phaser/todo/TS Source/cameras/Camera.js

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/// <reference path="../_definitions.ts" />
/**
* Phaser - Camera
*
* A Camera is your view into the game world. It has a position, size, scale and rotation and renders only those objects
* within its field of view. The game automatically creates a single Stage sized camera on boot, but it can be changed and
* additional cameras created via the CameraManager.
*/
var Phaser;
(function (Phaser) {
var Camera = (function () {
/**
* Instantiates a new camera at the specified location, with the specified size and zoom level.
*
* @param game {Phaser.Game} Current game instance.
* @param id {number} Unique identity.
* @param x {number} X location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom.
* @param y {number} Y location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom.
* @param width {number} The width of the camera display in pixels.
* @param height {number} The height of the camera display in pixels.
*/
function Camera(game, id, x, y, width, height) {
this._target = null;
/**
* Camera worldBounds.
* @type {Rectangle}
*/
this.worldBounds = null;
/**
* A bool representing if the Camera has been modified in any way via a scale, rotate, flip or skew.
*/
this.modified = false;
/**
* 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;
/**
* The z value of this Camera. Cameras are rendered in z-index order by the Renderer.
*/
this.z = -1;
this.game = game;
this.ID = id;
this.z = id;
width = this.game.math.clamp(width, this.game.stage.width, 1);
height = this.game.math.clamp(height, this.game.stage.height, 1);
// The view into the world we wish to render (by default the full game world size)
// The size of this Rect is the same as screenView, but the values are all in world coordinates instead of screen coordinates
this.worldView = new Phaser.Rectangle(0, 0, width, height);
// The rect of the area being rendered in stage/screen coordinates
this.screenView = new Phaser.Rectangle(x, y, width, height);
this.plugins = new Phaser.PluginManager(this.game, this);
this.transform = new Phaser.Components.TransformManager(this);
this.texture = new Phaser.Display.Texture(this);
// We create a hidden canvas for our camera the size of the game (we use the screenView to clip the render to the camera size)
this._canvas = document.createElement('canvas');
this._canvas.width = width;
this._canvas.height = height;
this._renderLocal = true;
this.texture.canvas = this._canvas;
this.texture.context = this.texture.canvas.getContext('2d');
this.texture.backgroundColor = this.game.stage.backgroundColor;
// Handy proxies
this.scale = this.transform.scale;
this.alpha = this.texture.alpha;
this.origin = this.transform.origin;
this.crop = this.texture.crop;
}
Object.defineProperty(Camera.prototype, "alpha", {
get: /**
* The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque.
*/
function () {
return this.texture.alpha;
},
set: /**
* The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque.
*/
function (value) {
this.texture.alpha = value;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Camera.prototype, "directToStage", {
set: function (value) {
if(value) {
this._renderLocal = false;
this.texture.canvas = this.game.stage.canvas;
Phaser.CanvasUtils.setBackgroundColor(this.texture.canvas, this.game.stage.backgroundColor);
} else {
this._renderLocal = true;
this.texture.canvas = this._canvas;
Phaser.CanvasUtils.setBackgroundColor(this.texture.canvas, this.texture.backgroundColor);
}
this.texture.context = this.texture.canvas.getContext('2d');
},
enumerable: true,
configurable: true
});
Camera.prototype.hide = /**
* Hides an object from this Camera. Hidden objects are not rendered.
* The object must implement a public cameraBlacklist property.
*
* @param object {Sprite/Group} The object this camera should ignore.
*/
function (object) {
object.texture.hideFromCamera(this);
};
Camera.prototype.isHidden = /**
* Returns true if the object is hidden from this Camera.
*
* @param object {Sprite/Group} The object to check.
*/
function (object) {
return object.texture.isHidden(this);
};
Camera.prototype.show = /**
* Un-hides an object previously hidden to this Camera.
* The object must implement a public cameraBlacklist property.
*
* @param object {Sprite/Group} The object this camera should display.
*/
function (object) {
object.texture.showToCamera(this);
};
Camera.prototype.follow = /**
* Tells this camera object what sprite to track.
* @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().
*/
function (target, style) {
if (typeof style === "undefined") { style = Phaser.Types.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;
}
};
Camera.prototype.focusOnXY = /**
* Move the camera focus to this location instantly.
* @param x {number} X position.
* @param y {number} Y position.
*/
function (x, y) {
x += (x > 0) ? 0.0000001 : -0.0000001;
y += (y > 0) ? 0.0000001 : -0.0000001;
this.worldView.x = Math.round(x - this.worldView.halfWidth);
this.worldView.y = Math.round(y - this.worldView.halfHeight);
};
Camera.prototype.focusOn = /**
* Move the camera focus to this location instantly.
* @param point {any} Point you want to focus.
*/
function (point) {
point.x += (point.x > 0) ? 0.0000001 : -0.0000001;
point.y += (point.y > 0) ? 0.0000001 : -0.0000001;
this.worldView.x = Math.round(point.x - this.worldView.halfWidth);
this.worldView.y = Math.round(point.y - this.worldView.halfHeight);
};
Camera.prototype.setBounds = /**
* Specify the boundaries of the world or where the camera is allowed to move.
*
* @param x {number} The smallest X value of your world (usually 0).
* @param y {number} The smallest Y value of your world (usually 0).
* @param width {number} The largest X value of your world (usually the world width).
* @param height {number} The largest Y value of your world (usually the world height).
*/
function (x, y, width, height) {
if (typeof x === "undefined") { x = 0; }
if (typeof y === "undefined") { y = 0; }
if (typeof width === "undefined") { width = 0; }
if (typeof height === "undefined") { height = 0; }
if(this.worldBounds == null) {
this.worldBounds = new Phaser.Rectangle();
}
this.worldBounds.setTo(x, y, width, height);
this.worldView.x = x;
this.worldView.y = y;
this.update();
};
Camera.prototype.update = /**
* Update focusing and scrolling.
*/
function () {
if(this.modified == false && (!this.transform.scale.equals(1) || !this.transform.skew.equals(0) || this.transform.rotation != 0 || this.transform.rotationOffset != 0 || this.texture.flippedX || this.texture.flippedY)) {
this.modified = true;
}
this.plugins.preUpdate();
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.worldView.x > edge) {
this.worldView.x = edge;
}
edge = targetX + this._target.width - this.deadzone.x - this.deadzone.width;
if(this.worldView.x < edge) {
this.worldView.x = edge;
}
edge = targetY - this.deadzone.y;
if(this.worldView.y > edge) {
this.worldView.y = edge;
}
edge = targetY + this._target.height - this.deadzone.y - this.deadzone.height;
if(this.worldView.y < edge) {
this.worldView.y = edge;
}
}
}
// Make sure we didn't go outside the cameras worldBounds
if(this.worldBounds !== null) {
if(this.worldView.x < this.worldBounds.left) {
this.worldView.x = this.worldBounds.left;
}
if(this.worldView.x > this.worldBounds.right - this.width) {
this.worldView.x = (this.worldBounds.right - this.width) + 1;
}
if(this.worldView.y < this.worldBounds.top) {
this.worldView.y = this.worldBounds.top;
}
if(this.worldView.y > this.worldBounds.bottom - this.height) {
this.worldView.y = (this.worldBounds.bottom - this.height) + 1;
}
}
this.worldView.floor();
this.plugins.update();
};
Camera.prototype.postUpdate = /**
* Update focusing and scrolling.
*/
function () {
if(this.modified == true && this.transform.scale.equals(1) && this.transform.skew.equals(0) && this.transform.rotation == 0 && this.transform.rotationOffset == 0 && this.texture.flippedX == false && this.texture.flippedY == false) {
this.modified = false;
}
// Make sure we didn't go outside the cameras worldBounds
if(this.worldBounds !== null) {
if(this.worldView.x < this.worldBounds.left) {
this.worldView.x = this.worldBounds.left;
}
if(this.worldView.x > this.worldBounds.right - this.width) {
this.worldView.x = this.worldBounds.right - this.width;
}
if(this.worldView.y < this.worldBounds.top) {
this.worldView.y = this.worldBounds.top;
}
if(this.worldView.y > this.worldBounds.bottom - this.height) {
this.worldView.y = this.worldBounds.bottom - this.height;
}
}
this.worldView.floor();
this.plugins.postUpdate();
};
Camera.prototype.destroy = /**
* Destroys this camera, associated FX and removes itself from the CameraManager.
*/
function () {
this.game.world.cameras.removeCamera(this.ID);
this.plugins.destroy();
};
Object.defineProperty(Camera.prototype, "x", {
get: function () {
return this.worldView.x;
},
set: function (value) {
this.worldView.x = value;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Camera.prototype, "y", {
get: function () {
return this.worldView.y;
},
set: function (value) {
this.worldView.y = value;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Camera.prototype, "width", {
get: function () {
return this.screenView.width;
},
set: function (value) {
this.screenView.width = value;
this.worldView.width = value;
if(value !== this.texture.canvas.width) {
this.texture.canvas.width = value;
}
},
enumerable: true,
configurable: true
});
Object.defineProperty(Camera.prototype, "height", {
get: function () {
return this.screenView.height;
},
set: function (value) {
this.screenView.height = value;
this.worldView.height = value;
if(value !== this.texture.canvas.height) {
this.texture.canvas.height = value;
}
},
enumerable: true,
configurable: true
});
Camera.prototype.setPosition = function (x, y) {
this.screenView.x = x;
this.screenView.y = y;
};
Camera.prototype.setSize = function (width, height) {
this.screenView.width = width * this.transform.scale.x;
this.screenView.height = height * this.transform.scale.y;
this.worldView.width = width;
this.worldView.height = height;
if(width !== this.texture.canvas.width) {
this.texture.canvas.width = width;
}
if(height !== this.texture.canvas.height) {
this.texture.canvas.height = height;
}
};
Object.defineProperty(Camera.prototype, "rotation", {
get: /**
* The angle of the Camera in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
*/
function () {
return this.transform.rotation;
},
set: /**
* Set the angle of the Camera in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
* The value is automatically wrapped to be between 0 and 360.
*/
function (value) {
this.transform.rotation = this.game.math.wrap(value, 360, 0);
},
enumerable: true,
configurable: true
});
return Camera;
})();
Phaser.Camera = Camera;
})(Phaser || (Phaser = {}));