<commit_before>/**
* @author       <NAME> <<EMAIL>>
* @copyright    2013 Photon Storm Ltd.
* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/

/**
* Game constructor
*
* Instantiate a new <code>Phaser.Game</code> object.
* @class Phaser.Game
* @classdesc This is where the magic happens. The Game object is the heart of your game,
* providing quick access to common functions and handling the boot process.
* <p>"Hell, there are no rules here - we're trying to accomplish something."</p><br>
*                                                       <NAME>
* @constructor
* @param {number} width - The width of your game in game pixels.
* @param {number} height - The height of your game in game pixels.
* @param {number} renderer -Which renderer to use (canvas or webgl)
* @param {HTMLElement} parent -The Games DOM parent.
* @param {Description} state - Description.
* @param {boolean} transparent - Use a transparent canvas background or not.
* @param  {boolean} antialias - Anti-alias graphics.
*/
Phaser.Game = function (width, height, renderer, parent, state, transparent, antialias) {

	width = width || 800;
	height = height || 600;
	renderer = renderer || Phaser.AUTO;
	parent = parent || '';
	state = state || null;
	if (typeof transparent == 'undefined') { transparent = false; }
	if (typeof antialias == 'undefined') { antialias = false; }
	
	/**
	* @property {number} id - Phaser Game ID (for when Pixi supports multiple instances).
	*/
	this.id = Phaser.GAMES.push(this) - 1;

	/**
	* @property {HTMLElement} parent - The Games DOM parent.
	*/
	this.parent = parent;

	//	Do some more intelligent size parsing here, so they can set "100%" for example, maybe pass the scale mode in here too?

	/**
	* @property {number} width - The Game width (in pixels).
	*/
	this.width = width;

	/**
	* @property {number} height - The Game height (in pixels).
	*/
	this.height = height;

	/**
	* @property {boolean} transparent - Use a transparent canvas background or not.
	*/
	this.transparent = transparent;

	/**
	* @property {boolean} antialias - Anti-alias graphics (in WebGL this helps with edges, in Canvas2D it retains pixel-art quality).
	*/
	this.antialias = antialias;

	/**
	* @property {number} renderer - The Pixi Renderer
	* @default
	*/
	this.renderer = null;

	/**
	* @property {number} state - The StateManager.
	*/
	this.state = new Phaser.StateManager(this, state);

	/**
	* @property {boolean} _paused - Is game paused?
	* @private
	* @default
	*/
	this._paused = false;

	/**
	* @property {number} renderType - The Renderer this Phaser.Game will use. Either Phaser.RENDERER_AUTO, Phaser.RENDERER_CANVAS or Phaser.RENDERER_WEBGL.
	*/
	this.renderType = renderer;

	/**
	* @property {boolean} _loadComplete - Whether load complete loading or not.
	* @private
	* @default
	*/
	this._loadComplete = false;

	/**
	* @property {boolean} isBooted - Whether the game engine is booted, aka available.
	* @default
	*/
	this.isBooted = false;

	/**
	* @property {boolean} id -Is game running or paused?
	* @default
	*/
	this.isRunning = false;

	/**
	* @property {Phaser.RequestAnimationFrame} raf - Automatically handles the core game loop via requestAnimationFrame or setTimeout
	* @default
	*/
	this.raf = null;

	/**
	* @property {Phaser.GameObjectFactory} add - Reference to the GameObject Factory.
	* @default
	*/
    this.add = null;

    /**
	* @property {Phaser.Cache} cache - Reference to the assets cache.
	* @default
	*/
    this.cache = null;

    /**
	* @property {Phaser.Input} input - Reference to the input manager
	* @default
	*/
    this.input = null;

    /**
	* @property {Phaser.Loader} load - Reference to the assets loader.
	* @default
	*/
    this.load = null;

    /**
	* @property {Phaser.GameMath} math - Reference to the math helper.
	* @default
	*/
    this.math = null;

    /**
	* @property {Phaser.Net} net - Reference to the network class.
	* @default
	*/
    this.net = null;

    /**
	* @property {Phaser.SoundManager} sound - Reference to the sound manager.
	* @default
	*/
    this.sound = null;

    /**
	* @property {Phaser.Stage} stage - Reference to the stage.
	* @default
	*/
    this.stage = null;

    /**
	* @property {Phaser.TimeManager} time - Reference to game clock.
	* @default
	*/
    this.time = null;

    /**
	* @property {Phaser.TweenManager} tweens - Reference to the tween manager.
	* @default
	*/
    this.tweens = null;

    /**
	* @property {Phaser.World} world - Reference to the world.
	* @default
	*/
    this.world = null;

    /**
	* @property {Phaser.Physics.PhysicsManager} physics - Reference to the physics manager.
	* @default
	*/
    this.physics = null;

    /**
	* @property {Phaser.RandomDataGenerator} rnd - Instance of repeatable random data generator helper.
	* @default
	*/
    this.rnd = null;

    /**
	* @property {Phaser.Device} device - Contains device information and capabilities.
	* @default
	*/
    this.device = null;

    /**
	* @property {Phaser.Physics.PhysicsManager} camera - A handy reference to world.camera.
	* @default
	*/
	this.camera = null;

	   /**
	* @property {HTMLCanvasElement} canvas - A handy reference to renderer.view.
	* @default
	*/
	this.canvas = null;

	/**
	* @property {Context} context - A handy reference to renderer.context (only set for CANVAS games)
	* @default
	*/
	this.context = null;

    /**
	* @property {Phaser.Utils.Debug} debug - A set of useful debug utilitie.
	* @default
	*/
	this.debug = null;

	/**
	* @property {Phaser.Particles} particles - The Particle Manager.
	* @default
	*/
	this.particles = null;

	var _this = this;

    this._onBoot = function () {
        return _this.boot();
    }

	if (document.readyState === 'complete' || document.readyState === 'interactive')
	{
		window.setTimeout(this._onBoot, 0);
	}
	else
	{
		document.addEventListener('DOMContentLoaded', this._onBoot, false);
		window.addEventListener('load', this._onBoot, false);
	}

	return this;

};

Phaser.Game.prototype = {

	/**
	* Initialize engine sub modules and start the game.
	* 
	* @method Phaser.Game#boot
	* @protected
	*/
	boot: function () {

		if (this.isBooted)
		{
			return;
		}

		if (!document.body)
		{
			window.setTimeout(this._onBoot, 20);
		}
		else
		{
			document.removeEventListener('DOMContentLoaded', this._onBoot);
			window.removeEventListener('load', this._onBoot);

			this.onPause = new Phaser.Signal;
			this.onResume = new Phaser.Signal;

			this.isBooted = true;

			this.device = new Phaser.Device();
			this.math = Phaser.Math;
			this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);

			this.stage = new Phaser.Stage(this, this.width, this.height);

			this.setUpRenderer();

			this.world = new Phaser.World(this);
			this.add = new Phaser.GameObjectFactory(this);
			this.cache = new Phaser.Cache(this);
			this.load = new Phaser.Loader(this);
			this.time = new Phaser.Time(this);
			this.tweens = new Phaser.TweenManager(this);
			this.input = new Phaser.Input(this);
			this.sound = new Phaser.SoundManager(this);
			this.physics = new Phaser.Physics.Arcade(this);
			this.particles = new Phaser.Particles(this);
			this.plugins = new Phaser.PluginManager(this, this);
			this.net = new Phaser.Net(this);
			this.debug = new Phaser.Utils.Debug(this);

			this.stage.boot();
			this.world.boot();
			this.input.boot();
			this.sound.boot();
			this.state.boot();

			this.load.onLoadComplete.add(this.loadComplete, this);

			if (this.renderType == Phaser.CANVAS)
			{
				console.log('%cPhaser ' + Phaser.VERSION + ' initialized. Rendering to Canvas', 'color: #ffff33; background: #000000');
			}
			else
			{
				console.log('%cPhaser ' + Phaser.VERSION + ' initialized. Rendering to WebGL', 'color: #ffff33; background: #000000');
			}

			if (Phaser.VERSION.substr(-5) == '-beta')
			{
				console.warn('You are using a beta version of Phaser. Some things may not work.');
			}

	        this.isRunning = true;
            this._loadComplete = false;

			this.raf = new Phaser.RequestAnimationFrame(this);
			this.raf.start();

		}

	},
	
	/**
	* Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
	* 
	* @method Phaser.Game#setUpRenderer
	* @protected
	*/
	setUpRenderer: function () {

		if (this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && this.device.webGL == false))
		{
			if (this.device.canvas)
			{
				this.renderType = Phaser.CANVAS;
				this.renderer = new PIXI.CanvasRenderer(this.width, this.height, this.stage.canvas, this.transparent);
				Phaser.Canvas.setSmoothingEnabled(this.renderer.context, this.antialias);
				this.canvas = this.renderer.view;
				this.context = this.renderer.context;
			}
			else
			{
				throw new Error('Phaser.Game - cannot create Canvas or WebGL context, aborting.');
			}
		}
		else
		{
			//	They requested WebGL, and their browser supports it
			this.renderType = Phaser.WEBGL;
			this.renderer = new PIXI.WebGLRenderer(this.width, this.height, this.stage.canvas, this.transparent, this.antialias);
			this.canvas = this.renderer.view;
			this.context = null;
		}

        Phaser.Canvas.addToDOM(this.renderer.view, this.parent, true);
        Phaser.Canvas.setTouchAction(this.renderer.view);

	},

	/**
    * Called when the load has finished, after preload was run.
    * 
    * @method Phaser.Game#loadComplete
    * @protected
    */
    loadComplete: function () {

        this._loadComplete = true;

        this.state.loadComplete();

    },

	/**
    * The core game loop.
    * 
    * @method Phaser.Game#update
    * @protected
	* @param {number} time - The current time as provided by RequestAnimationFrame.
    */
	update: function (time) {

		this.time.update(time);

		if (!this._paused)
		{
	        this.plugins.preUpdate();
	        this.physics.preUpdate();

	        this.input.update();
	        this.tweens.update();
	        this.sound.update();
			this.world.update();
			this.particles.update();
			this.state.update();
	        this.plugins.update();

			this.world.postUpdate();

			this.renderer.render(this.stage._stage);
			this.plugins.render();
			this.state.render();

			this.plugins.postRender();
		}

	},

	/**
    * Nuke the entire game from orbit
    * 
    * @method Phaser.Game#destroy
    */
    destroy: function () {

    	this.state.destroy();

        this.state = null;
        this.cache = null;
        this.input = null;
        this.load = null;
        this.sound = null;
        this.stage = null;
        this.time = null;
        this.world = null;
        this.isBooted = false;

    }

};

/**
* The paused state of the Game. A paused game doesn't update any of its subsystems.
* When a game is paused the onPause event is dispatched. When it is resumed the onResume event is dispatched.
* @name Phaser.Game#paused
* @property {boolean} paused - Gets and sets the paused state of the Game.
*/
Object.defineProperty(Phaser.Game.prototype, "paused", {

    get: function () {
        return this._paused;
    },

    set: function (value) {

    	if (value === true)
    	{
    		if (this._paused == false)
    		{
	    		this._paused = true;
	    		this.onPause.dispatch(this);
    		}
    	}
    	else
    	{
    		if (this._paused)
    		{
	    		this._paused = false;
	    		this.onResume.dispatch(this);
    		}
    	}

    }

});

<commit_msg>Setting up for this weeks work.<commit_after>/**
* @author       <NAME> <<EMAIL>>
* @copyright    2013 Photon Storm Ltd.
* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/

/**
* Game constructor
*
* Instantiate a new <code>Phaser.Game</code> object.
* @class Phaser.Game
* @classdesc This is where the magic happens. The Game object is the heart of your game,
* providing quick access to common functions and handling the boot process.
* <p>"Hell, there are no rules here - we're trying to accomplish something."</p><br>
*                                                       <NAME>
* @constructor
* @param {number} width - The width of your game in game pixels.
* @param {number} height - The height of your game in game pixels.
* @param {number} renderer -Which renderer to use (canvas or webgl)
* @param {HTMLElement} parent -The Games DOM parent.
* @param {Description} state - Description.
* @param {boolean} transparent - Use a transparent canvas background or not.
* @param  {boolean} antialias - Anti-alias graphics.
*/
Phaser.Game = function (width, height, renderer, parent, state, transparent, antialias) {

	width = width || 800;
	height = height || 600;
	renderer = renderer || Phaser.AUTO;
	parent = parent || '';
	state = state || null;
	if (typeof transparent == 'undefined') { transparent = false; }
	if (typeof antialias == 'undefined') { antialias = false; }
	
	/**
	* @property {number} id - Phaser Game ID (for when Pixi supports multiple instances).
	*/
	this.id = Phaser.GAMES.push(this) - 1;

	/**
	* @property {HTMLElement} parent - The Games DOM parent.
	*/
	this.parent = parent;

	//	Do some more intelligent size parsing here, so they can set "100%" for example, maybe pass the scale mode in here too?

	/**
	* @property {number} width - The Game width (in pixels).
	*/
	this.width = width;

	/**
	* @property {number} height - The Game height (in pixels).
	*/
	this.height = height;

	/**
	* @property {boolean} transparent - Use a transparent canvas background or not.
	*/
	this.transparent = transparent;

	/**
	* @property {boolean} antialias - Anti-alias graphics (in WebGL this helps with edges, in Canvas2D it retains pixel-art quality).
	*/
	this.antialias = antialias;

	/**
	* @property {number} renderer - The Pixi Renderer
	* @default
	*/
	this.renderer = null;

	/**
	* @property {number} state - The StateManager.
	*/
	this.state = new Phaser.StateManager(this, state);

	/**
	* @property {boolean} _paused - Is game paused?
	* @private
	* @default
	*/
	this._paused = false;

	/**
	* @property {number} renderType - The Renderer this Phaser.Game will use. Either Phaser.RENDERER_AUTO, Phaser.RENDERER_CANVAS or Phaser.RENDERER_WEBGL.
	*/
	this.renderType = renderer;

	/**
	* @property {boolean} _loadComplete - Whether load complete loading or not.
	* @private
	* @default
	*/
	this._loadComplete = false;

	/**
	* @property {boolean} isBooted - Whether the game engine is booted, aka available.
	* @default
	*/
	this.isBooted = false;

	/**
	* @property {boolean} id -Is game running or paused?
	* @default
	*/
	this.isRunning = false;

	/**
	* @property {Phaser.RequestAnimationFrame} raf - Automatically handles the core game loop via requestAnimationFrame or setTimeout
	* @default
	*/
	this.raf = null;

	/**
	* @property {Phaser.GameObjectFactory} add - Reference to the GameObject Factory.
	* @default
	*/
    this.add = null;

    /**
	* @property {Phaser.Cache} cache - Reference to the assets cache.
	* @default
	*/
    this.cache = null;

    /**
	* @property {Phaser.Input} input - Reference to the input manager
	* @default
	*/
    this.input = null;

    /**
	* @property {Phaser.Loader} load - Reference to the assets loader.
	* @default
	*/
    this.load = null;

    /**
	* @property {Phaser.GameMath} math - Reference to the math helper.
	* @default
	*/
    this.math = null;

    /**
	* @property {Phaser.Net} net - Reference to the network class.
	* @default
	*/
    this.net = null;

    /**
	* @property {Phaser.SoundManager} sound - Reference to the sound manager.
	* @default
	*/
    this.sound = null;

    /**
	* @property {Phaser.Stage} stage - Reference to the stage.
	* @default
	*/
    this.stage = null;

    /**
	* @property {Phaser.TimeManager} time - Reference to game clock.
	* @default
	*/
    this.time = null;

    /**
	* @property {Phaser.TweenManager} tweens - Reference to the tween manager.
	* @default
	*/
    this.tweens = null;

    /**
	* @property {Phaser.World} world - Reference to the world.
	* @default
	*/
    this.world = null;

    /**
	* @property {Phaser.Physics.PhysicsManager} physics - Reference to the physics manager.
	* @default
	*/
    this.physics = null;

    /**
	* @property {Phaser.RandomDataGenerator} rnd - Instance of repeatable random data generator helper.
	* @default
	*/
    this.rnd = null;

    /**
	* @property {Phaser.Device} device - Contains device information and capabilities.
	* @default
	*/
    this.device = null;

    /**
	* @property {Phaser.Physics.PhysicsManager} camera - A handy reference to world.camera.
	* @default
	*/
	this.camera = null;

	   /**
	* @property {HTMLCanvasElement} canvas - A handy reference to renderer.view.
	* @default
	*/
	this.canvas = null;

	/**
	* @property {Context} context - A handy reference to renderer.context (only set for CANVAS games)
	* @default
	*/
	this.context = null;

    /**
	* @property {Phaser.Utils.Debug} debug - A set of useful debug utilitie.
	* @default
	*/
	this.debug = null;

	/**
	* @property {Phaser.Particles} particles - The Particle Manager.
	* @default
	*/
	this.particles = null;

	var _this = this;

    this._onBoot = function () {
        return _this.boot();
    }

	if (document.readyState === 'complete' || document.readyState === 'interactive')
	{
		window.setTimeout(this._onBoot, 0);
	}
	else
	{
		document.addEventListener('DOMContentLoaded', this._onBoot, false);
		window.addEventListener('load', this._onBoot, false);
	}

	return this;

};

Phaser.Game.prototype = {

	/**
	* Initialize engine sub modules and start the game.
	* 
	* @method Phaser.Game#boot
	* @protected
	*/
	boot: function () {

		if (this.isBooted)
		{
			return;
		}

		if (!document.body)
		{
			window.setTimeout(this._onBoot, 20);
		}
		else
		{
			document.removeEventListener('DOMContentLoaded', this._onBoot);
			window.removeEventListener('load', this._onBoot);

			this.onPause = new Phaser.Signal;
			this.onResume = new Phaser.Signal;

			this.isBooted = true;

			this.device = new Phaser.Device();
			this.math = Phaser.Math;
			this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);

			this.stage = new Phaser.Stage(this, this.width, this.height);

			this.setUpRenderer();

			this.world = new Phaser.World(this);
			this.add = new Phaser.GameObjectFactory(this);
			this.cache = new Phaser.Cache(this);
			this.load = new Phaser.Loader(this);
			this.time = new Phaser.Time(this);
			this.tweens = new Phaser.TweenManager(this);
			this.input = new Phaser.Input(this);
			this.sound = new Phaser.SoundManager(this);
			this.physics = new Phaser.Physics.Arcade(this);
			this.particles = new Phaser.Particles(this);
			this.plugins = new Phaser.PluginManager(this, this);
			this.net = new Phaser.Net(this);
			this.debug = new Phaser.Utils.Debug(this);

			this.stage.boot();
			this.world.boot();
			this.input.boot();
			this.sound.boot();
			this.state.boot();

			this.load.onLoadComplete.add(this.loadComplete, this);

			if (this.renderType == Phaser.CANVAS)
			{
				console.log('%cPhaser ' + Phaser.VERSION + ' initialized. Rendering to Canvas', 'color: #ffff33; background: #000000');
			}
			else
			{
				console.log('%cPhaser ' + Phaser.VERSION + ' initialized. Rendering to WebGL', 'color: #ffff33; background: #000000');
			}

			if (Phaser.VERSION.substr(-5) == '-beta')
			{
				console.warn('You are using a beta version of Phaser. Some things may not work.');
			}

	        this.isRunning = true;
            this._loadComplete = false;

			this.raf = new Phaser.RequestAnimationFrame(this);
			this.raf.start();

		}

	},
	
	/**
	* Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
	* 
	* @method Phaser.Game#setUpRenderer
	* @protected
	*/
	setUpRenderer: function () {

		if (this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && this.device.webGL == false))
		{
			if (this.device.canvas)
			{
				this.renderType = Phaser.CANVAS;
				this.renderer = new PIXI.CanvasRenderer(this.width, this.height, this.stage.canvas, this.transparent);
				Phaser.Canvas.setSmoothingEnabled(this.renderer.context, this.antialias);
				this.canvas = this.renderer.view;
				this.context = this.renderer.context;
			}
			else
			{
				throw new Error('Phaser.Game - cannot create Canvas or WebGL context, aborting.');
			}
		}
		else
		{
			//	They requested WebGL, and their browser supports it
			this.renderType = Phaser.WEBGL;
			this.renderer = new PIXI.WebGLRenderer(this.width, this.height, this.stage.canvas, this.transparent, this.antialias);
			this.canvas = this.renderer.view;
			this.context = null;
		}

        Phaser.Canvas.addToDOM(this.renderer.view, this.parent, true);
        Phaser.Canvas.setTouchAction(this.renderer.view);

	},

	/**
    * Called when the load has finished, after preload was run.
    * 
    * @method Phaser.Game#loadComplete
    * @protected
    */
    loadComplete: function () {

        this._loadComplete = true;

        this.state.loadComplete();

    },

	/**
    * The core game loop.
    * 
    * @method Phaser.Game#update
    * @protected
	* @param {number} time - The current time as provided by RequestAnimationFrame.
    */
	update: function (time) {

		this.time.update(time);

		if (!this._paused)
		{
	        this.plugins.preUpdate();
	        this.physics.preUpdate();

	        this.input.update();
	        this.tweens.update();
	        this.sound.update();
			this.world.update();
			this.particles.update();
			this.state.update();
	        this.plugins.update();

			this.world.postUpdate();

			this.renderer.render(this.stage._stage);
			this.plugins.render();
			this.state.render();

			this.plugins.postRender();
		}

	},

	/**
    * Nuke the entire game from orbit
    * 
    * @method Phaser.Game#destroy
    */
    destroy: function () {

    	this.state.destroy();

        this.state = null;
        this.cache = null;
        this.input = null;
        this.load = null;
        this.sound = null;
        this.stage = null;
        this.time = null;
        this.world = null;
        this.isBooted = false;

    }

};

/**
* The paused state of the Game. A paused game doesn't update any of its subsystems.
* When a game is paused the onPause event is dispatched. When it is resumed the onResume event is dispatched.
* @name Phaser.Game#paused
* @property {boolean} paused - Gets and sets the paused state of the Game.
*/
Object.defineProperty(Phaser.Game.prototype, "paused", {

    get: function () {
        return this._paused;
    },

    set: function (value) {

    	if (value === true)
    	{
    		if (this._paused == false)
    		{
	    		this._paused = true;
	    		this.onPause.dispatch(this);
    		}
    	}
    	else
    	{
    		if (this._paused)
    		{
	    		this._paused = false;
	    		this.onResume.dispatch(this);
    		}
    	}

    }

});

/**
* "Deleted code is debugged code." - <NAME>
*/

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{'dir': 'git-commits-cleaned', 'id': '6463931', 'n_tokens_mistral': 8032, 'n_tokens_neox': 7418, 'n_words': 1953}