phaser/TS Source/gameobjects/ScrollRegion.ts

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/// <reference path="../_definitions.ts" />
/**
* Phaser - ScrollRegion
*
* Creates a scrolling region within a ScrollZone.
* It is scrolled via the scrollSpeed.x/y properties.
*/
module Phaser {
export class ScrollRegion {
/**
* ScrollRegion constructor
* Create a new <code>ScrollRegion</code>.
*
* @param x {number} X position in world coordinate.
* @param y {number} Y position in world coordinate.
* @param width {number} Width of this object.
* @param height {number} Height of this object.
* @param speedX {number} X-axis scrolling speed.
* @param speedY {number} Y-axis scrolling speed.
*/
constructor(x: number, y: number, width: number, height: number, speedX:number, speedY:number) {
// Our seamless scrolling quads
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this._A = new Rectangle(x, y, width, height);
this._B = new Rectangle(x, y, width, height);
this._C = new Rectangle(x, y, width, height);
this._D = new Rectangle(x, y, width, height);
this._scroll = new Vec2();
this._bounds = new Rectangle(x, y, width, height);
this.scrollSpeed = new Vec2(speedX, speedY);
}
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private _A: Rectangle;
private _B: Rectangle;
private _C: Rectangle;
private _D: Rectangle;
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private _bounds: Rectangle;
private _scroll: Vec2;
private _anchorWidth: number = 0;
private _anchorHeight: number = 0;
private _inverseWidth: number = 0;
private _inverseHeight: number = 0;
/**
* Will this region be rendered? (default to true)
* @type {bool}
*/
public visible: bool = true;
/**
* Region scrolling speed.
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* @type {Vec2}
*/
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public scrollSpeed: Vec2;
/**
* Update region scrolling with tick time.
* @param delta {number} Elapsed time since last update.
*/
public update(delta: number) {
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this._scroll.x += this.scrollSpeed.x;
this._scroll.y += this.scrollSpeed.y;
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if (this._scroll.x > this._bounds.right)
{
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this._scroll.x = this._bounds.x;
}
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if (this._scroll.x < this._bounds.x)
{
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this._scroll.x = this._bounds.right;
}
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if (this._scroll.y > this._bounds.bottom)
{
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this._scroll.y = this._bounds.y;
}
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if (this._scroll.y < this._bounds.y)
{
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this._scroll.y = this._bounds.bottom;
}
// Anchor Dimensions
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this._anchorWidth = (this._bounds.width - this._scroll.x) + this._bounds.x;
this._anchorHeight = (this._bounds.height - this._scroll.y) + this._bounds.y;
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if (this._anchorWidth > this._bounds.width)
{
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this._anchorWidth = this._bounds.width;
}
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if (this._anchorHeight > this._bounds.height)
{
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this._anchorHeight = this._bounds.height;
}
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this._inverseWidth = this._bounds.width - this._anchorWidth;
this._inverseHeight = this._bounds.height - this._anchorHeight;
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// Rectangle A
this._A.setTo(this._scroll.x, this._scroll.y, this._anchorWidth, this._anchorHeight);
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// Rectangle B
this._B.y = this._scroll.y;
this._B.width = this._inverseWidth;
this._B.height = this._anchorHeight;
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// Rectangle C
this._C.x = this._scroll.x;
this._C.width = this._anchorWidth;
this._C.height = this._inverseHeight;
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// Rectangle D
this._D.width = this._inverseWidth;
this._D.height = this._inverseHeight;
}
/**
* Render this region to specific context.
* @param context {CanvasRenderingContext2D} Canvas context this region will be rendered to.
* @param texture {object} The texture to be rendered.
* @param dx {number} X position in world coordinate.
* @param dy {number} Y position in world coordinate.
* @param width {number} Width of this region to be rendered.
* @param height {number} Height of this region to be rendered.
*/
public render(context:CanvasRenderingContext2D, texture, dx: number, dy: number, dw: number, dh: number) {
if (this.visible == false)
{
return;
}
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// dx/dy are the world coordinates to render the FULL ScrollZone into.
// This ScrollRegion may be smaller than that and offset from the dx/dy coordinates.
this.crop(context, texture, this._A.x, this._A.y, this._A.width, this._A.height, dx, dy, dw, dh, 0, 0);
this.crop(context, texture, this._B.x, this._B.y, this._B.width, this._B.height, dx, dy, dw, dh, this._A.width, 0);
this.crop(context, texture, this._C.x, this._C.y, this._C.width, this._C.height, dx, dy, dw, dh, 0, this._A.height);
this.crop(context, texture, this._D.x, this._D.y, this._D.width, this._D.height, dx, dy, dw, dh, this._C.width, this._A.height);
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//context.fillStyle = 'rgb(255,255,255)';
//context.font = '18px Arial';
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//context.fillText('RectangleA: ' + this._A.toString(), 32, 450);
//context.fillText('RectangleB: ' + this._B.toString(), 32, 480);
//context.fillText('RectangleC: ' + this._C.toString(), 32, 510);
//context.fillText('RectangleD: ' + this._D.toString(), 32, 540);
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}
/**
* Crop part of the texture and render it to the given context.
* @param context {CanvasRenderingContext2D} Canvas context the texture will be rendered to.
* @param texture {object} Texture to be rendered.
* @param srcX {number} Target region top-left x coordinate in the texture.
* @param srcX {number} Target region top-left y coordinate in the texture.
* @param srcW {number} Target region width in the texture.
* @param srcH {number} Target region height in the texture.
* @param destX {number} Render region top-left x coordinate in the context.
* @param destX {number} Render region top-left y coordinate in the context.
* @param destW {number} Target region width in the context.
* @param destH {number} Target region height in the context.
* @param offsetX {number} X offset to the context.
* @param offsetY {number} Y offset to the context.
*/
private crop(context, texture, srcX, srcY, srcW, srcH, destX, destY, destW, destH, offsetX, offsetY) {
offsetX += destX;
offsetY += destY;
if (srcW > (destX + destW) - offsetX)
{
srcW = (destX + destW) - offsetX;
}
if (srcH > (destY + destH) - offsetY)
{
srcH = (destY + destH) - offsetY;
}
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srcX = Math.floor(srcX);
srcY = Math.floor(srcY);
srcW = Math.floor(srcW);
srcH = Math.floor(srcH);
offsetX = Math.floor(offsetX + this._bounds.x);
offsetY = Math.floor(offsetY + this._bounds.y);
if (srcW > 0 && srcH > 0)
{
context.drawImage(texture, srcX, srcY, srcW, srcH, offsetX, offsetY, srcW, srcH);
}
}
}
}