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<h1 class="file-heading">File: src\core\Game.ts</h1>
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<pre class="code prettyprint linenums">
/**
*
* @module Kiwi
*
*/
module Kiwi {
/**
* The base class that is used when you create a new Game. Handles the initialisation of all of the various individual game managers and holds the RAF (RequestAnimationFrame object) which is used for the game loop.
*
* @class Game
* @namespace Kiwi
* @constructor
* @param [domParent=''] {String} The ID of a DOM element that the game should use as its 'container'. If you are targeting Cocoon then you don't need to worry about this and can leave it blank.
* @param [name='KiwiGame'] {String} The name of the game that is being created.
* @param [state=null] {Any} The state to load initially. This can either be the name of a state, but preferably this would be the state object itself.
* @param [options] {Object} Any special options for the game. E.g. Is DEBUG_ON or DEBUG_OFF, RENDERER_CANVAS or RENDERER_WEBGL, TARGET_BROWSER or TARGET_COCOON
* @param [options.debug=Kiwi.DEBUG_ON] {Number} If debugging is enabled or not.
* @param [options.bootCallback=null] {Function} A callback to be executed when the game reaches the boot stage.
* @param [options.deviceTarget=Kiwi.TARGET_BROWSER] {Number} The type of device Kiwi is being used on.
* @param [options.renderer=Kiwi.RENDERER_AUTO] {Number} The renderer Kiwi should use.
* @param [options.width=Kiwi.Stage.DEFAULT_WIDTH] {Number} The width of this instance of Kiwi.
* @param [options.height=Kiwi.Stage.DEFAULT_HEIGHT] {Number} The height of this instance of Kiwi.
* @param [options.scaleType=Kiwi.Stage.SCALE_NONE] {Number} The type of scaling that should be applied to Kiwi.
* @param [options.plugins=[]] {Array} A list of the names of plugins that are to be used with this game.
* @param [options.log] {Object} Default state of the Log properties
* @param [options.log.recording=true] {Boolean} If the logs should be recorded.
* @param [options.log.display=true] {Boolean} If the logs should be displayed or not.
* @param [options.log.enabled=true] {Boolean} If the Logger is enabled at all.
* @param [options.log.maxRecordings=Infinity] {Number} The maximum number of recordings to have at a single time.
* @return {Kiwi.Game}
*
*/
export class Game {
constructor(domParent: string = '', name: string = 'KiwiGame', state: any = null, options: any= {}) {
Kiwi.Log.setDefaultsFromParams(options.log);
Kiwi.Log.log('Kiwi.Game: ' + name + ' is booting using Kiwi.js ' + Kiwi.VERSION, '#version');
if (Kiwi.DEVICE === null) {
Kiwi.DEVICE = new Kiwi.System.Device();
}
if (options.debug !== 'undefined' && typeof options.debug === 'number') {
switch (options.debug) {
case Kiwi.DEBUG_ON:
this._debugOption = options.debug;
Kiwi.Log.log(' Kiwi.Game: Debugging turned ON.', '#debugging' );
break;
case Kiwi.DEBUG_OFF:
this._debugOption = options.debug;
Kiwi.Log.log(' Kiwi.Game: Debugging turned OFF.', '#debugging' );
break;
default:
this._debugOption = Kiwi.DEBUG_ON;
Kiwi.Log.error(' Kiwi.Game: Debug option passed, but is not a valid option. Turned ON by default.', '#debugging' );
break;
}
} else {
this._debugOption = Kiwi.DEBUG_ON;
Kiwi.Log.log(' Kiwi.Game: Debug option not specified. Turned ON by default.', '#debugging');
}
if (options.bootCallback !== 'undefined') {
this.bootCallbackOption = options.bootCallback;
}
//Which device are they targetting
if (options.deviceTarget !== 'undefined' && typeof options.deviceTarget === 'number') {
switch (options.deviceTarget) {
case Kiwi.TARGET_BROWSER:
this._deviceTargetOption = options.deviceTarget;
Kiwi.Log.log(' Kiwi.Game: Targeting BROWSERS.', '#target');
break;
case Kiwi.TARGET_COCOON:
this._deviceTargetOption = options.deviceTarget;
Kiwi.Log.log(' Kiwi.Game: Targeting COCOONJS.', '#target');
break;
default:
this._deviceTargetOption = Kiwi.TARGET_BROWSER;
Kiwi.Log.error(' Kiwi.Game: Target device specified, but is not a valid option. Defaulting to BROWSER.', '#target');
break;
}
} else {
this._deviceTargetOption = Kiwi.TARGET_BROWSER;
Kiwi.Log.log(' Kiwi.Game: Targeted device not specified. Defaulting to BROWSER.', '#target');
}
var renderDefault = Kiwi.RENDERER_WEBGL;
var renderFallback = Kiwi.RENDERER_CANVAS;
// Optimise renderer request
if (options.renderer !== 'undefined' && typeof options.renderer === 'number') {
switch (options.renderer) {
case Kiwi.RENDERER_CANVAS:
this._renderOption = options.renderer;
Kiwi.Log.log(' Kiwi.Game: Rendering using CANVAS.', '#renderer', '#canvas');
break;
case Kiwi.RENDERER_WEBGL:
if (Kiwi.DEVICE.webGL) {
this._renderOption = options.renderer;
Kiwi.Log.log(' Kiwi.Game: Rendering using WEBGL.', '#renderer', '#webgl');
} else {
this._renderOption = renderFallback;
Kiwi.Log.log(' Kiwi.Game: WEBGL renderer requested but device does not support WEBGL. Rendering using CANVAS.', '#renderer', '#canvas');
}
break;
case Kiwi.RENDERER_AUTO:
if (Kiwi.DEVICE.webGL) {
this._renderOption = renderDefault;
Kiwi.Log.log(' Kiwi.Game: Renderer auto-detected WEBGL.', '#renderer', '#webgl');
} else {
this._renderOption = renderFallback;
Kiwi.Log.log(' Kiwi.Game: Renderer auto-detected CANVAS.', '#renderer', '#canvas');
}
break;
default:
if (Kiwi.DEVICE.webGL) {
this._renderOption = renderDefault;
Kiwi.Log.log(' Kiwi.Game: Renderer specified, but is not a valid option. Defaulting to WEBGL.', '#renderer', '#webgl');
} else {
this._renderOption = renderFallback;
Kiwi.Log.log(' Kiwi.Game: Renderer specified, but is not a valid option. WEBGL renderer sought by default but device does not support WEBGL. Defaulting to CANVAS.', '#renderer', '#canvas');
}
break;
}
} else {
if (Kiwi.DEVICE.webGL) {
this._renderOption = renderDefault;
Kiwi.Log.log(' Kiwi.Game: Renderer not specified. Defaulting to WEBGL.', '#renderer', '#webgl');
} else {
this._renderOption = renderFallback;
Kiwi.Log.log(' Kiwi.Game: Renderer not specified. WEBGL renderer sought by default but device does not support WEBGL. Defaulting to CANVAS.', '#renderer', '#canvas');
}
}
this.id = Kiwi.GameManager.register(this);
this._startup = new Kiwi.System.Bootstrap();
this.audio = new Kiwi.Sound.AudioManager(this);
this.fileStore = new Kiwi.Files.FileStore(this);
this.input = new Kiwi.Input.InputManager(this);
// Width / Height
var width = Stage.DEFAULT_WIDTH;
var height = Stage.DEFAULT_HEIGHT;
if (options.width !== 'undefined' && typeof options.width === 'number') {
width = options.width;
}
if (options.height !== 'undefined' && typeof options.height === 'number') {
height = options.height;
}
Kiwi.Log.log(' Kiwi.Game: Stage Dimensions: ' + width + 'x' + height, '#dimensions');
if ( !Kiwi.Utils.Common.isUndefined( options.scaleType ) ) {
switch (options.scaleType) {
case Kiwi.Stage.SCALE_FIT:
Kiwi.Log.log(' Kiwi.Game: Stage scaling set to FIT.', '#scaling');
break;
case Kiwi.Stage.SCALE_STRETCH:
Kiwi.Log.log(' Kiwi.Game: Stage scaling set to STRETCH.', '#scaling');
break;
case Kiwi.Stage.SCALE_NONE:
Kiwi.Log.log(' Kiwi.Game: Stage scaling set to NONE.', '#scaling');
break;
default:
Kiwi.Log.log(' Kiwi.Game: Stage specified, but is not a valid option. Set to NONE.', '#scaling');
options.scaleType = 0;
break;
}
} else {
Kiwi.Log.log(' Kiwi.Game: Stage scaling not specified, defaulting to NONE.', '#scaling');
options.scaleType = 0;
}
this.stage = new Kiwi.Stage(this, name, width, height, options.scaleType);
this.renderer = null;
this.cameras = new Kiwi.CameraManager(this);
if (this._deviceTargetOption !== Kiwi.TARGET_COCOON) this.huds = new Kiwi.HUD.HUDManager(this);
this.loader = new Kiwi.Files.Loader(this);
this.states = new Kiwi.StateManager(this);
this.rnd = new Kiwi.Utils.RandomDataGenerator([Date.now.toString()]);
this.time = new Kiwi.Time.ClockManager(this);
this.tweens = new Kiwi.Animations.Tweens.TweenManager(this);
// If we have a state then pass it to the StateManager
if (state !== null) {
this.states.addState(state, true);
} else {
Kiwi.Log.log(' Kiwi.Game: Default State not passed.', '#state');
}
this.pluginManager = new Kiwi.PluginManager(this, options.plugins);
if (this.deviceTargetOption === Kiwi.TARGET_BROWSER) {
this._startup.boot( domParent, () => this._start() );
} else {
if (domParent !== '') {
Kiwi.Log.log(' Kiwi.Game: Not Targetting a BROWSER. DOM Parent parameter ignored.', '#dom');
}
this._start();
}
}
/**
* The render mode of the game. This will be either set to CANVAS or WEBGL.
* @property _renderOption
* @type number
* @private
*/
private _renderOption: number;
/**
* Returns the render mode of the game. This is READ ONLY and is decided once the game gets initialised.
* @property renderOption
* @type number
* @public
*/
public get renderOption(): number {
return this._renderOption;
}
/**
* A callback function that can be passed in as an option in the conifugration object. Invoked after the boot process has completed.
* @property bootCallbackOption
* @type Function
* @private
*/
public bootCallbackOption: Function;
/**
* The type of device that you are targeting. This is either set to COCOON or BROWSER
* @property _deviceTargetOption
* @type number
* @private
*/
private _deviceTargetOption: number;
/**
* Returns the device target option for the game. This is READ ONLY and is decided once the game gets initialised.
* @property deviceTargetOption
* @type number
* @public
*/
public get deviceTargetOption(): number {
return this._deviceTargetOption;
}
/**
* If when rendering, the game should render a new CANVAS which is above everything. This new canvas is for debugging purposes only.
* This gets set to either DEBUG_ON or DEBUG_OFF
* @property _debugOption
* @type number
* @private
*/
private _debugOption: number;
/**
* Returns the debug option. This is READ ONLY and is decided once the game gets initialised.
* @property debugOption
* @type number
* @public
*/
public get debugOption(): number {
return this._debugOption;
}
/**
* Returns true if debug option is set to Kiwi.DEBUG_ON
* @property debug
* @type boolean
* @public
*/
public get debug(): boolean {
return this._debugOption === Kiwi.DEBUG_ON;
}
/**
* Holds the renderer that is being used. This is determined based on the _renderMode
* @property renderer
* @type IRenderManager
* @public
*/
public renderer: IRenderManager;
/**
* Holds the hud manager.
* @property huds
* @type HUDManager
* @public
*/
public huds: Kiwi.HUD.HUDManager;
/**
* The type of object that the game is.
* @method objType
* @return {String} "Game"
* @public
*/
public objType() {
return "Game";
}
/**
* The object that peforms DOM and device startup operations for browsers (ie not cocoon)
* @property _startup
* @type Kiwi.System.Bootstrap
* @private
*/
private _startup: Kiwi.System.Bootstrap = null;
/*
* The unique id for the game.
* @property id
* @type Number
* @public
*/
public id: number;
/**
* The audio manager that handles all of the audio in game. Inside you can globally mute the audio, create new sounds, e.t.c.
* @property audio
* @type Kiwi.Sound.AudioManager
* @public
*/
public audio: Kiwi.Sound.AudioManager = null;
/**
* The global file store for this game. This handles the storage and access of information loaded, as well as tags that maybe set for them individual files.
* @property fileStore
* @type Kiwi.Files.FileStore
* @public
*/
public fileStore: Kiwi.Files.FileStore = null;
/**
* Handles any user input with the game. These could via the users keyboard, mouse or touch events.
* @property input
* @type Kiwi.Input.InputManager
* @public
*/
public input: Kiwi.Input.InputManager = null;
/**
* Manages the cameras the are on the stage. Single default Camera only in this version.
* @property cameras
* @type Kiwi.CameraManager
* @public
*/
public cameras: Kiwi.CameraManager = null;
/**
* Manages plugins registration and initialisation for the game instance.
* @property pluginManager
* @type Kiwi.PluginManager
* @public
*/
public pluginManager: Kiwi.PluginManager = null;
/**
* Loads files from outside sources and checks to see that they have loaded correctly or not.
* @property loader
* @type Kiwi.Files.Loader
* @public
*/
public loader: Kiwi.Files.Loader = null;
/**
* The Request Animation Frame that is being used for the update and render loops.
* @property raf
* @type Kiwi.Utils.RequestAnimationFrame
* @public
*/
public raf: Kiwi.Utils.RequestAnimationFrame = null;
/**
* The ONLY stage that is being used for this game.
* @property stage
* @type Stage
* @public
*/
public stage: Kiwi.Stage = null;
/**
* Manages all of the states that exist for this game. Via the manager you can create new states, switch states and do various other tasks.
* @property states
* @type Kiwi.StateManager
* @public
*/
public states: Kiwi.StateManager = null;
/**
* Holds a reference to the clocks that are being used and has a MASTER clock that is being used for the game.
* @property time
* @type Kiwi.Time.ClockManager
* @public
*/
public time: Kiwi.Time.ClockManager = null;
/**
* The tween manager holds a reference to all of the tweens that are created and currently being used.
* @property tweens
* @type Kiwi.Animations.Tweens.TweenManager
* @public
*/
public tweens: Kiwi.Animations.Tweens.TweenManager = null;
/**
* A Random Data Generator. This is useful for create unique ids and random information.
* @property rnd
* @type Kiwi.Utils.RandomDataGenerato
* @public
*/
public rnd: Kiwi.Utils.RandomDataGenerator = null;
/**
* The framerate at which the game will update at.
* @property _framerate
* @type Number
* @default 60
* @private
*/
private _frameRate: number = 60;
/**
* The interval between frames.
* @property _interval
* @type Number
* @default 1000/60
* @private
*/
private _interval: number = 1000 / 60;
/**
* The current interval between frames.
* @property _delta
* @type number
* @private
*/
private _delta: number = 0;
/**
* The last time the game was updated
* @property _lastTime
* @type number
* @private
*/
private _lastTime: number;
/**
* The number of frames since the game was launched.
* @property _frame
* @type number
* @private
* @since 1.1.0
*/
private _frame: number = 0;
/**
* The number of frames since the game was launched.
*
* Use this to drive cyclic animations. You may manually reset it in a Kiwi.State.create() function to restart the count from 0.
*
* The largest exact integer value of a JavaScript number is 2^53, or 9007199254740992. At 60 frames per second, this will take 4,760,273 years to become inaccurate.
* @property frame
* @type number
* @public
* @since 1.1.0
*/
public get frame(): number {
return( this._frame );
}
public set frame( value: number ) {
this._frame = Kiwi.Utils.GameMath.truncate( value );
}
/**
* The number of ideal frames since the game was launched.
*
* Use this to drive cyclic animations. This will be smoother than using the frame parameter. It is derived from the total time elapsed since the game launched.
* @property idealFrame
* @type number
* @public
* @since 1.1.0
*/
public get idealFrame(): number {
return (this.time.elapsed() / (1000 / this._frameRate) );
}
/**
* The current frameRate that the update/render loops are running at. Note that this may not be an accurate representation.
* @property frameRate
* @return string
* @public
*/
public get frameRate(): number {
return this._frameRate;
}
public set frameRate(value: number) {
if (value > 0) {
this._frameRate = value;
this._interval = 1000 / this._frameRate;
this.time.setMasterInterval( this._interval );
}
}
/**
* The start method gets executed when the game is ready to be booted, and handles the start-up of the managers.
* Once the managers have started up the start loop will then begin to create the game loop.
* @method start
* @private
*/
private _start() {
this.stage.boot(this._startup);
if (!this.stage.renderer) Kiwi.Log.error( " Kiwi.Game: Could not create rendering context", '#renderer' );
if(this._renderOption === Kiwi.RENDERER_WEBGL && this.stage.ctx)
this._renderOption = Kiwi.RENDERER_CANVAS; // Adapt to fallback if WebGL failed
this.renderer = this.stage.renderer;
this.renderer.boot();
this.cameras.boot();
if (this._deviceTargetOption !== Kiwi.TARGET_COCOON) this.huds.boot();
this.time.boot();
this.input.boot();
this.audio.boot();
this.fileStore.boot();
this.loader.boot();
this.states.boot();
this.pluginManager.boot();
this._lastTime = Date.now();
this.raf = new Kiwi.Utils.RequestAnimationFrame( () => this._loop() );
this.raf.start();
if (this.bootCallbackOption) {
Kiwi.Log.log(" Kiwi.Game: invoked boot callback", '#boot');
this.bootCallbackOption( this );
}
}
/**
* The game loop.
* @method _loop
* @private
*/
private _loop() {
// Only update non-graphical game systems if a full frame
// has passed
this._delta = this.raf.currentTime - this._lastTime;
if (this._delta > this._interval) {
this.time.update();
this.audio.update();
this.input.update();
this.tweens.update();
this.cameras.update();
if (this._deviceTargetOption !== Kiwi.TARGET_COCOON) {
this.huds.update();
}
this.states.update();
this.pluginManager.update();
this._frame++;
this._lastTime =
this.raf.currentTime - (this._delta % this._interval);
}
// Graphics MUST be drawn every frame to avert frame buffer issues
// under some clients
if (this.states.current !== null) {
// Only update if there is a current state
this.cameras.render();
this.states.postRender();
}
}
}
}
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