phaser/SpecialFX/Camera/Flash.ts

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