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@azerion/phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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/** * @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; } };