phaser/Phaser/system/screens/PauseScreen.ts

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/// <reference path="../../Game.ts" />
/**
* Phaser - PauseScreen
*
* The PauseScreen is displayed whenever the game loses focus or the player switches to another browser tab.
*/
module Phaser {
export class PauseScreen {
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/**
* PauseScreen constructor
* Create a new <code>PauseScreen</code> with specific width and height.
*
* @param width {number} Screen canvas width.
* @param height {number} Screen canvas height.
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*/
constructor(game: Game, width: number, height: number) {
this.game = game;
this._canvas = <HTMLCanvasElement> document.createElement('canvas');
this._canvas.width = width;
this._canvas.height = height;
this._context = this._canvas.getContext('2d');
}
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/**
* Local reference to Game.
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*/
public game: Game;
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/**
* Canvas element used by engine.
* @type {HTMLCanvasElement}
*/
private _canvas: HTMLCanvasElement;
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/**
* Render context of stage's canvas.
* @type {CanvasRenderingContext2D}
*/
private _context: CanvasRenderingContext2D;
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/**
* Background color.
*/
private _color;
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/**
* Fade effect tween.
* @type {Phaser.Tween}
*/
private _fade: Phaser.Tween;
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/**
* Called when the game enters pause mode.
*/
public onPaused() {
// Take a grab of the current canvas to our temporary one
this._context.clearRect(0, 0, this._canvas.width, this._canvas.height);
this._context.drawImage(this.game.stage.canvas, 0, 0);
this._color = { r: 255, g: 255, b: 255 };
this.fadeOut();
}
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/**
* Called when the game resume from pause mode.
*/
public onResume() {
this._fade.stop();
this.game.tweens.remove(this._fade);
}
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/**
* Update background color.
*/
public update() {
this._color.r = Math.round(this._color.r);
this._color.g = Math.round(this._color.g);
this._color.b = Math.round(this._color.b);
}
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/**
* Render PauseScreen.
*/
public render() {
this.game.stage.context.drawImage(this._canvas, 0, 0);
this.game.stage.context.fillStyle = 'rgba(0, 0, 0, 0.4)';
this.game.stage.context.fillRect(0, 0, this.game.stage.width, this.game.stage.height);
// Draw a 'play' arrow
var arrowWidth = Math.round(this.game.stage.width / 2);
var arrowHeight = Math.round(this.game.stage.height / 2);
var sx = this.game.stage.centerX - arrowWidth / 2;
var sy = this.game.stage.centerY - arrowHeight / 2;
this.game.stage.context.beginPath();
this.game.stage.context.moveTo(sx, sy);
this.game.stage.context.lineTo(sx, sy + arrowHeight);
this.game.stage.context.lineTo(sx + arrowWidth, this.game.stage.centerY);
this.game.stage.context.fillStyle = 'rgba(' + this._color.r + ', ' + this._color.g + ', ' + this._color.b + ', 0.8)';
this.game.stage.context.fill();
this.game.stage.context.closePath();
}
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/**
* Start fadeOut effect.
*/
private fadeOut() {
this._fade = this.game.add.tween(this._color);
this._fade.to({ r: 50, g: 50, b: 50 }, 1000, Phaser.Easing.Linear.None);
this._fade.onComplete.add(this.fadeIn, this);
this._fade.start();
}
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/**
* Start fadeIn effect.
*/
private fadeIn() {
this._fade = this.game.add.tween(this._color);
this._fade.to({ r: 255, g: 255, b: 255 }, 1000, Phaser.Easing.Linear.None);
this._fade.onComplete.add(this.fadeOut, this);
this._fade.start();
}
}
}