mirror of
https://github.com/photonstorm/phaser
synced 2024-11-10 07:04:31 +00:00
And ScrollRegions work too :)
This commit is contained in:
parent
332f715943
commit
00fb20f8c2
11 changed files with 244 additions and 99 deletions
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@ -15,16 +15,13 @@ module Phaser {
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constructor(x: number, y: number, width: number, height: number, speedX:number, speedY:number) {
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// Our seamless scrolling quads
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this._A = new Quad(0, 0, width, height);
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this._B = new Quad();
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this._C = new Quad();
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this._D = new Quad();
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this._A = new Quad(x, y, width, height);
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this._B = new Quad(x, y, width, height);
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this._C = new Quad(x, y, width, height);
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this._D = new Quad(x, y, width, height);
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this._scroll = new MicroPoint();
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this._offset = new MicroPoint(x, y);
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this._bounds = new Quad(x, y, width, height);
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this.scrollSpeed = new MicroPoint(speedX, speedY);
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this.bounds = new Quad(0, 0, width, height);
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}
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@ -33,59 +30,58 @@ module Phaser {
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private _C: Quad;
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private _D: Quad;
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private _bounds: Quad;
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private _scroll: MicroPoint;
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private _offset: MicroPoint;
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private _anchorWidth: number = 0;
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private _anchorHeight: number = 0;
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private _inverseWidth: number = 0;
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private _inverseHeight: number = 0;
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public bounds: Quad;
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public visible: bool = true;
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public scrollSpeed: MicroPoint;
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public update(delta: number) {
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this._scroll.x = Math.round(this._scroll.x + (this.scrollSpeed.x));
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this._scroll.y = Math.round(this._scroll.y + (this.scrollSpeed.y));
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this._scroll.x += this.scrollSpeed.x;
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this._scroll.y += this.scrollSpeed.y;
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if (this._scroll.x > this._offset.x + this.bounds.width)
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if (this._scroll.x > this._bounds.right)
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{
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this._scroll.x = this._offset.x;
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this._scroll.x = this._bounds.x;
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}
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if (this._scroll.x < this._offset.x)
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if (this._scroll.x < this._bounds.x)
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{
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this._scroll.x = this._offset.x + this.bounds.width;
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this._scroll.x = this._bounds.right;
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}
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if (this._scroll.y > this._offset.y + this.bounds.height)
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if (this._scroll.y > this._bounds.bottom)
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{
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this._scroll.y = this._offset.y;
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this._scroll.y = this._bounds.y;
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}
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if (this._scroll.y < this._offset.y)
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if (this._scroll.y < this._bounds.y)
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{
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this._scroll.y = this._offset.y + this.bounds.height;
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this._scroll.y = this._bounds.bottom;
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}
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// Anchor Dimensions
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this._anchorWidth = this.bounds.width - this._scroll.x;
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this._anchorHeight = this.bounds.height - this._scroll.y;
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this._anchorWidth = (this._bounds.width - this._scroll.x) + this._bounds.x;
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this._anchorHeight = (this._bounds.height - this._scroll.y) + this._bounds.y;
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if (this._anchorWidth > this.bounds.width)
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if (this._anchorWidth > this._bounds.width)
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{
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this._anchorWidth = this.bounds.width;
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this._anchorWidth = this._bounds.width;
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}
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if (this._anchorHeight > this.bounds.height)
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if (this._anchorHeight > this._bounds.height)
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{
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this._anchorHeight = this.bounds.height;
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this._anchorHeight = this._bounds.height;
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}
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this._inverseWidth = this.bounds.width - this._anchorWidth;
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this._inverseHeight = this.bounds.height - this._anchorHeight;
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this._inverseWidth = this._bounds.width - this._anchorWidth;
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this._inverseHeight = this._bounds.height - this._anchorHeight;
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// Quad A
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this._A.setTo(this._scroll.x, this._scroll.y, this._anchorWidth, this._anchorHeight);
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@ -113,11 +109,21 @@ module Phaser {
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return;
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}
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// dx/dy are the world coordinates to render the FULL ScrollZone into.
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// This ScrollRegion may be smaller than that and offset from the dx/dy coordinates.
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this.crop(context, texture, this._A.x, this._A.y, this._A.width, this._A.height, dx, dy, dw, dh, 0, 0);
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this.crop(context, texture, this._B.x, this._B.y, this._B.width, this._B.height, dx, dy, dw, dh, this._A.width, 0);
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this.crop(context, texture, this._C.x, this._C.y, this._C.width, this._C.height, dx, dy, dw, dh, 0, this._A.height);
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this.crop(context, texture, this._D.x, this._D.y, this._D.width, this._D.height, dx, dy, dw, dh, this._C.width, this._A.height);
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//context.fillStyle = 'rgb(255,255,255)';
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//context.font = '18px Arial';
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//context.fillText('QuadA: ' + this._A.toString(), 32, 450);
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//context.fillText('QuadB: ' + this._B.toString(), 32, 480);
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//context.fillText('QuadC: ' + this._C.toString(), 32, 510);
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//context.fillText('QuadD: ' + this._D.toString(), 32, 540);
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}
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private crop(context, texture, srcX, srcY, srcW, srcH, destX, destY, destW, destH, offsetX, offsetY) {
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@ -135,6 +141,13 @@ module Phaser {
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srcH = (destY + destH) - offsetY;
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}
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srcX = Math.floor(srcX);
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srcY = Math.floor(srcY);
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srcW = Math.floor(srcW);
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srcH = Math.floor(srcH);
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offsetX = Math.floor(offsetX + this._bounds.x);
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offsetY = Math.floor(offsetY + this._bounds.y);
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if (srcW > 0 && srcH > 0)
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{
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context.drawImage(texture, srcX, srcY, srcW, srcH, offsetX, offsetY, srcW, srcH);
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@ -64,6 +64,12 @@ module Phaser {
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public addRegion(x: number, y: number, width: number, height: number, speedX?:number = 0, speedY?:number = 0):ScrollRegion {
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if (x > this.width || y > this.height || x < 0 || y < 0 || (x + width) > this.width || (y + height) > this.height)
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{
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throw Error('Invalid ScrollRegion defined. Cannot be larger than parent ScrollZone');
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return;
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}
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this.currentRegion = new ScrollRegion(x, y, width, height, speedX, speedY);
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this.regions.push(this.currentRegion);
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@ -79,6 +85,8 @@ module Phaser {
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this.currentRegion.scrollSpeed.setTo(x, y);
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}
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return this;
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}
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public update() {
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@ -82,6 +82,17 @@ module Phaser {
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}
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/**
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* Returns a string representation of this object.
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* @method toString
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* @return {string} a string representation of the object.
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**/
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public toString(): string {
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return "[{Quad (x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + ")}]";
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}
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}
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}
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@ -111,6 +111,10 @@
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<DependentUpon>parallax.ts</DependentUpon>
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</Content>
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<TypeScriptCompile Include="scrollzones\scroll window.ts" />
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<TypeScriptCompile Include="scrollzones\region demo.ts" />
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<Content Include="scrollzones\region demo.js">
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<DependentUpon>region demo.ts</DependentUpon>
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</Content>
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<Content Include="scrollzones\scroll window.js">
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<DependentUpon>scroll window.ts</DependentUpon>
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</Content>
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Binary file not shown.
Before Width: | Height: | Size: 41 KiB After Width: | Height: | Size: 48 KiB |
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@ -11581,6 +11581,14 @@ var Phaser;
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if (typeof t === "undefined") { t = 0; }
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return !(q.left > this.right + t || q.right < this.left - t || q.top > this.bottom + t || q.bottom < this.top - t);
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};
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Quad.prototype.toString = /**
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* Returns a string representation of this object.
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* @method toString
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* @return {string} a string representation of the object.
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**/
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function () {
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return "[{Quad (x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + ")}]";
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};
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return Quad;
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})();
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Phaser.Quad = Quad;
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@ -11603,41 +11611,40 @@ var Phaser;
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this._inverseHeight = 0;
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this.visible = true;
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// Our seamless scrolling quads
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this._A = new Phaser.Quad(0, 0, width, height);
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this._B = new Phaser.Quad();
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this._C = new Phaser.Quad();
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this._D = new Phaser.Quad();
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this._A = new Phaser.Quad(x, y, width, height);
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this._B = new Phaser.Quad(x, y, width, height);
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this._C = new Phaser.Quad(x, y, width, height);
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this._D = new Phaser.Quad(x, y, width, height);
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this._scroll = new Phaser.MicroPoint();
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this._offset = new Phaser.MicroPoint(x, y);
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this._bounds = new Phaser.Quad(x, y, width, height);
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this.scrollSpeed = new Phaser.MicroPoint(speedX, speedY);
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this.bounds = new Phaser.Quad(0, 0, width, height);
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}
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ScrollRegion.prototype.update = function (delta) {
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this._scroll.x = Math.round(this._scroll.x + (this.scrollSpeed.x));
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this._scroll.y = Math.round(this._scroll.y + (this.scrollSpeed.y));
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if(this._scroll.x > this._offset.x + this.bounds.width) {
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this._scroll.x = this._offset.x;
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this._scroll.x += this.scrollSpeed.x;
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this._scroll.y += this.scrollSpeed.y;
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if(this._scroll.x > this._bounds.right) {
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this._scroll.x = this._bounds.x;
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}
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if(this._scroll.x < this._offset.x) {
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this._scroll.x = this._offset.x + this.bounds.width;
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if(this._scroll.x < this._bounds.x) {
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this._scroll.x = this._bounds.right;
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}
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if(this._scroll.y > this._offset.y + this.bounds.height) {
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this._scroll.y = this._offset.y;
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if(this._scroll.y > this._bounds.bottom) {
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this._scroll.y = this._bounds.y;
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}
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if(this._scroll.y < this._offset.y) {
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this._scroll.y = this._offset.y + this.bounds.height;
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if(this._scroll.y < this._bounds.y) {
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this._scroll.y = this._bounds.bottom;
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}
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// Anchor Dimensions
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this._anchorWidth = this.bounds.width - this._scroll.x;
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this._anchorHeight = this.bounds.height - this._scroll.y;
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if(this._anchorWidth > this.bounds.width) {
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this._anchorWidth = this.bounds.width;
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this._anchorWidth = (this._bounds.width - this._scroll.x) + this._bounds.x;
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this._anchorHeight = (this._bounds.height - this._scroll.y) + this._bounds.y;
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if(this._anchorWidth > this._bounds.width) {
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this._anchorWidth = this._bounds.width;
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}
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if(this._anchorHeight > this.bounds.height) {
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this._anchorHeight = this.bounds.height;
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if(this._anchorHeight > this._bounds.height) {
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this._anchorHeight = this._bounds.height;
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}
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this._inverseWidth = this.bounds.width - this._anchorWidth;
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this._inverseHeight = this.bounds.height - this._anchorHeight;
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this._inverseWidth = this._bounds.width - this._anchorWidth;
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this._inverseHeight = this._bounds.height - this._anchorHeight;
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// Quad A
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this._A.setTo(this._scroll.x, this._scroll.y, this._anchorWidth, this._anchorHeight);
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// Quad B
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if(this.visible == false) {
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return;
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}
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// dx/dy are the world coordinates to render the FULL ScrollZone into.
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// This ScrollRegion may be smaller than that and offset from the dx/dy coordinates.
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this.crop(context, texture, this._A.x, this._A.y, this._A.width, this._A.height, dx, dy, dw, dh, 0, 0);
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this.crop(context, texture, this._B.x, this._B.y, this._B.width, this._B.height, dx, dy, dw, dh, this._A.width, 0);
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this.crop(context, texture, this._C.x, this._C.y, this._C.width, this._C.height, dx, dy, dw, dh, 0, this._A.height);
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this.crop(context, texture, this._D.x, this._D.y, this._D.width, this._D.height, dx, dy, dw, dh, this._C.width, this._A.height);
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};
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//context.fillStyle = 'rgb(255,255,255)';
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//context.font = '18px Arial';
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//context.fillText('QuadA: ' + this._A.toString(), 32, 450);
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//context.fillText('QuadB: ' + this._B.toString(), 32, 480);
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//context.fillText('QuadC: ' + this._C.toString(), 32, 510);
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//context.fillText('QuadD: ' + this._D.toString(), 32, 540);
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};
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ScrollRegion.prototype.crop = function (context, texture, srcX, srcY, srcW, srcH, destX, destY, destW, destH, offsetX, offsetY) {
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offsetX += destX;
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offsetY += destY;
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@ -11670,6 +11685,12 @@ var Phaser;
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if(srcH > (destY + destH) - offsetY) {
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srcH = (destY + destH) - offsetY;
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}
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srcX = Math.floor(srcX);
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srcY = Math.floor(srcY);
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srcW = Math.floor(srcW);
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srcH = Math.floor(srcH);
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offsetX = Math.floor(offsetX + this._bounds.x);
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offsetY = Math.floor(offsetY + this._bounds.y);
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if(srcW > 0 && srcH > 0) {
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context.drawImage(texture, srcX, srcY, srcW, srcH, offsetX, offsetY, srcW, srcH);
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}
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@ -11729,6 +11750,10 @@ var Phaser;
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ScrollZone.prototype.addRegion = function (x, y, width, height, speedX, speedY) {
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if (typeof speedX === "undefined") { speedX = 0; }
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if (typeof speedY === "undefined") { speedY = 0; }
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if(x > this.width || y > this.height || x < 0 || y < 0 || (x + width) > this.width || (y + height) > this.height) {
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throw Error('Invalid ScrollRegion defined. Cannot be larger than parent ScrollZone');
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return;
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}
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this.currentRegion = new Phaser.ScrollRegion(x, y, width, height, speedX, speedY);
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this.regions.push(this.currentRegion);
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return this.currentRegion;
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@ -11737,6 +11762,7 @@ var Phaser;
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if(this.currentRegion) {
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this.currentRegion.scrollSpeed.setTo(x, y);
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}
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return this;
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};
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ScrollZone.prototype.update = function () {
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for(var i = 0; i < this.regions.length; i++) {
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@ -7,22 +7,21 @@
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myGame.loader.load();
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}
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function create() {
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// In this example we're creating a whole bunch of ScrollZones working on the same image
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var zone = myGame.createScrollZone('starray');
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var y = 10;
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var speed = 6;
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speed -= 0.3;
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zone.currentRegion.visible = false;
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var y = 0;
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var speed = 16;
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// The image consists of 10px high scrolling layers, this creates them quickly (top = fastest, getting slower as we move down)
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for(var z = 0; z < 31; z++) {
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for(var z = 0; z < 32; z++) {
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zone.addRegion(0, y, 640, 10, speed);
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if(z <= 14) {
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speed -= 0.3;
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if(z <= 15) {
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speed -= 1;
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} else {
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speed += 0.3;
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speed += 1;
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}
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if(z == 14) {
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if(z == 15) {
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y = 240;
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speed += 0.3;
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speed += 1;
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} else {
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y += 10;
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}
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function create() {
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// In this example we're creating a whole bunch of ScrollZones working on the same image
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var zone: Phaser.ScrollZone = myGame.createScrollZone('starray');
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var y:number = 10;
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var speed:number = 6;
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speed -= 0.3;
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zone.currentRegion.visible = false;
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var y:number = 0;
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var speed:number = 16;
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// The image consists of 10px high scrolling layers, this creates them quickly (top = fastest, getting slower as we move down)
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for (var z:number = 0; z < 31; z++)
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for (var z:number = 0; z < 32; z++)
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{
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zone.addRegion(0, y, 640, 10, speed);
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if (z <= 14)
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if (z <= 15)
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{
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speed -= 0.3;
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speed -= 1;
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}
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else
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{
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speed += 0.3;
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speed += 1;
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}
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if (z == 14)
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if (z == 15)
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{
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y = 240;
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speed += 0.3;
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speed += 1;
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}
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else
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{
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22
Tests/scrollzones/region demo.js
Normal file
22
Tests/scrollzones/region demo.js
Normal file
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@ -0,0 +1,22 @@
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/// <reference path="../../Phaser/Game.ts" />
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/// <reference path="../../Phaser/gameobjects/ScrollZone.ts" />
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(function () {
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
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function init() {
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myGame.loader.addImageFile('angelDawn', 'assets/pics/game14_angel_dawn.png');
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myGame.loader.load();
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}
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var scroller;
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function create() {
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// This creates our ScrollZone centered in the middle of the stage.
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scroller = myGame.createScrollZone('angelDawn', myGame.stage.centerX - 320, 100);
|
||||
// By default we won't scroll the full image, but we will create 3 ScrollRegions within it:
|
||||
// This creates a ScrollRegion which can be thought of as a rectangle within the ScrollZone that can be scrolled
|
||||
// independantly - this one scrolls the image of the spacemans head
|
||||
scroller.addRegion(32, 32, 352, 240, 0, 2);
|
||||
// The head in the top right
|
||||
scroller.addRegion(480, 30, 96, 96, 4, 0);
|
||||
// The small piece of text
|
||||
scroller.addRegion(466, 160, 122, 14, 0, -0.5);
|
||||
}
|
||||
})();
|
37
Tests/scrollzones/region demo.ts
Normal file
37
Tests/scrollzones/region demo.ts
Normal file
|
@ -0,0 +1,37 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/gameobjects/ScrollZone.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
function init() {
|
||||
|
||||
myGame.loader.addImageFile('angelDawn', 'assets/pics/game14_angel_dawn.png');
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var scroller: Phaser.ScrollZone;
|
||||
|
||||
function create() {
|
||||
|
||||
// This creates our ScrollZone centered in the middle of the stage.
|
||||
scroller = myGame.createScrollZone('angelDawn', myGame.stage.centerX - 320, 100);
|
||||
|
||||
// By default we won't scroll the full image, but we will create 3 ScrollRegions within it:
|
||||
|
||||
// This creates a ScrollRegion which can be thought of as a rectangle within the ScrollZone that can be scrolled
|
||||
// independantly - this one scrolls the image of the spacemans head
|
||||
scroller.addRegion(32, 32, 352, 240, 0, 2);
|
||||
|
||||
// The head in the top right
|
||||
scroller.addRegion(480, 30, 96, 96, 4, 0);
|
||||
|
||||
// The small piece of text
|
||||
scroller.addRegion(466, 160, 122, 14, 0, -0.5);
|
||||
|
||||
}
|
||||
|
||||
})();
|
|
@ -11581,6 +11581,14 @@ var Phaser;
|
|||
if (typeof t === "undefined") { t = 0; }
|
||||
return !(q.left > this.right + t || q.right < this.left - t || q.top > this.bottom + t || q.bottom < this.top - t);
|
||||
};
|
||||
Quad.prototype.toString = /**
|
||||
* Returns a string representation of this object.
|
||||
* @method toString
|
||||
* @return {string} a string representation of the object.
|
||||
**/
|
||||
function () {
|
||||
return "[{Quad (x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + ")}]";
|
||||
};
|
||||
return Quad;
|
||||
})();
|
||||
Phaser.Quad = Quad;
|
||||
|
@ -11603,41 +11611,40 @@ var Phaser;
|
|||
this._inverseHeight = 0;
|
||||
this.visible = true;
|
||||
// Our seamless scrolling quads
|
||||
this._A = new Phaser.Quad(0, 0, width, height);
|
||||
this._B = new Phaser.Quad();
|
||||
this._C = new Phaser.Quad();
|
||||
this._D = new Phaser.Quad();
|
||||
this._A = new Phaser.Quad(x, y, width, height);
|
||||
this._B = new Phaser.Quad(x, y, width, height);
|
||||
this._C = new Phaser.Quad(x, y, width, height);
|
||||
this._D = new Phaser.Quad(x, y, width, height);
|
||||
this._scroll = new Phaser.MicroPoint();
|
||||
this._offset = new Phaser.MicroPoint(x, y);
|
||||
this._bounds = new Phaser.Quad(x, y, width, height);
|
||||
this.scrollSpeed = new Phaser.MicroPoint(speedX, speedY);
|
||||
this.bounds = new Phaser.Quad(0, 0, width, height);
|
||||
}
|
||||
ScrollRegion.prototype.update = function (delta) {
|
||||
this._scroll.x = Math.round(this._scroll.x + (this.scrollSpeed.x));
|
||||
this._scroll.y = Math.round(this._scroll.y + (this.scrollSpeed.y));
|
||||
if(this._scroll.x > this._offset.x + this.bounds.width) {
|
||||
this._scroll.x = this._offset.x;
|
||||
this._scroll.x += this.scrollSpeed.x;
|
||||
this._scroll.y += this.scrollSpeed.y;
|
||||
if(this._scroll.x > this._bounds.right) {
|
||||
this._scroll.x = this._bounds.x;
|
||||
}
|
||||
if(this._scroll.x < this._offset.x) {
|
||||
this._scroll.x = this._offset.x + this.bounds.width;
|
||||
if(this._scroll.x < this._bounds.x) {
|
||||
this._scroll.x = this._bounds.right;
|
||||
}
|
||||
if(this._scroll.y > this._offset.y + this.bounds.height) {
|
||||
this._scroll.y = this._offset.y;
|
||||
if(this._scroll.y > this._bounds.bottom) {
|
||||
this._scroll.y = this._bounds.y;
|
||||
}
|
||||
if(this._scroll.y < this._offset.y) {
|
||||
this._scroll.y = this._offset.y + this.bounds.height;
|
||||
if(this._scroll.y < this._bounds.y) {
|
||||
this._scroll.y = this._bounds.bottom;
|
||||
}
|
||||
// Anchor Dimensions
|
||||
this._anchorWidth = this.bounds.width - this._scroll.x;
|
||||
this._anchorHeight = this.bounds.height - this._scroll.y;
|
||||
if(this._anchorWidth > this.bounds.width) {
|
||||
this._anchorWidth = this.bounds.width;
|
||||
this._anchorWidth = (this._bounds.width - this._scroll.x) + this._bounds.x;
|
||||
this._anchorHeight = (this._bounds.height - this._scroll.y) + this._bounds.y;
|
||||
if(this._anchorWidth > this._bounds.width) {
|
||||
this._anchorWidth = this._bounds.width;
|
||||
}
|
||||
if(this._anchorHeight > this.bounds.height) {
|
||||
this._anchorHeight = this.bounds.height;
|
||||
if(this._anchorHeight > this._bounds.height) {
|
||||
this._anchorHeight = this._bounds.height;
|
||||
}
|
||||
this._inverseWidth = this.bounds.width - this._anchorWidth;
|
||||
this._inverseHeight = this.bounds.height - this._anchorHeight;
|
||||
this._inverseWidth = this._bounds.width - this._anchorWidth;
|
||||
this._inverseHeight = this._bounds.height - this._anchorHeight;
|
||||
// Quad A
|
||||
this._A.setTo(this._scroll.x, this._scroll.y, this._anchorWidth, this._anchorHeight);
|
||||
// Quad B
|
||||
|
@ -11656,11 +11663,19 @@ var Phaser;
|
|||
if(this.visible == false) {
|
||||
return;
|
||||
}
|
||||
// dx/dy are the world coordinates to render the FULL ScrollZone into.
|
||||
// This ScrollRegion may be smaller than that and offset from the dx/dy coordinates.
|
||||
this.crop(context, texture, this._A.x, this._A.y, this._A.width, this._A.height, dx, dy, dw, dh, 0, 0);
|
||||
this.crop(context, texture, this._B.x, this._B.y, this._B.width, this._B.height, dx, dy, dw, dh, this._A.width, 0);
|
||||
this.crop(context, texture, this._C.x, this._C.y, this._C.width, this._C.height, dx, dy, dw, dh, 0, this._A.height);
|
||||
this.crop(context, texture, this._D.x, this._D.y, this._D.width, this._D.height, dx, dy, dw, dh, this._C.width, this._A.height);
|
||||
};
|
||||
//context.fillStyle = 'rgb(255,255,255)';
|
||||
//context.font = '18px Arial';
|
||||
//context.fillText('QuadA: ' + this._A.toString(), 32, 450);
|
||||
//context.fillText('QuadB: ' + this._B.toString(), 32, 480);
|
||||
//context.fillText('QuadC: ' + this._C.toString(), 32, 510);
|
||||
//context.fillText('QuadD: ' + this._D.toString(), 32, 540);
|
||||
};
|
||||
ScrollRegion.prototype.crop = function (context, texture, srcX, srcY, srcW, srcH, destX, destY, destW, destH, offsetX, offsetY) {
|
||||
offsetX += destX;
|
||||
offsetY += destY;
|
||||
|
@ -11670,6 +11685,12 @@ var Phaser;
|
|||
if(srcH > (destY + destH) - offsetY) {
|
||||
srcH = (destY + destH) - offsetY;
|
||||
}
|
||||
srcX = Math.floor(srcX);
|
||||
srcY = Math.floor(srcY);
|
||||
srcW = Math.floor(srcW);
|
||||
srcH = Math.floor(srcH);
|
||||
offsetX = Math.floor(offsetX + this._bounds.x);
|
||||
offsetY = Math.floor(offsetY + this._bounds.y);
|
||||
if(srcW > 0 && srcH > 0) {
|
||||
context.drawImage(texture, srcX, srcY, srcW, srcH, offsetX, offsetY, srcW, srcH);
|
||||
}
|
||||
|
@ -11729,6 +11750,10 @@ var Phaser;
|
|||
ScrollZone.prototype.addRegion = function (x, y, width, height, speedX, speedY) {
|
||||
if (typeof speedX === "undefined") { speedX = 0; }
|
||||
if (typeof speedY === "undefined") { speedY = 0; }
|
||||
if(x > this.width || y > this.height || x < 0 || y < 0 || (x + width) > this.width || (y + height) > this.height) {
|
||||
throw Error('Invalid ScrollRegion defined. Cannot be larger than parent ScrollZone');
|
||||
return;
|
||||
}
|
||||
this.currentRegion = new Phaser.ScrollRegion(x, y, width, height, speedX, speedY);
|
||||
this.regions.push(this.currentRegion);
|
||||
return this.currentRegion;
|
||||
|
@ -11737,6 +11762,7 @@ var Phaser;
|
|||
if(this.currentRegion) {
|
||||
this.currentRegion.scrollSpeed.setTo(x, y);
|
||||
}
|
||||
return this;
|
||||
};
|
||||
ScrollZone.prototype.update = function () {
|
||||
for(var i = 0; i < this.regions.length; i++) {
|
||||
|
|
Loading…
Reference in a new issue