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Class MarbleEvolution

Class representing the game.

Hierarchy

  • Game
    • MarbleEvolution

Index

Constructors

constructor

  • new MarbleEvolution(config: Phaser.Types.Core.GameConfig): MarbleEvolution

Properties

anims

anims: AnimationManager

An instance of the Animation Manager.

The Animation Manager is a global system responsible for managing all animations used within your game.

cache

cache: CacheManager

An instance of the Cache Manager.

The Cache Manager is a global system responsible for caching, accessing and releasing external game assets.

canvas

canvas: HTMLCanvasElement

A reference to the HTML Canvas Element that Phaser uses to render the game. This is created automatically by Phaser unless you provide a canvas property in your Game Config.

Readonly config

config: Config

The parsed Game Configuration object.

The values stored within this object are read-only and should not be changed at run-time.

context

context: CanvasRenderingContext2D | WebGLRenderingContext

A reference to the Rendering Context belonging to the Canvas Element this game is rendering to. If the game is running under Canvas it will be a 2d Canvas Rendering Context. If the game is running under WebGL it will be a WebGL Rendering Context. This context is created automatically by Phaser unless you provide a context property in your Game Config.

device

device: Phaser.DeviceConf

A reference to the Device inspector.

Contains information about the device running this game, such as OS, browser vendor and feature support. Used by various systems to determine capabilities and code paths.

domContainer

domContainer: HTMLDivElement

A reference to an HTML Div Element used as the DOM Element Container.

Only set if createDOMContainer is true in the game config (by default it is false) and if you provide a parent element to insert the Phaser Game inside.

See the DOM Element Game Object for more details.

events

events: EventEmitter

An Event Emitter which is used to broadcast game-level events from the global systems.

facebook

facebook: FacebookInstantGamesPlugin

An instance of the Facebook Instant Games Plugin.

This will only be available if the plugin has been built into Phaser, or you're using the special Facebook Instant Games custom build.

Readonly hasFocus

hasFocus: boolean

Does the window the game is running in currently have focus or not? This is modified by the VisibilityHandler.

input

input: InputManager

An instance of the Input Manager.

The Input Manager is a global system responsible for the capture of browser-level input events.

Readonly isBooted

isBooted: boolean

A flag indicating when this Game instance has finished its boot process.

Readonly isRunning

isRunning: boolean

A flag indicating if this Game is currently running its game step or not.

loop

loop: TimeStep

An instance of the Time Step.

The Time Step is a global system responsible for setting-up and responding to the browser frame events, processing them and calculating delta values. It then automatically calls the game step.

plugins

plugins: PluginManager

An instance of the Plugin Manager.

The Plugin Manager is a global system that allows plugins to register themselves with it, and can then install those plugins into Scenes as required.

registry

registry: DataManager

An instance of the Data Manager

renderer

renderer: CanvasRenderer | WebGLRenderer

A reference to either the Canvas or WebGL Renderer that this Game is using.

scale

scale: ScaleManager

An instance of the Scale Manager.

The Scale Manager is a global system responsible for handling scaling of the game canvas.

scene

scene: SceneManager

An instance of the Scene Manager.

The Scene Manager is a global system responsible for creating, modifying and updating the Scenes in your game.

sound

sound: NoAudioSoundManager | HTML5AudioSoundManager | WebAudioSoundManager

An instance of the base Sound Manager.

The Sound Manager is a global system responsible for the playback and updating of all audio in your game.

You can disable the inclusion of the Sound Manager in your build by toggling the webpack FEATURE_SOUND flag.

textures

textures: TextureManager

An instance of the Texture Manager.

The Texture Manager is a global system responsible for managing all textures being used by your game.

Methods

Protected boot

  • boot(): void
  • This method is called automatically when the DOM is ready. It is responsible for creating the renderer, displaying the Debug Header, adding the game canvas to the DOM and emitting the 'boot' event. It listens for a 'ready' event from the base systems and once received it will call Game.start.

    Returns void

destroy

  • destroy(removeCanvas: boolean, noReturn?: boolean): void
  • Flags this Game instance as needing to be destroyed on the next frame, making this an asynchronous operation.

    It will wait until the current frame has completed and then call runDestroy internally.

    If you need to react to the games eventual destruction, listen for the DESTROY event.

    If you do not need to run Phaser again on the same web page you can set the noReturn argument to true and it will free-up memory being held by the core Phaser plugins. If you do need to create another game instance on the same page, leave this as false.

    Parameters

    • removeCanvas: boolean

      Set to true if you would like the parent canvas element removed from the DOM, or false to leave it in place.

    • Optional noReturn: boolean

      If true all the core Phaser plugins are destroyed. You cannot create another instance of Phaser on the same web page if you do this. Default false.

    Returns void

getFrame

  • getFrame(): number
  • Returns the current game frame.

    When the game starts running, the frame is incremented every time Request Animation Frame, or Set Timeout, fires.

    Returns number

getTime

  • getTime(): number
  • Returns the time that the current game step started at, as based on performance.now.

    Returns number

headlessStep

  • headlessStep(time: number, delta: number): void
  • A special version of the Game Step for the HEADLESS renderer only.

    The main Game Step. Called automatically by the Time Step, once per browser frame (typically as a result of Request Animation Frame, or Set Timeout on very old browsers.)

    The step will update the global managers first, then proceed to update each Scene in turn, via the Scene Manager.

    This process emits prerender and postrender events, even though nothing actually displays.

    Parameters

    • time: number

      The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.

    • delta: number

      The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.

    Returns void

Protected onBlur

  • onBlur(): void
  • Called automatically by the Visibility Handler. This will set the main loop into a 'blurred' state, which pauses it.

    Returns void

Protected onFocus

  • onFocus(): void
  • Called automatically by the Visibility Handler. This will set the main loop into a 'focused' state, which resumes it.

    Returns void

Protected onHidden

  • onHidden(): void
  • Called automatically by the Visibility Handler. This will pause the main loop and then emit a pause event.

    Returns void

Protected onVisible

  • onVisible(): void
  • Called automatically by the Visibility Handler. This will resume the main loop and then emit a resume event.

    Returns void

Protected start

  • start(): void
  • Called automatically by Game.boot once all of the global systems have finished setting themselves up. By this point the Game is now ready to start the main loop running. It will also enable the Visibility Handler.

    Returns void

step

  • step(time: number, delta: number): void
  • The main Game Step. Called automatically by the Time Step, once per browser frame (typically as a result of Request Animation Frame, or Set Timeout on very old browsers.)

    The step will update the global managers first, then proceed to update each Scene in turn, via the Scene Manager.

    It will then render each Scene in turn, via the Renderer. This process emits prerender and postrender events.

    Parameters

    • time: number

      The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.

    • delta: number

      The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.

    Returns void

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