mirror of
https://github.com/wassname/phaser.git
synced 2026-08-12 12:20:38 +08:00
Updated documentation.
This commit is contained in:
+367
-315
@@ -54,6 +54,10 @@
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<a href="Phaser.AnimationParser.html">AnimationParser</a>
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</li>
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<li>
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<a href="Phaser.BitmapData.html">BitmapData</a>
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</li>
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<li>
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<a href="Phaser.BitmapText.html">BitmapText</a>
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</li>
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@@ -138,6 +142,10 @@
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<a href="Phaser.Events.html">Events</a>
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</li>
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<li>
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<a href="Phaser.Filter.html">Filter</a>
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</li>
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<li>
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<a href="Phaser.Frame.html">Frame</a>
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</li>
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@@ -302,6 +310,26 @@
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<a href="Phaser.Text.html">Text</a>
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</li>
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<li>
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<a href="Phaser.Tile.html">Tile</a>
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</li>
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<li>
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<a href="Phaser.Tilemap.html">Tilemap</a>
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</li>
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<li>
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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</li>
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<li>
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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</li>
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<li>
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<a href="Phaser.Tileset.html">Tileset</a>
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</li>
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<li>
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<a href="Phaser.TileSprite.html">TileSprite</a>
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</li>
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@@ -310,6 +338,10 @@
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<a href="Phaser.Time.html">Time</a>
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</li>
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<li>
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<a href="Phaser.Timer.html">Timer</a>
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</li>
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<li>
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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@@ -356,6 +388,14 @@
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<a href="global.html#HEXtoRGB">HEXtoRGB</a>
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</li>
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<li>
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<a href="global.html#render">render</a>
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</li>
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<li>
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<a href="global.html#renderXY">renderXY</a>
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</li>
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<li>
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<a href="global.html#right">right</a>
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</li>
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@@ -399,7 +439,7 @@
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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 (canvas or webgl)
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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 {HTMLElement} [parent=''] - The Games DOM parent.
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* @param {any} [state=null] - Description.
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* @param {boolean} [transparent=false] - Use a transparent canvas background or not.
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@@ -407,380 +447,388 @@
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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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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 = true; }
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if (typeof transparent == 'undefined') { transparent = false; }
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if (typeof antialias == 'undefined') { antialias = true; }
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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 {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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/**
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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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// 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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/**
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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} 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 {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} 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 {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} 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 {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 {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 {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} _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} 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 {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.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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||||
/**
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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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/**
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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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||||
* @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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||||
* @property {Phaser.Input} input - Reference to the input manager
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||||
* @default
|
||||
*/
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||||
this.input = null;
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||||
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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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||||
* @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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||||
* @property {Phaser.Math} 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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||||
/**
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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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||||
* @property {Phaser.Net} net - Reference to the network class.
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||||
* @default
|
||||
*/
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||||
this.net = null;
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||||
|
||||
/**
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||||
* @property {Phaser.SoundManager} sound - Reference to the sound manager.
|
||||
* @default
|
||||
*/
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||||
* @property {Phaser.SoundManager} sound - Reference to the sound manager.
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||||
* @default
|
||||
*/
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||||
this.sound = null;
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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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||||
* @property {Phaser.Stage} stage - Reference to the stage.
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||||
* @default
|
||||
*/
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||||
this.stage = null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.TimeManager} time - Reference to game clock.
|
||||
* @default
|
||||
*/
|
||||
* @property {Phaser.TimeManager} time - Reference to game clock.
|
||||
* @default
|
||||
*/
|
||||
this.time = null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.TweenManager} tweens - Reference to the tween manager.
|
||||
* @default
|
||||
*/
|
||||
* @property {Phaser.TweenManager} tweens - Reference to the tween manager.
|
||||
* @default
|
||||
*/
|
||||
this.tweens = null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.World} world - Reference to the world.
|
||||
* @default
|
||||
*/
|
||||
* @property {Phaser.World} world - Reference to the world.
|
||||
* @default
|
||||
*/
|
||||
this.world = null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Physics.PhysicsManager} physics - Reference to the physics manager.
|
||||
* @default
|
||||
*/
|
||||
* @property {Phaser.Physics.PhysicsManager} physics - Reference to the physics manager.
|
||||
* @default
|
||||
*/
|
||||
this.physics = null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.RandomDataGenerator} rnd - Instance of repeatable random data generator helper.
|
||||
* @default
|
||||
*/
|
||||
* @property {Phaser.RandomDataGenerator} rnd - Instance of repeatable random data generator helper.
|
||||
* @default
|
||||
*/
|
||||
this.rnd = null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Device} device - Contains device information and capabilities.
|
||||
* @default
|
||||
*/
|
||||
* @property {Phaser.Device} device - Contains device information and capabilities.
|
||||
* @default
|
||||
*/
|
||||
this.device = null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Physics.PhysicsManager} camera - A handy reference to world.camera.
|
||||
* @default
|
||||
*/
|
||||
this.camera = null;
|
||||
* @property {Phaser.Physics.PhysicsManager} camera - A handy reference to world.camera.
|
||||
* @default
|
||||
*/
|
||||
this.camera = null;
|
||||
|
||||
/**
|
||||
* @property {HTMLCanvasElement} canvas - A handy reference to renderer.view.
|
||||
* @default
|
||||
*/
|
||||
this.canvas = null;
|
||||
|
||||
/**
|
||||
* @property {Context} context - A handy reference to renderer.context (only set for CANVAS games)
|
||||
* @default
|
||||
*/
|
||||
this.context = null;
|
||||
/**
|
||||
* @property {HTMLCanvasElement} canvas - A handy reference to renderer.view.
|
||||
* @default
|
||||
*/
|
||||
this.canvas = null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Utils.Debug} debug - A set of useful debug utilitie.
|
||||
* @default
|
||||
*/
|
||||
this.debug = null;
|
||||
* @property {Context} context - A handy reference to renderer.context (only set for CANVAS games)
|
||||
* @default
|
||||
*/
|
||||
this.context = null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Particles} particles - The Particle Manager.
|
||||
* @default
|
||||
*/
|
||||
this.particles = null;
|
||||
/**
|
||||
* @property {Phaser.Utils.Debug} debug - A set of useful debug utilitie.
|
||||
* @default
|
||||
*/
|
||||
this.debug = null;
|
||||
|
||||
var _this = this;
|
||||
/**
|
||||
* @property {Phaser.Particles} particles - The Particle Manager.
|
||||
* @default
|
||||
*/
|
||||
this.particles = null;
|
||||
|
||||
var _this = this;
|
||||
|
||||
this._onBoot = function () {
|
||||
return _this.boot();
|
||||
}
|
||||
|
||||
if (document.readyState === 'complete' || document.readyState === 'interactive')
|
||||
{
|
||||
window.setTimeout(this._onBoot, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
document.addEventListener('DOMContentLoaded', this._onBoot, false);
|
||||
window.addEventListener('load', this._onBoot, false);
|
||||
}
|
||||
if (document.readyState === 'complete' || document.readyState === 'interactive')
|
||||
{
|
||||
window.setTimeout(this._onBoot, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
document.addEventListener('DOMContentLoaded', this._onBoot, false);
|
||||
window.addEventListener('load', this._onBoot, false);
|
||||
}
|
||||
|
||||
return this;
|
||||
return this;
|
||||
|
||||
};
|
||||
|
||||
Phaser.Game.prototype = {
|
||||
|
||||
/**
|
||||
* Initialize engine sub modules and start the game.
|
||||
*
|
||||
* @method Phaser.Game#boot
|
||||
* @protected
|
||||
*/
|
||||
boot: function () {
|
||||
/**
|
||||
* Initialize engine sub modules and start the game.
|
||||
*
|
||||
* @method Phaser.Game#boot
|
||||
* @protected
|
||||
*/
|
||||
boot: function () {
|
||||
|
||||
if (this.isBooted)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (this.isBooted)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!document.body)
|
||||
{
|
||||
window.setTimeout(this._onBoot, 20);
|
||||
}
|
||||
else
|
||||
{
|
||||
document.removeEventListener('DOMContentLoaded', this._onBoot);
|
||||
window.removeEventListener('load', this._onBoot);
|
||||
if (!document.body)
|
||||
{
|
||||
window.setTimeout(this._onBoot, 20);
|
||||
}
|
||||
else
|
||||
{
|
||||
document.removeEventListener('DOMContentLoaded', this._onBoot);
|
||||
window.removeEventListener('load', this._onBoot);
|
||||
|
||||
this.onPause = new Phaser.Signal;
|
||||
this.onResume = new Phaser.Signal;
|
||||
this.onPause = new Phaser.Signal();
|
||||
this.onResume = new Phaser.Signal();
|
||||
|
||||
this.isBooted = true;
|
||||
this.isBooted = true;
|
||||
|
||||
this.device = new Phaser.Device();
|
||||
this.math = Phaser.Math;
|
||||
this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);
|
||||
this.device = new Phaser.Device();
|
||||
this.math = Phaser.Math;
|
||||
this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);
|
||||
|
||||
this.stage = new Phaser.Stage(this, this.width, this.height);
|
||||
this.stage = new Phaser.Stage(this, this.width, this.height);
|
||||
|
||||
this.setUpRenderer();
|
||||
this.setUpRenderer();
|
||||
|
||||
this.world = new Phaser.World(this);
|
||||
this.add = new Phaser.GameObjectFactory(this);
|
||||
this.cache = new Phaser.Cache(this);
|
||||
this.load = new Phaser.Loader(this);
|
||||
this.time = new Phaser.Time(this);
|
||||
this.tweens = new Phaser.TweenManager(this);
|
||||
this.input = new Phaser.Input(this);
|
||||
this.sound = new Phaser.SoundManager(this);
|
||||
this.physics = new Phaser.Physics.Arcade(this);
|
||||
this.particles = new Phaser.Particles(this);
|
||||
this.plugins = new Phaser.PluginManager(this, this);
|
||||
this.net = new Phaser.Net(this);
|
||||
this.debug = new Phaser.Utils.Debug(this);
|
||||
this.world = new Phaser.World(this);
|
||||
this.add = new Phaser.GameObjectFactory(this);
|
||||
this.cache = new Phaser.Cache(this);
|
||||
this.load = new Phaser.Loader(this);
|
||||
this.time = new Phaser.Time(this);
|
||||
this.tweens = new Phaser.TweenManager(this);
|
||||
this.input = new Phaser.Input(this);
|
||||
this.sound = new Phaser.SoundManager(this);
|
||||
this.physics = new Phaser.Physics.Arcade(this);
|
||||
this.particles = new Phaser.Particles(this);
|
||||
this.plugins = new Phaser.PluginManager(this, this);
|
||||
this.net = new Phaser.Net(this);
|
||||
this.debug = new Phaser.Utils.Debug(this);
|
||||
|
||||
this.stage.boot();
|
||||
this.world.boot();
|
||||
this.input.boot();
|
||||
this.sound.boot();
|
||||
this.state.boot();
|
||||
this.stage.boot();
|
||||
this.world.boot();
|
||||
this.input.boot();
|
||||
this.sound.boot();
|
||||
this.state.boot();
|
||||
|
||||
this.load.onLoadComplete.add(this.loadComplete, this);
|
||||
this.load.onLoadComplete.add(this.loadComplete, this);
|
||||
|
||||
this.showDebugHeader();
|
||||
this.showDebugHeader();
|
||||
|
||||
this.isRunning = true;
|
||||
this.isRunning = true;
|
||||
this._loadComplete = false;
|
||||
|
||||
this.raf = new Phaser.RequestAnimationFrame(this);
|
||||
this.raf.start();
|
||||
this.raf = new Phaser.RequestAnimationFrame(this);
|
||||
this.raf.start();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
},
|
||||
},
|
||||
|
||||
/**
|
||||
/**
|
||||
* Displays a Phaser version debug header in the console.
|
||||
*
|
||||
* @method Phaser.Game#showDebugHeader
|
||||
* @protected
|
||||
*/
|
||||
showDebugHeader: function () {
|
||||
showDebugHeader: function () {
|
||||
|
||||
var v = Phaser.DEV_VERSION;
|
||||
var r = 'Canvas';
|
||||
var a = 'HTML Audio';
|
||||
var v = Phaser.DEV_VERSION;
|
||||
var r = 'Canvas';
|
||||
var a = 'HTML Audio';
|
||||
|
||||
if (this.renderType == Phaser.WEBGL)
|
||||
{
|
||||
r = 'WebGL';
|
||||
}
|
||||
if (this.renderType == Phaser.WEBGL)
|
||||
{
|
||||
r = 'WebGL';
|
||||
}
|
||||
else if (this.renderType == Phaser.HEADLESS)
|
||||
{
|
||||
r = 'Headless';
|
||||
}
|
||||
|
||||
if (this.device.webAudio)
|
||||
{
|
||||
a = 'WebAudio';
|
||||
}
|
||||
if (this.device.webAudio)
|
||||
{
|
||||
a = 'WebAudio';
|
||||
}
|
||||
|
||||
if (this.device.chrome)
|
||||
{
|
||||
var args = [
|
||||
'%c %c %c Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a + ' %c %c ',
|
||||
'background: #00bff3',
|
||||
'background: #0072bc',
|
||||
'color: #ffffff; background: #003471',
|
||||
'background: #0072bc',
|
||||
'background: #00bff3'
|
||||
];
|
||||
if (this.device.chrome)
|
||||
{
|
||||
var args = [
|
||||
'%c %c %c Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a + ' %c %c ',
|
||||
'background: #00bff3',
|
||||
'background: #0072bc',
|
||||
'color: #ffffff; background: #003471',
|
||||
'background: #0072bc',
|
||||
'background: #00bff3'
|
||||
];
|
||||
|
||||
console.log.apply(console, args);
|
||||
}
|
||||
else
|
||||
{
|
||||
console.log('Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a);
|
||||
}
|
||||
console.log.apply(console, args);
|
||||
}
|
||||
else
|
||||
{
|
||||
console.log('Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a);
|
||||
}
|
||||
|
||||
},
|
||||
},
|
||||
|
||||
/**
|
||||
* Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
|
||||
*
|
||||
* @method Phaser.Game#setUpRenderer
|
||||
* @protected
|
||||
*/
|
||||
setUpRenderer: function () {
|
||||
/**
|
||||
* Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
|
||||
*
|
||||
* @method Phaser.Game#setUpRenderer
|
||||
* @protected
|
||||
*/
|
||||
setUpRenderer: function () {
|
||||
|
||||
if (this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && this.device.webGL == false))
|
||||
{
|
||||
if (this.device.canvas)
|
||||
{
|
||||
this.renderType = Phaser.CANVAS;
|
||||
this.renderer = new PIXI.CanvasRenderer(this.width, this.height, this.stage.canvas, this.transparent);
|
||||
Phaser.Canvas.setSmoothingEnabled(this.renderer.context, this.antialias);
|
||||
this.canvas = this.renderer.view;
|
||||
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.stage.canvas, this.transparent, this.antialias);
|
||||
this.canvas = this.renderer.view;
|
||||
this.context = null;
|
||||
}
|
||||
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.stage.canvas, this.transparent);
|
||||
Phaser.Canvas.setSmoothingEnabled(this.renderer.context, this.antialias);
|
||||
this.canvas = this.renderer.view;
|
||||
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.stage.canvas, this.transparent, this.antialias);
|
||||
this.canvas = this.renderer.view;
|
||||
this.context = null;
|
||||
}
|
||||
|
||||
Phaser.Canvas.addToDOM(this.renderer.view, this.parent, true);
|
||||
Phaser.Canvas.setTouchAction(this.renderer.view);
|
||||
|
||||
},
|
||||
},
|
||||
|
||||
/**
|
||||
/**
|
||||
* Called when the load has finished, after preload was run.
|
||||
*
|
||||
* @method Phaser.Game#loadComplete
|
||||
@@ -794,61 +842,65 @@ Phaser.Game.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
/**
|
||||
* The core game loop.
|
||||
*
|
||||
* @method Phaser.Game#update
|
||||
* @protected
|
||||
* @param {number} time - The current time as provided by RequestAnimationFrame.
|
||||
* @param {number} time - The current time as provided by RequestAnimationFrame.
|
||||
*/
|
||||
update: function (time) {
|
||||
update: function (time) {
|
||||
|
||||
this.time.update(time);
|
||||
this.time.update(time);
|
||||
|
||||
if (this._paused)
|
||||
{
|
||||
this.renderer.render(this.stage._stage);
|
||||
this.plugins.render();
|
||||
this.state.render();
|
||||
}
|
||||
else
|
||||
{
|
||||
this.plugins.preUpdate();
|
||||
this.physics.preUpdate();
|
||||
if (this._paused)
|
||||
{
|
||||
this.renderer.render(this.stage._stage);
|
||||
this.plugins.render();
|
||||
this.state.render();
|
||||
}
|
||||
else
|
||||
{
|
||||
this.plugins.preUpdate();
|
||||
this.physics.preUpdate();
|
||||
|
||||
this.stage.update();
|
||||
this.input.update();
|
||||
this.tweens.update();
|
||||
this.sound.update();
|
||||
this.world.update();
|
||||
this.particles.update();
|
||||
this.state.update();
|
||||
this.plugins.update();
|
||||
this.stage.update();
|
||||
this.input.update();
|
||||
this.tweens.update();
|
||||
this.sound.update();
|
||||
this.world.update();
|
||||
this.particles.update();
|
||||
this.state.update();
|
||||
this.plugins.update();
|
||||
|
||||
this.world.postUpdate();
|
||||
this.world.postUpdate();
|
||||
this.plugins.postUpdate();
|
||||
|
||||
this.renderer.render(this.stage._stage);
|
||||
this.plugins.render();
|
||||
this.state.render();
|
||||
if (this.renderType !== Phaser.HEADLESS)
|
||||
{
|
||||
this.renderer.render(this.stage._stage);
|
||||
this.plugins.render();
|
||||
this.state.render();
|
||||
|
||||
this.plugins.postRender();
|
||||
}
|
||||
this.plugins.postRender();
|
||||
}
|
||||
|
||||
},
|
||||
}
|
||||
|
||||
/**
|
||||
},
|
||||
|
||||
/**
|
||||
* Nuke the entire game from orbit
|
||||
*
|
||||
* @method Phaser.Game#destroy
|
||||
*/
|
||||
destroy: function () {
|
||||
|
||||
this.raf.stop();
|
||||
this.raf.stop();
|
||||
|
||||
this.input.destroy();
|
||||
this.input.destroy();
|
||||
|
||||
this.state.destroy();
|
||||
this.state.destroy();
|
||||
|
||||
this.state = null;
|
||||
this.cache = null;
|
||||
@@ -878,22 +930,22 @@ Object.defineProperty(Phaser.Game.prototype, "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);
|
||||
}
|
||||
}
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -923,7 +975,7 @@ Object.defineProperty(Phaser.Game.prototype, "paused", {
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
||||
on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
|
||||
Reference in New Issue
Block a user