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/// <reference path="../Game.ts" />
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/// <reference path="../geom/Quad.ts" />
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2013-04-23 14:15:34 +00:00
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/// <reference path="ScrollRegion.ts" />
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2013-04-22 00:53:24 +00:00
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/**
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* Phaser - ScrollZone
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*
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* Creates a scrolling region of the given width and height from an image in the cache.
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* The ScrollZone can be positioned anywhere in-world like a normal game object, re-act to physics, collision, etc.
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* The image within it is scrolled via ScrollRegions and their scrollSpeed.x/y properties.
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* If you create a scroll zone larger than the given source image it will create a DynamicTexture and fill it with a pattern of the source image.
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*/
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module Phaser {
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export class ScrollZone extends GameObject {
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constructor(game: Game, key:string, x: number = 0, y: number = 0, width?: number = 0, height?: number = 0) {
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super(game, x, y, width, height);
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this.regions = [];
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if (this._game.cache.getImage(key))
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{
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this._texture = this._game.cache.getImage(key);
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this.width = this._texture.width;
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this.height = this._texture.height;
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if (width > this._texture.width || height > this._texture.height)
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{
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// Create our repeating texture (as the source image wasn't large enough for the requested size)
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this.createRepeatingTexture(width, height);
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this.width = width;
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this.height = height;
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}
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// Create a default ScrollRegion at the requested size
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this.addRegion(0, 0, this.width, this.height);
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// If the zone is smaller than the image itself then shrink the bounds
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if ((width < this._texture.width || height < this._texture.height) && width !== 0 && height !== 0)
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{
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this.width = width;
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this.height = height;
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}
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}
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}
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private _texture;
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private _dynamicTexture: DynamicTexture = null;
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// local rendering related temp vars to help avoid gc spikes
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private _dx: number = 0;
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private _dy: number = 0;
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private _dw: number = 0;
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private _dh: number = 0;
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public currentRegion: ScrollRegion;
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public regions: ScrollRegion[];
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public flipped: bool = false;
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public addRegion(x: number, y: number, width: number, height: number, speedX?:number = 0, speedY?:number = 0):ScrollRegion {
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if (x > this.width || y > this.height || x < 0 || y < 0 || (x + width) > this.width || (y + height) > this.height)
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{
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throw Error('Invalid ScrollRegion defined. Cannot be larger than parent ScrollZone');
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return;
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}
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this.currentRegion = new ScrollRegion(x, y, width, height, speedX, speedY);
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this.regions.push(this.currentRegion);
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return this.currentRegion;
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}
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public setSpeed(x: number, y: number) {
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if (this.currentRegion)
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{
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this.currentRegion.scrollSpeed.setTo(x, y);
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}
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return this;
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}
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public update() {
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for (var i = 0; i < this.regions.length; i++)
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{
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this.regions[i].update(this._game.time.delta);
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}
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}
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public inCamera(camera: Rectangle): bool {
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if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0)
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{
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this._dx = this.bounds.x - (camera.x * this.scrollFactor.x);
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this._dy = this.bounds.y - (camera.y * this.scrollFactor.x);
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this._dw = this.bounds.width * this.scale.x;
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this._dh = this.bounds.height * this.scale.y;
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return (camera.right > this._dx) && (camera.x < this._dx + this._dw) && (camera.bottom > this._dy) && (camera.y < this._dy + this._dh);
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}
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else
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{
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return camera.intersects(this.bounds, this.bounds.length);
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}
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}
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public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number) {
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// Render checks
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if (this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.inCamera(camera.worldView) == false)
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{
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return false;
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}
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// Alpha
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if (this.alpha !== 1)
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{
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var globalAlpha = this._game.stage.context.globalAlpha;
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this._game.stage.context.globalAlpha = this.alpha;
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}
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this._dx = cameraOffsetX + (this.bounds.topLeft.x - camera.worldView.x);
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this._dy = cameraOffsetY + (this.bounds.topLeft.y - camera.worldView.y);
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this._dw = this.bounds.width * this.scale.x;
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this._dh = this.bounds.height * this.scale.y;
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// Apply camera difference
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if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0)
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{
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this._dx -= (camera.worldView.x * this.scrollFactor.x);
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this._dy -= (camera.worldView.y * this.scrollFactor.y);
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}
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// Rotation - needs to work from origin point really, but for now from center
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if (this.angle !== 0 || this.flipped == true)
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{
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this._game.stage.context.save();
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this._game.stage.context.translate(this._dx + (this._dw / 2), this._dy + (this._dh / 2));
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if (this.angle !== 0)
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{
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this._game.stage.context.rotate(this.angle * (Math.PI / 180));
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}
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this._dx = -(this._dw / 2);
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this._dy = -(this._dh / 2);
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if (this.flipped == true)
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{
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this._game.stage.context.scale(-1, 1);
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}
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}
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this._dx = Math.round(this._dx);
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this._dy = Math.round(this._dy);
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this._dw = Math.round(this._dw);
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this._dh = Math.round(this._dh);
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for (var i = 0; i < this.regions.length; i++)
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{
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if (this._dynamicTexture)
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{
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this.regions[i].render(this._game.stage.context, this._dynamicTexture.canvas, this._dx, this._dy, this._dw, this._dh);
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}
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else
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{
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this.regions[i].render(this._game.stage.context, this._texture, this._dx, this._dy, this._dw, this._dh);
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}
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}
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if (globalAlpha > -1)
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{
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this._game.stage.context.globalAlpha = globalAlpha;
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}
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return true;
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}
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private createRepeatingTexture(regionWidth: number, regionHeight: number) {
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// Work out how many we'll need of the source image to make it tile properly
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var tileWidth = Math.ceil(this._texture.width / regionWidth) * regionWidth;
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var tileHeight = Math.ceil(this._texture.height / regionHeight) * regionHeight;
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this._dynamicTexture = new DynamicTexture(this._game, tileWidth, tileHeight);
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this._dynamicTexture.context.rect(0, 0, tileWidth, tileHeight);
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this._dynamicTexture.context.fillStyle = this._dynamicTexture.context.createPattern(this._texture, "repeat");
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this._dynamicTexture.context.fill();
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}
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}
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}
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