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188 lines (136 loc) · 4.64 KB
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var Class = require('../utils/Class');
var Config = require('./Config');
var DebugHeader = require('./DebugHeader');
var Device = require('../device');
var AddToDOM = require('../dom/AddToDOM');
var DOMContentLoaded = require('../dom/DOMContentLoaded');
var EventDispatcher = require('../events/EventDispatcher');
var VisibilityHandler = require('./VisibilityHandler');
var AnimationManager = require('../animation/manager/AnimationManager');
var CreateRenderer = require('./CreateRenderer');
var Data = require('../plugins/Data');
var GlobalCache = require('../cache/GlobalCache');
var GlobalInputManager = require('../input/GlobalInputManager');
var GlobalStateManager = require('../state/GlobalStateManager');
var TextureManager = require('../textures/TextureManager');
var TimeStep = require('./TimeStep');
var Game = new Class({
initialize:
function Game (config)
{
this.config = new Config(config);
this.renderer = null;
this.canvas = null;
this.context = null;
this.isBooted = false;
this.isRunning = false;
/**
* @property {EventDispatcher} events - Global / Global Game System Events
*/
this.events = new EventDispatcher();
/**
* @property {Phaser.AnimationManager} anims - Reference to the Phaser Animation Manager.
*/
this.anims = new AnimationManager(this);
/**
* @property {Phaser.TextureManager} textures - Reference to the Phaser Texture Manager.
*/
this.textures = new TextureManager(this);
/**
* @property {Phaser.Cache} cache - Reference to the assets cache.
*/
this.cache = new GlobalCache(this);
/**
* @property {Phaser.Data} registry - Game wide data store.
*/
this.registry = new Data(this);
/**
* @property {Phaser.Input} input - Reference to the input manager
*/
this.input = new GlobalInputManager(this, this.config);
/**
* @property {Phaser.GlobalStateManager} state - The StateManager. Phaser instance specific.
*/
this.state = new GlobalStateManager(this, this.config.stateConfig);
/**
* @property {Phaser.Device} device - Contains device information and capabilities (singleton)
*/
this.device = Device;
/**
* @property {Phaser.MainLoop} mainloop - Main Loop handler.
* @protected
*/
this.loop = new TimeStep(this, this.config.fps);
// Wait for the DOM Ready event, then call boot.
DOMContentLoaded(this.boot.bind(this));
// For debugging only
window.game = this;
},
boot: function ()
{
this.isBooted = true;
this.config.preBoot();
DebugHeader(this);
CreateRenderer(this);
AddToDOM(this.canvas, this.config.parent);
this.anims.boot(this.textures);
this.state.boot();
this.input.boot();
this.isRunning = true;
this.config.postBoot();
this.loop.start(this.step.bind(this));
VisibilityHandler(this.events);
this.events.on('HIDDEN', this.onHidden.bind(this));
this.events.on('VISIBLE', this.onVisible.bind(this));
this.events.on('ON_BLUR', this.onBlur.bind(this));
this.events.on('ON_FOCUS', this.onFocus.bind(this));
},
step: function (time, delta)
{
var active = this.state.active;
var renderer = this.renderer;
// Global Managers (Time, Input, etc)
this.input.update(time, delta);
// States
for (var i = 0; i < active.length; i++)
{
active[i].state.sys.step(time, delta);
}
// Render
// var interpolation = this.frameDelta / this.timestep;
renderer.preRender();
// This uses active.length, in case state.update removed the state from the active list
for (i = 0; i < active.length; i++)
{
active[i].state.sys.render(0, renderer);
}
renderer.postRender();
},
onHidden: function ()
{
this.loop.pause();
// var active = this.state.active;
// for (var i = 0; i < active.length; i++)
// {
// active[i].state.sys.pause();
// }
},
onVisible: function ()
{
this.loop.resume();
// var active = this.state.active;
// for (var i = 0; i < active.length; i++)
// {
// active[i].state.sys.resume();
// }
},
onBlur: function ()
{
this.loop.blur();
},
onFocus: function ()
{
this.loop.focus();
}
});
module.exports = Game;