phaser/Phaser/gameobjects/ScrollZone.ts

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/// <reference path="../Game.ts" />
/// <reference path="../geom/Quad.ts" />
/**
* Phaser - ScrollZone
*
* Creates a scrolling region of the given width and height from an image in the cache.
* The ScrollZone can be positioned anywhere in-world like a normal game object.
* The image within it is scrolled via the scrollSpeed.x/y properties.
* If you create a scroll zone larger than the given source image it will create a DynamicTexture and fill it with a pattern of the source image.
*/
module Phaser {
export class ScrollZone extends GameObject {
/**
*
*/
constructor(game: Game, key:string, x: number, y: number, width: number, height: number) {
super(game, x, y, width, height);
// Our seamless scrolling quads
this._A = new Quad(0, 0, width, height);
this._B = new Quad();
this._C = new Quad();
this._D = new Quad();
this._scroll = new MicroPoint();
this.offset = new MicroPoint();
this.scrollSpeed = new MicroPoint();
if (this._game.cache.getImage(key))
{
this._texture = this._game.cache.getImage(key);
this.bounds.width = width;
this.bounds.height = height;
this._sourceWidth = this._texture.width;
this._sourceHeight = this._texture.height;
// If the Scrolling Zone is BIGGER than the texture then we need to create a repeating pattern DynamicTexture
if (this._texture.width < width || this._texture.height < height)
{
this.createRepeatingTexture();
}
}
}
private _texture;
private _dynamicTexture: DynamicTexture = null;
private _A: Quad;
private _B: Quad;
private _C: Quad;
private _D: Quad;
private _scroll: MicroPoint;
private _sourceWidth: number;
private _sourceHeight: number;
// local rendering related temp vars to help avoid gc spikes
private _dx: number = 0;
private _dy: number = 0;
private _dw: number = 0;
private _dh: number = 0;
private _anchorWidth: number = 0;
private _anchorHeight: number = 0;
private _inverseWidth: number = 0;
private _inverseHeight: number = 0;
public scrollSpeed: MicroPoint;
public offset: MicroPoint;
public flipped: bool = false;
public update() {
this._scroll.x = Math.round(this._scroll.x + this.scrollSpeed.x);
this._scroll.y = Math.round(this._scroll.y + this.scrollSpeed.y);
if (this._scroll.x > this._sourceWidth)
{
this._scroll.x = 0;
}
if (this._scroll.x < 0)
{
this._scroll.x = this._sourceWidth;
}
if (this._scroll.y > this._sourceHeight)
{
this._scroll.y = 0;
}
if (this._scroll.y < 0)
{
this._scroll.y = this._sourceHeight;
}
// Anchor Dimensions
this._anchorWidth = this._sourceWidth - this._scroll.x;
this._anchorHeight = this._sourceHeight - this._scroll.y;
if (this._anchorWidth > this.width)
{
this._anchorWidth = this.width;
}
if (this._anchorHeight > this.height)
{
this._anchorHeight = this.height;
}
this._inverseWidth = this.width - this._anchorWidth;
this._inverseHeight = this.height - this._anchorHeight;
// Quad A
this._A.setTo(this._scroll.x, this._scroll.y, this._anchorWidth, this._anchorHeight);
// Quad B
this._B.y = this._scroll.y;
this._B.width = this._inverseWidth;
this._B.height = this._anchorHeight;
// Quad C
this._C.x = this._scroll.x;
this._C.width = this._anchorWidth;
this._C.height = this._inverseHeight;
// Quad D
this._D.width = this._inverseWidth;
this._D.height = this._inverseHeight;
}
public inCamera(camera: Rectangle): bool {
if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0)
{
this._dx = this.bounds.x - (camera.x * this.scrollFactor.x);
this._dy = this.bounds.y - (camera.y * this.scrollFactor.x);
this._dw = this.bounds.width * this.scale.x;
this._dh = this.bounds.height * this.scale.y;
return (camera.right > this._dx) && (camera.x < this._dx + this._dw) && (camera.bottom > this._dy) && (camera.y < this._dy + this._dh);
}
else
{
return camera.intersects(this.bounds, this.bounds.length);
}
}
public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number) {
// Render checks
if (this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.inCamera(camera.worldView) == false)
{
return false;
}
// Alpha
if (this.alpha !== 1)
{
var globalAlpha = this._game.stage.context.globalAlpha;
this._game.stage.context.globalAlpha = this.alpha;
}
this._dx = cameraOffsetX + (this.bounds.topLeft.x - camera.worldView.x);
this._dy = cameraOffsetY + (this.bounds.topLeft.y - camera.worldView.y);
this._dw = this.bounds.width * this.scale.x;
this._dh = this.bounds.height * this.scale.y;
// Apply camera difference
if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0)
{
this._dx -= (camera.worldView.x * this.scrollFactor.x);
this._dy -= (camera.worldView.y * this.scrollFactor.y);
}
// Rotation - needs to work from origin point really, but for now from center
if (this.angle !== 0 || this.flipped == true)
{
this._game.stage.context.save();
this._game.stage.context.translate(this._dx + (this._dw / 2), this._dy + (this._dh / 2));
if (this.angle !== 0)
{
this._game.stage.context.rotate(this.angle * (Math.PI / 180));
}
this._dx = -(this._dw / 2);
this._dy = -(this._dh / 2);
if (this.flipped == true)
{
this._game.stage.context.scale(-1, 1);
}
}
this._dx = Math.round(this._dx);
this._dy = Math.round(this._dy);
if (this._dynamicTexture)
{
if (this._A.width !== 0 && this._A.height !== 0)
{
this._game.stage.context.drawImage(this._dynamicTexture.canvas, this._A.x, this._A.y, this._A.width, this._A.height, this._dx, this._dy, this._A.width, this._A.height);
}
if (this._B.width !== 0 && this._B.height !== 0)
{
this._game.stage.context.drawImage(this._dynamicTexture.canvas, this._B.x, this._B.y, this._B.width, this._B.height, this._dx + this._A.width, this._dy, this._B.width, this._B.height);
}
if (this._C.width !== 0 && this._C.height !== 0)
{
this._game.stage.context.drawImage(this._dynamicTexture.canvas, this._C.x, this._C.y, this._C.width, this._C.height, this._dx, this._dy + this._A.height, this._C.width, this._C.height);
}
if (this._D.width !== 0 && this._D.height !== 0)
{
this._game.stage.context.drawImage(this._dynamicTexture.canvas, this._D.x, this._D.y, this._D.width, this._D.height, this._dx + this._C.width, this._dy + this._A.height, this._D.width, this._D.height);
}
}
else
{
if (this._A.width !== 0 && this._A.height !== 0)
{
this._game.stage.context.drawImage(this._texture, this._A.x, this._A.y, this._A.width, this._A.height, this._dx, this._dy, this._A.width, this._A.height);
}
if (this._B.width !== 0 && this._B.height !== 0)
{
this._game.stage.context.drawImage(this._texture, this._B.x, this._B.y, this._B.width, this._B.height, this._dx + this._A.width, this._dy, this._B.width, this._B.height);
}
if (this._C.width !== 0 && this._C.height !== 0)
{
this._game.stage.context.drawImage(this._texture, this._C.x, this._C.y, this._C.width, this._C.height, this._dx, this._dy + this._A.height, this._C.width, this._C.height);
}
if (this._D.width !== 0 && this._D.height !== 0)
{
this._game.stage.context.drawImage(this._texture, this._D.x, this._D.y, this._D.width, this._D.height, this._dx + this._C.width, this._dy + this._A.height, this._D.width, this._D.height);
}
}
if (globalAlpha > -1)
{
this._game.stage.context.globalAlpha = globalAlpha;
}
return true;
}
private createRepeatingTexture() {
// Work out how many we'll need of the source image to make it tile properly
var tileWidth = Math.ceil(this.width / this._sourceWidth) * this._sourceWidth;
var tileHeight = Math.ceil(this.height / this._sourceHeight) * this._sourceHeight;
this._dynamicTexture = new DynamicTexture(this._game, tileWidth, tileHeight);
this._dynamicTexture.context.rect(0, 0, tileWidth, tileHeight);
this._dynamicTexture.context.fillStyle = this._dynamicTexture.context.createPattern(this._texture, "repeat");
this._dynamicTexture.context.fill();
this._sourceWidth = tileWidth;
this._sourceHeight = tileHeight;
}
}
}