phaser/Phaser/system/Camera.ts

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/// <reference path="../gameobjects/Sprite.ts" />
/// <reference path="../Game.ts" />
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/**
* Phaser
*/
module Phaser {
export class Camera {
/**
* Instantiates a new camera at the specified location, with the specified size and zoom level.
*
* @param X X location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom.
* @param Y Y location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom.
* @param Width The width of the camera display in pixels.
* @param Height The height of the camera display in pixels.
* @param Zoom The initial zoom level of the camera. A zoom level of 2 will make all pixels display at 2x resolution.
*/
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;
// The view into the world canvas we wish to render
this.worldView = new Rectangle(0, 0, width, height);
this.checkClip();
}
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;
private _fxFlashColor: string;
private _fxFlashComplete = null;
private _fxFlashDuration: number = 0;
private _fxFlashAlpha: number = 0;
private _fxFadeColor: string;
private _fxFadeComplete = null;
private _fxFadeDuration: number = 0;
private _fxFadeAlpha: number = 0;
private _fxShakeIntensity: number = 0;
private _fxShakeDuration: number = 0;
private _fxShakeComplete = null;
private _fxShakeOffset: Point = new Point(0, 0);
private _fxShakeDirection: number = 0;
private _fxShakePrevX: number = 0;
private _fxShakePrevY: number = 0;
public static STYLE_LOCKON: number = 0;
public static STYLE_PLATFORMER: number = 1;
public static STYLE_TOPDOWN: number = 2;
public static STYLE_TOPDOWN_TIGHT: number = 3;
public static SHAKE_BOTH_AXES: number = 0;
public static SHAKE_HORIZONTAL_ONLY: number = 1;
public static SHAKE_VERTICAL_ONLY: number = 2;
public ID: number;
public worldView: Rectangle;
public totalSpritesRendered: number;
public scale: Point = new Point(1, 1);
public scroll: Point = new Point(0, 0);
public bounds: Rectangle = null;
public deadzone: Rectangle = null;
// Camera Border
public showBorder: bool = false;
public borderColor: string = 'rgb(255,255,255)';
// Camera Background Color
public opaque: bool = true;
private _bgColor: string = 'rgb(0,0,0)';
private _bgTexture;
private _bgTextureRepeat: string = 'repeat';
// Camera Shadow
public showShadow: bool = false;
public shadowColor: string = 'rgb(0,0,0)';
public shadowBlur: number = 10;
public shadowOffset: Point = new Point(4, 4);
public visible: bool = true;
public alpha: number = 1;
// The x/y position of the current input event in world coordinates
public inputX: number = 0;
public inputY: number = 0;
/**
* The camera is filled with this color and returns to normal at the given duration.
*
* @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white.
* @param Duration How long it takes for the flash to fade.
* @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback.
* @param Force Force an already running flash effect to reset.
*/
public flash(color: number = 0xffffff, duration: number = 1, onComplete = null, force: bool = false) {
if (force === false && this._fxFlashAlpha > 0)
{
// You can't flash again unless you force it
return;
}
if (duration <= 0)
{
duration = 1;
}
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var red = color >> 16 & 0xFF;
var green = color >> 8 & 0xFF;
var blue = color & 0xFF;
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this._fxFlashColor = 'rgba(' + red + ',' + green + ',' + blue + ',';
this._fxFlashDuration = duration;
this._fxFlashAlpha = 1;
this._fxFlashComplete = onComplete;
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}
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/**
* The camera is gradually filled with this color.
*
* @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white.
* @param Duration How long it takes for the flash to fade.
* @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback.
* @param Force Force an already running flash effect to reset.
*/
public fade(color: number = 0x000000, duration: number = 1, onComplete = null, force: bool = false) {
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if (force === false && this._fxFadeAlpha > 0)
{
// You can't fade again unless you force it
return;
}
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if (duration <= 0)
{
duration = 1;
}
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var red = color >> 16 & 0xFF;
var green = color >> 8 & 0xFF;
var blue = color & 0xFF;
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this._fxFadeColor = 'rgba(' + red + ',' + green + ',' + blue + ',';
this._fxFadeDuration = duration;
this._fxFadeAlpha = 0.01;
this._fxFadeComplete = onComplete;
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}
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/**
* A simple screen-shake effect.
*
* @param Intensity Percentage of screen size representing the maximum distance that the screen can move while shaking.
* @param Duration The length in seconds that the shaking effect should last.
* @param OnComplete A function you want to run when the shake effect finishes.
* @param Force Force the effect to reset (default = true, unlike flash() and fade()!).
* @param Direction Whether to shake on both axes, just up and down, or just side to side (use class constants SHAKE_BOTH_AXES, SHAKE_VERTICAL_ONLY, or SHAKE_HORIZONTAL_ONLY).
*/
public shake(intensity: number = 0.05, duration: number = 0.5, onComplete = null, force: bool = true, direction: number = Camera.SHAKE_BOTH_AXES) {
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if (!force && ((this._fxShakeOffset.x != 0) || (this._fxShakeOffset.y != 0)))
{
return;
}
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// If a shake is not already running we need to store the offsets here
if (this._fxShakeOffset.x == 0 && this._fxShakeOffset.y == 0)
{
this._fxShakePrevX = this._stageX;
this._fxShakePrevY = this._stageY;
}
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this._fxShakeIntensity = intensity;
this._fxShakeDuration = duration;
this._fxShakeComplete = onComplete;
this._fxShakeDirection = direction;
this._fxShakeOffset.setTo(0, 0);
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}
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/**
* Just turns off all the camera effects instantly.
*/
public stopFX() {
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this._fxFlashAlpha = 0;
this._fxFadeAlpha = 0;
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if (this._fxShakeDuration !== 0)
{
this._fxShakeDuration = 0;
this._fxShakeOffset.setTo(0, 0);
this._stageX = this._fxShakePrevX;
this._stageY = this._fxShakePrevY;
}
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}
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public follow(target: Sprite, style?: number = Camera.STYLE_LOCKON) {
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this._target = target;
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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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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}
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public focusOn(point: 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 The smallest X value of your world (usually 0).
* @param Y The smallest Y value of your world (usually 0).
* @param Width The largest X value of your world (usually the world width).
* @param Height The largest Y value of your world (usually the world height).
* @param UpdateWorld Whether the global quad-tree's dimensions should be updated to match (default: false).
*/
public setBounds(X: number = 0, Y: number = 0, Width: number = 0, Height: number = 0, UpdateWorld: bool = false) {
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if (this.bounds == null)
{
this.bounds = new Rectangle();
}
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this.bounds.setTo(X, Y, Width, Height);
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//if(UpdateWorld)
// G.worldBounds.copyFrom(bounds);
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this.update();
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}
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public update() {
if (this._target !== null)
{
if (this.deadzone == null)
{
this.focusOnXY(this._target.x + this._target.origin.x, this._target.y + this._target.origin.y);
}
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 camera's bounds
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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{
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this.scroll.x = this.bounds.right - this.width;
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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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{
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this.scroll.y = this.bounds.bottom - this.height;
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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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// Update the Flash effect
if (this._fxFlashAlpha > 0)
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{
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this._fxFlashAlpha -= this._game.time.elapsed / this._fxFlashDuration;
this._fxFlashAlpha = this._game.math.roundTo(this._fxFlashAlpha, -2);
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if (this._fxFlashAlpha <= 0)
{
this._fxFlashAlpha = 0;
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if (this._fxFlashComplete !== null)
{
this._fxFlashComplete();
}
}
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}
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// Update the Fade effect
if (this._fxFadeAlpha > 0)
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{
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this._fxFadeAlpha += this._game.time.elapsed / this._fxFadeDuration;
this._fxFadeAlpha = this._game.math.roundTo(this._fxFadeAlpha, -2);
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if (this._fxFadeAlpha >= 1)
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{
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this._fxFadeAlpha = 1;
if (this._fxFadeComplete !== null)
{
this._fxFadeComplete();
}
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}
}
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// Update the "shake" special effect
if (this._fxShakeDuration > 0)
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{
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this._fxShakeDuration -= this._game.time.elapsed;
this._fxShakeDuration = this._game.math.roundTo(this._fxShakeDuration, -2);
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if (this._fxShakeDuration <= 0)
{
this._fxShakeDuration = 0;
this._fxShakeOffset.setTo(0, 0);
this._stageX = this._fxShakePrevX;
this._stageY = this._fxShakePrevY;
if (this._fxShakeComplete != null)
{
this._fxShakeComplete();
}
}
else
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{
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if ((this._fxShakeDirection == Camera.SHAKE_BOTH_AXES) || (this._fxShakeDirection == Camera.SHAKE_HORIZONTAL_ONLY))
{
//this._fxShakeOffset.x = ((this._game.math.random() * this._fxShakeIntensity * this.worldView.width * 2 - this._fxShakeIntensity * this.worldView.width) * this._zoom;
this._fxShakeOffset.x = (this._game.math.random() * this._fxShakeIntensity * this.worldView.width * 2 - this._fxShakeIntensity * this.worldView.width);
}
if ((this._fxShakeDirection == Camera.SHAKE_BOTH_AXES) || (this._fxShakeDirection == Camera.SHAKE_VERTICAL_ONLY))
{
//this._fxShakeOffset.y = (this._game.math.random() * this._fxShakeIntensity * this.worldView.height * 2 - this._fxShakeIntensity * this.worldView.height) * this._zoom;
this._fxShakeOffset.y = (this._game.math.random() * this._fxShakeIntensity * this.worldView.height * 2 - this._fxShakeIntensity * this.worldView.height);
}
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}
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}
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}
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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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}
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if ((this._fxShakeOffset.x != 0) || (this._fxShakeOffset.y != 0))
{
//this._stageX = this._fxShakePrevX + (this.worldView.halfWidth * this._zoom) + this._fxShakeOffset.x;
//this._stageY = this._fxShakePrevY + (this.worldView.halfHeight * this._zoom) + this._fxShakeOffset.y;
this._stageX = this._fxShakePrevX + (this.worldView.halfWidth) + this._fxShakeOffset.x;
this._stageY = this._fxShakePrevY + (this.worldView.halfHeight) + this._fxShakeOffset.y;
//console.log('shake', this._fxShakeDuration, this._fxShakeIntensity, this._fxShakeOffset.x, this._fxShakeOffset.y);
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}
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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 safe/quicker to just save the context every frame regardless
this._game.stage.context.save();
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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)
{
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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// 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)
{
this._game.stage.context.shadowBlur = 0;
this._game.stage.context.shadowOffsetX = 0;
this._game.stage.context.shadowOffsetY = 0;
}
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// Clip the camera so we don't get sprites appearing outside the edges
if (this._clip)
{
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.totalSpritesRendered = this._game.world.renderSpritesInCamera(this.worldView, sx, sy);
//this._game.world.group.render(this.worldView, this.worldView.x, this.worldView.y, sx, sy);
this._game.world.group.render(this, this._sx, this._sy);
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if (this.showBorder)
{
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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// "Flash" FX
if (this._fxFlashAlpha > 0)
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{
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this._game.stage.context.fillStyle = this._fxFlashColor + this._fxFlashAlpha + ')';
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this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height);
}
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// "Fade" FX
if (this._fxFadeAlpha > 0)
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{
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this._game.stage.context.fillStyle = this._fxFadeColor + this._fxFadeAlpha + ')';
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this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height);
}
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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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if (this._rotation !== 0 || this._clip)
{
this._game.stage.context.translate(0, 0);
//this._game.stage.context.restore();
}
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// maybe just do this every frame regardless?
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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}
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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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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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public setSize(width: number, height: number) {
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this.worldView.width = width;
this.worldView.height = height;
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this.checkClip();
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}
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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) {
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) {
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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}
}
}