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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2014-02-05 05:54:25 +00:00
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* @copyright 2014 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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2014-01-31 03:32:12 +00:00
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* Objects outside of this view are not rendered if set to camera cull.
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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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2013-09-11 15:25:46 +00:00
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/**
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2013-11-25 03:13:04 +00:00
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* @property {Phaser.Rectangle} screenView - Used by Sprites to work out Camera culling.
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*/
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this.screenView = new Phaser.Rectangle(x, y, width, height);
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2013-09-01 18:52:50 +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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2013-11-25 03:13:04 +00:00
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/**
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* @property {number} edge - Edge property.
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2013-10-02 00:16:40 +00:00
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* @private
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2013-10-01 12:54:29 +00:00
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* @default
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2013-09-19 11:17:49 +00:00
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*/
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2013-09-11 15:25:46 +00:00
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this._edge = 0;
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2013-10-03 22:20:24 +00:00
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2014-07-15 16:32:20 +00:00
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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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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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2014-10-05 03:14:46 +00:00
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/**
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* @property {Phaser.Point} _targetPosition - Internal point used to calculate target position
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*/
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this._targetPosition = new Phaser.Point();
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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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Phaser.Camera.prototype = {
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2013-11-25 03:13:04 +00:00
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/**
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2013-08-31 12:54:59 +00:00
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* Tells this camera which sprite to follow.
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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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2013-08-31 12:54:59 +00:00
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*/
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follow: function (target, style) {
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if (typeof style === "undefined") { style = Phaser.Camera.FOLLOW_LOCKON; }
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this.target = target;
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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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2013-11-25 03:13:04 +00:00
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/**
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2013-08-31 12:54:59 +00:00
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* Update focusing and scrolling.
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2013-10-02 00:16:40 +00:00
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* @method Phaser.Camera#update
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2013-08-31 12:54:59 +00:00
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*/
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update: function () {
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2013-10-04 13:41:15 +00:00
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if (this.target)
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{
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this.updateTarget();
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}
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2013-10-03 22:20:24 +00:00
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2013-10-04 13:41:15 +00:00
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if (this.bounds)
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2013-08-31 12:54:59 +00:00
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{
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2013-10-04 13:41:15 +00:00
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this.checkBounds();
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}
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2014-09-09 11:47:27 +00:00
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if (this.roundPx)
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{
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this.view.floor();
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}
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2014-09-06 09:26:54 +00:00
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2013-10-29 04:07:26 +00:00
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this.displayObject.position.x = -this.view.x;
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this.displayObject.position.y = -this.view.y;
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2013-10-07 23:58:20 +00:00
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2013-10-04 13:41:15 +00:00
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},
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2013-08-31 12:54:59 +00:00
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2014-01-31 03:32:12 +00:00
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/**
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* Internal method
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* @method Phaser.Camera#updateTarget
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* @private
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*/
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2013-10-04 13:41:15 +00:00
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updateTarget: function () {
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2013-08-31 12:54:59 +00:00
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2014-10-05 03:14:46 +00:00
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this._targetPosition
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.copyFrom(this.target)
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.multiply(
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this.target.parent ? this.target.parent.worldTransform.a : 1,
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this.target.parent ? this.target.parent.worldTransform.d : 1
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);
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2013-10-04 13:41:15 +00:00
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if (this.deadzone)
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{
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2014-10-05 03:14:46 +00:00
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this._edge = this._targetPosition.x - this.view.x;
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2013-08-31 12:54:59 +00:00
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2014-07-03 01:09:53 +00:00
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if (this._edge < this.deadzone.left)
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2013-10-04 13:41:15 +00:00
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{
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2014-10-05 03:14:46 +00:00
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this.view.x = this._targetPosition.x - this.deadzone.left;
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2013-10-04 13:41:15 +00:00
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}
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2014-07-03 01:09:53 +00:00
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else if (this._edge > this.deadzone.right)
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2013-10-04 13:41:15 +00:00
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{
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2014-10-05 03:14:46 +00:00
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this.view.x = this._targetPosition.x - this.deadzone.right;
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2013-10-04 13:41:15 +00:00
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}
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2013-08-31 12:54:59 +00:00
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2014-10-05 03:14:46 +00:00
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this._edge = this._targetPosition.y - this.view.y;
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2013-08-31 12:54:59 +00:00
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2014-07-03 01:09:53 +00:00
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if (this._edge < this.deadzone.top)
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2013-10-04 13:41:15 +00:00
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{
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2014-10-05 03:14:46 +00:00
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this.view.y = this._targetPosition.y - this.deadzone.top;
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2013-08-31 12:54:59 +00:00
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}
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2014-07-03 01:09:53 +00:00
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else if (this._edge > this.deadzone.bottom)
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2013-09-11 15:25:46 +00:00
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{
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2014-10-05 03:14:46 +00:00
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this.view.y = this._targetPosition.y - this.deadzone.bottom;
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2013-09-11 15:25:46 +00:00
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}
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2013-08-31 12:54:59 +00:00
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}
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2013-10-04 13:41:15 +00:00
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else
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{
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2014-10-05 03:14:46 +00:00
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this.view.x = this._targetPosition.x - this.view.halfWidth;
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this.view.y = this._targetPosition.y - this.view.halfHeight;
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2013-10-04 13:41:15 +00:00
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}
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|
|
|
|
},
|
|
|
|
|
2014-01-31 03:32:12 +00:00
|
|
|
/**
|
|
|
|
* Update the Camera bounds to match the game world.
|
|
|
|
* @method Phaser.Camera#setBoundsToWorld
|
|
|
|
*/
|
2013-10-04 13:41:15 +00:00
|
|
|
setBoundsToWorld: function () {
|
2013-08-31 12:54:59 +00:00
|
|
|
|
2014-08-28 01:13:51 +00:00
|
|
|
if (this.bounds)
|
|
|
|
{
|
|
|
|
this.bounds.setTo(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height);
|
|
|
|
}
|
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.
|
2013-10-02 00:16:40 +00:00
|
|
|
* @method Phaser.Camera#checkWorldBounds
|
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;
|
|
|
|
|
2013-10-04 13:41:15 +00:00
|
|
|
// Make sure we didn't go outside the cameras bounds
|
2014-03-12 16:33:53 +00:00
|
|
|
if (this.view.x <= this.bounds.x)
|
2013-08-31 12:54:59 +00:00
|
|
|
{
|
2013-09-11 15:25:46 +00:00
|
|
|
this.atLimit.x = true;
|
2013-10-09 03:31:08 +00:00
|
|
|
this.view.x = this.bounds.x;
|
2013-08-31 12:54:59 +00:00
|
|
|
}
|
|
|
|
|
2014-03-12 16:33:53 +00:00
|
|
|
if (this.view.right >= this.bounds.right)
|
2013-08-31 12:54:59 +00:00
|
|
|
{
|
2013-09-11 15:25:46 +00:00
|
|
|
this.atLimit.x = true;
|
2014-01-31 03:32:12 +00:00
|
|
|
this.view.x = this.bounds.right - this.width;
|
2013-08-31 12:54:59 +00:00
|
|
|
}
|
|
|
|
|
2014-03-12 16:33:53 +00:00
|
|
|
if (this.view.y <= this.bounds.top)
|
2013-08-31 12:54:59 +00:00
|
|
|
{
|
2013-09-11 15:25:46 +00:00
|
|
|
this.atLimit.y = true;
|
2013-10-04 13:41:15 +00:00
|
|
|
this.view.y = this.bounds.top;
|
2013-08-31 12:54:59 +00:00
|
|
|
}
|
|
|
|
|
2014-03-12 16:33:53 +00:00
|
|
|
if (this.view.bottom >= this.bounds.bottom)
|
2013-08-31 12:54:59 +00:00
|
|
|
{
|
2013-09-11 15:25:46 +00:00
|
|
|
this.atLimit.y = true;
|
2014-01-31 03:32:12 +00:00
|
|
|
this.view.y = this.bounds.bottom - this.height;
|
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 () {
|
|
|
|
return this.view.x;
|
|
|
|
},
|
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 () {
|
|
|
|
return this.view.y;
|
|
|
|
},
|
|
|
|
|
|
|
|
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 () {
|
2014-07-15 16:32:20 +00:00
|
|
|
this._position.set(this.view.centerX, this.view.centerY);
|
|
|
|
return this._position;
|
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 () {
|
|
|
|
return this.view.width;
|
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value) {
|
|
|
|
this.view.width = value;
|
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 () {
|
|
|
|
return this.view.height;
|
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value) {
|
|
|
|
this.view.height = value;
|
2013-09-11 12:21:07 +00:00
|
|
|
}
|
2013-08-31 12:54:59 +00:00
|
|
|
|
|
|
|
});
|