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phaser-ce

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Phaser CE (Community Edition) is 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} */ /** * The Stage controls root level display objects upon which everything is displayed. * It also handles browser visibility handling and the pausing due to loss of focus. * * @class Phaser.Stage * @extends PIXI.DisplayObjectContainer * @constructor * @param {Phaser.Game} game - Game reference to the currently running game. */ Phaser.Stage = function (game) { /** * @property {Phaser.Game} game - A reference to the currently running Game. */ this.game = game; PIXI.DisplayObjectContainer.call(this); /** * @property {string} name - The name of this object. * @default */ this.name = '_stage_root'; /** * By default if the browser tab loses focus the game will pause. * You can stop that behavior by setting this property to true. * Note that the browser can still elect to pause your game if it wishes to do so, * for example swapping to another browser tab. This will cause the RAF callback to halt, * effectively pausing your game, even though no in-game pause event is triggered if you enable this property. * @property {boolean} disableVisibilityChange * @default */ this.disableVisibilityChange = false; /** * @property {boolean} exists - If exists is true the Stage and all children are updated, otherwise it is skipped. * @default */ this.exists = true; /** * @property {Phaser.Matrix} worldTransform - Current transform of the object based on world (parent) factors * @private * @readOnly */ this.worldTransform = new Phaser.Matrix(); /** * @property {Phaser.Stage} stage - The stage reference (the Stage is its own stage) * @private * @readOnly */ this.stage = this; /** * @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 {function} _onChange - The blur/focus event handler. * @private */ this._onChange = null; /** * @property {number} _bgColor - Stage background color object. Populated by setBackgroundColor. * @private */ this._bgColor = { r: 0, g: 0, b: 0, a: 0, color: 0, rgba: '#000000' }; if (!this.game.transparent) { // transparent = 0,0,0,0 - otherwise r,g,b,1 this._bgColor.a = 1; } if (game.config) { this.parseConfig(game.config); } }; Phaser.Stage.prototype = Object.create(PIXI.DisplayObjectContainer.prototype); Phaser.Stage.prototype.constructor = Phaser.Stage; /** * 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.disableVisibilityChange) { this.disableVisibilityChange = config.disableVisibilityChange; } if (config.backgroundColor) { this.setBackgroundColor(config.backgroundColor); } }; /** * Initialises the stage and adds the event listeners. * @method Phaser.Stage#boot * @private */ Phaser.Stage.prototype.boot = function () { Phaser.DOM.getOffset(this.game.canvas, this.offset); Phaser.Canvas.setUserSelect(this.game.canvas, 'none'); Phaser.Canvas.setTouchAction(this.game.canvas, 'none'); this.checkVisibility(); }; /** * 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 renderOrderID to be in sequence var i = 0; while (i < this.children.length) { var child = this.children[i]; child.preUpdate(); if (this === child.parent) { i++; } } }; /** * This is called automatically after the State.update, but before particles or plugins update. * * @method Phaser.Stage#update */ Phaser.Stage.prototype.update = function () { // Goes in reverse, because it's highly likely the child will destroy itself in `update` var i = this.children.length; while (i--) { this.children[i].update(); } }; /** * This is called automatically before the renderer runs and after the plugins have updated. * In postUpdate this is where all the final physics calculations and object positioning happens. * The objects are processed in the order of the display list. * * @method Phaser.Stage#postUpdate */ Phaser.Stage.prototype.postUpdate = function () { // Apply the camera shake, fade, bounds, etc this.game.camera.update(); // Camera target first? if (this.game.camera.target) { this.game.camera.target.postUpdate(); this.updateTransform(); this.game.camera.updateTarget(); } for (var i = 0; i < this.children.length; i++) { this.children[i].postUpdate(); } this.updateTransform(); }; /** * Updates the transforms for all objects on the display list. * This overrides the Pixi default as we don't need the interactionManager, but do need the game property check. * * @method Phaser.Stage#updateTransform */ Phaser.Stage.prototype.updateTransform = function () { this.worldAlpha = 1; for (var i = 0; i < this.children.length; i++) { this.children[i].updateTransform(); } }; /** * Starts a page visibility event listener running, or window.onpagehide/onpageshow if not supported by the browser. * Also listens for window.onblur and window.onfocus. * * @method Phaser.Stage#checkVisibility */ Phaser.Stage.prototype.checkVisibility = function () { if (document.hidden !== undefined) { this._hiddenVar = 'visibilitychange'; } else if (document.webkitHidden !== undefined) { this._hiddenVar = 'webkitvisibilitychange'; } else if (document.mozHidden !== undefined) { this._hiddenVar = 'mozvisibilitychange'; } else if (document.msHidden !== undefined) { this._hiddenVar = 'msvisibilitychange'; } else { this._hiddenVar = null; } var _this = this; this._onChange = function (event) { return _this.visibilityChange(event); }; this._onChangePause = function () { return _this._onChange({ type: 'pause' }); }; this._onChangeResume = function () { return _this._onChange({ type: 'resume' }); }; this._onClick = function (event) { if ((document.hasFocus !== undefined) && !document.hasFocus()) { _this.visibilityChange(event); } }; // 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.onblur = this._onChange; window.onfocus = this._onChange; window.onpagehide = this._onChange; window.onpageshow = this._onChange; window.addEventListener('click', this._onClick); if (this.game.device.cocoonJSApp && CocoonJS.App) { if (CocoonJS.App.onSuspended) { CocoonJS.App.onSuspended.addEventListener(this._onChangePause); } if (CocoonJS.App.onActivated) { CocoonJS.App.onActivated.addEventListener(this._onChangeResume); } if (CocoonJS.App.on) { CocoonJS.App.on('activated', this._onChangeResume); CocoonJS.App.on('suspended', this._onChangePause); } } }; /** * This method is called when the document visibility is changed. * * - `blur` and `pagehide` events trigger {@link Phaser.Game#onBlur}. They {@link Phaser.Game#gamePaused pause the game} unless {@link #disableVisibilityChange} is on. * - `click`, `focus`, and `pageshow` trigger {@link Phaser.Game#onFocus}. They {@link Phaser.Game#gameResumed resume the game} unless {@link #disableVisibilityChange} is on. * - `visibilitychange` (hidden) and CocoonJS's `onSuspended` {@link Phaser.Game#gamePaused pause the game} unless {@link #disableVisibilityChange} is on. * - `visibilitychange` (visible) and CocoonJS's `onActivated` {@link Phaser.Game#gameResumed resume the game} unless {@link #disableVisibilityChange} is on. * * @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) { // These events always trigger the Game#onBlur or Game#onFocus signals. switch (event.type) { case 'blur': case 'pagehide': this.game.focusLoss(event); return; case 'click': case 'focus': case 'pageshow': 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 string (`'#RRGGBB'`), a CSS color string (`'rgb(r,g,b)'`), or a numeric value (`0xRRGGBB`). * * An alpha channel is _not_ supported and will be ignored. * * If you've set your game to be {@link Phaser.Game#transparent transparent} then calls to setBackgroundColor are ignored. * * If {@link Phaser.Game#clearBeforeRender} is off then the background color won't appear. * * @method Phaser.Stage#setBackgroundColor * @param {number|string} color - The color of the background. */ Phaser.Stage.prototype.setBackgroundColor = function (color) { if (this.game.transparent) { return; } Phaser.Color.valueToColor(color, this._bgColor); Phaser.Color.updateColor(this._bgColor); // For gl.clearColor (canvas uses _bgColor.rgba) this._bgColor.r /= 255; this._bgColor.g /= 255; this._bgColor.b /= 255; this._bgColor.a = 1; }; /** * Destroys the Stage and removes event listeners. * * @method Phaser.Stage#destroy */ 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; window.removeEventListener('click', this._onClick); }; /** * Adds an existing object to the Stage. * * The child is automatically added to the front of the Stage, and is displayed above every previous child. * Or if the _optional_ `index` is specified, the child is added at the location specified by the index value, * this allows you to control child ordering. * * If the object was already on the Stage, it is simply returned, and nothing else happens to it. * * @method Phaser.Stage#add * @param {DisplayObject} child - The display object to add as a child. * @param {boolean} [silent] - Unused. Kept for compatibility with {@link Phaser.Group#add}. * @param {integer} [index] - The index to insert the object to. * @return {DisplayObject} The child that was added to the group. */ Phaser.Stage.prototype.add = function (child, silent, index) { if (child.parent === this) { return child; } if (child.body && child.parent && child.parent.hash) { child.parent.removeFromHash(child); } if (index === undefined) { this.addChild(child); } else { this.addChildAt(child, index); } return child; }; /** * @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' * @see Phaser.Stage#setBackgroundColor */ Object.defineProperty(Phaser.Stage.prototype, 'backgroundColor', { get: function () { return this._bgColor.color; }, set: function (color) { 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.DEFAULT === PIXI.scaleModes.LINEAR; }, set: function (value) { if (value) { PIXI.scaleModes.DEFAULT = PIXI.scaleModes.LINEAR; } else { PIXI.scaleModes.DEFAULT = PIXI.scaleModes.NEAREST; } } });