# Source: src/core/Game.js

    /**
    * @author       Richard Davey <rich@photonstorm.com>
    * @copyright    2016 Photon Storm Ltd.
    * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
    */

    /**
    * 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.
    *
    * "Hell, there are no rules here - we're trying to accomplish something."
    *                                                       Thomas A. Edison
    *
    * @class Phaser.Game
    * @constructor
    * @param {number|string} [width=800] - The width of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage width of the parent container, or the browser window if no parent is given.
    * @param {number|string} [height=600] - The height of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage height of the parent container, or the browser window if no parent is given.
    * @param {number} [renderer=Phaser.AUTO] - Which renderer to use: Phaser.AUTO will auto-detect, Phaser.WEBGL, Phaser.CANVAS or Phaser.HEADLESS (no rendering at all).
    * @param {string|HTMLElement} [parent=''] - The DOM element into which this games canvas will be injected. Either a DOM ID (string) or the element itself.
    * @param {object} [state=null] - The default state object. A object consisting of Phaser.State functions (preload, create, update, render) or null.
    * @param {boolean} [transparent=false] - Use a transparent canvas background or not.
    * @param {boolean} [antialias=true] - Draw all image textures anti-aliased or not. The default is for smooth textures, but disable if your game features pixel art.
    * @param {object} [physicsConfig=null] - A physics configuration object to pass to the Physics world on creation.
    */
    Phaser.Game = function (width, height, renderer, parent, state, transparent, antialias, physicsConfig) {

        /**
        * @property {number} id - Phaser Game ID (for when Pixi supports multiple instances).
        * @readonly
        */
        this.id = Phaser.GAMES.push(this) - 1;

        /**
        * @property {object} config - The Phaser.Game configuration object.
        */
        this.config = null;

        /**
        * @property {object} physicsConfig - The Phaser.Physics.World configuration object.
        */
        this.physicsConfig = physicsConfig;

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

        /**
        * The current Game Width in pixels.
        *
        * _Do not modify this property directly:_ use {@link Phaser.ScaleManager#setGameSize} - eg. `game.scale.setGameSize(width, height)` - instead.
        *
        * @property {integer} width
        * @readonly
        * @default
        */
        this.width = 800;

        /**
        * The current Game Height in pixels.
        *
        * _Do not modify this property directly:_ use {@link Phaser.ScaleManager#setGameSize} - eg. `game.scale.setGameSize(width, height)` - instead.
        *
        * @property {integer} height
        * @readonly
        * @default
        */
        this.height = 600;

        /**
        * The resolution of your game. This value is read only, but can be changed at start time it via a game configuration object.
        *
        * @property {integer} resolution
        * @readonly
        * @default
        */
        this.resolution = 1;

        /**
        * @property {integer} _width - Private internal var.
        * @private
        */
        this._width = 800;

        /**
        * @property {integer} _height - Private internal var.
        * @private
        */
        this._height = 600;

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

        /**
        * @property {boolean} antialias - Anti-alias graphics. By default scaled images are smoothed in Canvas and WebGL, set anti-alias to false to disable this globally.
        * @default
        */
        this.antialias = true;

        /**
        * @property {boolean} preserveDrawingBuffer - The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.
        * @default
        */
        this.preserveDrawingBuffer = false;

        /**
        * Clear the Canvas each frame before rendering the display list.
        * You can set this to `false` to gain some performance if your game always contains a background that completely fills the display.
        * @property {boolean} clearBeforeRender
        * @default
        */
        this.clearBeforeRender = true;

        /**
        * @property {PIXI.CanvasRenderer|PIXI.WebGLRenderer} renderer - The Pixi Renderer.
        * @protected
        */
        this.renderer = null;

        /**
        * @property {number} renderType - The Renderer this game will use. Either Phaser.AUTO, Phaser.CANVAS, Phaser.WEBGL, or Phaser.HEADLESS.
        * @readonly
        */
        this.renderType = Phaser.AUTO;

        /**
        * @property {Phaser.StateManager} state - The StateManager.
        */
        this.state = null;

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

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

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

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

        /**
        * @property {Phaser.GameObjectCreator} make - Reference to the GameObject Creator.
        */
        this.make = null;

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

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

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

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

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

        /**
        * @property {Phaser.ScaleManager} scale - The game scale manager.
        */
        this.scale = null;

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

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

        /**
        * @property {Phaser.Time} time - Reference to the core game clock.
        */
        this.time = null;

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

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

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

        /**
        * @property {Phaser.PluginManager} plugins - Reference to the plugin manager.
        */
        this.plugins = null;

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

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

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

        /**
        * @property {HTMLCanvasElement} canvas - A handy reference to renderer.view, the canvas that the game is being rendered in to.
        */
        this.canvas = null;

        /**
        * @property {CanvasRenderingContext2D} context - A handy reference to renderer.context (only set for CANVAS games, not WebGL)
        */
        this.context = null;

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

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

        /**
        * @property {Phaser.Create} create - The Asset Generator.
        */
        this.create = null;

        /**
        * If `false` Phaser will automatically render the display list every update. If `true` the render loop will be skipped.
        * You can toggle this value at run-time to gain exact control over when Phaser renders. This can be useful in certain types of game or application.
        * Please note that if you don't render the display list then none of the game object transforms will be updated, so use this value carefully.
        * @property {boolean} lockRender
        * @default
        */
        this.lockRender = false;

        /**
        * @property {boolean} stepping - Enable core loop stepping with Game.enableStep().
        * @default
        * @readonly
        */
        this.stepping = false;

        /**
        * @property {boolean} pendingStep - An internal property used by enableStep, but also useful to query from your own game objects.
        * @default
        * @readonly
        */
        this.pendingStep = false;

        /**
        * @property {number} stepCount - When stepping is enabled this contains the current step cycle.
        * @default
        * @readonly
        */
        this.stepCount = 0;

        /**
        * @property {Phaser.Signal} onPause - This event is fired when the game pauses.
        */
        this.onPause = null;

        /**
        * @property {Phaser.Signal} onResume - This event is fired when the game resumes from a paused state.
        */
        this.onResume = null;

        /**
        * @property {Phaser.Signal} onBlur - This event is fired when the game no longer has focus (typically on page hide).
        */
        this.onBlur = null;

        /**
        * @property {Phaser.Signal} onFocus - This event is fired when the game has focus (typically on page show).
        */
        this.onFocus = null;

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

        /**
        * @property {boolean} _codePaused - Was the game paused via code or a visibility change?
        * @private
        */
        this._codePaused = false;

        /**
        * The ID of the current/last logic update applied this render frame, starting from 0.
        * The first update is `currentUpdateID === 0` and the last update is `currentUpdateID === updatesThisFrame.`
        * @property {integer} currentUpdateID
        * @protected
        */
        this.currentUpdateID = 0;

        /**
        * Number of logic updates expected to occur this render frame; will be 1 unless there are catch-ups required (and allowed).
        * @property {integer} updatesThisFrame
        * @protected
        */
        this.updatesThisFrame = 1;

        /**
        * @property {number} _deltaTime - Accumulate elapsed time until a logic update is due.
        * @private
        */
        this._deltaTime = 0;

        /**
        * @property {number} _lastCount - Remember how many 'catch-up' iterations were used on the logicUpdate last frame.
        * @private
        */
        this._lastCount = 0;

        /**
        * @property {number} _spiraling - If the 'catch-up' iterations are spiraling out of control, this counter is incremented.
        * @private
        */
        this._spiraling = 0;

        /**
        * @property {boolean} _kickstart - Force a logic update + render by default (always set on Boot and State swap)
        * @private
        */
        this._kickstart = true;

        /**
        * If the game is struggling to maintain the desired FPS, this signal will be dispatched.
        * The desired/chosen FPS should probably be closer to the {@link Phaser.Time#suggestedFps} value.
        * @property {Phaser.Signal} fpsProblemNotifier
        * @public
        */
        this.fpsProblemNotifier = new Phaser.Signal();

        /**
        * @property {boolean} forceSingleUpdate - Should the game loop force a logic update, regardless of the delta timer? Set to true if you know you need this. You can toggle it on the fly.
        */
        this.forceSingleUpdate = true;

        /**
        * @property {number} _nextNotification - The soonest game.time.time value that the next fpsProblemNotifier can be dispatched.
        * @private
        */
        this._nextFpsNotification = 0;

        //  Parse the configuration object (if any)
        if (arguments.length === 1 && typeof arguments[0] === 'object')
        {
            this.parseConfig(arguments[0]);
        }
        else
        {
            this.config = { enableDebug: true };

            if (typeof width !== 'undefined')
            {
                this._width = width;
            }

            if (typeof height !== 'undefined')
            {
                this._height = height;
            }

            if (typeof renderer !== 'undefined')
            {
                this.renderType = renderer;
            }

            if (typeof parent !== 'undefined')
            {
                this.parent = parent;
            }

            if (typeof transparent !== 'undefined')
            {
                this.transparent = transparent;
            }

            if (typeof antialias !== 'undefined')
            {
                this.antialias = antialias;
            }

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

            this.state = new Phaser.StateManager(this, state);
        }

        this.device.whenReady(this.boot, this);

        return this;

    };

    Phaser.Game.prototype = {

        /**
        * Parses a Game configuration object.
        *
        * @method Phaser.Game#parseConfig
        * @protected
        */
        parseConfig: function (config) {

            this.config = config;

            if (config['enableDebug'] === undefined)
            {
                this.config.enableDebug = true;
            }

            if (config['width'])
            {
                this._width = config['width'];
            }

            if (config['height'])
            {
                this._height = config['height'];
            }

            if (config['renderer'])
            {
                this.renderType = config['renderer'];
            }

            if (config['parent'])
            {
                this.parent = config['parent'];
            }

            if (config['transparent'] !== undefined)
            {
                this.transparent = config['transparent'];
            }

            if (config['antialias'] !== undefined)
            {
                this.antialias = config['antialias'];
            }

            if (config['resolution'])
            {
                this.resolution = config['resolution'];
            }

            if (config['preserveDrawingBuffer'] !== undefined)
            {
                this.preserveDrawingBuffer = config['preserveDrawingBuffer'];
            }

            if (config['physicsConfig'])
            {
                this.physicsConfig = config['physicsConfig'];
            }

            var seed = [(Date.now() * Math.random()).toString()];

            if (config['seed'])
            {
                seed = config['seed'];
            }

            this.rnd = new Phaser.RandomDataGenerator(seed);

            var state = null;

            if (config['state'])
            {
                state = config['state'];
            }

            this.state = new Phaser.StateManager(this, state);

        },

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

            if (this.isBooted)
            {
                return;
            }

            this.onPause = new Phaser.Signal();
            this.onResume = new Phaser.Signal();
            this.onBlur = new Phaser.Signal();
            this.onFocus = new Phaser.Signal();

            this.isBooted = true;

            PIXI.game = this;

            this.math = Phaser.Math;

            this.scale = new Phaser.ScaleManager(this, this._width, this._height);
            this.stage = new Phaser.Stage(this);

            this.setUpRenderer();

            this.world = new Phaser.World(this);
            this.add = new Phaser.GameObjectFactory(this);
            this.make = new Phaser.GameObjectCreator(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(this, this.physicsConfig);
            this.particles = new Phaser.Particles(this);
            this.create = new Phaser.Create(this);
            this.plugins = new Phaser.PluginManager(this);
            this.net = new Phaser.Net(this);

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

            if (this.config['enableDebug'])
            {
                this.debug = new Phaser.Utils.Debug(this);
                this.debug.boot();
            }
            else
            {
                this.debug = { preUpdate: function () {}, update: function () {}, reset: function () {} };
            }

            this.showDebugHeader();

            this.isRunning = true;

            if (this.config && this.config['forceSetTimeOut'])
            {
                this.raf = new Phaser.RequestAnimationFrame(this, this.config['forceSetTimeOut']);
            }
            else
            {
                this.raf = new Phaser.RequestAnimationFrame(this, false);
            }

            this._kickstart = true;

            if (window['focus'])
            {
                if (!window['PhaserGlobal'] || (window['PhaserGlobal'] && !window['PhaserGlobal'].stopFocus))
                {
                    window.focus();
                }
            }

            this.raf.start();

        },

        /**
        * Displays a Phaser version debug header in the console.
        *
        * @method Phaser.Game#showDebugHeader
        * @protected
        */
        showDebugHeader: function () {

            if (window['PhaserGlobal'] && window['PhaserGlobal'].hideBanner)
            {
                return;
            }

            var v = Phaser.VERSION;
            var r = 'Canvas';
            var a = 'HTML Audio';
            var c = 1;

            if (this.renderType === Phaser.WEBGL)
            {
                r = 'WebGL';
                c++;
            }
            else if (this.renderType === Phaser.HEADLESS)
            {
                r = 'Headless';
            }

            if (this.device.webAudio)
            {
                a = 'WebAudio';
                c++;
            }

            if (this.device.chrome)
            {
                var args = [
                    '%c %c %c Phaser v' + v + ' | Pixi.js | ' + r + ' | ' + a + '  %c %c ' + '%c http://phaser.io %c\u2665%c\u2665%c\u2665',
                    'background: #fb8cb3',
                    'background: #d44a52',
                    'color: #ffffff; background: #871905;',
                    'background: #d44a52',
                    'background: #fb8cb3',
                    'background: #ffffff'
                ];

                for (var i = 0; i < 3; i++)
                {
                    if (i < c)
                    {
                        args.push('color: #ff2424; background: #fff');
                    }
                    else
                    {
                        args.push('color: #959595; background: #fff');
                    }
                }

                console.log.apply(console, args);
            }
            else if (window['console'])
            {
                console.log('Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' | http://phaser.io');
            }

        },

        /**
        * 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.config['canvas'])
            {
                this.canvas = this.config['canvas'];
            }
            else
            {
                this.canvas = Phaser.Canvas.create(this, this.width, this.height, this.config['canvasID'], true);
            }

            if (this.config['canvasStyle'])
            {
                this.canvas.style = this.config['canvasStyle'];
            }
            else
            {
                this.canvas.style['-webkit-full-screen'] = 'width: 100%; height: 100%';
            }

            if (this.renderType === Phaser.HEADLESS || this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && !this.device.webGL))
            {
                if (this.device.canvas)
                {
                    //  They requested Canvas and their browser supports it
                    this.renderType = Phaser.CANVAS;

                    this.renderer = new PIXI.CanvasRenderer(this);

                    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);

                this.context = null;

                this.canvas.addEventListener('webglcontextlost', this.contextLost.bind(this), false);
                this.canvas.addEventListener('webglcontextrestored', this.contextRestored.bind(this), false);
            }

            if (this.device.cocoonJS)
            {
                this.canvas.screencanvas = (this.renderType === Phaser.CANVAS) ? true : false;
            }

            if (this.renderType !== Phaser.HEADLESS)
            {
                this.stage.smoothed = this.antialias;

                Phaser.Canvas.addToDOM(this.canvas, this.parent, false);
                Phaser.Canvas.setTouchAction(this.canvas);
            }

        },

        /**
        * Handles WebGL context loss.
        *
        * @method Phaser.Game#contextLost
        * @private
        * @param {Event} event - The webglcontextlost event.
        */
        contextLost: function (event) {

            event.preventDefault();

            this.renderer.contextLost = true;

        },

        /**
        * Handles WebGL context restoration.
        *
        * @method Phaser.Game#contextRestored
        * @private
        */
        contextRestored: function () {

            this.renderer.initContext();

            this.cache.clearGLTextures();

            this.renderer.contextLost = false;

        },

        /**
        * 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._kickstart)
            {
                this.updateLogic(this.time.desiredFpsMult);

                // call the game render update exactly once every frame
                this.updateRender(this.time.slowMotion * this.time.desiredFps);

                this._kickstart = false;

                return;
            }

            // if the logic time is spiraling upwards, skip a frame entirely
            if (this._spiraling > 1 && !this.forceSingleUpdate)
            {
                // cause an event to warn the program that this CPU can't keep up with the current desiredFps rate
                if (this.time.time > this._nextFpsNotification)
                {
                    // only permit one fps notification per 10 seconds
                    this._nextFpsNotification = this.time.time + 10000;

                    // dispatch the notification signal
                    this.fpsProblemNotifier.dispatch();
                }

                // reset the _deltaTime accumulator which will cause all pending dropped frames to be permanently skipped
                this._deltaTime = 0;
                this._spiraling = 0;

                // call the game render update exactly once every frame
                this.updateRender(this.time.slowMotion * this.time.desiredFps);
            }
            else
            {
                // step size taking into account the slow motion speed
                var slowStep = this.time.slowMotion * 1000.0 / this.time.desiredFps;

                // accumulate time until the slowStep threshold is met or exceeded... up to a limit of 3 catch-up frames at slowStep intervals
                this._deltaTime += Math.max(Math.min(slowStep * 3, this.time.elapsed), 0);

                // call the game update logic multiple times if necessary to "catch up" with dropped frames
                // unless forceSingleUpdate is true
                var count = 0;

                this.updatesThisFrame = Math.floor(this._deltaTime / slowStep);

                if (this.forceSingleUpdate)
                {
                    this.updatesThisFrame = Math.min(1, this.updatesThisFrame);
                }

                while (this._deltaTime >= slowStep)
                {
                    this._deltaTime -= slowStep;
                    this.currentUpdateID = count;

                    this.updateLogic(this.time.desiredFpsMult);

                    count++;

                    if (this.forceSingleUpdate && count === 1)
                    {
                        break;
                    }
                    else
                    {
                        this.time.refresh();
                    }
                }

                // detect spiraling (if the catch-up loop isn't fast enough, the number of iterations will increase constantly)
                if (count > this._lastCount)
                {
                    this._spiraling++;
                }
                else if (count < this._lastCount)
                {
                    // looks like it caught up successfully, reset the spiral alert counter
                    this._spiraling = 0;
                }

                this._lastCount = count;

                // call the game render update exactly once every frame unless we're playing catch-up from a spiral condition
                this.updateRender(this._deltaTime / slowStep);
            }

        },

        /**
        * Updates all logic subsystems in Phaser. Called automatically by Game.update.
        *
        * @method Phaser.Game#updateLogic
        * @protected
        * @param {number} timeStep - The current timeStep value as determined by Game.update.
        */
        updateLogic: function (timeStep) {

            if (!this._paused && !this.pendingStep)
            {
                if (this.stepping)
                {
                    this.pendingStep = true;
                }

                this.scale.preUpdate();
                this.debug.preUpdate();
                this.camera.preUpdate();
                this.physics.preUpdate();
                this.state.preUpdate(timeStep);
                this.plugins.preUpdate(timeStep);
                this.stage.preUpdate();

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

                this.stage.postUpdate();
                this.plugins.postUpdate();
            }
            else
            {
                // Scaling and device orientation changes are still reflected when paused.
                this.scale.pauseUpdate();
                this.state.pauseUpdate();
                this.debug.preUpdate();
            }

            this.stage.updateTransform();

        },

        /**
        * Runs the Render cycle.
        * It starts by calling State.preRender. In here you can do any last minute adjustments of display objects as required.
        * It then calls the renderer, which renders the entire display list, starting from the Stage object and working down.
        * It then calls plugin.render on any loaded plugins, in the order in which they were enabled.
        * After this State.render is called. Any rendering that happens here will take place on-top of the display list.
        * Finally plugin.postRender is called on any loaded plugins, in the order in which they were enabled.
        * This method is called automatically by Game.update, you don't need to call it directly.
        * Should you wish to have fine-grained control over when Phaser renders then use the `Game.lockRender` boolean.
        * Phaser will only render when this boolean is `false`.
        *
        * @method Phaser.Game#updateRender
        * @protected
        * @param {number} elapsedTime - The time elapsed since the last update.
        */
        updateRender: function (elapsedTime) {

            if (this.lockRender)
            {
                return;
            }

            this.state.preRender(elapsedTime);

            if (this.renderType !== Phaser.HEADLESS)
            {
                this.renderer.render(this.stage);

                this.plugins.render(elapsedTime);

                this.state.render(elapsedTime);
            }

            this.plugins.postRender(elapsedTime);

        },

        /**
        * Enable core game loop stepping. When enabled you must call game.step() directly (perhaps via a DOM button?)
        * Calling step will advance the game loop by one frame. This is extremely useful for hard to track down errors!
        *
        * @method Phaser.Game#enableStep
        */
        enableStep: function () {

            this.stepping = true;
            this.pendingStep = false;
            this.stepCount = 0;

        },

        /**
        * Disables core game loop stepping.
        *
        * @method Phaser.Game#disableStep
        */
        disableStep: function () {

            this.stepping = false;
            this.pendingStep = false;

        },

        /**
        * When stepping is enabled you must call this function directly (perhaps via a DOM button?) to advance the game loop by one frame.
        * This is extremely useful to hard to track down errors! Use the internal stepCount property to monitor progress.
        *
        * @method Phaser.Game#step
        */
        step: function () {

            this.pendingStep = false;
            this.stepCount++;

        },

        /**
        * Nukes the entire game from orbit.
        *
        * Calls destroy on Game.state, Game.sound, Game.scale, Game.stage, Game.input, Game.physics and Game.plugins.
        *
        * Then sets all of those local handlers to null, destroys the renderer, removes the canvas from the DOM
        * and resets the PIXI default renderer.
        *
        * @method Phaser.Game#destroy
        */
        destroy: function () {

            this.raf.stop();

            this.state.destroy();
            this.sound.destroy();
            this.scale.destroy();
            this.stage.destroy();
            this.input.destroy();
            this.physics.destroy();
            this.plugins.destroy();

            this.state = null;
            this.sound = null;
            this.scale = null;
            this.stage = null;
            this.input = null;
            this.physics = null;
            this.plugins = null;

            this.cache = null;
            this.load = null;
            this.time = null;
            this.world = null;

            this.isBooted = false;

            this.renderer.destroy(false);

            Phaser.Canvas.removeFromDOM(this.canvas);

            PIXI.defaultRenderer = null;

            Phaser.GAMES[this.id] = null;

        },

        /**
        * Called by the Stage visibility handler.
        *
        * @method Phaser.Game#gamePaused
        * @param {object} event - The DOM event that caused the game to pause, if any.
        * @protected
        */
        gamePaused: function (event) {

            //   If the game is already paused it was done via game code, so don't re-pause it
            if (!this._paused)
            {
                this._paused = true;

                this.time.gamePaused();

                if (this.sound.muteOnPause)
                {
                    this.sound.setMute();
                }

                this.onPause.dispatch(event);

                //  Avoids Cordova iOS crash event: https://github.com/photonstorm/phaser/issues/1800
                if (this.device.cordova && this.device.iOS)
                {
                    this.lockRender = true;
                }
            }

        },

        /**
        * Called by the Stage visibility handler.
        *
        * @method Phaser.Game#gameResumed
        * @param {object} event - The DOM event that caused the game to pause, if any.
        * @protected
        */
        gameResumed: function (event) {

            //  Game is paused, but wasn't paused via code, so resume it
            if (this._paused && !this._codePaused)
            {
                this._paused = false;

                this.time.gameResumed();

                this.input.reset();

                if (this.sound.muteOnPause)
                {
                    this.sound.unsetMute();
                }

                this.onResume.dispatch(event);

                //  Avoids Cordova iOS crash event: https://github.com/photonstorm/phaser/issues/1800
                if (this.device.cordova && this.device.iOS)
                {
                    this.lockRender = false;
                }
            }

        },

        /**
        * Called by the Stage visibility handler.
        *
        * @method Phaser.Game#focusLoss
        * @param {object} event - The DOM event that caused the game to pause, if any.
        * @protected
        */
        focusLoss: function (event) {

            this.onBlur.dispatch(event);

            if (!this.stage.disableVisibilityChange)
            {
                this.gamePaused(event);
            }

        },

        /**
        * Called by the Stage visibility handler.
        *
        * @method Phaser.Game#focusGain
        * @param {object} event - The DOM event that caused the game to pause, if any.
        * @protected
        */
        focusGain: function (event) {

            this.onFocus.dispatch(event);

            if (!this.stage.disableVisibilityChange)
            {
                this.gameResumed(event);
            }

        }

    };

    Phaser.Game.prototype.constructor = Phaser.Game;

    /**
    * 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.sound.setMute();
                    this.time.gamePaused();
                    this.onPause.dispatch(this);
                }
                this._codePaused = true;
            }
            else
            {
                if (this._paused)
                {
                    this._paused = false;
                    this.input.reset();
                    this.sound.unsetMute();
                    this.time.gameResumed();
                    this.onResume.dispatch(this);
                }
                this._codePaused = false;
            }

        }

    });

    /**
     *
     * "Deleted code is debugged code." - Jeff Sickel
     *
     * ヽ(〃＾▽＾〃)ﾉ
     *
    */