phaser/todo/TS Source/system/screens/BootScreen.js

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/// <reference path="../../_definitions.ts" />
/**
* Phaser - BootScreen
*
* The BootScreen is displayed when Phaser is started without any default functions or State
*/
var Phaser;
(function (Phaser) {
var BootScreen = (function () {
/**
* BootScreen constructor
* Create a new <code>BootScreen</code> with specific width and height.
*
* @param width {number} Screen canvas width.
* @param height {number} Screen canvas height.
*/
function BootScreen(game) {
/**
* Engine logo image data.
*/
this._logoData = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAGgAAAAZCAYAAADdYmvFAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAstJREFUeNrsWlFuwjAMbavdZGcAcRm4AXzvCPuGG8BlEJxhZ+l4TJ48z3actGGthqUI1MaO/V6cmIT2/fW10eTt46NvKshtvDZlG31yfOL9a/ldU6x4IZ0GQs0gS217enMkJYr5ixXkYrFoVqtV1kDn8/n+KfXw/Hq9Nin7h8MhScB2u3Xtav2ivsNWrh7XLcWMYqA4eUZ1kj0MAifHJEeKFojWzyIH+rL/0Cwif2AX9nN1oQOgrTg8XcTFx+ScdEOJ4WBxXQ1EjRyrn0cOzzQLzFyQSQcgw/5Qkkr0JVEQpNIdhL4vm4DL5fLulNTHcy6Uxl4/6iMLiePx2KzX6/v30+n0aynUlrnSeNq2/VN9bgM4dFPdNPmsJnIg/PuQbJmLdFN3UNu0SzbyJ0GOWJVWZE/QMkY+owrqXxGEdZA37BVyX6lJTipT6J1lf7fbqc+xh8nYeIvikatP+PGW0nEJ4jOydHYOIcfKnmgWoZDQSIIeio4Sf1IthYWskCO4vqQ6lFYjl8tl9L1H67PZbMz3VO3t93uVXHofmUjReLyMwHi5eCb3ICwJj5ZU9nCg+SzUgPYyif+2epTk4pkkyDp+eXTlZu2BkUybEkklePZfK9lPuTnc07vbmt1bYulHBeNQgx18SsH4ni/cV2rSLtqNDNUH2JQ2SsXS57Y9PHlfumkwCdICt5rnkNdPjpMiIEWgRlAJSdF4SvCQMWj+VyfI0h8D/EgWSYKiJKXi8VrOhJUxaFiFCOKKUJAtR78k9eX4USLHXqLGXOIiWUT4Vj9JiP4W0io3VDz8AJXblNWQrOimLjIGy/9uLICH6mrVmFbxEFHauzmc0fGJJmPg/v+6D0oB7N2bj0FsNHtSWTQniWTR931QlHXvasDTHXLjqY0/1/8hSDxACD+lAGH8dKQbQk5N3TFtzDmLWutvV0+pL5FVoHvCNG35FGAAayS4KUoKC9QAAAAASUVORK5CYII=";
/**
* Background gradient effect color 1.
*/
this._color1 = {
r: 20,
g: 20,
b: 20
};
/**
* Background gradient effect color 2.
*/
this._color2 = {
r: 200,
g: 200,
b: 200
};
/**
* Fade effect tween.
* @type {Phaser.Tween}
*/
this._fade = null;
this.game = game;
this._logo = new Image();
this._logo.src = this._logoData;
}
BootScreen.prototype.update = /**
* Update color and fade.
*/
function () {
if(this._fade == null) {
this.colorCycle();
}
this._color1.r = Math.round(this._color1.r);
this._color1.g = Math.round(this._color1.g);
this._color1.b = Math.round(this._color1.b);
this._color2.r = Math.round(this._color2.r);
this._color2.g = Math.round(this._color2.g);
this._color2.b = Math.round(this._color2.b);
};
BootScreen.prototype.render = /**
* Render BootScreen.
*/
function () {
var grd = this.game.stage.context.createLinearGradient(0, 0, 0, this.game.stage.height);
grd.addColorStop(0, 'rgb(' + this._color1.r + ', ' + this._color1.g + ', ' + this._color1.b + ')');
grd.addColorStop(0.5, 'rgb(' + this._color2.r + ', ' + this._color2.g + ', ' + this._color2.b + ')');
grd.addColorStop(1, 'rgb(' + this._color1.r + ', ' + this._color1.g + ', ' + this._color1.b + ')');
this.game.stage.context.fillStyle = grd;
this.game.stage.context.fillRect(0, 0, this.game.stage.width, this.game.stage.height);
this.game.stage.context.shadowOffsetX = 0;
this.game.stage.context.shadowOffsetY = 0;
if(this._logo) {
this.game.stage.context.drawImage(this._logo, 32, 32);
}
this.game.stage.context.shadowColor = 'rgb(0,0,0)';
this.game.stage.context.shadowOffsetX = 1;
this.game.stage.context.shadowOffsetY = 1;
this.game.stage.context.shadowBlur = 0;
this.game.stage.context.fillStyle = 'rgb(255,255,255)';
this.game.stage.context.font = 'bold 18px Arial';
this.game.stage.context.textBaseline = 'top';
this.game.stage.context.fillText(Phaser.VERSION, 32, 64 + 32);
this.game.stage.context.fillText('Game Size: ' + this.game.stage.width + ' x ' + this.game.stage.height, 32, 64 + 64);
this.game.stage.context.fillText('www.photonstorm.com', 32, 64 + 96);
this.game.stage.context.font = '16px Arial';
this.game.stage.context.fillText('You are seeing this screen because you didn\'t specify any default', 32, 64 + 160);
this.game.stage.context.fillText('functions in the Game constructor or use Game.switchState()', 32, 64 + 184);
};
BootScreen.prototype.colorCycle = /**
* Start color fading cycle.
*/
function () {
this._fade = this.game.add.tween(this._color2);
this._fade.to({
r: Math.random() * 250,
g: Math.random() * 250,
b: Math.random() * 250
}, 3000, Phaser.Easing.Linear.None);
this._fade.onComplete.add(this.colorCycle, this);
this._fade.start();
};
return BootScreen;
})();
Phaser.BootScreen = BootScreen;
})(Phaser || (Phaser = {}));