2013-08-31 12:54:59 +00:00
|
|
|
/**
|
|
|
|
* 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
|
|
|
|
*/
|
|
|
|
|
|
|
|
Phaser.Camera = function (game, id, x, y, width, height) {
|
|
|
|
|
|
|
|
this.game = game;
|
|
|
|
this.world = game.world;
|
|
|
|
this.id = 0; // reserved for future multiple camera set-ups
|
|
|
|
|
|
|
|
// 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?)
|
2013-09-10 19:40:34 +00:00
|
|
|
|
|
|
|
/**
|
|
|
|
* Camera view.
|
|
|
|
* @type {Rectangle}
|
|
|
|
*/
|
2013-09-01 18:52:50 +00:00
|
|
|
this.view = new Phaser.Rectangle(x, y, width, height);
|
2013-09-10 19:40:34 +00:00
|
|
|
|
2013-09-01 18:52:50 +00:00
|
|
|
this.screenView = new Phaser.Rectangle(x, y, width, height);
|
|
|
|
|
2013-09-10 19:40:34 +00:00
|
|
|
/**
|
|
|
|
* Sprite moving inside this Rectangle will not cause camera moving.
|
|
|
|
* @type {Rectangle}
|
|
|
|
*/
|
|
|
|
this.deadzone = null;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Whether this camera is visible or not. (default is true)
|
|
|
|
* @type {bool}
|
|
|
|
*/
|
|
|
|
this.visible = true;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* If the camera is tracking a Sprite, this is a reference to it, otherwise null
|
|
|
|
* @type {Sprite}
|
|
|
|
*/
|
|
|
|
this.target = null;
|
2013-08-31 12:54:59 +00:00
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
// 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.
|
|
|
|
* @param target {Sprite} The object you want the camera to track. Set to null to not follow anything.
|
|
|
|
* @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().
|
|
|
|
*/
|
|
|
|
follow: function (target, style) {
|
|
|
|
|
|
|
|
if (typeof style === "undefined") { style = Phaser.Camera.FOLLOW_LOCKON; }
|
|
|
|
|
|
|
|
this.target = target;
|
|
|
|
|
|
|
|
var helper;
|
|
|
|
|
|
|
|
switch (style) {
|
|
|
|
|
|
|
|
case Phaser.Types.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.Types.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.Types.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.Types.CAMERA_FOLLOW_LOCKON:
|
|
|
|
default:
|
|
|
|
this.deadzone = null;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Move the camera focus to this location instantly.
|
|
|
|
* @param x {number} X position.
|
|
|
|
* @param y {number} Y position.
|
|
|
|
*/
|
|
|
|
focusOnXY: function (x, y) {
|
|
|
|
|
|
|
|
x += (x > 0) ? 0.0000001 : -0.0000001;
|
|
|
|
y += (y > 0) ? 0.0000001 : -0.0000001;
|
|
|
|
|
|
|
|
this.view.x = Math.round(x - this.view.halfWidth);
|
|
|
|
this.view.y = Math.round(y - this.view.halfHeight);
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Update focusing and scrolling.
|
|
|
|
*/
|
|
|
|
update: function () {
|
|
|
|
|
|
|
|
// this.plugins.preUpdate();
|
|
|
|
|
2013-09-01 18:52:50 +00:00
|
|
|
// Add dirty flag
|
|
|
|
|
2013-08-31 12:54:59 +00:00
|
|
|
if (this.target !== null)
|
|
|
|
{
|
|
|
|
if (this.deadzone == null)
|
|
|
|
{
|
|
|
|
this.focusOnXY(this.target.x, this.target.y);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
var edge;
|
|
|
|
var targetX = this.target.x + ((this.target.x > 0) ? 0.0000001 : -0.0000001);
|
|
|
|
var targetY = this.target.y + ((this.target.y > 0) ? 0.0000001 : -0.0000001);
|
|
|
|
|
|
|
|
edge = targetX - this.deadzone.x;
|
|
|
|
|
|
|
|
if (this.view.x > edge)
|
|
|
|
{
|
|
|
|
this.view.x = edge;
|
|
|
|
}
|
|
|
|
|
|
|
|
edge = targetX + this.target.width - this.deadzone.x - this.deadzone.width;
|
|
|
|
|
|
|
|
if (this.view.x < edge)
|
|
|
|
{
|
|
|
|
this.view.x = edge;
|
|
|
|
}
|
|
|
|
|
|
|
|
edge = targetY - this.deadzone.y;
|
|
|
|
|
|
|
|
if (this.view.y > edge)
|
|
|
|
{
|
|
|
|
this.view.y = edge;
|
|
|
|
}
|
|
|
|
|
|
|
|
edge = targetY + this.target.height - this.deadzone.y - this.deadzone.height;
|
|
|
|
|
|
|
|
if (this.view.y < edge)
|
|
|
|
{
|
|
|
|
this.view.y = edge;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Make sure we didn't go outside the cameras worldBounds
|
|
|
|
if (this.view.x < this.world.bounds.left)
|
|
|
|
{
|
|
|
|
this.view.x = this.world.bounds.left;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.view.x > this.world.bounds.right - this.width)
|
|
|
|
{
|
|
|
|
this.view.x = (this.world.bounds.right - this.width) + 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.view.y < this.world.bounds.top)
|
|
|
|
{
|
|
|
|
this.view.y = this.world.bounds.top;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.view.y > this.world.bounds.bottom - this.height)
|
|
|
|
{
|
|
|
|
this.view.y = (this.world.bounds.bottom - this.height) + 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
this.view.floor();
|
|
|
|
|
|
|
|
// this.plugins.update();
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
setPosition: function (x, y) {
|
|
|
|
|
|
|
|
this.view.x = x;
|
|
|
|
this.view.y = y;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
setSize: function (width, height) {
|
|
|
|
|
|
|
|
this.view.width = width;
|
|
|
|
this.view.height = height;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
Object.defineProperty(Phaser.Camera.prototype, "x", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return this.view.x;
|
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value) {
|
|
|
|
this.view.x = value;
|
2013-09-11 12:21:07 +00:00
|
|
|
}
|
2013-08-31 12:54:59 +00:00
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
Object.defineProperty(Phaser.Camera.prototype, "y", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return this.view.y;
|
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value) {
|
|
|
|
this.view.y = value;
|
2013-09-11 12:21:07 +00:00
|
|
|
}
|
2013-08-31 12:54:59 +00:00
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
Object.defineProperty(Phaser.Camera.prototype, "width", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return this.view.width;
|
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value) {
|
|
|
|
this.view.width = value;
|
2013-09-11 12:21:07 +00:00
|
|
|
}
|
2013-08-31 12:54:59 +00:00
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
Object.defineProperty(Phaser.Camera.prototype, "height", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return this.view.height;
|
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value) {
|
|
|
|
this.view.height = value;
|
2013-09-11 12:21:07 +00:00
|
|
|
}
|
2013-08-31 12:54:59 +00:00
|
|
|
|
|
|
|
});
|