@azerion/phaser
Version:
A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
1,153 lines (989 loc) • 28.2 kB
JavaScript
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* @namespace Phaser
*/
var Phaser = Phaser || { // jshint ignore:line
/**
* The Phaser version number.
* @constant
* @type {string}
*/
VERSION: '2.6.15',
/**
* An array of Phaser game instances.
* @constant
* @type {array}
*/
GAMES: [],
/**
* AUTO renderer - picks between WebGL or Canvas based on device.
* @constant
* @type {integer}
*/
AUTO: 0,
/**
* Canvas Renderer.
* @constant
* @type {integer}
*/
CANVAS: 1,
/**
* WebGL Renderer.
* @constant
* @type {integer}
*/
WEBGL: 2,
/**
* Headless renderer (not visual output)
* @constant
* @type {integer}
*/
HEADLESS: 3,
/**
* Direction constant.
* @constant
* @type {integer}
*/
NONE: 0,
/**
* Direction constant.
* @constant
* @type {integer}
*/
LEFT: 1,
/**
* Direction constant.
* @constant
* @type {integer}
*/
RIGHT: 2,
/**
* Direction constant.
* @constant
* @type {integer}
*/
UP: 3,
/**
* Direction constant.
* @constant
* @type {integer}
*/
DOWN: 4,
/**
* Game Object type.
* @constant
* @type {integer}
*/
SPRITE: 0,
/**
* Game Object type.
* @constant
* @type {integer}
*/
BUTTON: 1,
/**
* Game Object type.
* @constant
* @type {integer}
*/
IMAGE: 2,
/**
* Game Object type.
* @constant
* @type {integer}
*/
GRAPHICS: 3,
/**
* Game Object type.
* @constant
* @type {integer}
*/
TEXT: 4,
/**
* Game Object type.
* @constant
* @type {integer}
*/
TILESPRITE: 5,
/**
* Game Object type.
* @constant
* @type {integer}
*/
BITMAPTEXT: 6,
/**
* Game Object type.
* @constant
* @type {integer}
*/
GROUP: 7,
/**
* Game Object type.
* @constant
* @type {integer}
*/
RENDERTEXTURE: 8,
/**
* Game Object type.
* @constant
* @type {integer}
*/
TILEMAP: 9,
/**
* Game Object type.
* @constant
* @type {integer}
*/
TILEMAPLAYER: 10,
/**
* Game Object type.
* @constant
* @type {integer}
*/
EMITTER: 11,
/**
* Game Object type.
* @constant
* @type {integer}
*/
POLYGON: 12,
/**
* Game Object type.
* @constant
* @type {integer}
*/
BITMAPDATA: 13,
/**
* Game Object type.
* @constant
* @type {integer}
*/
CANVAS_FILTER: 14,
/**
* Game Object type.
* @constant
* @type {integer}
*/
WEBGL_FILTER: 15,
/**
* Game Object type.
* @constant
* @type {integer}
*/
ELLIPSE: 16,
/**
* Game Object type.
* @constant
* @type {integer}
*/
SPRITEBATCH: 17,
/**
* Game Object type.
* @constant
* @type {integer}
*/
RETROFONT: 18,
/**
* Game Object type.
* @constant
* @type {integer}
*/
POINTER: 19,
/**
* Game Object type.
* @constant
* @type {integer}
*/
ROPE: 20,
/**
* Game Object type.
* @constant
* @type {integer}
*/
CIRCLE: 21,
/**
* Game Object type.
* @constant
* @type {integer}
*/
RECTANGLE: 22,
/**
* Game Object type.
* @constant
* @type {integer}
*/
LINE: 23,
/**
* Game Object type.
* @constant
* @type {integer}
*/
MATRIX: 24,
/**
* Game Object type.
* @constant
* @type {integer}
*/
POINT: 25,
/**
* Game Object type.
* @constant
* @type {integer}
*/
ROUNDEDRECTANGLE: 26,
/**
* Game Object type.
* @constant
* @type {integer}
*/
CREATURE: 27,
/**
* Game Object type.
* @constant
* @type {integer}
*/
VIDEO: 28,
/**
* Game Object type.
* @constant
* @type {integer}
*/
PENDING_ATLAS: -1,
/**
* A horizontal orientation
* @constant
* @type {integer}
*/
HORIZONTAL: 0,
/**
* A vertical orientation
* @constant
* @type {integer}
*/
VERTICAL: 1,
/**
* A landscape orientation
* @constant
* @type {integer}
*/
LANDSCAPE: 0,
/**
* A portrait orientation
* @constant
* @type {integer}
*/
PORTRAIT: 1,
/**
* The Angle (in degrees) a Game Object needs to be set to in order to face up.
* @constant
* @type {integer}
*/
ANGLE_UP: 270,
/**
* The Angle (in degrees) a Game Object needs to be set to in order to face down.
* @constant
* @type {integer}
*/
ANGLE_DOWN: 90,
/**
* The Angle (in degrees) a Game Object needs to be set to in order to face left.
* @constant
* @type {integer}
*/
ANGLE_LEFT: 180,
/**
* The Angle (in degrees) a Game Object needs to be set to in order to face right.
* @constant
* @type {integer}
*/
ANGLE_RIGHT: 0,
/**
* The Angle (in degrees) a Game Object needs to be set to in order to face north east.
* @constant
* @type {integer}
*/
ANGLE_NORTH_EAST: 315,
/**
* The Angle (in degrees) a Game Object needs to be set to in order to face north west.
* @constant
* @type {integer}
*/
ANGLE_NORTH_WEST: 225,
/**
* The Angle (in degrees) a Game Object needs to be set to in order to face south east.
* @constant
* @type {integer}
*/
ANGLE_SOUTH_EAST: 45,
/**
* The Angle (in degrees) a Game Object needs to be set to in order to face south west.
* @constant
* @type {integer}
*/
ANGLE_SOUTH_WEST: 135,
/**
* A constant representing a top-left alignment or position.
* @constant
* @type {integer}
*/
TOP_LEFT: 0,
/**
* A constant representing a top-center alignment or position.
* @constant
* @type {integer}
*/
TOP_CENTER: 1,
/**
* A constant representing a top-right alignment or position.
* @constant
* @type {integer}
*/
TOP_RIGHT: 2,
/**
* A constant representing a left-top alignment or position.
* @constant
* @type {integer}
*/
LEFT_TOP: 3,
/**
* A constant representing a left-center alignment or position.
* @constant
* @type {integer}
*/
LEFT_CENTER: 4,
/**
* A constant representing a left-bottom alignment or position.
* @constant
* @type {integer}
*/
LEFT_BOTTOM: 5,
/**
* A constant representing a center alignment or position.
* @constant
* @type {integer}
*/
CENTER: 6,
/**
* A constant representing a right-top alignment or position.
* @constant
* @type {integer}
*/
RIGHT_TOP: 7,
/**
* A constant representing a right-center alignment or position.
* @constant
* @type {integer}
*/
RIGHT_CENTER: 8,
/**
* A constant representing a right-bottom alignment or position.
* @constant
* @type {integer}
*/
RIGHT_BOTTOM: 9,
/**
* A constant representing a bottom-left alignment or position.
* @constant
* @type {integer}
*/
BOTTOM_LEFT: 10,
/**
* A constant representing a bottom-center alignment or position.
* @constant
* @type {integer}
*/
BOTTOM_CENTER: 11,
/**
* A constant representing a bottom-right alignment or position.
* @constant
* @type {integer}
*/
BOTTOM_RIGHT: 12,
/**
* Various blend modes supported by Pixi.
*
* IMPORTANT: The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.
*
* @constant
* @property {Number} blendModes.NORMAL
* @property {Number} blendModes.ADD
* @property {Number} blendModes.MULTIPLY
* @property {Number} blendModes.SCREEN
* @property {Number} blendModes.OVERLAY
* @property {Number} blendModes.DARKEN
* @property {Number} blendModes.LIGHTEN
* @property {Number} blendModes.COLOR_DODGE
* @property {Number} blendModes.COLOR_BURN
* @property {Number} blendModes.HARD_LIGHT
* @property {Number} blendModes.SOFT_LIGHT
* @property {Number} blendModes.DIFFERENCE
* @property {Number} blendModes.EXCLUSION
* @property {Number} blendModes.HUE
* @property {Number} blendModes.SATURATION
* @property {Number} blendModes.COLOR
* @property {Number} blendModes.LUMINOSITY
* @static
*/
blendModes: {
NORMAL:0,
ADD:1,
MULTIPLY:2,
SCREEN:3,
OVERLAY:4,
DARKEN:5,
LIGHTEN:6,
COLOR_DODGE:7,
COLOR_BURN:8,
HARD_LIGHT:9,
SOFT_LIGHT:10,
DIFFERENCE:11,
EXCLUSION:12,
HUE:13,
SATURATION:14,
COLOR:15,
LUMINOSITY:16
},
/**
* The scale modes that are supported by Pixi.
*
* The DEFAULT scale mode affects the default scaling mode of future operations.
* It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.
*
* @constant
* @property {Object} Phaser.scaleModes
* @property {Number} scaleModes.DEFAULT=LINEAR
* @property {Number} scaleModes.LINEAR Smooth scaling
* @property {Number} scaleModes.NEAREST Pixelating scaling
* @static
*/
scaleModes: {
DEFAULT:0,
LINEAR:0,
NEAREST:1
},
PIXI: PIXI || {}
};
/**
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
// ES6 Math.trunc - https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/trunc
if (!Math.trunc) {
Math.trunc = function trunc(x) {
return x < 0 ? Math.ceil(x) : Math.floor(x);
};
}
/**
* A polyfill for Function.prototype.bind
*/
if (!Function.prototype.bind) {
/* jshint freeze: false */
Function.prototype.bind = (function () {
var slice = Array.prototype.slice;
return function (thisArg) {
var target = this, boundArgs = slice.call(arguments, 1);
if (typeof target !== 'function')
{
throw new TypeError();
}
function bound() {
var args = boundArgs.concat(slice.call(arguments));
target.apply(this instanceof bound ? this : thisArg, args);
}
bound.prototype = (function F(proto) {
if (proto)
{
F.prototype = proto;
}
if (!(this instanceof F))
{
/* jshint supernew: true */
return new F;
}
})(target.prototype);
return bound;
};
})();
}
/**
* A polyfill for Array.isArray
*/
if (!Array.isArray)
{
Array.isArray = function (arg)
{
return Object.prototype.toString.call(arg) === '[object Array]';
};
}
/**
* A polyfill for Array.forEach
* https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/forEach
*/
if (!Array.prototype.forEach)
{
Array.prototype.forEach = function(fun /*, thisArg */)
{
"use strict";
if (this === void 0 || this === null)
{
throw new TypeError();
}
var t = Object(this);
var len = t.length >>> 0;
if (typeof fun !== "function")
{
throw new TypeError();
}
var thisArg = arguments.length >= 2 ? arguments[1] : void 0;
for (var i = 0; i < len; i++)
{
if (i in t)
{
fun.call(thisArg, t[i], i, t);
}
}
};
}
/**
* Low-budget Float32Array knock-off, suitable for use with P2.js in IE9
* Source: http://www.html5gamedevs.com/topic/5988-phaser-12-ie9/
* Cameron Foale (http://www.kibibu.com)
*/
if (typeof window.Uint32Array !== "function" && typeof window.Uint32Array !== "object")
{
var CheapArray = function(type)
{
var proto = new Array(); // jshint ignore:line
window[type] = function(arg) {
if (typeof(arg) === "number")
{
Array.call(this, arg);
this.length = arg;
for (var i = 0; i < this.length; i++)
{
this[i] = 0;
}
}
else
{
Array.call(this, arg.length);
this.length = arg.length;
for (var i = 0; i < this.length; i++)
{
this[i] = arg[i];
}
}
};
window[type].prototype = proto;
window[type].constructor = window[type];
};
CheapArray('Uint32Array'); // jshint ignore:line
CheapArray('Int16Array'); // jshint ignore:line
}
/**
* Also fix for the absent console in IE9
*/
if (!window.console)
{
window.console = {};
window.console.log = window.console.assert = function(){};
window.console.warn = window.console.assert = function(){};
}
/**
* Work-around for Firefox bug:
* http://flashgamedev.ru/viewtopic.php?f=20&t=12973
*/
if (/firefox/i.test(navigator.userAgent)) {
window.oldGetComputedStyle = window.getComputedStyle;
window.getComputedStyle = function (element, pseudoElt) {
var t = window.oldGetComputedStyle(element, pseudoElt);
if (t === null) {
return {
getPropertyValue: function () { return; }
};
} else {
return t;
}
};
}
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* @class Phaser.Utils
* @static
*/
Phaser.Utils = {
/**
* Takes the given string and reverses it, returning the reversed string.
* For example if given the string `Atari 520ST` it would return `TS025 iratA`.
*
* @method Phaser.Utils.reverseString
* @param {string} string - The string to be reversed.
* @return {string} The reversed string.
*/
reverseString: function (string) {
return string.split('').reverse().join('');
},
/**
* Gets an objects property by string.
*
* @method Phaser.Utils.getProperty
* @param {object} obj - The object to traverse.
* @param {string} prop - The property whose value will be returned.
* @return {*} the value of the property or null if property isn't found .
*/
getProperty: function(obj, prop) {
var parts = prop.split('.'),
last = parts.pop(),
l = parts.length,
i = 1,
current = parts[0];
while (i < l && (obj = obj[current]))
{
current = parts[i];
i++;
}
if (obj)
{
return obj[last];
}
else
{
return null;
}
},
/**
* Sets an objects property by string.
*
* @method Phaser.Utils.setProperty
* @param {object} obj - The object to traverse
* @param {string} prop - The property whose value will be changed
* @return {object} The object on which the property was set.
*/
setProperty: function(obj, prop, value) {
var parts = prop.split('.'),
last = parts.pop(),
l = parts.length,
i = 1,
current = parts[0];
while (i < l && (obj = obj[current]))
{
current = parts[i];
i++;
}
if (obj)
{
obj[last] = value;
}
return obj;
},
/**
* Generate a random bool result based on the chance value.
*
* Returns true or false based on the chance value (default 50%). For example if you wanted a player to have a 30% chance
* of getting a bonus, call chanceRoll(30) - true means the chance passed, false means it failed.
*
* @method Phaser.Utils#chanceRoll
* @param {number} chance - The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%).
* @return {boolean} True if the roll passed, or false otherwise.
*/
chanceRoll: function (chance) {
if (chance === undefined) { chance = 50; }
return chance > 0 && (Math.random() * 100 <= chance);
},
/**
* Choose between one of two values randomly.
*
* @method Phaser.Utils#randomChoice
* @param {any} choice1
* @param {any} choice2
* @return {any} The randomly selected choice
*/
randomChoice: function (choice1, choice2) {
return (Math.random() < 0.5) ? choice1 : choice2;
},
/**
* Get a unit dimension from a string.
*
* @method Phaser.Utils.parseDimension
* @param {string|number} size - The size to parse.
* @param {number} dimension - The window dimension to check.
* @return {number} The parsed dimension.
*/
parseDimension: function (size, dimension) {
var f = 0;
var px = 0;
if (typeof size === 'string')
{
// %?
if (size.substr(-1) === '%')
{
f = parseInt(size, 10) / 100;
if (dimension === 0)
{
px = window.innerWidth * f;
}
else
{
px = window.innerHeight * f;
}
}
else
{
px = parseInt(size, 10);
}
}
else
{
px = size;
}
return px;
},
/**
* Takes the given string and pads it out, to the length required, using the character
* specified. For example if you need a string to be 6 characters long, you can call:
*
* `pad('bob', 6, '-', 2)`
*
* This would return: `bob---` as it has padded it out to 6 characters, using the `-` on the right.
*
* You can also use it to pad numbers (they are always returned as strings):
*
* `pad(512, 6, '0', 1)`
*
* Would return: `000512` with the string padded to the left.
*
* If you don't specify a direction it'll pad to both sides:
*
* `pad('c64', 7, '*')`
*
* Would return: `**c64**`
*
* @method Phaser.Utils.pad
* @param {string} str - The target string. `toString()` will be called on the string, which means you can also pass in common data types like numbers.
* @param {integer} [len=0] - The number of characters to be added.
* @param {string} [pad=" "] - The string to pad it out with (defaults to a space).
* @param {integer} [dir=3] - The direction dir = 1 (left), 2 (right), 3 (both).
* @return {string} The padded string.
*/
pad: function (str, len, pad, dir) {
if (len === undefined) { var len = 0; }
if (pad === undefined) { var pad = ' '; }
if (dir === undefined) { var dir = 3; }
str = str.toString();
var padlen = 0;
if (len + 1 >= str.length)
{
switch (dir)
{
case 1:
str = new Array(len + 1 - str.length).join(pad) + str;
break;
case 3:
var right = Math.ceil((padlen = len - str.length) / 2);
var left = padlen - right;
str = new Array(left+1).join(pad) + str + new Array(right+1).join(pad);
break;
default:
str = str + new Array(len + 1 - str.length).join(pad);
break;
}
}
return str;
},
/**
* This is a slightly modified version of jQuery.isPlainObject.
* A plain object is an object whose internal class property is [object Object].
* @method Phaser.Utils.isPlainObject
* @param {object} obj - The object to inspect.
* @return {boolean} - true if the object is plain, otherwise false.
*/
isPlainObject: function (obj) {
// Not plain objects:
// - Any object or value whose internal [[Class]] property is not "[object Object]"
// - DOM nodes
// - window
if (typeof(obj) !== "object" || obj.nodeType || obj === obj.window)
{
return false;
}
// Support: Firefox <20
// The try/catch suppresses exceptions thrown when attempting to access
// the "constructor" property of certain host objects, ie. |window.location|
// https://bugzilla.mozilla.org/show_bug.cgi?id=814622
try {
if (obj.constructor && !({}).hasOwnProperty.call(obj.constructor.prototype, "isPrototypeOf"))
{
return false;
}
} catch (e) {
return false;
}
// If the function hasn't returned already, we're confident that
// |obj| is a plain object, created by {} or constructed with new Object
return true;
},
/**
* This is a slightly modified version of http://api.jquery.com/jQuery.extend/
*
* @method Phaser.Utils.extend
* @param {boolean} deep - Perform a deep copy?
* @param {object} target - The target object to copy to.
* @return {object} The extended object.
*/
extend: function () {
var options, name, src, copy, copyIsArray, clone,
target = arguments[0] || {},
i = 1,
length = arguments.length,
deep = false;
// Handle a deep copy situation
if (typeof target === "boolean")
{
deep = target;
target = arguments[1] || {};
// skip the boolean and the target
i = 2;
}
// extend Phaser if only one argument is passed
if (length === i)
{
target = this;
--i;
}
for (; i < length; i++)
{
// Only deal with non-null/undefined values
if ((options = arguments[i]) != null)
{
// Extend the base object
for (name in options)
{
src = target[name];
copy = options[name];
// Prevent never-ending loop
if (target === copy)
{
continue;
}
// Recurse if we're merging plain objects or arrays
if (deep && copy && (Phaser.Utils.isPlainObject(copy) || (copyIsArray = Array.isArray(copy))))
{
if (copyIsArray)
{
copyIsArray = false;
clone = src && Array.isArray(src) ? src : [];
}
else
{
clone = src && Phaser.Utils.isPlainObject(src) ? src : {};
}
// Never move original objects, clone them
target[name] = Phaser.Utils.extend(deep, clone, copy);
// Don't bring in undefined values
}
else if (copy !== undefined)
{
target[name] = copy;
}
}
}
}
// Return the modified object
return target;
},
/**
* Mixes in an existing mixin object with the target.
*
* Values in the mixin that have either `get` or `set` functions are created as properties via `defineProperty`
* _except_ if they also define a `clone` method - if a clone method is defined that is called instead and
* the result is assigned directly.
*
* @method Phaser.Utils.mixinPrototype
* @param {object} target - The target object to receive the new functions.
* @param {object} mixin - The object to copy the functions from.
* @param {boolean} [replace=false] - If the target object already has a matching function should it be overwritten or not?
*/
mixinPrototype: function (target, mixin, replace) {
if (replace === undefined) { replace = false; }
var mixinKeys = Object.keys(mixin);
for (var i = 0; i < mixinKeys.length; i++)
{
var key = mixinKeys[i];
var value = mixin[key];
if (!replace && (key in target))
{
// Not overwriting existing property
continue;
}
else
{
if (value &&
(typeof value.get === 'function' || typeof value.set === 'function'))
{
// Special case for classes like Phaser.Point which has a 'set' function!
if (typeof value.clone === 'function')
{
target[key] = value.clone();
}
else
{
Object.defineProperty(target, key, value);
}
}
else
{
target[key] = value;
}
}
}
},
/**
* Mixes the source object into the destination object, returning the newly modified destination object.
* Based on original code by @mudcube
*
* @method Phaser.Utils.mixin
* @param {object} from - The object to copy (the source object).
* @param {object} to - The object to copy to (the destination object).
* @return {object} The modified destination object.
*/
mixin: function (from, to) {
if (!from || typeof (from) !== "object")
{
return to;
}
for (var key in from)
{
var o = from[key];
if (o.childNodes || o.cloneNode)
{
continue;
}
var type = typeof (from[key]);
if (!from[key] || type !== "object")
{
to[key] = from[key];
}
else
{
// Clone sub-object
if (typeof (to[key]) === type)
{
to[key] = Phaser.Utils.mixin(from[key], to[key]);
}
else
{
to[key] = Phaser.Utils.mixin(from[key], new o.constructor());
}
}
}
return to;
}
};