text: /**
   * @author       Richard Davey <rich@photonstorm.com>
   * @copyright    2018 Photon Storm Ltd.
   * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
   */
  
  var AddToDOM = require('../dom/AddToDOM');
  var AnimationManager = require('../animations/AnimationManager');
  var CacheManager = require('../cache/CacheManager');
  var CanvasPool = require('../display/canvas/CanvasPool');
  var Class = require('../utils/Class');
  var Config = require('./Config');
  var CreateRenderer = require('./CreateRenderer');
  var DataManager = require('../data/DataManager');
  var DebugHeader = require('./DebugHeader');
  var Device = require('../device');
  var DOMContentLoaded = require('../dom/DOMContentLoaded');
  var EventEmitter = require('eventemitter3');
  var InputManager = require('../input/InputManager');
  var NOOP = require('../utils/NOOP');
  var PluginManager = require('./PluginManager');
  var SceneManager = require('../scene/SceneManager');
  var SoundManagerCreator = require('../sound/SoundManagerCreator');
  var TextureManager = require('../textures/TextureManager');
  var TimeStep = require('./TimeStep');
  var VisibilityHandler = require('./VisibilityHandler');
  
  /**
   * @callback GameStepCallback
   */
  
  /**
   * @classdesc
   * The Phaser.Game instance is the main controller for the entire Phaser game. It is responsible
   * for handling the boot process, parsing the configuration values, creating the renderer,
   * and setting-up all of the global Phaser systems, such as sound and input.
   * Once that is complete it will start the Scene Manager and then begin the main game loop.
   *
   * You should generally avoid accessing any of the systems created by Game, and instead use those
   * made available to you via the Phaser.Scene Systems class instead.
   *
   * @class Game
   * @memberOf Phaser
   * @constructor
   * @since 3.0.0
   *
   * @param {GameConfig} [GameConfig] - The configuration object for your Phaser Game instance.
   */
  var Game = new Class({
  
      initialize:
  
      function Game (config)
      {
          /**
           * The parsed Game Configuration object.
           *
           * The values stored within this object are read-only and should not be changed at run-time.
           *
           * @name Phaser.Game#config
           * @type {Phaser.Boot.Config}
           * @readOnly
           * @since 3.0.0
           */
          this.config = new Config(config);
  
          /**
           * A reference to either the Canvas or WebGL Renderer that this Game is using.
           *
           * @name Phaser.Game#renderer
           * @type {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)}
           * @since 3.0.0
           */
          this.renderer = null;
  
          /**
           * A reference to the HTML Canvas Element on which the renderer is drawing.
           *
           * @name Phaser.Game#canvas
           * @type {HTMLCanvasElement}
           * @since 3.0.0
           */
          this.canvas = null;
  
          /**
           * A reference to the Canvas Rendering Context belonging to the Canvas Element this game is rendering to.
           *
           * @name Phaser.Game#context
           * @type {CanvasRenderingContext2D}
           * @since 3.0.0
           */
          this.context = null;
  
          /**
           * A flag indicating when this Game instance has finished its boot process.
           *
           * @name Phaser.Game#isBooted
           * @type {boolean}
           * @readOnly
           * @since 3.0.0
           */
          this.isBooted = false;
  
          /**
           * A flag indicating if this Game is currently running its game step or not.
           *
           * @name Phaser.Game#isRunning
           * @type {boolean}
           * @readOnly
           * @since 3.0.0
           */
          this.isRunning = false;
  
          /**
           * An Event Emitter which is used to broadcast game-level events from the global systems.
           *
           * @name Phaser.Game#events
           * @type {Phaser.Events.EventEmitter}
           * @since 3.0.0
           */
          this.events = new EventEmitter();
  
          /**
           * An instance of the Animation Manager.
           *
           * The Animation Manager is a global system responsible for managing all animations used within your game.
           *
           * @name Phaser.Game#anims
           * @type {Phaser.Animations.AnimationManager}
           * @since 3.0.0
           */
          this.anims = new AnimationManager(this);
  
          /**
           * An instance of the Texture Manager.
           *
           * The Texture Manager is a global system responsible for managing all textures being used by your game.
           *
           * @name Phaser.Game#textures
           * @type {Phaser.Textures.TextureManager}
           * @since 3.0.0
           */
          this.textures = new TextureManager(this);
  
          /**
           * An instance of the Cache Manager.
           *
           * The Cache Manager is a global system responsible for caching, accessing and releasing external game assets.
           *
           * @name Phaser.Game#cache
           * @type {Phaser.Cache.CacheManager}
           * @since 3.0.0
           */
          this.cache = new CacheManager(this);
  
          /**
           * [description]
           *
           * @name Phaser.Game#registry
           * @type {Phaser.Data.DataManager}
           * @since 3.0.0
           */
          this.registry = new DataManager(this);
  
          /**
           * An instance of the Input Manager.
           *
           * The Input Manager is a global system responsible for the capture of browser-level input events.
           *
           * @name Phaser.Game#input
           * @type {Phaser.Input.InputManager}
           * @since 3.0.0
           */
          this.input = new InputManager(this, this.config);
  
          /**
           * An instance of the Scene Manager.
           *
           * The Scene Manager is a global system responsible for creating, modifying and updating the Scenes in your game.
           *
           * @name Phaser.Game#scene
           * @type {Phaser.Scenes.SceneManager}
           * @since 3.0.0
           */
          this.scene = new SceneManager(this, this.config.sceneConfig);
  
          /**
           * 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.
           *
           * @name Phaser.Game#device
           * @type {Phaser.DeviceConf}
           * @since 3.0.0
           */
          this.device = Device;
  
          /**
           * 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.
           *
           * @name Phaser.Game#sound
           * @type {Phaser.Sound.BaseSoundManager}
           * @since 3.0.0
           */
          this.sound = SoundManagerCreator.create(this);
  
          /**
           * 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.
           *
           * @name Phaser.Game#loop
           * @type {Phaser.Boot.TimeStep}
           * @since 3.0.0
           */
          this.loop = new TimeStep(this, this.config.fps);
  
          /**
           * 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.
           *
           * @name Phaser.Game#plugins
           * @type {Phaser.Boot.PluginManager}
           * @since 3.0.0
           */
          this.plugins = new PluginManager(this, this.config);
  
          /**
           * The `onStepCallback` is a callback that is fired each time the Time Step ticks.
           * It is set automatically when the Game boot process has completed.
           *
           * @name Phaser.Game#onStepCallback
           * @type {GameStepCallback}
           * @private
           * @since 3.0.0
           */
          this.onStepCallback = NOOP;
  
          //  Wait for the DOM Ready event, then call boot.
          DOMContentLoaded(this.boot.bind(this));
      },
  
      /**
       * Game boot event.
       *
       * This is an internal event dispatched when the game has finished booting, but before it is ready to start running.
       * The global systems use this event to know when to set themselves up, dispatching their own `ready` events as required.
       *
       * @event Phaser.Game#boot
       */
  
      /**
       * 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`.
       *
       * @method Phaser.Game#boot
       * @protected
       * @fires Phaser.Game#boot
       * @since 3.0.0
       */
      boot: function ()
      {
          this.isBooted = true;
  
          this.config.preBoot(this);
  
          CreateRenderer(this);
  
          DebugHeader(this);
  
          AddToDOM(this.canvas, this.config.parent);
  
          this.events.emit('boot');
  
          //  The Texture Manager has to wait on a couple of non-blocking events before it's fully ready, so it will emit this event
          this.events.once('ready', this.start, this);
      },
  
      /**
       * 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.
       *
       * @method Phaser.Game#start
       * @protected
       * @since 3.0.0
       */
      start: function ()
      {
          this.isRunning = true;
  
          this.config.postBoot(this);
  
          if (this.renderer)
          {
              this.loop.start(this.step.bind(this));
          }
          else
          {
              this.loop.start(this.headlessStep.bind(this));
          }
  
          VisibilityHandler(this.events);
  
          this.events.on('hidden', this.onHidden, this);
          this.events.on('visible', this.onVisible, this);
          this.events.on('blur', this.onBlur, this);
          this.events.on('focus', this.onFocus, this);
      },
  
      /**
       * Game Pre-Render event.
       *
       * This event is dispatched immediately before any of the Scenes have started to render.
       * The renderer will already have been initialized this frame, clearing itself and preparing to receive
       * the Scenes for rendering, but it won't have actually drawn anything yet.
       *
       * @event Phaser.Game#prerenderEvent
       * @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - A reference to the current renderer.
       */
  
      /**
       * Game Post-Render event.
       *
       * This event is dispatched right at the end of the render process.
       * Every Scene will have rendered and drawn to the canvas.
       *
       * @event Phaser.Game#postrenderEvent
       * @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - A reference to the current renderer.
       */
  
      /**
       * 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.
       *
       * @method Phaser.Game#step
       * @fires Phaser.Game#prerenderEvent
       * @fires Phaser.Game#postrenderEvent
       * @since 3.0.0
       *
       * @param {integer} time - The current timestamp as generated by the Request Animation Frame or SetTimeout.
       * @param {number} delta - The delta time, in ms, elapsed since the last frame.
       */
      step: function (time, delta)
      {
          //  Global Managers
  
          this.input.update(time, delta);
  
          this.sound.update(time, delta);
  
          //  Scenes
  
          this.onStepCallback();
  
          this.scene.update(time, delta);
  
          //  Render
  
          var renderer = this.renderer;
  
          renderer.preRender();
  
          this.events.emit('prerender', renderer);
  
          this.scene.render(renderer);
  
          renderer.postRender();
  
          this.events.emit('postrender', renderer);
      },
  
      /**
       * 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.
       *
       * @method Phaser.Game#headlessStep
       * @fires Phaser.Game#prerenderEvent
       * @fires Phaser.Game#postrenderEvent
       * @since 3.2.0
       *
       * @param {integer} time - The current timestamp as generated by the Request Animation Frame or SetTimeout.
       * @param {number} delta - The delta time elapsed since the last frame.
       */
      headlessStep: function (time, delta)
      {
          //  Global Managers
  
          this.input.update(time, delta);
  
          this.sound.update(time, delta);
  
          //  Scenes
  
          this.onStepCallback();
  
          this.scene.update(time, delta);
  
          //  Render
  
          this.events.emit('prerender');
  
          this.events.emit('postrender');
      },
  
      /**
       * Game Pause event.
       *
       * This event is dispatched when the game loop enters a paused state, usually as a result of the Visibility Handler.
       *
       * @event Phaser.Game#pauseEvent
       */
  
      /**
       * Called automatically by the Visibility Handler.
       * This will pause the main loop and then emit a pause event.
       *
       * @method Phaser.Game#onHidden
       * @protected
       * @fires Phaser.Game#pauseEvent
       * @since 3.0.0
       */
      onHidden: function ()
      {
          this.loop.pause();
  
          this.events.emit('pause');
      },
  
      /**
       * Game Resume event.
       *
       * This event is dispatched when the game loop leaves a paused state and resumes running.
       *
       * @event Phaser.Game#resumeEvent
       */
  
      /**
       * Called automatically by the Visibility Handler.
       * This will resume the main loop and then emit a resume event.
       *
       * @method Phaser.Game#onVisible
       * @protected
       * @fires Phaser.Game#resumeEvent
       * @since 3.0.0
       */
      onVisible: function ()
      {
          this.loop.resume();
  
          this.events.emit('resume');
      },
  
      /**
       * Called automatically by the Visibility Handler.
       * This will set the main loop into a 'blurred' state, which pauses it.
       *
       * @method Phaser.Game#onBlur
       * @protected
       * @since 3.0.0
       */
      onBlur: function ()
      {
          this.loop.blur();
      },
  
      /**
       * Called automatically by the Visibility Handler.
       * This will set the main loop into a 'focused' state, which resumes it.
       *
       * @method Phaser.Game#onFocus
       * @protected
       * @since 3.0.0
       */
      onFocus: function ()
      {
          this.loop.focus();
      },
  
      /**
       * Game Resize event.
       *
       * @event Phaser.Game#resizeEvent
       * @param {number} width - The new width of the Game.
       * @param {number} height - The new height of the Game.
       */
  
      /**
       * Updates the Game Config with the new width and height values given.
       * Then resizes the Renderer and Input Manager scale.
       *
       * @method Phaser.Game#resize
       * @since 3.2.0
       *
       * @param {number} width - The new width of the game.
       * @param {number} height - The new height of the game.
       */
      resize: function (width, height)
      {
          this.config.width = width;
          this.config.height = height;
  
          this.renderer.resize(width, height);
  
          this.input.resize();
  
          this.scene.resize(width, height);
  
          this.events.emit('resize', width, height);
      },
  
      /**
       * Destroys this Phaser.Game instance, all global systems, all sub-systems and all Scenes.
       *
       * @method Phaser.Game#destroy
       * @since 3.0.0
       */
      destroy: function (removeCanvas)
      {
          this.loop.destroy();
  
          this.scene.destroy();
  
          this.renderer.destroy();
  
          this.events.emit('destroy');
  
          this.events.removeAllListeners();
  
          this.onStepCallback = null;
  
          if (removeCanvas)
          {
              CanvasPool.remove(this.canvas);
          }
      }
  
  });
  
  module.exports = Game;
  