mirror of
https://github.com/photonstorm/phaser
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155 lines
6.1 KiB
JavaScript
155 lines
6.1 KiB
JavaScript
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/// <reference path="../_definitions.ts" />
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/**
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* Phaser - CameraManager
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*
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* Your game only has one CameraManager instance and it's responsible for looking after, creating and destroying
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* all of the cameras in the world.
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*/
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var Phaser;
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(function (Phaser) {
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var CameraManager = (function () {
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/**
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* CameraManager constructor
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* This will create a new <code>Camera</code> with position and size.
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*
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* @param x {number} X Position of the created camera.
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* @param y {number} y Position of the created camera.
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* @param width {number} Width of the created camera.
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* @param height {number} Height of the created camera.
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*/
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function CameraManager(game, x, y, width, height) {
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/**
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* Helper for sort.
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*/
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this._sortIndex = '';
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this.game = game;
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this._cameras = [];
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this._cameraLength = 0;
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this.defaultCamera = this.addCamera(x, y, width, height);
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this.defaultCamera.directToStage = true;
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this.current = this.defaultCamera;
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}
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CameraManager.prototype.getAll = /**
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* Get all the cameras.
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*
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* @returns {Camera[]} An array contains all the cameras.
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*/
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function () {
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return this._cameras;
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};
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CameraManager.prototype.update = /**
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* Update cameras.
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*/
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function () {
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for(var i = 0; i < this._cameras.length; i++) {
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this._cameras[i].update();
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}
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};
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CameraManager.prototype.postUpdate = /**
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* postUpdate cameras.
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*/
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function () {
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for(var i = 0; i < this._cameras.length; i++) {
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this._cameras[i].postUpdate();
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}
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};
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CameraManager.prototype.addCamera = /**
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* Create a new camera with specific position and size.
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*
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* @param x {number} X position of the new camera.
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* @param y {number} Y position of the new camera.
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* @param width {number} Width of the new camera.
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* @param height {number} Height of the new camera.
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* @returns {Camera} The newly created camera object.
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*/
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function (x, y, width, height) {
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var newCam = new Phaser.Camera(this.game, this._cameraLength, x, y, width, height);
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this._cameraLength = this._cameras.push(newCam);
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return newCam;
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};
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CameraManager.prototype.removeCamera = /**
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* Remove a new camera with its id.
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*
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* @param id {number} ID of the camera you want to remove.
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* @returns {bool} True if successfully removed the camera, otherwise return false.
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*/
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function (id) {
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for(var c = 0; c < this._cameras.length; c++) {
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if(this._cameras[c].ID == id) {
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if(this.current.ID === this._cameras[c].ID) {
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this.current = null;
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}
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this._cameras.splice(c, 1);
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return true;
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}
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}
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return false;
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};
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CameraManager.prototype.swap = function (camera1, camera2, sort) {
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if (typeof sort === "undefined") { sort = true; }
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if(camera1.ID == camera2.ID) {
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return false;
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}
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var tempZ = camera1.z;
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camera1.z = camera2.z;
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camera2.z = tempZ;
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if(sort) {
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this.sort();
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}
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return true;
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};
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CameraManager.prototype.getCameraUnderPoint = function (x, y) {
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// Work through the cameras in reverse as they are rendered in array order
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// Return the first camera we find matching the criteria
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for(var c = this._cameraLength - 1; c >= 0; c--) {
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if(this._cameras[c].visible && Phaser.RectangleUtils.contains(this._cameras[c].screenView, x, y)) {
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return this._cameras[c];
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}
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}
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return null;
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};
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CameraManager.prototype.sort = /**
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* Call this function to sort the Cameras according to a particular value and order (default is their Z value).
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* The order in which they are sorted determines the render order. If sorted on z then Cameras with a lower z-index value render first.
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*
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* @param {string} index The <code>string</code> name of the Camera variable you want to sort on. Default value is "z".
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* @param {number} order A <code>Group</code> constant that defines the sort order. Possible values are <code>Group.ASCENDING</code> and <code>Group.DESCENDING</code>. Default value is <code>Group.ASCENDING</code>.
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*/
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function (index, order) {
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if (typeof index === "undefined") { index = 'z'; }
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if (typeof order === "undefined") { order = Phaser.Types.SORT_ASCENDING; }
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var _this = this;
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this._sortIndex = index;
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this._sortOrder = order;
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this._cameras.sort(function (a, b) {
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return _this.sortHandler(a, b);
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});
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};
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CameraManager.prototype.sortHandler = /**
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* Helper function for the sort process.
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*
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* @param {Basic} Obj1 The first object being sorted.
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* @param {Basic} Obj2 The second object being sorted.
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*
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* @return {number} An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2).
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*/
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function (obj1, obj2) {
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if(obj1[this._sortIndex] < obj2[this._sortIndex]) {
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return this._sortOrder;
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} else if(obj1[this._sortIndex] > obj2[this._sortIndex]) {
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return -this._sortOrder;
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}
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return 0;
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};
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CameraManager.prototype.destroy = /**
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* Clean up memory.
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*/
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function () {
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this._cameras.length = 0;
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this.current = this.addCamera(0, 0, this.game.stage.width, this.game.stage.height);
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};
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return CameraManager;
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})();
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Phaser.CameraManager = CameraManager;
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})(Phaser || (Phaser = {}));
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