phaser/Plugins/CameraFX/Mirror.ts

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2013-08-06 02:14:48 +00:00
/// <reference path="../../Phaser/Game.ts" />
/// <reference path="../../Phaser/core/Plugin.ts" />
/**
* Phaser - Plugins - Camera FX - Mirrir
*
* Give your game that classic retro feel!
*/
module Phaser.Plugins.CameraFX {
export class Mirror extends Phaser.Plugin {
constructor(game: Phaser.Game, parent) {
super(game, parent);
this.camera = parent;
this._canvas = <HTMLCanvasElement> document.createElement('canvas');
this._canvas.width = parent.width;
this._canvas.height = parent.height;
this._context = this._canvas.getContext('2d');
}
private _canvas: HTMLCanvasElement;
private _context: CanvasRenderingContext2D;
private _sx: number;
private _sy: number;
private _mirrorX: number;
private _mirrorY: number;
private _mirrorWidth: number;
private _mirrorHeight: number;
private _mirrorColor: string = null;
public camera: Phaser.Camera;
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public flipX: boolean = false;
public flipY: boolean = true;
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public x: number;
public y: number;
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public cls: boolean = false;
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/**
* This is the rectangular region to grab from the Camera used in the Mirror effect
* It is rendered to the Stage at Mirror.x/y (note the use of Stage coordinates, not World coordinates)
*/
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public start(x: number, y: number, region: Phaser.Rectangle, fillColor: string = 'rgba(0, 0, 100, 0.5)') {
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this.x = x;
this.y = y;
this._mirrorX = region.x;
this._mirrorY = region.y;
this._mirrorWidth = region.width;
this._mirrorHeight = region.height;
if (fillColor)
{
this._mirrorColor = fillColor;
this._context.fillStyle = this._mirrorColor;
}
}
public postRender() {
this._sx = this.camera.screenView.x + this._mirrorX;
this._sy = this.camera.screenView.y + this._mirrorY;
if (this.flipX == true && this.flipY == false)
{
this._sx = 0;
}
else if (this.flipY == true && this.flipX == false)
{
this._sy = 0;
}
this._context.drawImage(
this.game.stage.canvas,
this._sx,
this._sy,
this._mirrorWidth,
this._mirrorHeight,
0,
0,
this._mirrorWidth,
this._mirrorHeight
);
if (this._mirrorColor)
{
this._context.fillRect(0, 0, this._mirrorWidth, this._mirrorHeight);
}
if (this.flipX || this.flipY)
{
this.game.stage.context.save();
}
if (this.flipX && this.flipY)
{
this.game.stage.context.transform(-1, 0, 0, -1, this._mirrorWidth, this._mirrorHeight);
this.game.stage.context.drawImage(this._canvas, -this.x, -this.y);
}
else if (this.flipX)
{
this.game.stage.context.transform(-1, 0, 0, 1, this._mirrorWidth, 0);
this.game.stage.context.drawImage(this._canvas, -this.x, this.y);
}
else if (this.flipY)
{
this.game.stage.context.transform(1, 0, 0, -1, 0, this._mirrorHeight);
this.game.stage.context.drawImage(this._canvas, this.x, -this.y);
}
if (this.flipX || this.flipY)
{
this.game.stage.context.restore();
}
}
}
}