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After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required. Debug.renderPhysicsBody updated to take camera location and body rotation into account. Body movement functions put back to velocity :) Updated to latest dev version of pixi and latest p2.js Updated docs
847 lines
19 KiB
HTML
847 lines
19 KiB
HTML
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<div class="span12">
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<div id="main">
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<h1 class="page-title">Source: core/Stage.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 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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* The Stage controls the canvas on which everything is displayed. It handles display within the browser,
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* focus handling, game resizing, scaling and the pause, boot and orientation screens.
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*
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* @class Phaser.Stage
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* @extends PIXI.Stage
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* @constructor
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* @param {Phaser.Game} game - Game reference to the currently running game.
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* @param {number} width - Width of the canvas element.
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* @param {number} height - Height of the canvas element.
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*/
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Phaser.Stage = function (game, width, height) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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/**
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* @property {Phaser.Point} offset - Holds the offset coordinates of the Game.canvas from the top-left of the browser window (used by Input and other classes)
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*/
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this.offset = new Phaser.Point();
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PIXI.Stage.call(this, 0x000000, false);
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/**
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* @property {string} name - The name of this object.
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* @default
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*/
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this.name = '_stage_root';
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this.interactive = false;
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/**
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* @property {boolean} disableVisibilityChange - By default if the browser tab loses focus the game will pause. You can stop that behaviour by setting this property to true.
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* @default
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*/
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this.disableVisibilityChange = false;
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/**
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* @property {number|false} checkOffsetInterval - The time (in ms) between which the stage should check to see if it has moved.
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* @default
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*/
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this.checkOffsetInterval = 2500;
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/**
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* @property {boolean} exists - If exists is true the Stage and all children are updated, otherwise it is skipped.
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* @default
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*/
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this.exists = true;
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/**
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* @property {number} _nextOffsetCheck - The time to run the next offset check.
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* @private
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*/
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this._nextOffsetCheck = 0;
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/**
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* @property {number} _backgroundColor - Stage background color.
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* @private
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*/
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this._backgroundColor;
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if (game.config)
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{
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this.parseConfig(game.config);
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}
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else
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{
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this.game.canvas = Phaser.Canvas.create(width, height);
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this.game.canvas.style['-webkit-full-screen'] = 'width: 100%; height: 100%';
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}
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};
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Phaser.Stage.prototype = Object.create(PIXI.Stage.prototype);
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Phaser.Stage.prototype.constructor = Phaser.Stage;
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/**
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* This is called automatically after the plugins preUpdate and before the State.update.
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* Most objects have preUpdate methods and it's where initial movement and positioning is done.
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*
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* @method Phaser.Stage#preUpdate
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*/
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Phaser.Stage.prototype.preUpdate = function () {
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this.currentRenderOrderID = 0;
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var i = this.children.length;
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while (i--)
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{
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this.children[i].preUpdate();
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}
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}
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/**
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* This is called automatically after the State.update, but before particles or plugins update.
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*
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* @method Phaser.Stage#update
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*/
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Phaser.Stage.prototype.update = function () {
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var i = this.children.length;
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while (i--)
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{
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this.children[i].update();
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}
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}
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/**
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* This is called automatically before the renderer runs and after the plugins have updated.
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* In postUpdate this is where all the final physics calculatations and object positioning happens.
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* The objects are processed in the order of the display list.
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* The only exception to this is if the camera is following an object, in which case that is updated first.
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*
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* @method Phaser.Stage#postUpdate
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*/
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Phaser.Stage.prototype.postUpdate = function () {
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if (this.game.world.camera.target)
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{
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this.game.world.camera.target.postUpdate();
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this.game.world.camera.update();
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var i = this.children.length;
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while (i--)
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{
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if (this.children[i] !== this.game.world.camera.target)
|
|
{
|
|
this.children[i].postUpdate();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this.game.world.camera.update();
|
|
|
|
var i = this.children.length;
|
|
|
|
while (i--)
|
|
{
|
|
this.children[i].postUpdate();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Parses a Game configuration object.
|
|
*
|
|
* @method Phaser.Stage#parseConfig
|
|
* @protected
|
|
*/
|
|
Phaser.Stage.prototype.parseConfig = function (config) {
|
|
|
|
if (config['canvasID'])
|
|
{
|
|
this.game.canvas = Phaser.Canvas.create(this.game.width, this.game.height, config['canvasID']);
|
|
}
|
|
else
|
|
{
|
|
this.game.canvas = Phaser.Canvas.create(this.game.width, this.game.height);
|
|
}
|
|
|
|
if (config['canvasStyle'])
|
|
{
|
|
this.game.canvas.stlye = config['canvasStyle'];
|
|
}
|
|
else
|
|
{
|
|
this.game.canvas.style['-webkit-full-screen'] = 'width: 100%; height: 100%';
|
|
}
|
|
|
|
if (config['checkOffsetInterval'])
|
|
{
|
|
this.checkOffsetInterval = config['checkOffsetInterval'];
|
|
}
|
|
|
|
if (config['disableVisibilityChange'])
|
|
{
|
|
this.disableVisibilityChange = config['disableVisibilityChange'];
|
|
}
|
|
|
|
if (config['fullScreenScaleMode'])
|
|
{
|
|
this.fullScreenScaleMode = config['fullScreenScaleMode'];
|
|
}
|
|
|
|
if (config['scaleMode'])
|
|
{
|
|
this.scaleMode = config['scaleMode'];
|
|
}
|
|
|
|
if (config['backgroundColor'])
|
|
{
|
|
this.backgroundColor = config['backgroundColor'];
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Initialises the stage and adds the event listeners.
|
|
* @method Phaser.Stage#boot
|
|
* @private
|
|
*/
|
|
Phaser.Stage.prototype.boot = function () {
|
|
|
|
Phaser.Canvas.getOffset(this.game.canvas, this.offset);
|
|
|
|
this.bounds = new Phaser.Rectangle(this.offset.x, this.offset.y, this.game.width, this.game.height);
|
|
|
|
var _this = this;
|
|
|
|
this._onChange = function (event) {
|
|
return _this.visibilityChange(event);
|
|
}
|
|
|
|
Phaser.Canvas.setUserSelect(this.game.canvas, 'none');
|
|
Phaser.Canvas.setTouchAction(this.game.canvas, 'none');
|
|
|
|
document.addEventListener('visibilitychange', this._onChange, false);
|
|
document.addEventListener('webkitvisibilitychange', this._onChange, false);
|
|
document.addEventListener('pagehide', this._onChange, false);
|
|
document.addEventListener('pageshow', this._onChange, false);
|
|
|
|
window.onblur = this._onChange;
|
|
window.onfocus = this._onChange;
|
|
|
|
}
|
|
|
|
/**
|
|
* Runs Stage processes that need periodic updates, such as the offset checks.
|
|
* @method Phaser.Stage#update
|
|
*/
|
|
Phaser.Stage.prototype.update = function () {
|
|
|
|
if (this.checkOffsetInterval !== false)
|
|
{
|
|
if (this.game.time.now > this._nextOffsetCheck)
|
|
{
|
|
Phaser.Canvas.getOffset(this.game.canvas, this.offset);
|
|
this._nextOffsetCheck = this.game.time.now + this.checkOffsetInterval;
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* This method is called when the document visibility is changed.
|
|
* @method Phaser.Stage#visibilityChange
|
|
* @param {Event} event - Its type will be used to decide whether the game should be paused or not.
|
|
*/
|
|
Phaser.Stage.prototype.visibilityChange = function (event) {
|
|
|
|
if (this.disableVisibilityChange)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (this.game.paused === false && (event.type == 'pagehide' || event.type == 'blur' || document['hidden'] === true || document['webkitHidden'] === true))
|
|
{
|
|
this.game.paused = true;
|
|
}
|
|
else
|
|
{
|
|
this.game.paused = false;
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Sets the background color for the stage.
|
|
*
|
|
* @name Phaser.Stage#setBackgroundColor
|
|
* @param {number} backgroundColor - The color of the background, easiest way to pass this in is in hex format like: 0xFFFFFF for white.
|
|
*/
|
|
Phaser.Stage.prototype.setBackgroundColor = function(backgroundColor)
|
|
{
|
|
this._backgroundColor = backgroundColor || 0x000000;
|
|
this.backgroundColorSplit = PIXI.hex2rgb(this.backgroundColor);
|
|
var hex = this._backgroundColor.toString(16);
|
|
hex = '000000'.substr(0, 6 - hex.length) + hex;
|
|
this.backgroundColorString = '#' + hex;
|
|
}
|
|
|
|
/**
|
|
* @name Phaser.Stage#backgroundColor
|
|
* @property {number|string} backgroundColor - Gets and sets the background color of the stage. The color can be given as a number: 0xff0000 or a hex string: '#ff0000'
|
|
*/
|
|
Object.defineProperty(Phaser.Stage.prototype, "backgroundColor", {
|
|
|
|
get: function () {
|
|
return this._backgroundColor;
|
|
},
|
|
|
|
set: function (color) {
|
|
|
|
this._backgroundColor = color;
|
|
|
|
if (this.game.transparent === false)
|
|
{
|
|
if (typeof color === 'string')
|
|
{
|
|
color = Phaser.Color.hexToRGB(color);
|
|
}
|
|
|
|
this.setBackgroundColor(color);
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
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|
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|
|
|
|
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</div>
|
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|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
|
on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
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</span>
|
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</footer>
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</div>
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