2013-05-29 01:58:56 +00:00
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/// <reference path="../../build/phaser.d.ts" />
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2013-05-01 03:10:21 +00:00
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/**
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* Phaser - FX - Camera - Flash
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*
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* The camera is filled with the given color and returns to normal at the given duration.
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*/
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module Phaser.FX.Camera {
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export class Flash {
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constructor(game: Game) {
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this._game = game;
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}
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private _game: Game;
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private _fxFlashColor: string;
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private _fxFlashComplete = null;
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private _fxFlashDuration: number = 0;
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private _fxFlashAlpha: number = 0;
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/**
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* The camera is filled with this color and returns to normal at the given duration.
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*
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* @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white.
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* @param Duration How long it takes for the flash to fade.
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* @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback.
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* @param Force Force an already running flash effect to reset.
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*/
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public start(color: number = 0xffffff, duration: number = 1, onComplete = null, force: bool = false) {
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if (force === false && this._fxFlashAlpha > 0)
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{
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// You can't flash again unless you force it
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return;
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}
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if (duration <= 0)
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{
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duration = 1;
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}
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var red = color >> 16 & 0xFF;
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var green = color >> 8 & 0xFF;
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var blue = color & 0xFF;
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this._fxFlashColor = 'rgba(' + red + ',' + green + ',' + blue + ',';
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this._fxFlashDuration = duration;
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this._fxFlashAlpha = 1;
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this._fxFlashComplete = onComplete;
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}
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public postUpdate() {
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// Update the Flash effect
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if (this._fxFlashAlpha > 0)
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{
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this._fxFlashAlpha -= this._game.time.elapsed / this._fxFlashDuration;
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if (this._game.math.roundTo(this._fxFlashAlpha, -2) <= 0)
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{
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this._fxFlashAlpha = 0;
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if (this._fxFlashComplete !== null)
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{
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this._fxFlashComplete();
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}
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}
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}
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}
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public postRender(camera: Phaser.Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number) {
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if (this._fxFlashAlpha > 0)
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{
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this._game.stage.context.fillStyle = this._fxFlashColor + this._fxFlashAlpha + ')';
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this._game.stage.context.fillRect(cameraX, cameraY, cameraWidth, cameraHeight);
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}
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}
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}
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}
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