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Stage.js
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Stage.js
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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Stage controls the canvas on which everything is displayed. It handles display within the browser,
* focus handling, game resizing, scaling and the pause, boot and orientation screens.
*
* @class Phaser.Stage
* @extends PIXI.Stage
* @constructor
* @param {Phaser.Game} game - Game reference to the currently running game.
* @param {number} width - Width of the canvas element.
* @param {number} height - Height of the canvas element.
*/
Phaser.Stage = function (game, width, height) {
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @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)
*/
this.offset = new Phaser.Point();
/**
* @property {Phaser.Rectangle} bounds - The bounds of the Stage. Typically x/y = Stage.offset.x/y and the width/height match the game width and height.
*/
this.bounds = new Phaser.Rectangle(0, 0, width, height);
PIXI.Stage.call(this, 0x000000);
/**
* @property {string} name - The name of this object.
* @default
*/
this.name = '_stage_root';
/**
* @property {boolean} interactive - Pixi level var, ignored by Phaser.
* @default
* @private
*/
this.interactive = false;
/**
* @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.
* @default
*/
this.disableVisibilityChange = false;
/**
* @property {number|false} checkOffsetInterval - The time (in ms) between which the stage should check to see if it has moved.
* @default
*/
this.checkOffsetInterval = 2500;
/**
* @property {boolean} exists - If exists is true the Stage and all children are updated, otherwise it is skipped.
* @default
*/
this.exists = true;
/**
* @property {number} currentRenderOrderID - Reset each frame, keeps a count of the total number of objects updated.
*/
this.currentRenderOrderID = 0;
/**
* @property {string} hiddenVar - The page visibility API event name.
* @private
*/
this._hiddenVar = 'hidden';
/**
* @property {number} _nextOffsetCheck - The time to run the next offset check.
* @private
*/
this._nextOffsetCheck = 0;
/**
* @property {number} _backgroundColor - Stage background color.
* @private
*/
this._backgroundColor = 0x000000;
if (game.config)
{
this.parseConfig(game.config);
}
};
Phaser.Stage.prototype = Object.create(PIXI.Stage.prototype);
Phaser.Stage.prototype.constructor = Phaser.Stage;
/**
* This is called automatically after the plugins preUpdate and before the State.update.
* Most objects have preUpdate methods and it's where initial movement and positioning is done.
*
* @method Phaser.Stage#preUpdate
*/
Phaser.Stage.prototype.preUpdate = function () {
this.currentRenderOrderID = 0;
// This can't loop in reverse, we need the orderID to be in sequence
var len = this.children.length;
for (var i = 0; i < len; i++)
{
this.children[i].preUpdate();
}
};
/**
* This is called automatically after the State.update, but before particles or plugins update.
*
* @method Phaser.Stage#update
*/
Phaser.Stage.prototype.update = function () {
var i = this.children.length;
while (i--)
{
this.children[i].update();
}
};
Phaser.Stage.prototype.destroy = function () {
if (this._hiddenVar)
{
document.removeEventListener(this._hiddenVar, this._onChange, false);
}
window.onpagehide = null;
window.onpageshow = null;
window.onblur = null;
window.onfocus = null;
};
/**
* This is called automatically before the renderer runs and after the plugins have updated.
* In postUpdate this is where all the final physics calculatations and object positioning happens.
* The objects are processed in the order of the display list.
* The only exception to this is if the camera is following an object, in which case that is updated first.
*
* @method Phaser.Stage#postUpdate
*/
Phaser.Stage.prototype.postUpdate = function () {
if (this.game.world.camera.target)
{
this.game.world.camera.target.postUpdate();
this.game.world.camera.update();
var i = this.children.length;
while (i--)
{
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();
}
}
if (this.checkOffsetInterval !== false)
{
if (this.game.time.now > this._nextOffsetCheck)
{
Phaser.Canvas.getOffset(this.game.canvas, this.offset);
this.bounds.x = this.offset.x;
this.bounds.y = this.offset.y;
this._nextOffsetCheck = this.game.time.now + this.checkOffsetInterval;
}
}
};
/**
* Parses a Game configuration object.
*
* @method Phaser.Stage#parseConfig
* @protected
* @param {object} config -The configuration object to parse.
*/
Phaser.Stage.prototype.parseConfig = function (config) {
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.setTo(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');
this.checkVisibility();
};
/**
* Starts a page visibility event listener running, or window.blur/focus if not supported by the browser.
* @method Phaser.Stage#checkVisibility
*/
Phaser.Stage.prototype.checkVisibility = function () {
if (document.webkitHidden !== undefined)
{
this._hiddenVar = 'webkitvisibilitychange';
}
else if (document.mozHidden !== undefined)
{
this._hiddenVar = 'mozvisibilitychange';
}
else if (document.msHidden !== undefined)
{
this._hiddenVar = 'msvisibilitychange';
}
else if (document.hidden !== undefined)
{
this._hiddenVar = 'visibilitychange';
}
else
{
this._hiddenVar = null;
}
// Does browser support it? If not (like in IE9 or old Android) we need to fall back to blur/focus
if (this._hiddenVar)
{
document.addEventListener(this._hiddenVar, this._onChange, false);
}
window.onpagehide = this._onChange;
window.onpageshow = this._onChange;
window.onblur = this._onChange;
window.onfocus = this._onChange;
var _this = this;
if(this.game.device.cocoonJSApp)
{
CocoonJS.App.onSuspended.addEventListener(function () {
Phaser.Stage.prototype.visibilityChange.call(_this, {type: "pause"});
});
CocoonJS.App.onActivated.addEventListener(function () {
Phaser.Stage.prototype.visibilityChange.call(_this, {type: "resume"});
});
}
};
/**
* 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 (event.type === 'pagehide' || event.type === 'blur' || event.type === 'pageshow' || event.type === 'focus')
{
if (event.type === 'pagehide' || event.type === 'blur')
{
this.game.focusLoss(event);
}
else if (event.type === 'pageshow' || event.type === 'focus')
{
this.game.focusGain(event);
}
return;
}
if (this.disableVisibilityChange)
{
return;
}
if (document.hidden || document.mozHidden || document.msHidden || document.webkitHidden || event.type === "pause")
{
this.game.gamePaused(event);
}
else
{
this.game.gameResumed(event);
}
};
/**
* Sets the background color for the Stage. The color can be given as a hex value (#RRGGBB) or a numeric value (0xRRGGBB)
*
* @name Phaser.Stage#setBackgroundColor
* @param {number|string} backgroundColor - The color of the background.
*/
Phaser.Stage.prototype.setBackgroundColor = function(backgroundColor)
{
if (typeof backgroundColor === 'string')
{
var rgb = Phaser.Color.hexToColor(backgroundColor);
this._backgroundColor = Phaser.Color.getColor(rgb.r, rgb.g, rgb.b);
}
else
{
var rgb = Phaser.Color.getRGB(backgroundColor);
this._backgroundColor = backgroundColor;
}
this.backgroundColorSplit = [ rgb.r / 255, rgb.g / 255, rgb.b / 255 ];
this.backgroundColorString = Phaser.Color.RGBtoString(rgb.r, rgb.g, rgb.b, 255, '#');
};
/**
* @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) {
if (!this.game.transparent)
{
this.setBackgroundColor(color);
}
}
});
/**
* Enable or disable texture smoothing for all objects on this Stage. Only works for bitmap/image textures. Smoothing is enabled by default.
*
* @name Phaser.Stage#smoothed
* @property {boolean} smoothed - Set to true to smooth all sprites rendered on this Stage, or false to disable smoothing (great for pixel art)
*/
Object.defineProperty(Phaser.Stage.prototype, "smoothed", {
get: function () {
return !PIXI.scaleModes.LINEAR;
},
set: function (value) {
if (value)
{
PIXI.scaleModes.LINEAR = 0;
}
else
{
PIXI.scaleModes.LINEAR = 1;
}
}
});