phaser/src/core/FlexGrid.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A responsive grid manager.
*
* @class Phaser.FlexGrid
* @constructor
* @param {Phaser.ScaleManager} manager - The ScaleManager.
*/
Phaser.FlexGrid = function (manager, width, height) {
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = manager.game;
/**
* @property {Phaser.ScaleManager} scale - A reference to the ScaleManager.
*/
this.manager = manager;
// The perfect dimensions on which everything else is based
this.width = width;
this.height = height;
this.boundsFluid = new Phaser.Rectangle(0, 0, width, height);
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this.boundsFull = new Phaser.Rectangle(0, 0, width, height);
this.boundsNone = new Phaser.Rectangle(0, 0, width, height);
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/**
* @property {Phaser.Point} position -
* @readonly
*/
this.positionFluid = new Phaser.Point(0, 0);
this.positionFull = new Phaser.Point(0, 0);
this.positionNone = new Phaser.Point(0, 0);
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/**
* @property {Phaser.Point} scaleFactor - The scale factor based on the game dimensions vs. the scaled dimensions.
* @readonly
*/
this.scaleFluid = new Phaser.Point(1, 1);
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this.scaleFluidInversed = new Phaser.Point(1, 1);
this.scaleFull = new Phaser.Point(1, 1);
this.scaleNone = new Phaser.Point(1, 1);
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this.ratioH = width / height;
this.ratioV = height / width;
this.multiplier = 0;
this.layers = [];
};
Phaser.FlexGrid.prototype = {
setSize: function (width, height) {
// These are locked and don't change until setSize is called again
this.width = width;
this.height = height;
this.ratioH = width / height;
this.ratioV = height / width;
this.scaleNone = new Phaser.Point(1, 1);
this.boundsNone.width = this.width;
this.boundsNone.height = this.height;
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this.refresh();
},
// Need ability to create your own layers with custom scaling, etc.
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/**
* A fluid layer is centered on the game and maintains its aspect ratio as it scales up and down.
*
* @method createFluidLayer
* @return {Phaser.FlexLayer} The Layer object.
*/
createFluidLayer: function (children) {
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var layer = new Phaser.FlexLayer(this, this.positionFluid, this.boundsFluid, this.scaleFluid);
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this.game.world.add(layer);
this.layers.push(layer);
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if (typeof children !== 'undefined')
{
layer.addMultiple(children);
}
return layer;
},
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/**
* A full layer is placed at 0,0 and extends to the full size of the game. Children are scaled according to the fluid ratios.
*
* @method createFullLayer
* @return {Phaser.FlexLayer} The Layer object.
*/
createFullLayer: function (children) {
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var layer = new Phaser.FlexLayer(this, this.positionFull, this.boundsFull, this.scaleFluid);
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this.game.world.add(layer);
this.layers.push(layer);
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if (typeof children !== 'undefined')
{
layer.addMultiple(children);
}
return layer;
},
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/**
* A fixed layer is centered on the game and is the size of the required dimensions and is never scaled.
*
* @method createFixedLayer
* @return {Phaser.FlexLayer} The Layer object.
*/
createFixedLayer: function (children) {
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var layer = new Phaser.FlexLayer(this, this.positionNone, this.boundsNone, this.scaleNone);
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this.game.world.add(layer);
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this.layers.push(layer);
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if (typeof children !== 'undefined')
{
layer.addMultiple(children);
}
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return layer;
},
reset: function () {
for (var i = 0; i < this.layers.length; i++)
{
// Remove references to this class
this.layers[i].position = null;
this.layers[i].scale = null;
}
this.layers.length = 0;
},
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onResize: function (width, height) {
this.refresh(width, height);
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},
refresh: function () {
this.multiplier = Math.min((this.manager.height / this.height), (this.manager.width / this.width));
this.boundsFluid.width = Math.round(this.width * this.multiplier);
this.boundsFluid.height = Math.round(this.height * this.multiplier);
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this.scaleFluid.set(this.boundsFluid.width / this.width, this.boundsFluid.height / this.height);
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this.scaleFluidInversed.set(this.width / this.boundsFluid.width, this.height / this.boundsFluid.height);
this.scaleFull.set(this.boundsFull.width / this.width, this.boundsFull.height / this.height);
this.boundsFull.width = this.manager.width * this.scaleFluidInversed.x;
this.boundsFull.height = this.manager.height * this.scaleFluidInversed.y;
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this.boundsFluid.centerOn(this.manager.bounds.centerX, this.manager.bounds.centerY);
this.boundsNone.centerOn(this.manager.bounds.centerX, this.manager.bounds.centerY);
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this.positionFluid.set(this.boundsFluid.x, this.boundsFluid.y);
this.positionNone.set(this.boundsNone.x, this.boundsNone.y);
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},
debug: function () {
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// for (var i = 0; i < this.layers.length; i++)
// {
// this.layers[i].debug();
// }
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// this.game.debug.text(this.boundsFull.width + ' x ' + this.boundsFull.height, this.boundsFull.x + 4, this.boundsFull.y + 16);
// this.game.debug.geom(this.boundsFull, 'rgba(0,0,255,0.9', false);
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this.game.debug.text(this.boundsFluid.width + ' x ' + this.boundsFluid.height, this.boundsFluid.x + 4, this.boundsFluid.y + 16);
this.game.debug.geom(this.boundsFluid, 'rgba(255,0,0,0.9', false);
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// this.game.debug.text(this.boundsNone.width + ' x ' + this.boundsNone.height, this.boundsNone.x + 4, this.boundsNone.y + 16);
// this.game.debug.geom(this.boundsNone, 'rgba(0,255,0,0.9', false);
// this.game.debug.text(this.scaleFluid.x + ' x ' + this.scaleFluid.y, this.boundsFluid.x + 4, this.boundsFluid.y + 16);
}
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};
Phaser.FlexGrid.prototype.constructor = Phaser.FlexGrid;