width: 100%; height: 100%';
// The Pixi Stage which is hooked to the renderer
this._stage = new PIXI.Stage(0x000000, false);