2013-04-18 13:16:18 +00:00
|
|
|
/// <reference path="../gameobjects/Sprite.ts" />
|
2013-04-18 14:48:06 +00:00
|
|
|
/// <reference path="../Game.ts" />
|
2013-04-18 13:16:18 +00:00
|
|
|
|
|
|
|
/**
|
2013-04-18 15:49:08 +00:00
|
|
|
* 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.
|
2013-04-18 13:16:18 +00:00
|
|
|
*/
|
|
|
|
|
|
|
|
module Phaser {
|
|
|
|
|
|
|
|
export class Camera {
|
|
|
|
|
|
|
|
/**
|
2013-05-04 12:02:12 +00:00
|
|
|
*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.
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
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;
|
2013-05-01 03:10:21 +00:00
|
|
|
this.fx = new FXManager(this._game, this);
|
2013-04-18 13:16:18 +00:00
|
|
|
|
|
|
|
// The view into the world canvas we wish to render
|
|
|
|
this.worldView = new Rectangle(0, 0, width, height);
|
|
|
|
|
|
|
|
this.checkClip();
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Local private reference to Game.
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
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;
|
|
|
|
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Camera "follow" style preset: camera has no deadzone, just tracks the focus object directly.
|
|
|
|
* @type {number}
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public static STYLE_LOCKON: number = 0;
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Camera "follow" style preset: camera deadzone is narrow but tall.
|
|
|
|
* @type {number}
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public static STYLE_PLATFORMER: number = 1;
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Camera "follow" style preset: camera deadzone is a medium-size square around the focus object.
|
|
|
|
* @type {number}
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public static STYLE_TOPDOWN: number = 2;
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Camera "follow" style preset: camera deadzone is a small square around the focus object.
|
|
|
|
* @type {number}
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public static STYLE_TOPDOWN_TIGHT: number = 3;
|
|
|
|
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Identity of this camera.
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public ID: number;
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Camera view rectangle in world coordinate.
|
|
|
|
* @type {Rectangle}
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public worldView: Rectangle;
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* How many sprites will be rendered by this camera.
|
|
|
|
* @type {number}
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public totalSpritesRendered: number;
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Scale factor of the camera.
|
|
|
|
* @type {MicroPoint}
|
|
|
|
*/
|
2013-04-28 13:59:44 +00:00
|
|
|
public scale: MicroPoint = new MicroPoint(1, 1);
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Scrolling factor.
|
|
|
|
* @type {MicroPoint}
|
|
|
|
*/
|
2013-04-28 13:59:44 +00:00
|
|
|
public scroll: MicroPoint = new MicroPoint(0, 0);
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Camera bounds.
|
|
|
|
* @type {Rectangle}
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public bounds: Rectangle = null;
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Sprite moving inside this rectangle will not cause camera moving.
|
|
|
|
* @type {Rectangle}
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public deadzone: Rectangle = null;
|
|
|
|
|
|
|
|
// Camera Border
|
2013-05-02 00:02:06 +00:00
|
|
|
public disableClipping: bool = false;
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Whether render border of this camera or not. (default is false)
|
|
|
|
* @type {boolean}
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public showBorder: bool = false;
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Color of border of this camera. (in css color string)
|
|
|
|
* @type {string}
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public borderColor: string = 'rgb(255,255,255)';
|
|
|
|
|
|
|
|
// Camera Background Color
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Whethor camera background invisible or not.
|
|
|
|
* @type {boolean}
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public opaque: bool = true;
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Background color in css color string.
|
|
|
|
* @type {string}
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
private _bgColor: string = 'rgb(0,0,0)';
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Background texture to be rendered if background is visible.
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
private _bgTexture;
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Background texture repeat style. (default is 'repeat')
|
|
|
|
* @type {string}
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
private _bgTextureRepeat: string = 'repeat';
|
|
|
|
|
|
|
|
// Camera Shadow
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Render camera shadow or not. (default is false)
|
|
|
|
* @type {boolean}
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public showShadow: bool = false;
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Color of shadow, in css color string.
|
|
|
|
* @type {string}
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public shadowColor: string = 'rgb(0,0,0)';
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Blur factor of shadow.
|
|
|
|
* @type {number}
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public shadowBlur: number = 10;
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Offset of the shadow from camera's position.
|
|
|
|
* @type {MicroPoint}
|
|
|
|
*/
|
2013-04-28 13:59:44 +00:00
|
|
|
public shadowOffset: MicroPoint = new MicroPoint(4, 4);
|
2013-04-18 13:16:18 +00:00
|
|
|
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Whether this camera visible or not. (default is true)
|
|
|
|
* @type {boolean}
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public visible: bool = true;
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Alpha of the camera. (everything rendered to this camera will be affected)
|
|
|
|
* @type {number}
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public alpha: number = 1;
|
|
|
|
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* The x position of the current input event in world coordinates.
|
|
|
|
* @type {number}
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public inputX: number = 0;
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* The y position of the current input event in world coordinates.
|
|
|
|
* @type {number}
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public inputY: number = 0;
|
|
|
|
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Effects manager.
|
|
|
|
* @type {FXManager}
|
|
|
|
*/
|
2013-05-01 03:10:21 +00:00
|
|
|
public fx: FXManager;
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* 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.
|
2013-05-04 16:18:45 +00:00
|
|
|
* @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().
|
2013-05-04 12:02:12 +00:00
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public follow(target: Sprite, style?: number = Camera.STYLE_LOCKON) {
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
this._target = target;
|
2013-04-28 11:25:02 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
var helper: number;
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
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;
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Move the camera focus to this location instantly.
|
|
|
|
* @param x {number} X position.
|
|
|
|
* @param y {number} Y position.
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public focusOnXY(x: number, y: number) {
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
x += (x > 0) ? 0.0000001 : -0.0000001;
|
|
|
|
y += (y > 0) ? 0.0000001 : -0.0000001;
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
this.scroll.x = Math.round(x - this.worldView.halfWidth);
|
|
|
|
this.scroll.y = Math.round(y - this.worldView.halfHeight);
|
2013-04-12 16:19:56 +00:00
|
|
|
|
|
|
|
}
|
|
|
|
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Move the camera focus to this location instantly.
|
|
|
|
* @param point {any} Point you want to focus.
|
|
|
|
*/
|
2013-04-28 13:59:44 +00:00
|
|
|
public focusOn(point) {
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
point.x += (point.x > 0) ? 0.0000001 : -0.0000001;
|
|
|
|
point.y += (point.y > 0) ? 0.0000001 : -0.0000001;
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
this.scroll.x = Math.round(point.x - this.worldView.halfWidth);
|
|
|
|
this.scroll.y = Math.round(point.y - this.worldView.halfHeight);
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
/**
|
|
|
|
* Specify the boundaries of the world or where the camera is allowed to move.
|
2013-05-04 12:02:12 +00:00
|
|
|
*
|
|
|
|
* @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).
|
2013-04-18 13:16:18 +00:00
|
|
|
*/
|
2013-04-25 00:55:56 +00:00
|
|
|
public setBounds(x: number = 0, y: number = 0, width: number = 0, height: number = 0) {
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
if (this.bounds == null)
|
|
|
|
{
|
|
|
|
this.bounds = new Rectangle();
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-25 00:55:56 +00:00
|
|
|
this.bounds.setTo(x, y, width, height);
|
2013-04-28 13:59:44 +00:00
|
|
|
|
2013-04-25 00:55:56 +00:00
|
|
|
this.scroll.setTo(0, 0);
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
this.update();
|
2013-04-12 16:19:56 +00:00
|
|
|
}
|
|
|
|
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Update focusing and scrolling.
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public update() {
|
|
|
|
|
2013-05-01 03:10:21 +00:00
|
|
|
this.fx.preUpdate();
|
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
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;
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
if (this.scroll.x > edge)
|
|
|
|
{
|
|
|
|
this.scroll.x = edge;
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
edge = targetX + this._target.width - this.deadzone.x - this.deadzone.width;
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
if (this.scroll.x < edge)
|
|
|
|
{
|
|
|
|
this.scroll.x = edge;
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
edge = targetY - this.deadzone.y;
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
if (this.scroll.y > edge)
|
|
|
|
{
|
|
|
|
this.scroll.y = edge;
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
edge = targetY + this._target.height - this.deadzone.y - this.deadzone.height;
|
|
|
|
|
|
|
|
if (this.scroll.y < edge)
|
|
|
|
{
|
|
|
|
this.scroll.y = edge;
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
}
|
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-28 13:59:44 +00:00
|
|
|
// Make sure we didn't go outside the cameras bounds
|
2013-04-18 13:16:18 +00:00
|
|
|
if (this.bounds !== null)
|
|
|
|
{
|
|
|
|
if (this.scroll.x < this.bounds.left)
|
2013-04-12 16:19:56 +00:00
|
|
|
{
|
2013-04-18 13:16:18 +00:00
|
|
|
this.scroll.x = this.bounds.left;
|
2013-04-12 16:19:56 +00:00
|
|
|
}
|
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
if (this.scroll.x > this.bounds.right - this.width)
|
2013-04-12 16:19:56 +00:00
|
|
|
{
|
2013-04-25 00:55:56 +00:00
|
|
|
this.scroll.x = (this.bounds.right - this.width) + 1;
|
2013-04-12 16:19:56 +00:00
|
|
|
}
|
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
if (this.scroll.y < this.bounds.top)
|
|
|
|
{
|
|
|
|
this.scroll.y = this.bounds.top;
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
if (this.scroll.y > this.bounds.bottom - this.height)
|
2013-04-12 16:19:56 +00:00
|
|
|
{
|
2013-04-25 00:55:56 +00:00
|
|
|
this.scroll.y = (this.bounds.bottom - this.height) + 1;
|
2013-04-12 16:19:56 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
this.worldView.x = this.scroll.x;
|
|
|
|
this.worldView.y = this.scroll.y;
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
// Input values
|
|
|
|
this.inputX = this.worldView.x + this._game.input.x;
|
|
|
|
this.inputY = this.worldView.y + this._game.input.y;
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-05-01 03:10:21 +00:00
|
|
|
this.fx.postUpdate();
|
2013-04-18 13:16:18 +00:00
|
|
|
|
2013-04-12 16:19:56 +00:00
|
|
|
}
|
|
|
|
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Draw background, shadow, effects, and objects if this is visible.
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public render() {
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-24 01:48:03 +00:00
|
|
|
if (this.visible === false || this.alpha < 0.1)
|
2013-04-12 16:19:56 +00:00
|
|
|
{
|
2013-04-18 13:16:18 +00:00
|
|
|
return;
|
2013-04-12 16:19:56 +00:00
|
|
|
}
|
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
//if (this._rotation !== 0 || this._clip || this.scale.x !== 1 || this.scale.y !== 1)
|
|
|
|
//{
|
|
|
|
//this._game.stage.context.save();
|
|
|
|
//}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-05-01 03:10:21 +00:00
|
|
|
// It may be safer/quicker to just save the context every frame regardless (needs testing on mobile)
|
2013-04-18 13:16:18 +00:00
|
|
|
this._game.stage.context.save();
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-05-01 03:10:21 +00:00
|
|
|
this.fx.preRender(this, this._stageX, this._stageY, this.worldView.width, this.worldView.height);
|
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
if (this.alpha !== 1)
|
|
|
|
{
|
|
|
|
this._game.stage.context.globalAlpha = this.alpha;
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
this._sx = this._stageX;
|
|
|
|
this._sy = this._stageY;
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
// 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;
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
// 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;
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
// 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));
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
// now shift back to where that should actually render
|
|
|
|
this._game.stage.context.translate(-(this._sx + this.worldView.halfWidth), -(this._sy + this.worldView.halfHeight));
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
// 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);
|
|
|
|
}
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
// Shadow off
|
|
|
|
if (this.showShadow)
|
|
|
|
{
|
|
|
|
this._game.stage.context.shadowBlur = 0;
|
|
|
|
this._game.stage.context.shadowOffsetX = 0;
|
|
|
|
this._game.stage.context.shadowOffsetY = 0;
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-05-01 03:10:21 +00:00
|
|
|
this.fx.render(this, this._stageX, this._stageY, this.worldView.width, this.worldView.height);
|
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
// Clip the camera so we don't get sprites appearing outside the edges
|
2013-05-02 00:02:06 +00:00
|
|
|
if (this._clip && this.disableClipping == false)
|
2013-04-18 13:16:18 +00:00
|
|
|
{
|
|
|
|
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();
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
this._game.world.group.render(this, this._sx, this._sy);
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
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();
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
// Scale off
|
|
|
|
if (this.scale.x !== 1 || this.scale.y !== 1)
|
|
|
|
{
|
|
|
|
this._game.stage.context.scale(1, 1);
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-05-01 03:10:21 +00:00
|
|
|
this.fx.postRender(this, this._sx, this._sy, this.worldView.width, this.worldView.height);
|
|
|
|
|
2013-05-02 00:02:06 +00:00
|
|
|
if (this._rotation !== 0 || (this._clip && this.disableClipping == false))
|
2013-04-18 13:16:18 +00:00
|
|
|
{
|
|
|
|
this._game.stage.context.translate(0, 0);
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
this._game.stage.context.restore();
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
if (this.alpha !== 1)
|
|
|
|
{
|
|
|
|
this._game.stage.context.globalAlpha = 1;
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
|
|
|
}
|
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
public set backgroundColor(color: string) {
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
this._bgColor = color;
|
2013-04-12 16:19:56 +00:00
|
|
|
|
|
|
|
}
|
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
public get backgroundColor(): string {
|
|
|
|
return this._bgColor;
|
2013-04-12 16:19:56 +00:00
|
|
|
}
|
|
|
|
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Set camera background texture.
|
|
|
|
* @param key {string} Asset key of the texture.
|
2013-05-04 16:18:45 +00:00
|
|
|
* @param [repeat] {string} what kind of repeat will this texture used for background.
|
2013-05-04 12:02:12 +00:00
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public setTexture(key: string, repeat?: string = 'repeat') {
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
this._bgTexture = this._game.stage.context.createPattern(this._game.cache.getImage(key), repeat);
|
|
|
|
this._bgTextureRepeat = repeat;
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Set position of this camera.
|
|
|
|
* @param x {number} X position.
|
|
|
|
* @param y {number} Y position.
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public setPosition(x: number, y: number) {
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
this._stageX = x;
|
|
|
|
this._stageY = y;
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
this.checkClip();
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* Give this camera a new size.
|
|
|
|
* @param width {number} Width of new size.
|
|
|
|
* @param height {number} Height of new size.
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public setSize(width: number, height: number) {
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
this.worldView.width = width;
|
|
|
|
this.worldView.height = height;
|
|
|
|
this.checkClip();
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-05-04 12:02:12 +00:00
|
|
|
/**
|
|
|
|
* 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.
|
2013-05-04 16:18:45 +00:00
|
|
|
* @param [color] {number} color of the debug info to be rendered. (format is css color string)
|
2013-05-04 12:02:12 +00:00
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
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);
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
if (this.bounds)
|
|
|
|
{
|
|
|
|
this._game.stage.context.fillText('Bounds: ' + this.bounds.width + ' x ' + this.bounds.height, x, y + 56);
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
|
|
|
}
|
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
public get x(): number {
|
|
|
|
return this._stageX;
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
public set x(value: number) {
|
|
|
|
this._stageX = value;
|
|
|
|
this.checkClip();
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
public get y(): number {
|
|
|
|
return this._stageY;
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
public set y(value: number) {
|
|
|
|
this._stageY = value;
|
|
|
|
this.checkClip();
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
public get width(): number {
|
|
|
|
return this.worldView.width;
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
public set width(value: number) {
|
2013-04-28 13:59:44 +00:00
|
|
|
|
|
|
|
if (value > this._game.stage.width)
|
|
|
|
{
|
|
|
|
value = this._game.stage.width;
|
|
|
|
}
|
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
this.worldView.width = value;
|
|
|
|
this.checkClip();
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
public get height(): number {
|
|
|
|
return this.worldView.height;
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
public set height(value: number) {
|
2013-04-28 13:59:44 +00:00
|
|
|
|
|
|
|
if (value > this._game.stage.height)
|
|
|
|
{
|
|
|
|
value = this._game.stage.height;
|
|
|
|
}
|
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
this.worldView.height = value;
|
|
|
|
this.checkClip();
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
public get rotation(): number {
|
|
|
|
return this._rotation;
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
public set rotation(value: number) {
|
|
|
|
this._rotation = this._game.math.wrap(value, 360, 0);
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
private checkClip() {
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
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;
|
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|