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< h1 class = "page-title" > Source: core/Camera.js< / h1 >
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* 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.
* The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y
*
* @class Phaser.Camera
* @constructor
* @param {Phaser.Game} game - Game reference to the currently running game.
* @param {number} id - Not being used at the moment, will be when Phaser supports multiple camera
* @param {number} x - Position of the camera on the X axis
* @param {number} y - Position of the camera on the Y axis
* @param {number} width - The width of the view rectangle
* @param {number} height - The height of the view rectangle
*/
Phaser.Camera = function (game, id, x, y, width, height) {
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/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {Phaser.World} world - A reference to the game world.
*/
this.world = game.world;
/**
* @property {number} id - Reserved for future multiple camera set-ups.
* @default
*/
this.id = 0;
/**
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* Camera view.
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* The view into the world we wish to render (by default the game dimensions).
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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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* Objects outside of this view are not rendered if set to camera cull.
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* @property {Phaser.Rectangle} view
*/
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this.view = new Phaser.Rectangle(x, y, width, height);
/**
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* @property {Phaser.Rectangle} screenView - Used by Sprites to work out Camera culling.
*/
this.screenView = new Phaser.Rectangle(x, y, width, height);
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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.
* 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
* at all then set this to null. The values can be anything and are in World coordinates, with 0,0 being the center of the world.
* @property {Phaser.Rectangle} bounds - The Rectangle in which the Camera is bounded. Set to null to allow for movement anywhere.
*/
this.bounds = new Phaser.Rectangle(x, y, width, height);
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/**
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* @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause camera moving.
*/
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this.deadzone = null;
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/**
* @property {boolean} visible - Whether this camera is visible or not.
* @default
*/
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this.visible = true;
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/**
* @property {boolean} atLimit - Whether this camera is flush with the World Bounds or not.
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*/
this.atLimit = { x: false, y: false };
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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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* @default
*/
this.target = null;
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/**
* @property {number} edge - Edge property.
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* @private
* @default
*/
this._edge = 0;
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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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this.displayObject = null;
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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
*/
this.scale = null;
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};
/**
* @constant
* @type {number}
*/
Phaser.Camera.FOLLOW_LOCKON = 0;
/**
* @constant
* @type {number}
*/
Phaser.Camera.FOLLOW_PLATFORMER = 1;
/**
* @constant
* @type {number}
*/
Phaser.Camera.FOLLOW_TOPDOWN = 2;
/**
* @constant
* @type {number}
*/
Phaser.Camera.FOLLOW_TOPDOWN_TIGHT = 3;
Phaser.Camera.prototype = {
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/**
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* Tells this camera which sprite to follow.
* @method Phaser.Camera#follow
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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.
* @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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*/
follow: function (target, style) {
if (typeof style === "undefined") { style = Phaser.Camera.FOLLOW_LOCKON; }
this.target = target;
var helper;
switch (style) {
case Phaser.Camera.FOLLOW_PLATFORMER:
var w = this.width / 8;
var h = this.height / 3;
this.deadzone = new Phaser.Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h);
break;
case Phaser.Camera.FOLLOW_TOPDOWN:
helper = Math.max(this.width, this.height) / 4;
this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
break;
case Phaser.Camera.FOLLOW_TOPDOWN_TIGHT:
helper = Math.max(this.width, this.height) / 8;
this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
break;
case Phaser.Camera.FOLLOW_LOCKON:
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this.deadzone = null;
break;
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default:
this.deadzone = null;
break;
}
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},
/**
* Move the camera focus on a display object instantly.
* @method Phaser.Camera#focusOn
* @param {any} displayObject - The display object to focus the camera on. Must have visible x/y properties.
*/
focusOn: function (displayObject) {
this.setPosition(Math.round(displayObject.x - this.view.halfWidth), Math.round(displayObject.y - this.view.halfHeight));
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},
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/**
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* Move the camera focus on a location instantly.
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* @method Phaser.Camera#focusOnXY
* @param {number} x - X position.
* @param {number} y - Y position.
*/
focusOnXY: function (x, y) {
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this.setPosition(Math.round(x - this.view.halfWidth), Math.round(y - this.view.halfHeight));
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},
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/**
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* Update focusing and scrolling.
* @method Phaser.Camera#update
*/
update: function () {
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if (this.target)
{
this.updateTarget();
}
if (this.bounds)
{
this.checkBounds();
}
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this.displayObject.position.x = -this.view.x;
this.displayObject.position.y = -this.view.y;
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},
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/**
* Internal method
* @method Phaser.Camera#updateTarget
* @private
*/
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updateTarget: function () {
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if (this.deadzone)
{
this._edge = this.target.x - this.deadzone.x;
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if (this.view.x > this._edge)
{
this.view.x = this._edge;
}
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this._edge = this.target.x + this.target.width - this.deadzone.x - this.deadzone.width;
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if (this.view.x < this._edge)
{
this.view.x = this._edge;
}
this._edge = this.target.y - this.deadzone.y;
if (this.view.y > this._edge)
{
this.view.y = this._edge;
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}
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this._edge = this.target.y + this.target.height - this.deadzone.y - this.deadzone.height;
if (this.view.y < this._edge)
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{
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this.view.y = this._edge;
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}
}
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else
{
this.focusOnXY(this.target.x, this.target.y);
}
},
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/**
* Update the Camera bounds to match the game world.
* @method Phaser.Camera#setBoundsToWorld
*/
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setBoundsToWorld: function () {
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this.bounds.setTo(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height);
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},
/**
* Method called to ensure the camera doesn't venture outside of the game world.
* @method Phaser.Camera#checkWorldBounds
*/
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checkBounds: function () {
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this.atLimit.x = false;
this.atLimit.y = false;
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// Make sure we didn't go outside the cameras bounds
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if (this.view.x < = this.bounds.x)
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{
this.atLimit.x = true;
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this.view.x = this.bounds.x;
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}
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if (this.view.right >= this.bounds.right)
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{
this.atLimit.x = true;
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this.view.x = this.bounds.right - this.width;
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}
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if (this.view.y < = this.bounds.top)
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{
this.atLimit.y = true;
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this.view.y = this.bounds.top;
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}
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if (this.view.bottom >= this.bounds.bottom)
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{
this.atLimit.y = true;
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this.view.y = this.bounds.bottom - this.height;
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}
this.view.floor();
},
/**
* A helper function to set both the X and Y properties of the camera at once
* without having to use game.camera.x and game.camera.y.
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*
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* @method Phaser.Camera#setPosition
* @param {number} x - X position.
* @param {number} y - Y position.
*/
setPosition: function (x, y) {
this.view.x = x;
this.view.y = y;
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if (this.bounds)
{
this.checkBounds();
}
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},
/**
* Sets the size of the view rectangle given the width and height in parameters.
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*
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* @method Phaser.Camera#setSize
* @param {number} width - The desired width.
* @param {number} height - The desired height.
*/
setSize: function (width, height) {
this.view.width = width;
this.view.height = height;
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},
/**
* Resets the camera back to 0,0 and un-follows any object it may have been tracking.
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*
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* @method Phaser.Camera#reset
*/
reset: function () {
this.target = null;
this.view.x = 0;
this.view.y = 0;
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}
};
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Phaser.Camera.prototype.constructor = Phaser.Camera;
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/**
* 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.
*/
Object.defineProperty(Phaser.Camera.prototype, "x", {
get: function () {
return this.view.x;
},
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set: function (value) {
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this.view.x = value;
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if (this.bounds)
{
this.checkBounds();
}
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}
});
/**
* 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.
*/
Object.defineProperty(Phaser.Camera.prototype, "y", {
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get: function () {
return this.view.y;
},
set: function (value) {
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this.view.y = value;
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if (this.bounds)
{
this.checkBounds();
}
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}
});
/**
* 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.
*/
Object.defineProperty(Phaser.Camera.prototype, "width", {
get: function () {
return this.view.width;
},
set: function (value) {
this.view.width = value;
}
});
/**
* 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.
*/
Object.defineProperty(Phaser.Camera.prototype, "height", {
get: function () {
return this.view.height;
},
set: function (value) {
this.view.height = value;
}
});
< / pre >
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
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