mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 17:16:03 +00:00
708 lines
17 KiB
JavaScript
708 lines
17 KiB
JavaScript
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var Class = require('../../utils/Class');
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var DegToRad = require('../../math/DegToRad');
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var Rectangle = require('../../geom/rectangle/Rectangle');
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var TransformMatrix = require('../../gameobjects/components/TransformMatrix');
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var ValueToColor = require('../../display/color/ValueToColor');
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var Vector2 = require('../../math/Vector2');
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// Phaser.Cameras.Scene2D.Camera
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var Camera = new Class({
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initialize:
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function Camera (x, y, width, height)
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{
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this.scene;
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this.name = '';
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this.x = x;
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this.y = y;
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this.width = width;
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this.height = height;
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this.roundPixels = false;
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// Bounds
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this.useBounds = false;
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this._bounds = new Rectangle();
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this.inputEnabled = true;
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this.scrollX = 0.0;
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this.scrollY = 0.0;
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this.zoom = 1.0;
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this.rotation = 0.0;
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this.matrix = new TransformMatrix(1, 0, 0, 1, 0, 0);
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this.transparent = true;
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this.clearBeforeRender = true;
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this.backgroundColor = ValueToColor('rgba(0,0,0,0)');
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this.disableCull = false;
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this.culledObjects = [];
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// Shake
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this._shakeDuration = 0;
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this._shakeIntensity = 0;
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this._shakeOffsetX = 0;
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this._shakeOffsetY = 0;
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// Fade
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this._fadeDuration = 0;
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this._fadeRed = 0;
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this._fadeGreen = 0;
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this._fadeBlue = 0;
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this._fadeAlpha = 0;
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// Flash
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this._flashDuration = 0;
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this._flashRed = 1;
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this._flashGreen = 1;
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this._flashBlue = 1;
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this._flashAlpha = 0;
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// Follow
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this._follow = null;
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this._id = 0;
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},
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centerToBounds: function ()
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{
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this.scrollX = (this._bounds.width * 0.5) - (this.width * 0.5);
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this.scrollY = (this._bounds.height * 0.5) - (this.height * 0.5);
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return this;
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},
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centerToSize: function ()
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{
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this.scrollX = this.width * 0.5;
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this.scrollY = this.height * 0.5;
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return this;
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},
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cull: function (renderableObjects)
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{
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if (this.disableCull)
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{
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return renderableObjects;
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}
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var cameraMatrix = this.matrix.matrix;
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var mva = cameraMatrix[0];
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var mvb = cameraMatrix[1];
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var mvc = cameraMatrix[2];
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var mvd = cameraMatrix[3];
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/* First Invert Matrix */
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var determinant = (mva * mvd) - (mvb * mvc);
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if (!determinant)
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{
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return renderableObjects;
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}
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var mve = cameraMatrix[4];
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var mvf = cameraMatrix[5];
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var scrollX = this.scrollX;
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var scrollY = this.scrollY;
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var cameraW = this.width;
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var cameraH = this.height;
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var culledObjects = this.culledObjects;
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var length = renderableObjects.length;
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determinant = 1 / determinant;
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culledObjects.length = 0;
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for (var index = 0; index < length; ++index)
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{
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var object = renderableObjects[index];
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if (!object.hasOwnProperty('width'))
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{
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culledObjects.push(object);
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continue;
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}
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var objectW = object.width;
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var objectH = object.height;
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var objectX = (object.x - (scrollX * object.scrollFactorX)) - (objectW * object.originX);
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var objectY = (object.y - (scrollY * object.scrollFactorY)) - (objectH * object.originY);
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var tx = (objectX * mva + objectY * mvc + mve);
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var ty = (objectX * mvb + objectY * mvd + mvf);
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var tw = ((objectX + objectW) * mva + (objectY + objectH) * mvc + mve);
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var th = ((objectX + objectW) * mvb + (objectY + objectH) * mvd + mvf);
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var cullW = cameraW + objectW;
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var cullH = cameraH + objectH;
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if (tx > -objectW || ty > -objectH || tx < cullW || ty < cullH ||
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tw > -objectW || th > -objectH || tw < cullW || th < cullH)
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{
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culledObjects.push(object);
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}
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}
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return culledObjects;
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},
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cullHitTest: function (interactiveObjects)
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{
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if (this.disableCull)
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{
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return interactiveObjects;
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}
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var cameraMatrix = this.matrix.matrix;
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var mva = cameraMatrix[0];
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var mvb = cameraMatrix[1];
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var mvc = cameraMatrix[2];
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var mvd = cameraMatrix[3];
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/* First Invert Matrix */
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var determinant = (mva * mvd) - (mvb * mvc);
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if (!determinant)
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{
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return interactiveObjects;
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}
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var mve = cameraMatrix[4];
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var mvf = cameraMatrix[5];
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var scrollX = this.scrollX;
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var scrollY = this.scrollY;
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var cameraW = this.width;
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var cameraH = this.height;
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var length = interactiveObjects.length;
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determinant = 1 / determinant;
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var culledObjects = [];
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for (var index = 0; index < length; ++index)
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{
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var object = interactiveObjects[index].gameObject;
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if (!object.hasOwnProperty('width'))
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{
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culledObjects.push(interactiveObjects[index]);
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continue;
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}
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var objectW = object.width;
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var objectH = object.height;
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var objectX = (object.x - (scrollX * object.scrollFactorX)) - (objectW * object.originX);
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var objectY = (object.y - (scrollY * object.scrollFactorY)) - (objectH * object.originY);
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var tx = (objectX * mva + objectY * mvc + mve);
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var ty = (objectX * mvb + objectY * mvd + mvf);
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var tw = ((objectX + objectW) * mva + (objectY + objectH) * mvc + mve);
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var th = ((objectX + objectW) * mvb + (objectY + objectH) * mvd + mvf);
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var cullW = cameraW + objectW;
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var cullH = cameraH + objectH;
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if (tx > -objectW || ty > -objectH || tx < cullW || ty < cullH ||
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tw > -objectW || th > -objectH || tw < cullW || th < cullH)
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{
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culledObjects.push(interactiveObjects[index]);
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}
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}
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return culledObjects;
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},
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cullTilemap: function (tilemap)
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{
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var cameraMatrix = this.matrix.matrix;
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var mva = cameraMatrix[0];
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var mvb = cameraMatrix[1];
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var mvc = cameraMatrix[2];
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var mvd = cameraMatrix[3];
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/* First Invert Matrix */
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var determinant = (mva * mvd) - (mvb * mvc);
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if (!determinant)
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{
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return tiles;
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}
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var mve = cameraMatrix[4];
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var mvf = cameraMatrix[5];
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var tiles = tilemap.tiles;
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var scrollX = this.scrollX;
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var scrollY = this.scrollY;
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var cameraW = this.width;
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var cameraH = this.height;
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var culledObjects = this.culledObjects;
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var length = tiles.length;
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var tileW = tilemap.tileWidth;
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var tileH = tilemap.tileHeight;
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var cullW = cameraW + tileW;
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var cullH = cameraH + tileH;
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var scrollFactorX = tilemap.scrollFactorX;
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var scrollFactorY = tilemap.scrollFactorY;
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determinant = 1 / determinant;
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culledObjects.length = 0;
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for (var index = 0; index < length; ++index)
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{
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var tile = tiles[index];
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var tileX = (tile.x - (scrollX * scrollFactorX));
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var tileY = (tile.y - (scrollY * scrollFactorY));
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var tx = (tileX * mva + tileY * mvc + mve);
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var ty = (tileX * mvb + tileY * mvd + mvf);
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var tw = ((tileX + tileW) * mva + (tileY + tileH) * mvc + mve);
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var th = ((tileX + tileW) * mvb + (tileY + tileH) * mvd + mvf);
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if (tx > -tileW && ty > -tileH && tw < cullW && th < cullH)
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{
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culledObjects.push(tile);
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}
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}
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return culledObjects;
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},
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destroy: function ()
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{
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this._bounds = undefined;
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this.matrix = undefined;
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this.culledObjects = [];
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this.scene = undefined;
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},
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fade: function (duration, red, green, blue, force)
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{
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if (red === undefined) { red = 0.0; }
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if (green === undefined) { green = 0.0; }
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if (blue === undefined) { blue = 0.0; }
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if (!force && this._fadeAlpha > 0.0)
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{
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return;
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}
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this._fadeRed = red;
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this._fadeGreen = green;
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this._fadeBlue = blue;
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if (duration <= 0)
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{
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duration = Number.MIN_VALUE;
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}
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this._fadeDuration = duration;
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this._fadeAlpha = Number.MIN_VALUE;
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},
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flash: function (duration, red, green, blue, force)
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{
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if (!force && this._flashAlpha > 0.0)
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{
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return;
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}
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if (red === undefined) { red = 1.0; }
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if (green === undefined) { green = 1.0; }
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if (blue === undefined) { blue = 1.0; }
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this._flashRed = red;
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this._flashGreen = green;
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this._flashBlue = blue;
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if (duration <= 0)
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{
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duration = Number.MIN_VALUE;
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}
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this._flashDuration = duration;
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this._flashAlpha = 1.0;
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},
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getWorldPoint: function (x, y, output)
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{
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if (output === undefined) { output = new Vector2(); }
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var cameraMatrix = this.matrix.matrix;
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var mva = cameraMatrix[0];
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var mvb = cameraMatrix[1];
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var mvc = cameraMatrix[2];
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var mvd = cameraMatrix[3];
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var mve = cameraMatrix[4];
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var mvf = cameraMatrix[5];
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/* First Invert Matrix */
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var determinant = (mva * mvd) - (mvb * mvc);
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if (!determinant)
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{
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output.x = x;
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output.y = y;
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return output;
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}
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determinant = 1 / determinant;
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var ima = mvd * determinant;
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var imb = -mvb * determinant;
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var imc = -mvc * determinant;
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var imd = mva * determinant;
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var ime = (mvc * mvf - mvd * mve) * determinant;
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var imf = (mvb * mve - mva * mvf) * determinant;
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var c = Math.cos(this.rotation);
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var s = Math.sin(this.rotation);
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var zoom = this.zoom;
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var scrollX = this.scrollX;
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var scrollY = this.scrollY;
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var sx = x + ((scrollX * c - scrollY * s) * zoom);
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var sy = y + ((scrollX * s + scrollY * c) * zoom);
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/* Apply transform to point */
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output.x = (sx * ima + sy * imc + ime);
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output.y = (sx * imb + sy * imd + imf);
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return output;
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},
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ignore: function (gameObjectOrArray)
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{
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if (gameObjectOrArray instanceof Array)
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{
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for (var index = 0; index < gameObjectOrArray.length; ++index)
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{
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gameObjectOrArray[index].cameraFilter |= this._id;
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}
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}
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else
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{
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gameObjectOrArray.cameraFilter |= this._id;
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}
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},
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preRender: function ()
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{
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var width = this.width;
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var height = this.height;
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var zoom = this.zoom;
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var matrix = this.matrix;
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var originX = width / 2;
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var originY = height / 2;
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var follow = this._follow;
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if (follow !== null)
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{
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originX = follow.x;
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originY = follow.y;
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this.scrollX = originX - width * 0.5;
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this.scrollY = originY - height * 0.5;
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}
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if (this.useBounds)
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{
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var bounds = this._bounds;
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var bw = Math.max(0, bounds.right - width);
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var bh = Math.max(0, bounds.bottom - height);
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if (this.scrollX < bounds.x)
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{
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this.scrollX = bounds.x;
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}
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else if (this.scrollX > bw)
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{
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this.scrollX = bw;
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}
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if (this.scrollY < bounds.y)
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{
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this.scrollY = bounds.y;
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}
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else if (this.scrollY > bh)
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{
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this.scrollY = bh;
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}
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}
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if (this.roundPixels)
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{
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this.scrollX = Math.round(this.scrollX);
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this.scrollY = Math.round(this.scrollY);
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}
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matrix.loadIdentity();
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matrix.translate(this.x + originX, this.y + originY);
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matrix.rotate(this.rotation);
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matrix.scale(zoom, zoom);
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matrix.translate(-originX, -originY);
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matrix.translate(this._shakeOffsetX, this._shakeOffsetY);
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},
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removeBounds: function ()
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{
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this.useBounds = false;
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this._bounds.setEmpty();
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return this;
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},
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setAngle: function (value)
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{
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if (value === undefined) { value = 0; }
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this.rotation = DegToRad(value);
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return this;
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},
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setBackgroundColor: function (color)
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{
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if (color === undefined) { color = 'rgba(0,0,0,0)'; }
|
||
|
|
||
|
this.backgroundColor = ValueToColor(color);
|
||
|
|
||
|
this.transparent = (this.backgroundColor.alpha === 0);
|
||
|
|
||
|
return this;
|
||
|
},
|
||
|
|
||
|
setBounds: function (x, y, width, height)
|
||
|
{
|
||
|
this._bounds.setTo(x, y, width, height);
|
||
|
|
||
|
this.useBounds = true;
|
||
|
|
||
|
return this;
|
||
|
},
|
||
|
|
||
|
setName: function (value)
|
||
|
{
|
||
|
if (value === undefined) { value = ''; }
|
||
|
|
||
|
this.name = value;
|
||
|
|
||
|
return this;
|
||
|
},
|
||
|
|
||
|
setPosition: function (x, y)
|
||
|
{
|
||
|
if (y === undefined) { y = x; }
|
||
|
|
||
|
this.x = x;
|
||
|
this.y = y;
|
||
|
|
||
|
return this;
|
||
|
},
|
||
|
|
||
|
setRotation: function (value)
|
||
|
{
|
||
|
if (value === undefined) { value = 0; }
|
||
|
|
||
|
this.rotation = value;
|
||
|
|
||
|
return this;
|
||
|
},
|
||
|
|
||
|
setRoundPixels: function (value)
|
||
|
{
|
||
|
this.roundPixels = value;
|
||
|
|
||
|
return this;
|
||
|
},
|
||
|
|
||
|
setScene: function (scene)
|
||
|
{
|
||
|
this.scene = scene;
|
||
|
|
||
|
return this;
|
||
|
},
|
||
|
|
||
|
setScroll: function (x, y)
|
||
|
{
|
||
|
if (y === undefined) { y = x; }
|
||
|
|
||
|
this.scrollX = x;
|
||
|
this.scrollY = y;
|
||
|
|
||
|
return this;
|
||
|
},
|
||
|
|
||
|
setSize: function (width, height)
|
||
|
{
|
||
|
if (height === undefined) { height = width; }
|
||
|
|
||
|
this.width = width;
|
||
|
this.height = height;
|
||
|
|
||
|
return this;
|
||
|
},
|
||
|
|
||
|
setViewport: function (x, y, width, height)
|
||
|
{
|
||
|
this.x = x;
|
||
|
this.y = y;
|
||
|
this.width = width;
|
||
|
this.height = height;
|
||
|
|
||
|
return this;
|
||
|
},
|
||
|
|
||
|
setZoom: function (value)
|
||
|
{
|
||
|
if (value === undefined) { value = 1; }
|
||
|
|
||
|
this.zoom = value;
|
||
|
|
||
|
return this;
|
||
|
},
|
||
|
|
||
|
shake: function (duration, intensity, force)
|
||
|
{
|
||
|
if (intensity === undefined) { intensity = 0.05; }
|
||
|
|
||
|
if (!force && (this._shakeOffsetX !== 0.0 || this._shakeOffsetY !== 0.0))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
this._shakeDuration = duration;
|
||
|
this._shakeIntensity = intensity;
|
||
|
this._shakeOffsetX = 0;
|
||
|
this._shakeOffsetY = 0;
|
||
|
},
|
||
|
|
||
|
startFollow: function (gameObjectOrPoint, roundPx)
|
||
|
{
|
||
|
if (this._follow !== null)
|
||
|
{
|
||
|
this.stopFollow();
|
||
|
}
|
||
|
|
||
|
this._follow = gameObjectOrPoint;
|
||
|
|
||
|
if (roundPx !== undefined)
|
||
|
{
|
||
|
this.roundPixels = roundPx;
|
||
|
}
|
||
|
|
||
|
return this;
|
||
|
},
|
||
|
|
||
|
stopFollow: function ()
|
||
|
{
|
||
|
/* do unfollow work here */
|
||
|
this._follow = null;
|
||
|
},
|
||
|
|
||
|
/*
|
||
|
camera: {
|
||
|
x: int
|
||
|
y: int
|
||
|
width: int
|
||
|
height: int
|
||
|
zoom: float
|
||
|
rotation: float
|
||
|
roundPixels: bool
|
||
|
scrollX: float
|
||
|
scrollY: float
|
||
|
backgroundColor: string
|
||
|
bounds: {
|
||
|
x: int
|
||
|
y: int
|
||
|
width: int
|
||
|
height: int
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
toJSON: function ()
|
||
|
{
|
||
|
var output = {
|
||
|
name: this.name,
|
||
|
x: this.x,
|
||
|
y: this.y,
|
||
|
width: this.width,
|
||
|
height: this.height,
|
||
|
zoom: this.zoom,
|
||
|
rotation: this.rotation,
|
||
|
roundPixels: this.roundPixels,
|
||
|
scrollX: this.scrollX,
|
||
|
scrollY: this.scrollY,
|
||
|
backgroundColor: this.backgroundColor.rgba
|
||
|
};
|
||
|
|
||
|
if (this.useBounds)
|
||
|
{
|
||
|
output['bounds'] = {
|
||
|
x: this._bounds.x,
|
||
|
y: this._bounds.y,
|
||
|
width: this._bounds.width,
|
||
|
height: this._bounds.height
|
||
|
};
|
||
|
}
|
||
|
|
||
|
return output;
|
||
|
},
|
||
|
|
||
|
update: function (timestep, delta)
|
||
|
{
|
||
|
if (this._flashAlpha > 0.0)
|
||
|
{
|
||
|
this._flashAlpha -= delta / this._flashDuration;
|
||
|
|
||
|
if (this._flashAlpha < 0.0)
|
||
|
{
|
||
|
this._flashAlpha = 0.0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (this._fadeAlpha > 0.0 && this._fadeAlpha < 1.0)
|
||
|
{
|
||
|
this._fadeAlpha += delta / this._fadeDuration;
|
||
|
|
||
|
if (this._fadeAlpha >= 1.0)
|
||
|
{
|
||
|
this._fadeAlpha = 1.0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (this._shakeDuration > 0.0)
|
||
|
{
|
||
|
var intensity = this._shakeIntensity;
|
||
|
|
||
|
this._shakeDuration -= delta;
|
||
|
|
||
|
if (this._shakeDuration <= 0.0)
|
||
|
{
|
||
|
this._shakeOffsetX = 0.0;
|
||
|
this._shakeOffsetY = 0.0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
this._shakeOffsetX = (Math.random() * intensity * this.width * 2 - intensity * this.width) * this.zoom;
|
||
|
this._shakeOffsetY = (Math.random() * intensity * this.height * 2 - intensity * this.height) * this.zoom;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
});
|
||
|
|
||
|
module.exports = Camera;
|