phaser/src/core/Camera.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
* @module Phaser.Camera
*/
/**
*
* 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.
* The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y
*
* @class Camera
* @constructor
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* @param {Phaser.Game} game - Game reference to the currently running game.
* @param {number} id - Not being used at the moment, will be when Phaser supports multiple camera
* @param {number} x - Position of the camera on the X axis
* @param {number} y - Position of the camera on the Y axis
* @param {number} width - The width of the view rectangle
* @param {number} height - The height of the view rectangle
*/
Phaser.Camera = function (game, id, x, y, width, height) {
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/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
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/**
* @property {Phaser.World} world - A reference to the game world.
*/
this.world = game.world;
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/**
* @property {number} id - Reserved for future multiple camera set-ups.
* @default
*/
this.id = 0;
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/**
* Camera view.
* The view into the world we wish to render (by default the game dimensions).
* The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render.
* Objects outside of this view are not rendered (unless set to ignore the Camera, i.e. UI?).
* @property {Phaser.Rectangle} view
*/
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this.view = new Phaser.Rectangle(x, y, width, height);
/**
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* @property {Phaser.Rectangle} screenView - Used by Sprites to work out Camera culling.
*/
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this.screenView = new Phaser.Rectangle(x, y, width, height);
/**
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* @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause camera moving.
*/
this.deadzone = null;
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/**
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* @property {boolean} visible - Whether this camera is visible or not.
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* @default
*/
this.visible = true;
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/**
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* @property {boolean} atLimit - Whether this camera is flush with the World Bounds or not.
*/
this.atLimit = { x: false, y: false };
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/**
* @property {Phaser.Sprite} target - If the camera is tracking a Sprite, this is a reference to it, otherwise null.
* @default
*/
this.target = null;
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/**
* @property {number} edge - Edge property. Description.
* @default
*/
this._edge = 0;
};
// Consts
Phaser.Camera.FOLLOW_LOCKON = 0;
Phaser.Camera.FOLLOW_PLATFORMER = 1;
Phaser.Camera.FOLLOW_TOPDOWN = 2;
Phaser.Camera.FOLLOW_TOPDOWN_TIGHT = 3;
Phaser.Camera.prototype = {
/**
* Tells this camera which sprite to follow.
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* @method follow
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* @memberOf Phaser.Camera
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* @param {Phaser.Sprite} 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().
*/
follow: function (target, style) {
if (typeof style === "undefined") { style = Phaser.Camera.FOLLOW_LOCKON; }
this.target = target;
var helper;
switch (style) {
case Phaser.Camera.FOLLOW_PLATFORMER:
var w = this.width / 8;
var h = this.height / 3;
this.deadzone = new Phaser.Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h);
break;
case Phaser.Camera.FOLLOW_TOPDOWN:
helper = Math.max(this.width, this.height) / 4;
this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
break;
case Phaser.Camera.FOLLOW_TOPDOWN_TIGHT:
helper = Math.max(this.width, this.height) / 8;
this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
break;
case Phaser.Camera.FOLLOW_LOCKON:
default:
this.deadzone = null;
break;
}
},
/**
* Move the camera focus to a location instantly.
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* @method focusOnXY
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* @memberOf Phaser.Camera
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* @param {number} x - X position.
* @param {number} y - Y position.
*/
focusOnXY: function (x, y) {
this.view.x = Math.round(x - this.view.halfWidth);
this.view.y = Math.round(y - this.view.halfHeight);
},
/**
* Update focusing and scrolling.
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* @method update
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* @memberOf Phaser.Camera
*/
update: function () {
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// Add dirty flag
if (this.target !== null)
{
if (this.deadzone)
{
this._edge = this.target.x - this.deadzone.x;
if (this.view.x > this._edge)
{
this.view.x = this._edge;
}
this._edge = this.target.x + this.target.width - this.deadzone.x - this.deadzone.width;
if (this.view.x < this._edge)
{
this.view.x = this._edge;
}
this._edge = this.target.y - this.deadzone.y;
if (this.view.y > this._edge)
{
this.view.y = this._edge;
}
this._edge = this.target.y + this.target.height - this.deadzone.y - this.deadzone.height;
if (this.view.y < this._edge)
{
this.view.y = this._edge;
}
}
else
{
this.focusOnXY(this.target.x, this.target.y);
}
}
this.checkWorldBounds();
},
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/**
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* Method called to ensure the camera doesn't venture outside of the game world.
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* @method checkWorldBounds
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* @memberOf Phaser.Camera
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*/
checkWorldBounds: function () {
this.atLimit.x = false;
this.atLimit.y = false;
// Make sure we didn't go outside the cameras worldBounds
if (this.view.x < this.world.bounds.left)
{
this.atLimit.x = true;
this.view.x = this.world.bounds.left;
}
if (this.view.x > this.world.bounds.right - this.width)
{
this.atLimit.x = true;
this.view.x = (this.world.bounds.right - this.width) + 1;
}
if (this.view.y < this.world.bounds.top)
{
this.atLimit.y = true;
this.view.y = this.world.bounds.top;
}
if (this.view.y > this.world.bounds.bottom - this.height)
{
this.atLimit.y = true;
this.view.y = (this.world.bounds.bottom - this.height) + 1;
}
this.view.floor();
},
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/**
* A helper function to set both the X and Y properties of the camera at once
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* without having to use game.camera.x and game.camera.y.
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*
* @method setPosition
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* @memberOf Phaser.Camera
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* @param {number} x - X position.
* @param {number} y - Y position.
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*/
setPosition: function (x, y) {
this.view.x = x;
this.view.y = y;
this.checkWorldBounds();
},
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/**
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* Sets the size of the view rectangle given the width and height in parameters.
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*
* @method setSize
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* @memberOf Phaser.Camera
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* @param {number} width - The desired width.
* @param {number} height - The desired height.
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*/
setSize: function (width, height) {
this.view.width = width;
this.view.height = height;
}
};
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/**
* Get
* @return {number} The x position.
*//**
* Sets the camera's x position and clamp it if it's outside the world bounds.
* @param {number} value - The x position.
*/
Object.defineProperty(Phaser.Camera.prototype, "x", {
get: function () {
return this.view.x;
},
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set: function (value) {
this.view.x = value;
this.checkWorldBounds();
}
});
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/**
* Get
* @return {number} The y position.
*//**
* Sets the camera's y position and clamp it if it's outside the world bounds.
* @param {number} value - The y position.
*/
Object.defineProperty(Phaser.Camera.prototype, "y", {
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get: function () {
return this.view.y;
},
set: function (value) {
this.view.y = value;
this.checkWorldBounds();
}
});
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/**
* Returns the width of the view rectangle, in pixels.
* @return {number} The width of the view rectangle, in pixels.
*//**
* Sets the width of the view rectangle.
* @param {number} value - Width of the view rectangle.
*/
Object.defineProperty(Phaser.Camera.prototype, "width", {
get: function () {
return this.view.width;
},
set: function (value) {
this.view.width = value;
}
});
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/**
* Returns the height of the view rectangle, in pixels.
* @return {number} The height of the view rectangle, in pixels.
*//**
* Sets the height of the view rectangle.
* @param {number} value - Height of the view rectangle.
*/
Object.defineProperty(Phaser.Camera.prototype, "height", {
get: function () {
return this.view.height;
},
set: function (value) {
this.view.height = value;
}
});