2013-08-31 12:54:59 +00:00
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/**
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2013-09-19 11:17:49 +00:00
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* @author Richard Davey <rich@photonstorm.com>
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2016-04-04 21:15:01 +00:00
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* @copyright 2016 Photon Storm Ltd.
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2013-10-01 12:54:29 +00:00
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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2013-09-19 11:17:49 +00:00
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*/
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/**
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2013-08-31 12:54:59 +00:00
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* A Camera is your view into the game world. It has a position and size and renders only those objects within its field of view.
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* The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y
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2013-09-16 14:37:30 +00:00
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*
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2013-10-02 00:16:40 +00:00
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* @class Phaser.Camera
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2013-09-16 14:37:30 +00:00
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* @constructor
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2013-10-01 12:54:29 +00:00
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* @param {Phaser.Game} game - Game reference to the currently running game.
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* @param {number} id - Not being used at the moment, will be when Phaser supports multiple camera
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* @param {number} x - Position of the camera on the X axis
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* @param {number} y - Position of the camera on the Y axis
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* @param {number} width - The width of the view rectangle
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* @param {number} height - The height of the view rectangle
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2013-08-31 12:54:59 +00:00
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*/
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Phaser.Camera = function (game, id, x, y, width, height) {
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2014-03-23 07:59:28 +00:00
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2013-11-25 03:13:04 +00:00
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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/**
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* @property {Phaser.World} world - A reference to the game world.
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*/
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this.world = game.world;
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/**
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* @property {number} id - Reserved for future multiple camera set-ups.
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* @default
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*/
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this.id = 0;
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/**
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2014-03-23 07:59:28 +00:00
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* Camera view.
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2013-11-25 03:13:04 +00:00
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* The view into the world we wish to render (by default the game dimensions).
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2013-10-01 12:54:29 +00:00
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* The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render.
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2014-11-18 12:29:55 +00:00
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* Sprites outside of this view are not rendered if Sprite.autoCull is set to `true`. Otherwise they are always rendered.
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2013-11-25 03:13:04 +00:00
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* @property {Phaser.Rectangle} view
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*/
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2013-09-01 18:52:50 +00:00
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this.view = new Phaser.Rectangle(x, y, width, height);
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2013-09-10 19:40:34 +00:00
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2013-10-04 13:41:15 +00:00
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/**
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* The Camera is bound to this Rectangle and cannot move outside of it. By default it is enabled and set to the size of the World.
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* The Rectangle can be located anywhere in the world and updated as often as you like. If you don't wish the Camera to be bound
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2014-11-02 12:08:54 +00:00
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* at all then set this to null. The values can be anything and are in World coordinates, with 0,0 being the top-left of the world.
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*
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2013-10-04 13:41:15 +00:00
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* @property {Phaser.Rectangle} bounds - The Rectangle in which the Camera is bounded. Set to null to allow for movement anywhere.
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*/
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this.bounds = new Phaser.Rectangle(x, y, width, height);
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2013-09-10 19:40:34 +00:00
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/**
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2014-07-03 01:09:53 +00:00
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* @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause the camera to move.
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2013-11-25 03:13:04 +00:00
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*/
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2013-09-10 19:40:34 +00:00
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this.deadzone = null;
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2013-11-25 03:13:04 +00:00
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/**
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* @property {boolean} visible - Whether this camera is visible or not.
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* @default
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*/
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2013-09-10 19:40:34 +00:00
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this.visible = true;
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2014-09-09 11:47:27 +00:00
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/**
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* @property {boolean} roundPx - If a Camera has roundPx set to `true` it will call `view.floor` as part of its update loop, keeping its boundary to integer values. Set this to `false` to disable this from happening.
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* @default
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*/
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this.roundPx = true;
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2013-11-25 03:13:04 +00:00
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/**
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* @property {boolean} atLimit - Whether this camera is flush with the World Bounds or not.
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2013-09-11 15:25:46 +00:00
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*/
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this.atLimit = { x: false, y: false };
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2013-11-25 03:13:04 +00:00
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/**
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* @property {Phaser.Sprite} target - If the camera is tracking a Sprite, this is a reference to it, otherwise null.
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2013-10-01 12:54:29 +00:00
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* @default
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2013-09-10 19:40:34 +00:00
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*/
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this.target = null;
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2013-09-11 15:25:46 +00:00
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2014-01-31 03:32:12 +00:00
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/**
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* @property {PIXI.DisplayObject} displayObject - The display object to which all game objects are added. Set by World.boot
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*/
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2013-10-03 22:20:24 +00:00
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this.displayObject = null;
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2014-03-06 17:12:00 +00:00
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/**
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* @property {Phaser.Point} scale - The scale of the display object to which all game objects are added. Set by World.boot
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*/
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this.scale = null;
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2014-03-23 07:59:28 +00:00
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2014-11-18 12:29:55 +00:00
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/**
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* @property {number} totalInView - The total number of Sprites with `autoCull` set to `true` that are visible by this Camera.
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2014-11-30 11:10:52 +00:00
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* @readonly
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2014-11-18 12:29:55 +00:00
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*/
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this.totalInView = 0;
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2016-04-09 00:07:19 +00:00
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/**
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* The linear interpolation value to use when following a target.
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* The default values of 1 means the camera will instantly snap to the target coordinates.
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* A lower value, such as 0.1 means the camera will more slowly track the target, giving
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* a smooth transition. You can set the horizontal and vertical values independently, and also
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* adjust this value in real-time during your game.
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* @property {Phaser.Point} lerp
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* @default
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*/
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2016-04-09 00:10:31 +00:00
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this.lerp = new Phaser.Point(1, 1);
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2016-04-09 00:07:19 +00:00
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2016-04-09 01:57:16 +00:00
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/**
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* @property {Phaser.Signal} shakeOnComplete - This signal is dispatched when the camera shake effect completes.
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*/
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this.shakeOnComplete = new Phaser.Signal();
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2014-10-05 03:14:46 +00:00
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/**
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2016-04-09 01:49:18 +00:00
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* @property {Phaser.Point} _targetPosition - Internal point used to calculate target position.
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2014-11-25 00:20:41 +00:00
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* @private
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2014-10-05 03:14:46 +00:00
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*/
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this._targetPosition = new Phaser.Point();
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2014-11-18 12:29:55 +00:00
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/**
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* @property {number} edge - Edge property.
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* @private
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* @default
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*/
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this._edge = 0;
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/**
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* @property {Phaser.Point} position - Current position of the camera in world.
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* @private
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* @default
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*/
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this._position = new Phaser.Point();
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2016-04-09 01:57:16 +00:00
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/**
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* @property {Object} _shake - The shake effect container.
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* @private
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*/
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2016-04-09 01:01:45 +00:00
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this._shake = {
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intensity: 0,
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duration: 0,
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horizontal: false,
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vertical: false,
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2016-04-09 01:49:18 +00:00
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shakeBounds: true,
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2016-04-09 01:01:45 +00:00
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x: 0,
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y: 0
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};
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2013-08-31 12:54:59 +00:00
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};
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2013-10-02 00:16:40 +00:00
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/**
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* @constant
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* @type {number}
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*/
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2013-08-31 12:54:59 +00:00
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Phaser.Camera.FOLLOW_LOCKON = 0;
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2013-10-02 00:16:40 +00:00
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/**
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* @constant
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* @type {number}
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*/
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2013-08-31 12:54:59 +00:00
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Phaser.Camera.FOLLOW_PLATFORMER = 1;
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2013-10-02 00:16:40 +00:00
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/**
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* @constant
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* @type {number}
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*/
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2013-08-31 12:54:59 +00:00
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Phaser.Camera.FOLLOW_TOPDOWN = 2;
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2013-10-02 00:16:40 +00:00
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/**
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* @constant
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* @type {number}
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*/
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2013-08-31 12:54:59 +00:00
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Phaser.Camera.FOLLOW_TOPDOWN_TIGHT = 3;
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2016-04-09 01:01:45 +00:00
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Camera.SHAKE_BOTH = 4;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Camera.SHAKE_HORIZONTAL = 5;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Camera.SHAKE_VERTICAL = 6;
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2013-08-31 12:54:59 +00:00
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Phaser.Camera.prototype = {
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2015-07-22 14:31:30 +00:00
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/**
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* Camera preUpdate. Sets the total view counter to zero.
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*
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* @method Phaser.Camera#preUpdate
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*/
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2014-11-18 12:29:55 +00:00
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preUpdate: function () {
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this.totalInView = 0;
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},
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2013-11-25 03:13:04 +00:00
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/**
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2015-02-11 15:32:52 +00:00
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* Tell the camera which sprite to follow.
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2016-04-09 00:07:19 +00:00
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*
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* You can set the follow type and a linear interpolation value.
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* Use low lerp values (such as 0.1) to automatically smooth the camera motion.
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2015-02-11 15:32:52 +00:00
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*
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* If you find you're getting a slight "jitter" effect when following a Sprite it's probably to do with sub-pixel rendering of the Sprite position.
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* This can be disabled by setting `game.renderer.renderSession.roundPixels = true` to force full pixel rendering.
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*
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2013-10-02 00:16:40 +00:00
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* @method Phaser.Camera#follow
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2014-03-07 01:26:09 +00:00
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* @param {Phaser.Sprite|Phaser.Image|Phaser.Text} target - The object you want the camera to track. Set to null to not follow anything.
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* @param {number} [style] - Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().
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2016-04-09 00:07:19 +00:00
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* @param {float} [lerpX=1] - A value between 0 and 1. This value specifies the amount of linear interpolation to use when horizontally tracking the target. The closer the value to 1, the faster the camera will track.
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* @param {float} [lerpY=1] - A value between 0 and 1. This value specifies the amount of linear interpolation to use when vertically tracking the target. The closer the value to 1, the faster the camera will track.
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2013-08-31 12:54:59 +00:00
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*/
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2016-04-09 00:07:19 +00:00
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follow: function (target, style, lerpX, lerpY) {
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2013-08-31 12:54:59 +00:00
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2015-07-22 09:37:15 +00:00
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if (style === undefined) { style = Phaser.Camera.FOLLOW_LOCKON; }
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2016-04-09 00:07:19 +00:00
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if (lerpX === undefined) { lerpX = 1; }
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if (lerpY === undefined) { lerpY = 1; }
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2013-08-31 12:54:59 +00:00
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this.target = target;
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2016-04-09 00:07:19 +00:00
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this.lerp.set(lerpX, lerpY);
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2013-08-31 12:54:59 +00:00
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var helper;
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switch (style) {
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2013-09-11 15:25:46 +00:00
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case Phaser.Camera.FOLLOW_PLATFORMER:
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2013-08-31 12:54:59 +00:00
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var w = this.width / 8;
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var h = this.height / 3;
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this.deadzone = new Phaser.Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h);
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break;
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2013-09-11 15:25:46 +00:00
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case Phaser.Camera.FOLLOW_TOPDOWN:
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2013-08-31 12:54:59 +00:00
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helper = Math.max(this.width, this.height) / 4;
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this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
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break;
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2013-09-11 15:25:46 +00:00
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case Phaser.Camera.FOLLOW_TOPDOWN_TIGHT:
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2013-08-31 12:54:59 +00:00
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helper = Math.max(this.width, this.height) / 8;
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this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
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break;
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2013-09-11 15:25:46 +00:00
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case Phaser.Camera.FOLLOW_LOCKON:
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2013-11-25 03:13:04 +00:00
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this.deadzone = null;
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break;
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2013-08-31 12:54:59 +00:00
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default:
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this.deadzone = null;
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break;
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}
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2013-10-10 08:03:38 +00:00
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},
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2014-04-28 13:56:43 +00:00
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/**
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* Sets the Camera follow target to null, stopping it from following an object if it's doing so.
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*
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* @method Phaser.Camera#unfollow
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*/
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unfollow: function () {
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this.target = null;
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},
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2013-10-10 08:03:38 +00:00
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/**
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* Move the camera focus on a display object instantly.
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* @method Phaser.Camera#focusOn
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* @param {any} displayObject - The display object to focus the camera on. Must have visible x/y properties.
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*/
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focusOn: function (displayObject) {
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this.setPosition(Math.round(displayObject.x - this.view.halfWidth), Math.round(displayObject.y - this.view.halfHeight));
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2013-08-31 12:54:59 +00:00
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},
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2013-11-25 03:13:04 +00:00
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/**
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2013-10-10 08:03:38 +00:00
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* Move the camera focus on a location instantly.
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2013-10-02 00:16:40 +00:00
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* @method Phaser.Camera#focusOnXY
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2013-10-01 12:54:29 +00:00
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* @param {number} x - X position.
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* @param {number} y - Y position.
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2013-08-31 12:54:59 +00:00
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*/
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focusOnXY: function (x, y) {
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2013-10-07 23:58:20 +00:00
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this.setPosition(Math.round(x - this.view.halfWidth), Math.round(y - this.view.halfHeight));
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2013-08-31 12:54:59 +00:00
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},
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2016-04-09 01:49:18 +00:00
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/**
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* This creates a camera shake effect. It works by applying a random amount of additional
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* spacing on the x and y axis each frame. You can control the intensity and duration
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* of the effect, and if it should effect both axis or just one.
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*
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* When the shake effect ends the signal Camera.shakeOnComplete is dispatched.
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*
|
|
|
|
* @method Phaser.Camera#shake
|
|
|
|
* @param {float} [intensity=0.05] - The intensity of the camera shake. Given as a percentage of the camera size representing the maximum distance that the camera can move while shaking.
|
|
|
|
* @param {number} [duration=500] - The duration of the shake effect in milliseconds.
|
|
|
|
* @param {boolean} [force=true] - If a camera shake effect is already running and force is true it will replace the previous effect, resetting the duration.
|
|
|
|
* @param {number} [direction=Phaser.Camera.SHAKE_BOTH] - The directions in which the camera can shake. Either Phaser.Camera.SHAKE_BOTH, Phaser.Camera.SHAKE_HORIZONTAL or Phaser.Camera.SHAKE_VERTICAL.
|
|
|
|
* @param {boolean} [shakeBounds=true] - Is the effect allowed to shake the camera beyond its bounds (if set?).
|
2016-04-09 01:57:16 +00:00
|
|
|
* @return {boolean} True if the shake effect was started, otherwise false.
|
2016-04-09 01:49:18 +00:00
|
|
|
*/
|
|
|
|
shake: function (intensity, duration, force, direction, shakeBounds) {
|
|
|
|
|
|
|
|
if (intensity === undefined) { intensity = 0.05; }
|
|
|
|
if (duration === undefined) { duration = 500; }
|
|
|
|
if (force === undefined) { force = true; }
|
|
|
|
if (direction === undefined) { direction = Phaser.Camera.SHAKE_BOTH; }
|
|
|
|
if (shakeBounds === undefined) { shakeBounds = true; }
|
|
|
|
|
|
|
|
if (!force && this._shake.duration > 0)
|
|
|
|
{
|
|
|
|
// Can't reset an already running shake
|
2016-04-09 01:57:16 +00:00
|
|
|
return false;
|
2016-04-09 01:49:18 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
this._shake.intensity = intensity;
|
|
|
|
this._shake.duration = duration;
|
|
|
|
this._shake.shakeBounds = shakeBounds;
|
|
|
|
|
|
|
|
this._shake.x = 0;
|
|
|
|
this._shake.y = 0;
|
|
|
|
|
|
|
|
this._shake.horizontal = (direction === Phaser.Camera.SHAKE_BOTH || direction === Phaser.Camera.SHAKE_HORIZONTAL);
|
|
|
|
this._shake.vertical = (direction === Phaser.Camera.SHAKE_BOTH || direction === Phaser.Camera.SHAKE_VERTICAL);
|
|
|
|
|
2016-04-09 01:57:16 +00:00
|
|
|
return true;
|
|
|
|
|
2016-04-09 01:49:18 +00:00
|
|
|
},
|
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
/**
|
2016-04-09 01:57:16 +00:00
|
|
|
* The camera update loop. This is called automatically by the core game loop.
|
|
|
|
*
|
2013-10-02 00:16:40 +00:00
|
|
|
* @method Phaser.Camera#update
|
2016-04-09 01:57:16 +00:00
|
|
|
* @protected
|
2013-08-31 12:54:59 +00:00
|
|
|
*/
|
|
|
|
update: function () {
|
|
|
|
|
2013-10-04 13:41:15 +00:00
|
|
|
if (this.target)
|
|
|
|
{
|
|
|
|
this.updateTarget();
|
|
|
|
}
|
2013-10-03 22:20:24 +00:00
|
|
|
|
2016-04-09 01:01:45 +00:00
|
|
|
if (this._shake.duration > 0)
|
|
|
|
{
|
|
|
|
this.updateShake();
|
|
|
|
}
|
|
|
|
|
2013-10-04 13:41:15 +00:00
|
|
|
if (this.bounds)
|
2013-08-31 12:54:59 +00:00
|
|
|
{
|
2013-10-04 13:41:15 +00:00
|
|
|
this.checkBounds();
|
|
|
|
}
|
|
|
|
|
2014-09-09 11:47:27 +00:00
|
|
|
if (this.roundPx)
|
|
|
|
{
|
|
|
|
this.view.floor();
|
2016-04-09 01:49:18 +00:00
|
|
|
this._shake.x = Math.floor(this._shake.x);
|
|
|
|
this._shake.y = Math.floor(this._shake.y);
|
2014-09-09 11:47:27 +00:00
|
|
|
}
|
2014-09-06 09:26:54 +00:00
|
|
|
|
2016-04-09 01:49:18 +00:00
|
|
|
this.displayObject.position.x = -(this.view.x + this._shake.x);
|
|
|
|
this.displayObject.position.y = -(this.view.y + this._shake.y);
|
2016-04-09 01:01:45 +00:00
|
|
|
|
|
|
|
},
|
|
|
|
|
2016-04-09 01:57:16 +00:00
|
|
|
/**
|
|
|
|
* Update the camera shake effect.
|
|
|
|
*
|
|
|
|
* @method Phaser.Camera#updateShake
|
|
|
|
* @private
|
|
|
|
*/
|
2016-04-09 01:01:45 +00:00
|
|
|
updateShake: function () {
|
|
|
|
|
|
|
|
this._shake.duration -= this.game.time.elapsedMS;
|
|
|
|
|
|
|
|
if (this._shake.duration <= 0)
|
|
|
|
{
|
|
|
|
this.shakeOnComplete.dispatch();
|
|
|
|
this._shake.x = 0;
|
|
|
|
this._shake.y = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (this._shake.horizontal)
|
|
|
|
{
|
|
|
|
this._shake.x = this.game.rnd.frac() * this._shake.intensity * this.view.width * 2 - this._shake.intensity * this.view.width;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this._shake.vertical)
|
|
|
|
{
|
|
|
|
this._shake.y = this.game.rnd.frac() * this._shake.intensity * this.view.height * 2 - this._shake.intensity * this.view.height;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2014-01-31 03:32:12 +00:00
|
|
|
/**
|
2016-04-09 01:57:16 +00:00
|
|
|
* Internal method that handles tracking a sprite.
|
|
|
|
*
|
2014-01-31 03:32:12 +00:00
|
|
|
* @method Phaser.Camera#updateTarget
|
|
|
|
* @private
|
|
|
|
*/
|
2013-10-04 13:41:15 +00:00
|
|
|
updateTarget: function () {
|
2013-08-31 12:54:59 +00:00
|
|
|
|
2016-04-05 22:04:31 +00:00
|
|
|
this._targetPosition.copyFrom(this.target.world);
|
2014-10-05 03:14:46 +00:00
|
|
|
|
2013-10-04 13:41:15 +00:00
|
|
|
if (this.deadzone)
|
|
|
|
{
|
2014-10-05 03:14:46 +00:00
|
|
|
this._edge = this._targetPosition.x - this.view.x;
|
2013-08-31 12:54:59 +00:00
|
|
|
|
2014-07-03 01:09:53 +00:00
|
|
|
if (this._edge < this.deadzone.left)
|
2013-10-04 13:41:15 +00:00
|
|
|
{
|
2016-04-09 00:07:19 +00:00
|
|
|
this.view.x = this.game.math.linear(this.view.x, this._targetPosition.x - this.deadzone.left, this.lerp.x);
|
2013-10-04 13:41:15 +00:00
|
|
|
}
|
2014-07-03 01:09:53 +00:00
|
|
|
else if (this._edge > this.deadzone.right)
|
2013-10-04 13:41:15 +00:00
|
|
|
{
|
2016-04-09 00:07:19 +00:00
|
|
|
this.view.x = this.game.math.linear(this.view.x, this._targetPosition.x - this.deadzone.right, this.lerp.x);
|
2013-10-04 13:41:15 +00:00
|
|
|
}
|
2013-08-31 12:54:59 +00:00
|
|
|
|
2014-10-05 03:14:46 +00:00
|
|
|
this._edge = this._targetPosition.y - this.view.y;
|
2013-08-31 12:54:59 +00:00
|
|
|
|
2014-07-03 01:09:53 +00:00
|
|
|
if (this._edge < this.deadzone.top)
|
2013-10-04 13:41:15 +00:00
|
|
|
{
|
2016-04-09 00:07:19 +00:00
|
|
|
this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.deadzone.top, this.lerp.y);
|
2013-08-31 12:54:59 +00:00
|
|
|
}
|
2014-07-03 01:09:53 +00:00
|
|
|
else if (this._edge > this.deadzone.bottom)
|
2013-09-11 15:25:46 +00:00
|
|
|
{
|
2016-04-09 00:07:19 +00:00
|
|
|
this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.deadzone.bottom, this.lerp.y);
|
2013-09-11 15:25:46 +00:00
|
|
|
}
|
2013-08-31 12:54:59 +00:00
|
|
|
}
|
2013-10-04 13:41:15 +00:00
|
|
|
else
|
|
|
|
{
|
2016-04-09 00:07:19 +00:00
|
|
|
this.view.x = this.game.math.linear(this.view.x, this._targetPosition.x - this.view.halfWidth, this.lerp.x);
|
|
|
|
this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.view.halfHeight, this.lerp.y);
|
2013-10-04 13:41:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2014-01-31 03:32:12 +00:00
|
|
|
/**
|
|
|
|
* Update the Camera bounds to match the game world.
|
2016-04-09 01:57:16 +00:00
|
|
|
*
|
2014-01-31 03:32:12 +00:00
|
|
|
* @method Phaser.Camera#setBoundsToWorld
|
|
|
|
*/
|
2013-10-04 13:41:15 +00:00
|
|
|
setBoundsToWorld: function () {
|
2013-08-31 12:54:59 +00:00
|
|
|
|
2015-09-20 20:07:28 +00:00
|
|
|
if (this.bounds)
|
|
|
|
{
|
|
|
|
this.bounds.copyFrom(this.game.world.bounds);
|
|
|
|
}
|
2013-09-11 15:25:46 +00:00
|
|
|
|
|
|
|
},
|
|
|
|
|
2013-09-19 08:36:15 +00:00
|
|
|
/**
|
2013-10-01 12:54:29 +00:00
|
|
|
* Method called to ensure the camera doesn't venture outside of the game world.
|
2016-04-09 01:57:16 +00:00
|
|
|
* Called automatically by Camera.update.
|
|
|
|
*
|
2015-01-27 12:46:18 +00:00
|
|
|
* @method Phaser.Camera#checkBounds
|
2016-04-09 01:57:16 +00:00
|
|
|
* @protected
|
2013-09-19 08:36:15 +00:00
|
|
|
*/
|
2013-10-04 13:41:15 +00:00
|
|
|
checkBounds: function () {
|
2013-10-03 22:20:24 +00:00
|
|
|
|
2013-09-11 15:25:46 +00:00
|
|
|
this.atLimit.x = false;
|
|
|
|
this.atLimit.y = false;
|
|
|
|
|
2016-04-09 01:49:18 +00:00
|
|
|
var vx = this.view.x + this._shake.x;
|
|
|
|
var vw = this.view.right + this._shake.x;
|
|
|
|
var vy = this.view.y + this._shake.y;
|
|
|
|
var vh = this.view.bottom + this._shake.y;
|
|
|
|
|
2013-10-04 13:41:15 +00:00
|
|
|
// Make sure we didn't go outside the cameras bounds
|
2016-04-09 01:49:18 +00:00
|
|
|
if (vx <= this.bounds.x * this.scale.x)
|
2013-08-31 12:54:59 +00:00
|
|
|
{
|
2013-09-11 15:25:46 +00:00
|
|
|
this.atLimit.x = true;
|
2016-02-04 16:26:18 +00:00
|
|
|
this.view.x = this.bounds.x * this.scale.x;
|
2016-04-09 01:49:18 +00:00
|
|
|
|
|
|
|
if (!this._shake.shakeBounds)
|
|
|
|
{
|
|
|
|
// The camera is up against the bounds, so reset the shake
|
|
|
|
this._shake.x = 0;
|
|
|
|
}
|
2013-08-31 12:54:59 +00:00
|
|
|
}
|
|
|
|
|
2016-04-09 01:49:18 +00:00
|
|
|
if (vw >= this.bounds.right * this.scale.x)
|
2013-08-31 12:54:59 +00:00
|
|
|
{
|
2013-09-11 15:25:46 +00:00
|
|
|
this.atLimit.x = true;
|
2016-02-04 16:26:18 +00:00
|
|
|
this.view.x = (this.bounds.right * this.scale.x) - this.width;
|
2016-04-09 01:49:18 +00:00
|
|
|
|
|
|
|
if (!this._shake.shakeBounds)
|
|
|
|
{
|
|
|
|
// The camera is up against the bounds, so reset the shake
|
|
|
|
this._shake.x = 0;
|
|
|
|
}
|
2013-08-31 12:54:59 +00:00
|
|
|
}
|
|
|
|
|
2016-04-09 01:49:18 +00:00
|
|
|
if (vy <= this.bounds.top * this.scale.y)
|
2013-08-31 12:54:59 +00:00
|
|
|
{
|
2013-09-11 15:25:46 +00:00
|
|
|
this.atLimit.y = true;
|
2016-02-04 16:26:18 +00:00
|
|
|
this.view.y = this.bounds.top * this.scale.y;
|
2016-04-09 01:49:18 +00:00
|
|
|
|
|
|
|
if (!this._shake.shakeBounds)
|
|
|
|
{
|
|
|
|
// The camera is up against the bounds, so reset the shake
|
|
|
|
this._shake.y = 0;
|
|
|
|
}
|
2013-08-31 12:54:59 +00:00
|
|
|
}
|
|
|
|
|
2016-04-09 01:49:18 +00:00
|
|
|
if (vh >= this.bounds.bottom * this.scale.y)
|
2013-08-31 12:54:59 +00:00
|
|
|
{
|
2013-09-11 15:25:46 +00:00
|
|
|
this.atLimit.y = true;
|
2016-02-04 16:26:18 +00:00
|
|
|
this.view.y = (this.bounds.bottom * this.scale.y) - this.height;
|
2016-04-09 01:49:18 +00:00
|
|
|
|
|
|
|
if (!this._shake.shakeBounds)
|
|
|
|
{
|
|
|
|
// The camera is up against the bounds, so reset the shake
|
|
|
|
this._shake.y = 0;
|
|
|
|
}
|
2013-08-31 12:54:59 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2013-09-19 08:36:15 +00:00
|
|
|
/**
|
|
|
|
* A helper function to set both the X and Y properties of the camera at once
|
2013-10-01 12:54:29 +00:00
|
|
|
* without having to use game.camera.x and game.camera.y.
|
2014-03-23 07:59:28 +00:00
|
|
|
*
|
2013-10-02 00:16:40 +00:00
|
|
|
* @method Phaser.Camera#setPosition
|
2013-10-01 12:54:29 +00:00
|
|
|
* @param {number} x - X position.
|
|
|
|
* @param {number} y - Y position.
|
2013-09-19 08:36:15 +00:00
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
setPosition: function (x, y) {
|
|
|
|
|
|
|
|
this.view.x = x;
|
|
|
|
this.view.y = y;
|
2013-10-04 13:41:15 +00:00
|
|
|
|
|
|
|
if (this.bounds)
|
|
|
|
{
|
|
|
|
this.checkBounds();
|
|
|
|
}
|
2013-08-31 12:54:59 +00:00
|
|
|
|
|
|
|
},
|
|
|
|
|
2013-09-19 08:36:15 +00:00
|
|
|
/**
|
2013-10-01 12:54:29 +00:00
|
|
|
* Sets the size of the view rectangle given the width and height in parameters.
|
2014-03-23 07:59:28 +00:00
|
|
|
*
|
2013-10-02 00:16:40 +00:00
|
|
|
* @method Phaser.Camera#setSize
|
2013-10-01 12:54:29 +00:00
|
|
|
* @param {number} width - The desired width.
|
|
|
|
* @param {number} height - The desired height.
|
2013-09-19 08:36:15 +00:00
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
setSize: function (width, height) {
|
|
|
|
|
|
|
|
this.view.width = width;
|
|
|
|
this.view.height = height;
|
|
|
|
|
2014-02-08 13:45:18 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Resets the camera back to 0,0 and un-follows any object it may have been tracking.
|
2014-03-23 07:59:28 +00:00
|
|
|
*
|
2014-02-08 13:45:18 +00:00
|
|
|
* @method Phaser.Camera#reset
|
|
|
|
*/
|
|
|
|
reset: function () {
|
|
|
|
|
|
|
|
this.target = null;
|
2014-02-09 03:48:31 +00:00
|
|
|
this.view.x = 0;
|
|
|
|
this.view.y = 0;
|
2014-02-08 13:45:18 +00:00
|
|
|
|
2013-08-31 12:54:59 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
};
|
|
|
|
|
2013-12-30 16:54:00 +00:00
|
|
|
Phaser.Camera.prototype.constructor = Phaser.Camera;
|
|
|
|
|
2013-10-01 12:54:29 +00:00
|
|
|
/**
|
2013-10-02 00:16:40 +00:00
|
|
|
* The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds.
|
|
|
|
* @name Phaser.Camera#x
|
|
|
|
* @property {number} x - Gets or sets the cameras x position.
|
2013-10-01 12:54:29 +00:00
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
Object.defineProperty(Phaser.Camera.prototype, "x", {
|
|
|
|
|
|
|
|
get: function () {
|
2016-04-09 01:57:16 +00:00
|
|
|
|
2013-08-31 12:54:59 +00:00
|
|
|
return this.view.x;
|
2016-04-09 01:57:16 +00:00
|
|
|
|
2013-08-31 12:54:59 +00:00
|
|
|
},
|
2014-03-23 07:59:28 +00:00
|
|
|
|
2013-08-31 12:54:59 +00:00
|
|
|
set: function (value) {
|
2013-10-04 13:41:15 +00:00
|
|
|
|
2013-08-31 12:54:59 +00:00
|
|
|
this.view.x = value;
|
2013-10-04 13:41:15 +00:00
|
|
|
|
|
|
|
if (this.bounds)
|
|
|
|
{
|
|
|
|
this.checkBounds();
|
|
|
|
}
|
2013-09-11 12:21:07 +00:00
|
|
|
}
|
2013-08-31 12:54:59 +00:00
|
|
|
|
|
|
|
});
|
|
|
|
|
2013-10-01 12:54:29 +00:00
|
|
|
/**
|
2013-10-02 00:16:40 +00:00
|
|
|
* The Cameras y coordinate. This value is automatically clamped if it falls outside of the World bounds.
|
|
|
|
* @name Phaser.Camera#y
|
|
|
|
* @property {number} y - Gets or sets the cameras y position.
|
2013-10-01 12:54:29 +00:00
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
Object.defineProperty(Phaser.Camera.prototype, "y", {
|
2014-03-23 07:59:28 +00:00
|
|
|
|
2013-08-31 12:54:59 +00:00
|
|
|
get: function () {
|
2016-04-09 01:57:16 +00:00
|
|
|
|
2013-08-31 12:54:59 +00:00
|
|
|
return this.view.y;
|
2016-04-09 01:57:16 +00:00
|
|
|
|
2013-08-31 12:54:59 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value) {
|
2013-10-04 13:41:15 +00:00
|
|
|
|
2013-08-31 12:54:59 +00:00
|
|
|
this.view.y = value;
|
2013-10-04 13:41:15 +00:00
|
|
|
|
|
|
|
if (this.bounds)
|
|
|
|
{
|
|
|
|
this.checkBounds();
|
|
|
|
}
|
2013-09-11 12:21:07 +00:00
|
|
|
}
|
2013-08-31 12:54:59 +00:00
|
|
|
|
|
|
|
});
|
|
|
|
|
2014-07-14 18:03:34 +00:00
|
|
|
/**
|
|
|
|
* The Cameras position. This value is automatically clamped if it falls outside of the World bounds.
|
|
|
|
* @name Phaser.Camera#position
|
|
|
|
* @property {Phaser.Point} position - Gets or sets the cameras xy position using Phaser.Point object.
|
|
|
|
*/
|
|
|
|
Object.defineProperty(Phaser.Camera.prototype, "position", {
|
|
|
|
|
|
|
|
get: function () {
|
2016-04-09 01:57:16 +00:00
|
|
|
|
2016-04-05 23:18:01 +00:00
|
|
|
this._position.set(this.view.x, this.view.y);
|
2016-04-09 01:57:16 +00:00
|
|
|
|
2014-07-15 16:32:20 +00:00
|
|
|
return this._position;
|
2016-04-09 01:57:16 +00:00
|
|
|
|
2014-07-14 18:03:34 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value) {
|
|
|
|
|
2014-07-14 18:09:22 +00:00
|
|
|
if (typeof value.x !== "undefined") { this.view.x = value.x; }
|
|
|
|
if (typeof value.y !== "undefined") { this.view.y = value.y; }
|
2014-07-14 18:03:34 +00:00
|
|
|
|
|
|
|
if (this.bounds)
|
|
|
|
{
|
|
|
|
this.checkBounds();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
|
2013-10-01 12:54:29 +00:00
|
|
|
/**
|
2013-10-02 00:16:40 +00:00
|
|
|
* The Cameras width. By default this is the same as the Game size and should not be adjusted for now.
|
|
|
|
* @name Phaser.Camera#width
|
|
|
|
* @property {number} width - Gets or sets the cameras width.
|
2013-10-01 12:54:29 +00:00
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
Object.defineProperty(Phaser.Camera.prototype, "width", {
|
|
|
|
|
|
|
|
get: function () {
|
2016-04-09 01:57:16 +00:00
|
|
|
|
2013-08-31 12:54:59 +00:00
|
|
|
return this.view.width;
|
2016-04-09 01:57:16 +00:00
|
|
|
|
2013-08-31 12:54:59 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value) {
|
2016-04-09 01:57:16 +00:00
|
|
|
|
2013-08-31 12:54:59 +00:00
|
|
|
this.view.width = value;
|
2016-04-09 01:57:16 +00:00
|
|
|
|
2013-09-11 12:21:07 +00:00
|
|
|
}
|
2013-08-31 12:54:59 +00:00
|
|
|
|
|
|
|
});
|
|
|
|
|
2013-10-01 12:54:29 +00:00
|
|
|
/**
|
2013-10-02 00:16:40 +00:00
|
|
|
* The Cameras height. By default this is the same as the Game size and should not be adjusted for now.
|
|
|
|
* @name Phaser.Camera#height
|
|
|
|
* @property {number} height - Gets or sets the cameras height.
|
2013-10-01 12:54:29 +00:00
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
Object.defineProperty(Phaser.Camera.prototype, "height", {
|
|
|
|
|
|
|
|
get: function () {
|
2016-04-09 01:57:16 +00:00
|
|
|
|
2013-08-31 12:54:59 +00:00
|
|
|
return this.view.height;
|
2016-04-09 01:57:16 +00:00
|
|
|
|
2013-08-31 12:54:59 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value) {
|
2016-04-09 01:57:16 +00:00
|
|
|
|
2013-08-31 12:54:59 +00:00
|
|
|
this.view.height = value;
|
2016-04-09 01:57:16 +00:00
|
|
|
|
2013-09-11 12:21:07 +00:00
|
|
|
}
|
2013-08-31 12:54:59 +00:00
|
|
|
|
|
|
|
});
|