phaser/Phaser/system/Camera.ts

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/// <reference path="../gameobjects/Sprite.ts" />
/// <reference path="../Game.ts" />
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/**
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* Phaser - Camera
*
* A Camera is your view into the game world. It has a position, size, scale and rotation and renders only those objects
* within its field of view. The game automatically creates a single Stage sized camera on boot, but it can be changed and
* additional cameras created via the CameraManager.
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*/
module Phaser {
export class Camera {
/**
*Sprite constructor
* Instantiates a new camera at the specified location, with the specified size and zoom level.
*
* @param game {Phaser.Game} Current game instance.
* @param id {number} Unique identity.
* @param x {number} X location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom.
* @param y {number} Y location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom.
* @param width {number} The width of the camera display in pixels.
* @param height {number} The height of the camera display in pixels.
*/
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constructor(game: Game, id: number, x: number, y: number, width: number, height: number) {
this._game = game;
this.ID = id;
this._stageX = x;
this._stageY = y;
this.fx = new FXManager(this._game, this);
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// The view into the world canvas we wish to render
this.worldView = new Rectangle(0, 0, width, height);
this.checkClip();
}
/**
* Local private reference to Game.
*/
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private _game: Game;
private _clip: bool = false;
private _stageX: number;
private _stageY: number;
private _rotation: number = 0;
private _target: Sprite = null;
private _sx: number = 0;
private _sy: number = 0;
/**
* Camera "follow" style preset: camera has no deadzone, just tracks the focus object directly.
* @type {number}
*/
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public static STYLE_LOCKON: number = 0;
/**
* Camera "follow" style preset: camera deadzone is narrow but tall.
* @type {number}
*/
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public static STYLE_PLATFORMER: number = 1;
/**
* Camera "follow" style preset: camera deadzone is a medium-size square around the focus object.
* @type {number}
*/
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public static STYLE_TOPDOWN: number = 2;
/**
* Camera "follow" style preset: camera deadzone is a small square around the focus object.
* @type {number}
*/
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public static STYLE_TOPDOWN_TIGHT: number = 3;
/**
* Identity of this camera.
*/
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public ID: number;
/**
* Camera view rectangle in world coordinate.
* @type {Rectangle}
*/
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public worldView: Rectangle;
/**
* How many sprites will be rendered by this camera.
* @type {number}
*/
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public totalSpritesRendered: number;
/**
* Scale factor of the camera.
* @type {MicroPoint}
*/
public scale: MicroPoint = new MicroPoint(1, 1);
/**
* Scrolling factor.
* @type {MicroPoint}
*/
public scroll: MicroPoint = new MicroPoint(0, 0);
/**
* Camera bounds.
* @type {Rectangle}
*/
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public bounds: Rectangle = null;
/**
* Sprite moving inside this rectangle will not cause camera moving.
* @type {Rectangle}
*/
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public deadzone: Rectangle = null;
// Camera Border
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public disableClipping: bool = false;
/**
* Whether render border of this camera or not. (default is false)
* @type {boolean}
*/
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public showBorder: bool = false;
/**
* Color of border of this camera. (in css color string)
* @type {string}
*/
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public borderColor: string = 'rgb(255,255,255)';
/**
* Whether the camera background is opaque or not. If set to true the Camera is filled with
* the value of Camera.backgroundColor every frame.
* @type {boolean}
*/
public opaque: bool = false;
/**
* Clears the camera every frame using a canvas clearRect call (default to true).
* Note that this erases anything below the camera as well, so do not use it in conjuction with a camera
* that uses alpha or that needs to be able to manage opacity. Equally if Camera.opaque is set to true
* then set Camera.clear to false to save rendering time.
* By default the Stage will clear itself every frame, so be sure not to double-up clear calls.
* @type {boolean}
*/
public clear: bool = false;
/**
* Background color in css color string.
* @type {string}
*/
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private _bgColor: string = 'rgb(0,0,0)';
/**
* Background texture to be rendered if background is visible.
*/
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private _bgTexture;
/**
* Background texture repeat style. (default is 'repeat')
* @type {string}
*/
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private _bgTextureRepeat: string = 'repeat';
// Camera Shadow
/**
* Render camera shadow or not. (default is false)
* @type {boolean}
*/
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public showShadow: bool = false;
/**
* Color of shadow, in css color string.
* @type {string}
*/
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public shadowColor: string = 'rgb(0,0,0)';
/**
* Blur factor of shadow.
* @type {number}
*/
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public shadowBlur: number = 10;
/**
* Offset of the shadow from camera's position.
* @type {MicroPoint}
*/
public shadowOffset: MicroPoint = new MicroPoint(4, 4);
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/**
* Whether this camera visible or not. (default is true)
* @type {boolean}
*/
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public visible: bool = true;
/**
* Alpha of the camera. (everything rendered to this camera will be affected)
* @type {number}
*/
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public alpha: number = 1;
/**
* The x position of the current input event in world coordinates.
* @type {number}
*/
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public inputX: number = 0;
/**
* The y position of the current input event in world coordinates.
* @type {number}
*/
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public inputY: number = 0;
/**
* Effects manager.
* @type {FXManager}
*/
public fx: FXManager;
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/**
* Tells this camera object what sprite to track.
* @param target {Sprite} The object you want the camera to track. Set to null to not follow anything.
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* @param [style] {number} 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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public follow(target: Sprite, style?: number = Camera.STYLE_LOCKON) {
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this._target = target;
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var helper: number;
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switch (style)
{
case Camera.STYLE_PLATFORMER:
var w: number = this.width / 8;
var h: number = this.height / 3;
this.deadzone = new Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h);
break;
case Camera.STYLE_TOPDOWN:
helper = Math.max(this.width, this.height) / 4;
this.deadzone = new Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
break;
case Camera.STYLE_TOPDOWN_TIGHT:
helper = Math.max(this.width, this.height) / 8;
this.deadzone = new Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
break;
case Camera.STYLE_LOCKON:
default:
this.deadzone = null;
break;
}
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}
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/**
* Move the camera focus to this location instantly.
* @param x {number} X position.
* @param y {number} Y position.
*/
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public focusOnXY(x: number, y: number) {
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x += (x > 0) ? 0.0000001 : -0.0000001;
y += (y > 0) ? 0.0000001 : -0.0000001;
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this.scroll.x = Math.round(x - this.worldView.halfWidth);
this.scroll.y = Math.round(y - this.worldView.halfHeight);
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}
/**
* Move the camera focus to this location instantly.
* @param point {any} Point you want to focus.
*/
public focusOn(point) {
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point.x += (point.x > 0) ? 0.0000001 : -0.0000001;
point.y += (point.y > 0) ? 0.0000001 : -0.0000001;
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this.scroll.x = Math.round(point.x - this.worldView.halfWidth);
this.scroll.y = Math.round(point.y - this.worldView.halfHeight);
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}
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/**
* Specify the boundaries of the world or where the camera is allowed to move.
*
* @param x {number} The smallest X value of your world (usually 0).
* @param y {number} The smallest Y value of your world (usually 0).
* @param width {number} The largest X value of your world (usually the world width).
* @param height {number} The largest Y value of your world (usually the world height).
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*/
public setBounds(x: number = 0, y: number = 0, width: number = 0, height: number = 0) {
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if (this.bounds == null)
{
this.bounds = new Rectangle();
}
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this.bounds.setTo(x, y, width, height);
this.scroll.setTo(0, 0);
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this.update();
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}
/**
* Update focusing and scrolling.
*/
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public update() {
this.fx.preUpdate();
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if (this._target !== null)
{
if (this.deadzone == null)
{
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this.focusOnXY(this._target.x, this._target.y);
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}
else
{
var edge: number;
var targetX: number = this._target.x + ((this._target.x > 0) ? 0.0000001 : -0.0000001);
var targetY: number = this._target.y + ((this._target.y > 0) ? 0.0000001 : -0.0000001);
edge = targetX - this.deadzone.x;
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if (this.scroll.x > edge)
{
this.scroll.x = edge;
}
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edge = targetX + this._target.width - this.deadzone.x - this.deadzone.width;
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if (this.scroll.x < edge)
{
this.scroll.x = edge;
}
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edge = targetY - this.deadzone.y;
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if (this.scroll.y > edge)
{
this.scroll.y = edge;
}
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edge = targetY + this._target.height - this.deadzone.y - this.deadzone.height;
if (this.scroll.y < edge)
{
this.scroll.y = edge;
}
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}
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}
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// Make sure we didn't go outside the cameras bounds
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if (this.bounds !== null)
{
if (this.scroll.x < this.bounds.left)
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{
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this.scroll.x = this.bounds.left;
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}
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if (this.scroll.x > this.bounds.right - this.width)
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{
this.scroll.x = (this.bounds.right - this.width) + 1;
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}
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if (this.scroll.y < this.bounds.top)
{
this.scroll.y = this.bounds.top;
}
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if (this.scroll.y > this.bounds.bottom - this.height)
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{
this.scroll.y = (this.bounds.bottom - this.height) + 1;
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}
}
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this.worldView.x = this.scroll.x;
this.worldView.y = this.scroll.y;
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// Input values
this.inputX = this.worldView.x + this._game.input.x;
this.inputY = this.worldView.y + this._game.input.y;
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this.fx.postUpdate();
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}
/**
* Draw background, shadow, effects, and objects if this is visible.
*/
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public render() {
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if (this.visible === false || this.alpha < 0.1)
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{
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return;
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}
if (this._rotation !== 0 || this._clip || this.scale.x !== 1 || this.scale.y !== 1)
{
this._game.stage.context.save();
}
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// It may be safer/quicker to just save the context every frame regardless (needs testing on mobile - sucked on Android 2.x)
//this._game.stage.context.save();
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this.fx.preRender(this, this._stageX, this._stageY, this.worldView.width, this.worldView.height);
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if (this.alpha !== 1)
{
this._game.stage.context.globalAlpha = this.alpha;
}
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this._sx = this._stageX;
this._sy = this._stageY;
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// Shadow
if (this.showShadow == true)
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{
this._game.stage.context.shadowColor = this.shadowColor;
this._game.stage.context.shadowBlur = this.shadowBlur;
this._game.stage.context.shadowOffsetX = this.shadowOffset.x;
this._game.stage.context.shadowOffsetY = this.shadowOffset.y;
}
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// Scale on
if (this.scale.x !== 1 || this.scale.y !== 1)
{
this._game.stage.context.scale(this.scale.x, this.scale.y);
this._sx = this._sx / this.scale.x;
this._sy = this._sy / this.scale.y;
}
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// Rotation - translate to the mid-point of the camera
if (this._rotation !== 0)
{
this._game.stage.context.translate(this._sx + this.worldView.halfWidth, this._sy + this.worldView.halfHeight);
this._game.stage.context.rotate(this._rotation * (Math.PI / 180));
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// now shift back to where that should actually render
this._game.stage.context.translate(-(this._sx + this.worldView.halfWidth), -(this._sy + this.worldView.halfHeight));
}
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if (this.clear == true)
{
this._game.stage.context.clearRect(this._sx, this._sy, this.worldView.width, this.worldView.height);
}
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// Background
if (this.opaque == true)
{
if (this._bgTexture)
{
this._game.stage.context.fillStyle = this._bgTexture;
this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height);
}
else
{
this._game.stage.context.fillStyle = this._bgColor;
this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height);
}
}
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// Shadow off
if (this.showShadow == true)
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{
this._game.stage.context.shadowBlur = 0;
this._game.stage.context.shadowOffsetX = 0;
this._game.stage.context.shadowOffsetY = 0;
}
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this.fx.render(this, this._stageX, this._stageY, this.worldView.width, this.worldView.height);
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// Clip the camera so we don't get sprites appearing outside the edges
if (this._clip == true && this.disableClipping == false)
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{
this._game.stage.context.beginPath();
this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height);
this._game.stage.context.closePath();
this._game.stage.context.clip();
}
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this._game.world.group.render(this, this._sx, this._sy);
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if (this.showBorder == true)
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{
this._game.stage.context.strokeStyle = this.borderColor;
this._game.stage.context.lineWidth = 1;
this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height);
this._game.stage.context.stroke();
}
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// Scale off
if (this.scale.x !== 1 || this.scale.y !== 1)
{
this._game.stage.context.scale(1, 1);
}
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this.fx.postRender(this, this._sx, this._sy, this.worldView.width, this.worldView.height);
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if (this._rotation !== 0 || (this._clip && this.disableClipping == false))
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{
this._game.stage.context.translate(0, 0);
}
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if (this._rotation !== 0 || this._clip || this.scale.x !== 1 || this.scale.y !== 1)
{
this._game.stage.context.restore();
}
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if (this.alpha !== 1)
{
this._game.stage.context.globalAlpha = 1;
}
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}
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public set backgroundColor(color: string) {
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this._bgColor = color;
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}
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public get backgroundColor(): string {
return this._bgColor;
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}
/**
* Set camera background texture.
* @param key {string} Asset key of the texture.
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* @param [repeat] {string} what kind of repeat will this texture used for background.
*/
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public setTexture(key: string, repeat?: string = 'repeat') {
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this._bgTexture = this._game.stage.context.createPattern(this._game.cache.getImage(key), repeat);
this._bgTextureRepeat = repeat;
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}
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/**
* Set position of this camera.
* @param x {number} X position.
* @param y {number} Y position.
*/
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public setPosition(x: number, y: number) {
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this._stageX = x;
this._stageY = y;
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this.checkClip();
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}
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/**
* Give this camera a new size.
* @param width {number} Width of new size.
* @param height {number} Height of new size.
*/
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public setSize(width: number, height: number) {
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this.worldView.width = width;
this.worldView.height = height;
this.checkClip();
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}
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/**
* Render debug infos. (including id, position, rotation, scrolling factor, bounds and some other properties)
* @param x {number} X position of the debug info to be rendered.
* @param y {number} Y position of the debug info to be rendered.
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* @param [color] {number} color of the debug info to be rendered. (format is css color string)
*/
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public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
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this._game.stage.context.fillStyle = color;
this._game.stage.context.fillText('Camera ID: ' + this.ID + ' (' + this.worldView.width + ' x ' + this.worldView.height + ')', x, y);
this._game.stage.context.fillText('X: ' + this._stageX + ' Y: ' + this._stageY + ' Rotation: ' + this._rotation, x, y + 14);
this._game.stage.context.fillText('World X: ' + this.scroll.x.toFixed(1) + ' World Y: ' + this.scroll.y.toFixed(1), x, y + 28);
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if (this.bounds)
{
this._game.stage.context.fillText('Bounds: ' + this.bounds.width + ' x ' + this.bounds.height, x, y + 56);
}
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}
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public get x(): number {
return this._stageX;
}
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public set x(value: number) {
this._stageX = value;
this.checkClip();
}
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public get y(): number {
return this._stageY;
}
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public set y(value: number) {
this._stageY = value;
this.checkClip();
}
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public get width(): number {
return this.worldView.width;
}
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public set width(value: number) {
if (value > this._game.stage.width)
{
value = this._game.stage.width;
}
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this.worldView.width = value;
this.checkClip();
}
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public get height(): number {
return this.worldView.height;
}
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public set height(value: number) {
if (value > this._game.stage.height)
{
value = this._game.stage.height;
}
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this.worldView.height = value;
this.checkClip();
}
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public get rotation(): number {
return this._rotation;
}
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public set rotation(value: number) {
this._rotation = this._game.math.wrap(value, 360, 0);
}
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private checkClip() {
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if (this._stageX !== 0 || this._stageY !== 0 || this.worldView.width < this._game.stage.width || this.worldView.height < this._game.stage.height)
{
this._clip = true;
}
else
{
this._clip = false;
}
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}
}
}