/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2015 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 {PIXI.Matrix} worldTransform - Current transform of the object based on world (parent) factors * @private * @readOnly */ this.worldTransform = new PIXI.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 orderID to be in sequence for (var i = 0; i < this.children.length; 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(); } }; /** * 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(); } } }; /** * 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.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; } var _this = this; this._onChange = function (event) { return _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; 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 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 transparent then calls to setBackgroundColor are ignored. * * @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; }; /** * @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._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; } } });