phaser/src/core/Camera.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* 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
*
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* @class Phaser.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;
/**
* @property {Phaser.World} world - A reference to the game world.
*/
this.world = game.world;
/**
* @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).
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* The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render.
* Sprites outside of this view are not rendered if Sprite.autoCull is set to `true`. Otherwise they are always rendered.
* @property {Phaser.Rectangle} view
*/
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this.view = new Phaser.Rectangle(x, y, width, height);
/**
* The Camera is bound to this Rectangle and cannot move outside of it. By default it is enabled and set to the size of the World.
* The Rectangle can be located anywhere in the world and updated as often as you like. If you don't wish the Camera to be bound
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* at all then set this to null. The values can be anything and are in World coordinates, with 0,0 being the top-left of the world.
*
* @property {Phaser.Rectangle} bounds - The Rectangle in which the Camera is bounded. Set to null to allow for movement anywhere.
*/
this.bounds = new Phaser.Rectangle(x, y, width, height);
/**
* @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause the camera to move.
*/
this.deadzone = null;
/**
* @property {boolean} visible - Whether this camera is visible or not.
* @default
*/
this.visible = true;
/**
* @property {boolean} roundPx - If a Camera has roundPx set to `true` it will call `view.floor` as part of its update loop, keeping its boundary to integer values. Set this to `false` to disable this from happening.
* @default
*/
this.roundPx = true;
/**
* @property {boolean} atLimit - Whether this camera is flush with the World Bounds or not.
*/
this.atLimit = { x: false, y: false };
/**
* @property {Phaser.Sprite} target - If the camera is tracking a Sprite, this is a reference to it, otherwise null.
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* @default
*/
this.target = null;
/**
* @property {PIXI.DisplayObject} displayObject - The display object to which all game objects are added. Set by World.boot
*/
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this.displayObject = null;
/**
* @property {Phaser.Point} scale - The scale of the display object to which all game objects are added. Set by World.boot
*/
this.scale = null;
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/**
* @property {number} totalInView - The total number of Sprites with `autoCull` set to `true` that are visible by this Camera.
* @readonly
*/
this.totalInView = 0;
/**
* The linear interpolation value to use when following a target.
* The default values of 1 means the camera will instantly snap to the target coordinates.
* A lower value, such as 0.1 means the camera will more slowly track the target, giving
* a smooth transition. You can set the horizontal and vertical values independently, and also
* adjust this value in real-time during your game.
* @property {Phaser.Point} lerp
* @default
*/
this.lerp = Phaser.Point(1, 1);
/**
* @property {Phaser.Point} _targetPosition - Internal point used to calculate target position
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* @private
*/
this._targetPosition = new Phaser.Point();
/**
* @property {number} edge - Edge property.
* @private
* @default
*/
this._edge = 0;
/**
* @property {Phaser.Point} position - Current position of the camera in world.
* @private
* @default
*/
this._position = new Phaser.Point();
};
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/**
* @constant
* @type {number}
*/
Phaser.Camera.FOLLOW_LOCKON = 0;
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/**
* @constant
* @type {number}
*/
Phaser.Camera.FOLLOW_PLATFORMER = 1;
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/**
* @constant
* @type {number}
*/
Phaser.Camera.FOLLOW_TOPDOWN = 2;
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/**
* @constant
* @type {number}
*/
Phaser.Camera.FOLLOW_TOPDOWN_TIGHT = 3;
Phaser.Camera.prototype = {
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/**
* Camera preUpdate. Sets the total view counter to zero.
*
* @method Phaser.Camera#preUpdate
*/
preUpdate: function () {
this.totalInView = 0;
},
/**
* Tell the camera which sprite to follow.
*
* You can set the follow type and a linear interpolation value.
* Use low lerp values (such as 0.1) to automatically smooth the camera motion.
*
* If you find you're getting a slight "jitter" effect when following a Sprite it's probably to do with sub-pixel rendering of the Sprite position.
* This can be disabled by setting `game.renderer.renderSession.roundPixels = true` to force full pixel rendering.
*
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* @method Phaser.Camera#follow
* @param {Phaser.Sprite|Phaser.Image|Phaser.Text} target - The object you want the camera to track. Set to null to not follow anything.
* @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().
* @param {float} [lerpX=1] - A value between 0 and 1. This value specifies the amount of linear interpolation to use when horizontally tracking the target. The closer the value to 1, the faster the camera will track.
* @param {float} [lerpY=1] - A value between 0 and 1. This value specifies the amount of linear interpolation to use when vertically tracking the target. The closer the value to 1, the faster the camera will track.
*/
follow: function (target, style, lerpX, lerpY) {
if (style === undefined) { style = Phaser.Camera.FOLLOW_LOCKON; }
if (lerpX === undefined) { lerpX = 1; }
if (lerpY === undefined) { lerpY = 1; }
this.target = target;
this.lerp.set(lerpX, lerpY);
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:
this.deadzone = null;
break;
default:
this.deadzone = null;
break;
}
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},
/**
* Sets the Camera follow target to null, stopping it from following an object if it's doing so.
*
* @method Phaser.Camera#unfollow
*/
unfollow: function () {
this.target = null;
},
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/**
* Move the camera focus on a display object instantly.
* @method Phaser.Camera#focusOn
* @param {any} displayObject - The display object to focus the camera on. Must have visible x/y properties.
*/
focusOn: function (displayObject) {
this.setPosition(Math.round(displayObject.x - this.view.halfWidth), Math.round(displayObject.y - this.view.halfHeight));
},
/**
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* Move the camera focus on a location instantly.
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* @method Phaser.Camera#focusOnXY
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* @param {number} x - X position.
* @param {number} y - Y position.
*/
focusOnXY: function (x, y) {
this.setPosition(Math.round(x - this.view.halfWidth), Math.round(y - this.view.halfHeight));
},
/**
* Update focusing and scrolling.
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* @method Phaser.Camera#update
*/
update: function () {
if (this.target)
{
this.updateTarget();
}
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if (this.bounds)
{
this.checkBounds();
}
if (this.roundPx)
{
this.view.floor();
}
this.displayObject.position.x = -this.view.x;
this.displayObject.position.y = -this.view.y;
},
/**
* Internal method
* @method Phaser.Camera#updateTarget
* @private
*/
updateTarget: function () {
this._targetPosition.copyFrom(this.target.world);
if (this.deadzone)
{
this._edge = this._targetPosition.x - this.view.x;
if (this._edge < this.deadzone.left)
{
this.view.x = this.game.math.linear(this.view.x, this._targetPosition.x - this.deadzone.left, this.lerp.x);
}
else if (this._edge > this.deadzone.right)
{
this.view.x = this.game.math.linear(this.view.x, this._targetPosition.x - this.deadzone.right, this.lerp.x);
}
this._edge = this._targetPosition.y - this.view.y;
if (this._edge < this.deadzone.top)
{
this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.deadzone.top, this.lerp.y);
}
else if (this._edge > this.deadzone.bottom)
{
this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.deadzone.bottom, this.lerp.y);
}
}
else
{
this.view.x = this.game.math.linear(this.view.x, this._targetPosition.x - this.view.halfWidth, this.lerp.x);
this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.view.halfHeight, this.lerp.y);
}
},
/**
* Update the Camera bounds to match the game world.
* @method Phaser.Camera#setBoundsToWorld
*/
setBoundsToWorld: function () {
if (this.bounds)
{
this.bounds.copyFrom(this.game.world.bounds);
}
},
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/**
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* Method called to ensure the camera doesn't venture outside of the game world.
* @method Phaser.Camera#checkBounds
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*/
checkBounds: function () {
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this.atLimit.x = false;
this.atLimit.y = false;
// Make sure we didn't go outside the cameras bounds
if (this.view.x <= this.bounds.x * this.scale.x)
{
this.atLimit.x = true;
this.view.x = this.bounds.x * this.scale.x;
}
if (this.view.right >= this.bounds.right * this.scale.x)
{
this.atLimit.x = true;
this.view.x = (this.bounds.right * this.scale.x) - this.width;
}
if (this.view.y <= this.bounds.top * this.scale.y)
{
this.atLimit.y = true;
this.view.y = this.bounds.top * this.scale.y;
}
if (this.view.bottom >= this.bounds.bottom * this.scale.y)
{
this.atLimit.y = true;
this.view.y = (this.bounds.bottom * this.scale.y) - this.height;
}
},
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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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*
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* @method Phaser.Camera#setPosition
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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;
if (this.bounds)
{
this.checkBounds();
}
},
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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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*
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* @method Phaser.Camera#setSize
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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;
},
/**
* Resets the camera back to 0,0 and un-follows any object it may have been tracking.
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*
* @method Phaser.Camera#reset
*/
reset: function () {
this.target = null;
this.view.x = 0;
this.view.y = 0;
}
};
Phaser.Camera.prototype.constructor = Phaser.Camera;
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/**
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* The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds.
* @name Phaser.Camera#x
* @property {number} x - Gets or sets the cameras x position.
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*/
Object.defineProperty(Phaser.Camera.prototype, "x", {
get: function () {
return this.view.x;
},
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set: function (value) {
this.view.x = value;
if (this.bounds)
{
this.checkBounds();
}
}
});
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/**
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* The Cameras y coordinate. This value is automatically clamped if it falls outside of the World bounds.
* @name Phaser.Camera#y
* @property {number} y - Gets or sets the cameras y position.
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*/
Object.defineProperty(Phaser.Camera.prototype, "y", {
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get: function () {
return this.view.y;
},
set: function (value) {
this.view.y = value;
if (this.bounds)
{
this.checkBounds();
}
}
});
/**
* The Cameras position. This value is automatically clamped if it falls outside of the World bounds.
* @name Phaser.Camera#position
* @property {Phaser.Point} position - Gets or sets the cameras xy position using Phaser.Point object.
*/
Object.defineProperty(Phaser.Camera.prototype, "position", {
get: function () {
this._position.set(this.view.x, this.view.y);
return this._position;
},
set: function (value) {
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if (typeof value.x !== "undefined") { this.view.x = value.x; }
if (typeof value.y !== "undefined") { this.view.y = value.y; }
if (this.bounds)
{
this.checkBounds();
}
}
});
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/**
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* The Cameras width. By default this is the same as the Game size and should not be adjusted for now.
* @name Phaser.Camera#width
* @property {number} width - Gets or sets the cameras width.
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*/
Object.defineProperty(Phaser.Camera.prototype, "width", {
get: function () {
return this.view.width;
},
set: function (value) {
this.view.width = value;
}
});
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/**
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* The Cameras height. By default this is the same as the Game size and should not be adjusted for now.
* @name Phaser.Camera#height
* @property {number} height - Gets or sets the cameras height.
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*/
Object.defineProperty(Phaser.Camera.prototype, "height", {
get: function () {
return this.view.height;
},
set: function (value) {
this.view.height = value;
}
});