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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
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<a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints
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<a href="global.html#scaleModes">scaleModes</a>
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<a href="global.html#stopImmediatePropagation">stopImmediatePropagation</a>
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2014-12-03 10:39:11 +00:00
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<h1 class="page-title">Source: src/core/Camera.js</h1>
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<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* 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
*
* @class Phaser.Camera
* @constructor
* @param {Phaser.Game} game - Game reference to the currently running game.
* @param {number} id - Not being used at the moment, will be when Phaser supports multiple camera
* @param {number} x - Position of the camera on the X axis
* @param {number} y - Position of the camera on the Y axis
* @param {number} width - The width of the view rectangle
* @param {number} height - The height of the view rectangle
*/
Phaser.Camera = function (game, id, x, y, width, height) {
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/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {Phaser.World} world - A reference to the game world.
*/
this.world = game.world;
/**
* @property {number} id - Reserved for future multiple camera set-ups.
* @default
*/
this.id = 0;
/**
* Camera view.
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* The view into the world we wish to render (by default the game dimensions).
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* The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render.
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* Sprites outside of this view are not rendered if Sprite.autoCull is set to `true`. Otherwise they are always rendered.
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* @property {Phaser.Rectangle} view
*/
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this.view = new Phaser.Rectangle(x, y, width, height);
/**
* The Camera is bound to this Rectangle and cannot move outside of it. By default it is enabled and set to the size of the World.
* The Rectangle can be located anywhere in the world and updated as often as you like. If you don't wish the Camera to be bound
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* at all then set this to null. The values can be anything and are in World coordinates, with 0,0 being the top-left of the world.
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*
* @property {Phaser.Rectangle} bounds - The Rectangle in which the Camera is bounded. Set to null to allow for movement anywhere.
*/
this.bounds = new Phaser.Rectangle(x, y, width, height);
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/**
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* @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause the camera to move.
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*/
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this.deadzone = null;
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/**
* @property {boolean} visible - Whether this camera is visible or not.
* @default
*/
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this.visible = true;
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/**
* @property {boolean} roundPx - If a Camera has roundPx set to `true` it will call `view.floor` as part of its update loop, keeping its boundary to integer values. Set this to `false` to disable this from happening.
* @default
*/
this.roundPx = true;
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/**
* @property {boolean} atLimit - Whether this camera is flush with the World Bounds or not.
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*/
this.atLimit = { x: false, y: false };
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/**
* @property {Phaser.Sprite} target - If the camera is tracking a Sprite, this is a reference to it, otherwise null.
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* @default
*/
this.target = null;
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/**
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* @property {PIXI.DisplayObject} displayObject - The display object to which all game objects are added. Set by World.boot.
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*/
this.displayObject = null;
/**
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* @property {Phaser.Point} scale - The scale of the display object to which all game objects are added. Set by World.boot.
*/
this.scale = null;
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/**
* @property {number} totalInView - The total number of Sprites with `autoCull` set to `true` that are visible by this Camera.
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* @readonly
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*/
this.totalInView = 0;
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/**
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* The linear interpolation value to use when following a target.
* The default values of 1 means the camera will instantly snap to the target coordinates.
* A lower value, such as 0.1 means the camera will more slowly track the target, giving
* a smooth transition. You can set the horizontal and vertical values independently, and also
* adjust this value in real-time during your game.
* @property {Phaser.Point} lerp
* @default
*/
this.lerp = new Phaser.Point(1, 1);
/**
* @property {Phaser.Signal} onShakeComplete - This signal is dispatched when the camera shake effect completes.
*/
this.onShakeComplete = new Phaser.Signal();
/**
* @property {Phaser.Signal} onFlashComplete - This signal is dispatched when the camera flash effect completes.
*/
this.onFlashComplete = new Phaser.Signal();
/**
* This signal is dispatched when the camera fade effect completes.
* When the fade effect completes you will be left with the screen black (or whatever
* color you faded to). In order to reset this call `Camera.resetFX`. This is called
* automatically when you change State.
* @property {Phaser.Signal} onFadeComplete
*/
this.onFadeComplete = new Phaser.Signal();
/**
* The Graphics object used to handle camera fx such as fade and flash.
* @property {Phaser.Graphics} fx
* @protected
*/
this.fx = null;
/**
* @property {Phaser.Point} _targetPosition - Internal point used to calculate target position.
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* @private
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*/
this._targetPosition = new Phaser.Point();
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/**
* @property {number} edge - Edge property.
* @private
* @default
*/
this._edge = 0;
/**
* @property {Phaser.Point} position - Current position of the camera in world.
* @private
* @default
*/
this._position = new Phaser.Point();
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/**
* @property {Object} _shake - The shake effect container.
* @private
*/
this._shake = {
intensity: 0,
duration: 0,
horizontal: false,
vertical: false,
shakeBounds: true,
x: 0,
y: 0
};
/**
* @property {number} _fxDuration - FX duration timer.
* @private
*/
this._fxDuration = 0;
/**
* @property {number} _fxType - The FX type running.
* @private
*/
this._fxType = 0;
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};
/**
* @constant
* @type {number}
*/
Phaser.Camera.FOLLOW_LOCKON = 0;
/**
* @constant
* @type {number}
*/
Phaser.Camera.FOLLOW_PLATFORMER = 1;
/**
* @constant
* @type {number}
*/
Phaser.Camera.FOLLOW_TOPDOWN = 2;
/**
* @constant
* @type {number}
*/
Phaser.Camera.FOLLOW_TOPDOWN_TIGHT = 3;
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/**
* @constant
* @type {number}
*/
Phaser.Camera.SHAKE_BOTH = 4;
/**
* @constant
* @type {number}
*/
Phaser.Camera.SHAKE_HORIZONTAL = 5;
/**
* @constant
* @type {number}
*/
Phaser.Camera.SHAKE_VERTICAL = 6;
/**
* @constant
* @type {boolean}
*/
Phaser.Camera.ENABLE_FX = true;
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Phaser.Camera.prototype = {
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/**
* Called automatically by Phaser.World.
*
* @method Phaser.Camera#boot
* @private
*/
boot: function () {
this.displayObject = this.game.world;
this.scale = this.game.world.scale;
this.game.camera = this;
if (Phaser.Graphics &amp;&amp; Phaser.Camera.ENABLE_FX)
{
this.fx = new Phaser.Graphics(this.game);
this.game.stage.addChild(this.fx);
}
},
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/**
* Camera preUpdate. Sets the total view counter to zero.
*
* @method Phaser.Camera#preUpdate
*/
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preUpdate: function () {
this.totalInView = 0;
},
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/**
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* Tell the camera which sprite to follow.
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*
* You can set the follow type and a linear interpolation value.
* Use low lerp values (such as 0.1) to automatically smooth the camera motion.
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*
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* If you find you're getting a slight "jitter" effect when following a Sprite it's probably to do with sub-pixel rendering of the Sprite position.
* This can be disabled by setting `game.renderer.renderSession.roundPixels = true` to force full pixel rendering.
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*
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* @method Phaser.Camera#follow
* @param {Phaser.Sprite|Phaser.Image|Phaser.Text} target - The object you want the camera to track. Set to null to not follow anything.
* @param {number} [style] - Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().
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* @param {float} [lerpX=1] - A value between 0 and 1. This value specifies the amount of linear interpolation to use when horizontally tracking the target. The closer the value to 1, the faster the camera will track.
* @param {float} [lerpY=1] - A value between 0 and 1. This value specifies the amount of linear interpolation to use when vertically tracking the target. The closer the value to 1, the faster the camera will track.
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*/
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follow: function (target, style, lerpX, lerpY) {
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if (style === undefined) { style = Phaser.Camera.FOLLOW_LOCKON; }
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if (lerpX === undefined) { lerpX = 1; }
if (lerpY === undefined) { lerpY = 1; }
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this.target = target;
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this.lerp.set(lerpX, lerpY);
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var helper;
switch (style) {
case Phaser.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.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.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.Camera.FOLLOW_LOCKON:
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this.deadzone = null;
break;
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default:
this.deadzone = null;
break;
}
},
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/**
* Sets the Camera follow target to null, stopping it from following an object if it's doing so.
*
* @method Phaser.Camera#unfollow
*/
unfollow: function () {
this.target = null;
},
/**
* Move the camera focus on a display object instantly.
* @method Phaser.Camera#focusOn
* @param {any} displayObject - The display object to focus the camera on. Must have visible x/y properties.
*/
focusOn: function (displayObject) {
this.setPosition(Math.round(displayObject.x - this.view.halfWidth), Math.round(displayObject.y - this.view.halfHeight));
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},
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/**
* Move the camera focus on a location instantly.
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* @method Phaser.Camera#focusOnXY
* @param {number} x - X position.
* @param {number} y - Y position.
*/
focusOnXY: function (x, y) {
this.setPosition(Math.round(x - this.view.halfWidth), Math.round(y - this.view.halfHeight));
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},
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/**
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* This creates a camera shake effect. It works by applying a random amount of additional
* spacing on the x and y axis each frame. You can control the intensity and duration
* of the effect, and if it should effect both axis or just one.
*
* When the shake effect ends the signal Camera.onShakeComplete is dispatched.
*
* @method Phaser.Camera#shake
* @param {float} [intensity=0.05] - The intensity of the camera shake. Given as a percentage of the camera size representing the maximum distance that the camera can move while shaking.
* @param {number} [duration=500] - The duration of the shake effect in milliseconds.
* @param {boolean} [force=true] - If a camera shake effect is already running and force is true it will replace the previous effect, resetting the duration.
* @param {number} [direction=Phaser.Camera.SHAKE_BOTH] - The directions in which the camera can shake. Either Phaser.Camera.SHAKE_BOTH, Phaser.Camera.SHAKE_HORIZONTAL or Phaser.Camera.SHAKE_VERTICAL.
* @param {boolean} [shakeBounds=true] - Is the effect allowed to shake the camera beyond its bounds (if set?).
* @return {boolean} True if the shake effect was started, otherwise false.
*/
shake: function (intensity, duration, force, direction, shakeBounds) {
if (intensity === undefined) { intensity = 0.05; }
if (duration === undefined) { duration = 500; }
if (force === undefined) { force = true; }
if (direction === undefined) { direction = Phaser.Camera.SHAKE_BOTH; }
if (shakeBounds === undefined) { shakeBounds = true; }
if (!force &amp;&amp; this._shake.duration > 0)
{
// Can't reset an already running shake
return false;
}
this._shake.intensity = intensity;
this._shake.duration = duration;
this._shake.shakeBounds = shakeBounds;
this._shake.x = 0;
this._shake.y = 0;
this._shake.horizontal = (direction === Phaser.Camera.SHAKE_BOTH || direction === Phaser.Camera.SHAKE_HORIZONTAL);
this._shake.vertical = (direction === Phaser.Camera.SHAKE_BOTH || direction === Phaser.Camera.SHAKE_VERTICAL);
return true;
},
/**
* This creates a camera flash effect. It works by filling the game with the solid fill
* color specified, and then fading it away to alpha 0 over the duration given.
*
* You can use this for things such as hit feedback effects.
*
* When the effect ends the signal Camera.onFlashComplete is dispatched.
*
* @method Phaser.Camera#flash
* @param {numer} [color=0xffffff] - The color of the flash effect. I.e. 0xffffff for white, 0xff0000 for red, etc.
* @param {number} [duration=500] - The duration of the flash effect in milliseconds.
* @param {boolean} [force=false] - If a camera flash or fade effect is already running and force is true it will replace the previous effect, resetting the duration.
* @return {boolean} True if the effect was started, otherwise false.
*/
flash: function (color, duration, force) {
if (color === undefined) { color = 0xffffff; }
if (duration === undefined) { duration = 500; }
if (force === undefined) { force = false; }
if (!this.fx || (!force &amp;&amp; this._fxDuration > 0))
{
return false;
}
this.fx.clear();
this.fx.beginFill(color);
this.fx.drawRect(0, 0, this.width, this.height);
this.fx.endFill();
this.fx.alpha = 1;
this._fxDuration = duration;
this._fxType = 0;
return true;
},
/**
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* This creates a camera fade effect. It works by filling the game with the
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* color specified, over the duration given, ending with a solid fill.
*
* You can use this for things such as transitioning to a new scene.
*
* The game will be left 'filled' at the end of this effect, likely obscuring
* everything. In order to reset it you can call `Camera.resetFX` and it will clear the
* fade. Or you can call `Camera.flash` with the same color as the fade, and it will
* reverse the process, bringing the game back into view again.
*
* When the effect ends the signal Camera.onFadeComplete is dispatched.
*
* @method Phaser.Camera#fade
* @param {numer} [color=0x000000] - The color the game will fade to. I.e. 0x000000 for black, 0xff0000 for red, etc.
* @param {number} [duration=500] - The duration of the fade in milliseconds.
* @param {boolean} [force=false] - If a camera flash or fade effect is already running and force is true it will replace the previous effect, resetting the duration.
* @return {boolean} True if the effect was started, otherwise false.
*/
fade: function (color, duration, force) {
if (color === undefined) { color = 0x000000; }
if (duration === undefined) { duration = 500; }
if (force === undefined) { force = false; }
if (!this.fx || (!force &amp;&amp; this._fxDuration > 0))
{
return false;
}
this.fx.clear();
this.fx.beginFill(color);
this.fx.drawRect(0, 0, this.width, this.height);
this.fx.endFill();
this.fx.alpha = 0;
this._fxDuration = duration;
this._fxType = 1;
return true;
},
/**
* The camera update loop. This is called automatically by the core game loop.
*
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* @method Phaser.Camera#update
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* @protected
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*/
update: function () {
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if (this._fxDuration > 0)
{
this.updateFX();
}
if (this._shake.duration > 0)
{
this.updateShake();
}
if (this.bounds)
{
this.checkBounds();
}
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if (this.roundPx)
{
this.view.floor();
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this._shake.x = Math.floor(this._shake.x);
this._shake.y = Math.floor(this._shake.y);
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}
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this.displayObject.position.x = -this.view.x;
this.displayObject.position.y = -this.view.y;
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},
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/**
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* Update the camera flash and fade effects.
*
* @method Phaser.Camera#updateFX
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* @private
*/
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updateFX: function () {
if (this._fxType === 0)
{
// flash
this.fx.alpha -= this.game.time.elapsedMS / this._fxDuration;
if (this.fx.alpha &lt;= 0)
{
this._fxDuration = 0;
this.fx.alpha = 0;
this.onFlashComplete.dispatch();
}
}
else
{
// fade
this.fx.alpha += this.game.time.elapsedMS / this._fxDuration;
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if (this.fx.alpha >= 1)
{
this._fxDuration = 0;
this.fx.alpha = 1;
this.onFadeComplete.dispatch();
}
}
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},
/**
* Update the camera shake effect.
*
* @method Phaser.Camera#updateShake
* @private
*/
updateShake: function () {
this._shake.duration -= this.game.time.elapsedMS;
if (this._shake.duration &lt;= 0)
{
this.onShakeComplete.dispatch();
this._shake.x = 0;
this._shake.y = 0;
}
else
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{
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if (this._shake.horizontal)
{
this._shake.x = this.game.rnd.frac() * this._shake.intensity * this.view.width * 2 - this._shake.intensity * this.view.width;
}
if (this._shake.vertical)
{
this._shake.y = this.game.rnd.frac() * this._shake.intensity * this.view.height * 2 - this._shake.intensity * this.view.height;
}
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}
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},
/**
* Internal method that handles tracking a sprite.
*
* @method Phaser.Camera#updateTarget
* @private
*/
updateTarget: function () {
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this._targetPosition.x = this.view.x + this.target.worldPosition.x;
this._targetPosition.y = this.view.y + this.target.worldPosition.y;
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if (this.deadzone)
{
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this._edge = this._targetPosition.x - this.view.x;
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if (this._edge &lt; this.deadzone.left)
{
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this.view.x = this.game.math.linear(this.view.x, this._targetPosition.x - this.deadzone.left, this.lerp.x);
}
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else if (this._edge > this.deadzone.right)
{
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this.view.x = this.game.math.linear(this.view.x, this._targetPosition.x - this.deadzone.right, this.lerp.x);
}
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this._edge = this._targetPosition.y - this.view.y;
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if (this._edge &lt; this.deadzone.top)
{
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this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.deadzone.top, this.lerp.y);
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}
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else if (this._edge > this.deadzone.bottom)
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{
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this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.deadzone.bottom, this.lerp.y);
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}
}
else
{
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this.view.x = this.game.math.linear(this.view.x, this._targetPosition.x - this.view.halfWidth, this.lerp.x);
this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.view.halfHeight, this.lerp.y);
}
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if (this.bounds)
{
this.checkBounds();
}
if (this.roundPx)
{
this.view.floor();
}
this.displayObject.position.x = -this.view.x;
this.displayObject.position.y = -this.view.y;
},
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/**
* Update the Camera bounds to match the game world.
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*
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* @method Phaser.Camera#setBoundsToWorld
*/
setBoundsToWorld: function () {
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if (this.bounds)
{
this.bounds.copyFrom(this.game.world.bounds);
}
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},
/**
* Method called to ensure the camera doesn't venture outside of the game world.
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* Called automatically by Camera.update.
*
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* @method Phaser.Camera#checkBounds
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* @protected
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*/
checkBounds: function () {
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this.atLimit.x = false;
this.atLimit.y = false;
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var vx = this.view.x + this._shake.x;
var vw = this.view.right + this._shake.x;
var vy = this.view.y + this._shake.y;
var vh = this.view.bottom + this._shake.y;
// Make sure we didn't go outside the cameras bounds
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if (vx &lt;= this.bounds.x * this.scale.x)
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{
this.atLimit.x = true;
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this.view.x = this.bounds.x * this.scale.x;
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if (!this._shake.shakeBounds)
{
// The camera is up against the bounds, so reset the shake
this._shake.x = 0;
}
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}
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if (vw >= this.bounds.right * this.scale.x)
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{
this.atLimit.x = true;
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this.view.x = (this.bounds.right * this.scale.x) - this.width;
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if (!this._shake.shakeBounds)
{
// The camera is up against the bounds, so reset the shake
this._shake.x = 0;
}
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}
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if (vy &lt;= this.bounds.top * this.scale.y)
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{
this.atLimit.y = true;
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this.view.y = this.bounds.top * this.scale.y;
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if (!this._shake.shakeBounds)
{
// The camera is up against the bounds, so reset the shake
this._shake.y = 0;
}
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}
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if (vh >= this.bounds.bottom * this.scale.y)
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{
this.atLimit.y = true;
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this.view.y = (this.bounds.bottom * this.scale.y) - this.height;
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if (!this._shake.shakeBounds)
{
// The camera is up against the bounds, so reset the shake
this._shake.y = 0;
}
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}
},
/**
* A helper function to set both the X and Y properties of the camera at once
* without having to use game.camera.x and game.camera.y.
*
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* @method Phaser.Camera#setPosition
* @param {number} x - X position.
* @param {number} y - Y position.
*/
setPosition: function (x, y) {
this.view.x = x;
this.view.y = y;
if (this.bounds)
{
this.checkBounds();
}
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},
/**
* Sets the size of the view rectangle given the width and height in parameters.
*
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* @method Phaser.Camera#setSize
* @param {number} width - The desired width.
* @param {number} height - The desired height.
*/
setSize: function (width, height) {
this.view.width = width;
this.view.height = height;
},
/**
* Resets the camera back to 0,0 and un-follows any object it may have been tracking.
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* Also immediately resets any camera effects that may have been running such as
* shake, flash or fade.
*
* @method Phaser.Camera#reset
*/
reset: function () {
this.target = null;
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this.view.x = 0;
this.view.y = 0;
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this._shake.duration = 0;
this.resetFX();
},
/**
* Resets any active FX, such as a fade or flash and immediately clears it.
* Useful to calling after a fade in order to remove the fade from the Stage.
*
* @method Phaser.Camera#resetFX
*/
resetFX: function () {
this.fx.clear();
this.fx.alpha = 0;
this._fxDuration = 0;
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}
};
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Phaser.Camera.prototype.constructor = Phaser.Camera;
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/**
* The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds.
* @name Phaser.Camera#x
* @property {number} x - Gets or sets the cameras x position.
*/
Object.defineProperty(Phaser.Camera.prototype, "x", {
get: function () {
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return this.view.x;
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},
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set: function (value) {
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this.view.x = value;
if (this.bounds)
{
this.checkBounds();
}
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}
});
/**
* The Cameras y coordinate. This value is automatically clamped if it falls outside of the World bounds.
* @name Phaser.Camera#y
* @property {number} y - Gets or sets the cameras y position.
*/
Object.defineProperty(Phaser.Camera.prototype, "y", {
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get: function () {
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return this.view.y;
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},
set: function (value) {
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this.view.y = value;
if (this.bounds)
{
this.checkBounds();
}
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}
});
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/**
* The Cameras position. This value is automatically clamped if it falls outside of the World bounds.
* @name Phaser.Camera#position
* @property {Phaser.Point} position - Gets or sets the cameras xy position using Phaser.Point object.
*/
Object.defineProperty(Phaser.Camera.prototype, "position", {
get: function () {
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this._position.set(this.view.x, this.view.y);
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return this._position;
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},
set: function (value) {
if (typeof value.x !== "undefined") { this.view.x = value.x; }
if (typeof value.y !== "undefined") { this.view.y = value.y; }
if (this.bounds)
{
this.checkBounds();
}
}
});
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/**
* The Cameras width. By default this is the same as the Game size and should not be adjusted for now.
* @name Phaser.Camera#width
* @property {number} width - Gets or sets the cameras width.
*/
Object.defineProperty(Phaser.Camera.prototype, "width", {
get: function () {
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return this.view.width;
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},
set: function (value) {
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this.view.width = value;
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}
});
/**
* The Cameras height. By default this is the same as the Game size and should not be adjusted for now.
* @name Phaser.Camera#height
* @property {number} height - Gets or sets the cameras height.
*/
Object.defineProperty(Phaser.Camera.prototype, "height", {
get: function () {
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return this.view.height;
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},
set: function (value) {
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this.view.height = value;
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}
});
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/**
* The Cameras shake intensity.
* @name Phaser.Camera#shakeIntensity
* @property {number} shakeIntensity - Gets or sets the cameras shake intensity.
*/
Object.defineProperty(Phaser.Camera.prototype, "shakeIntensity", {
get: function () {
return this._shake.intensity;
},
set: function (value) {
this._shake.intensity = value;
}
});
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</pre>
</article>
</section>
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Phaser Copyright © 2012-2016 Photon Storm Ltd.
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.0</a>
on Fri Aug 26 2016 01:16:09 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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