mirror of
https://github.com/photonstorm/phaser
synced 2024-11-10 07:04:31 +00:00
Tidying up before putting back together again
This commit is contained in:
parent
4cef0d1d35
commit
03b7467018
12 changed files with 608 additions and 237 deletions
25
Phaser/RenderManager.ts
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25
Phaser/RenderManager.ts
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@ -0,0 +1,25 @@
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// Interface
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interface IPoint {
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getDist(): number;
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}
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// Module
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module Shapes {
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// Class
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export class Point implements IPoint {
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// Constructor
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constructor (public x: number, public y: number) { }
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// Instance member
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getDist() { return Math.sqrt(this.x * this.x + this.y * this.y); }
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// Static member
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static origin = new Point(0, 0);
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}
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}
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// Local variables
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var p: IPoint = new Shapes.Point(3, 4);
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var dist = p.getDist();
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@ -1,3 +1,6 @@
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/// <reference path="../core/Point.ts" />
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/// <reference path="../core/Rectangle.ts" />
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/// <reference path="../core/Vec2.ts" />
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/// <reference path="../gameobjects/Sprite.ts" />
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/// <reference path="../Game.ts" />
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@ -89,23 +92,17 @@ module Phaser {
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*/
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public worldView: Rectangle;
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/**
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* How many sprites will be rendered by this camera.
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* @type {number}
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*/
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public totalSpritesRendered: number;
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/**
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* Scale factor of the camera.
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* @type {MicroPoint}
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* @type {Vec2}
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*/
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public scale: MicroPoint = new MicroPoint(1, 1);
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public scale: Vec2 = new Vec2(1, 1);
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/**
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* Scrolling factor.
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* @type {MicroPoint}
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*/
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public scroll: MicroPoint = new MicroPoint(0, 0);
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public scroll: Vec2 = new Vec2(0, 0);
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/**
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* Camera bounds.
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@ -119,79 +116,27 @@ module Phaser {
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*/
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public deadzone: Rectangle = null;
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// Camera Border
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/**
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* Disable the automatic camera canvas clipping when Camera is non-Stage sized.
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* @type {Boolean}
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*/
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public disableClipping: bool = false;
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/**
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* Whether render border of this camera or not. (default is false)
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* @type {boolean}
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*/
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public showBorder: bool = false;
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/**
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* Color of border of this camera. (in css color string)
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* @type {string}
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*/
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public borderColor: string = 'rgb(255,255,255)';
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/**
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* Whether the camera background is opaque or not. If set to true the Camera is filled with
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* the value of Camera.backgroundColor every frame.
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* the value of Camera.backgroundColor every frame. Normally you wouldn't enable this if the
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* Camera is the full Stage size, as the Stage.backgroundColor has the same effect. But for
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* multiple or mini cameras it can be very useful.
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* @type {boolean}
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*/
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public opaque: bool = false;
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/**
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* Clears the camera every frame using a canvas clearRect call (default to true).
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* Note that this erases anything below the camera as well, so do not use it in conjuction with a camera
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* that uses alpha or that needs to be able to manage opacity. Equally if Camera.opaque is set to true
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* then set Camera.clear to false to save rendering time.
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* By default the Stage will clear itself every frame, so be sure not to double-up clear calls.
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* @type {boolean}
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*/
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public clear: bool = false;
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/**
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* Background color in css color string.
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* The Background Color of the camera in css color string format, i.e. 'rgb(0,0,0)' or '#ff0000'.
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* Not used if the Camera.opaque property is false.
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* @type {string}
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*/
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private _bgColor: string = 'rgb(0,0,0)';
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/**
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* Background texture to be rendered if background is visible.
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*/
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private _bgTexture;
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/**
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* Background texture repeat style. (default is 'repeat')
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* @type {string}
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*/
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private _bgTextureRepeat: string = 'repeat';
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// Camera Shadow
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/**
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* Render camera shadow or not. (default is false)
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* @type {boolean}
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*/
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public showShadow: bool = false;
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/**
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* Color of shadow, in css color string.
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* @type {string}
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*/
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public shadowColor: string = 'rgb(0,0,0)';
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/**
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* Blur factor of shadow.
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* @type {number}
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*/
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public shadowBlur: number = 10;
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/**
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* Offset of the shadow from camera's position.
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* @type {MicroPoint}
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*/
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public shadowOffset: MicroPoint = new MicroPoint(4, 4);
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public backgroundColor: string = 'rgb(0,0,0)';
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/**
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* Whether this camera visible or not. (default is true)
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@ -418,15 +363,6 @@ module Phaser {
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this._sx = this._stageX;
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this._sy = this._stageY;
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// Shadow
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if (this.showShadow == true)
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{
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this._game.stage.context.shadowColor = this.shadowColor;
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this._game.stage.context.shadowBlur = this.shadowBlur;
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this._game.stage.context.shadowOffsetX = this.shadowOffset.x;
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this._game.stage.context.shadowOffsetY = this.shadowOffset.y;
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}
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// Scale on
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if (this.scale.x !== 1 || this.scale.y !== 1)
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{
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@ -445,32 +381,11 @@ module Phaser {
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this._game.stage.context.translate(-(this._sx + this.worldView.halfWidth), -(this._sy + this.worldView.halfHeight));
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}
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if (this.clear == true)
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{
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this._game.stage.context.clearRect(this._sx, this._sy, this.worldView.width, this.worldView.height);
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}
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// Background
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if (this.opaque == true)
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if (this.opaque)
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{
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if (this._bgTexture)
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{
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this._game.stage.context.fillStyle = this._bgTexture;
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this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height);
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}
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else
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{
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this._game.stage.context.fillStyle = this._bgColor;
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this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height);
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}
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}
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// Shadow off
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if (this.showShadow == true)
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{
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this._game.stage.context.shadowBlur = 0;
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this._game.stage.context.shadowOffsetX = 0;
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this._game.stage.context.shadowOffsetY = 0;
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this._game.stage.context.fillStyle = this.backgroundColor;
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this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height);
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}
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this.fx.render(this, this._stageX, this._stageY, this.worldView.width, this.worldView.height);
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// Render all the Sprites
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this._game.world.group.render(this, this._sx, this._sy);
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if (this.showBorder == true)
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{
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this._game.stage.context.strokeStyle = this.borderColor;
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this._game.stage.context.lineWidth = 1;
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this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height);
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this._game.stage.context.stroke();
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}
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// Scale off
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if (this.scale.x !== 1 || this.scale.y !== 1)
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{
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@ -520,28 +427,6 @@ module Phaser {
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}
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public set backgroundColor(color: string) {
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this._bgColor = color;
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}
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public get backgroundColor(): string {
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return this._bgColor;
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}
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/**
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* Set camera background texture.
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* @param key {string} Asset key of the texture.
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* @param [repeat] {string} what kind of repeat will this texture used for background.
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*/
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public setTexture(key: string, repeat?: string = 'repeat') {
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this._bgTexture = this._game.stage.context.createPattern(this._game.cache.getImage(key), repeat);
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this._bgTextureRepeat = repeat;
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}
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/**
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* Set position of this camera.
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* @param x {number} X position.
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147
Phaser/components/sprite/Physics.ts
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147
Phaser/components/sprite/Physics.ts
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/**
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* Phaser - Components - Physics
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*
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*
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*/
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module Phaser.Components {
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export class Physics {
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/**
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* Whether this object will be moved by impacts with other objects or not.
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* @type {boolean}
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*/
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public immovable: bool;
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/**
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* Basic speed of this object.
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*
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* Velocity is given in pixels per second. Therefore a velocity of
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* 100 will move at a rate of 100 pixels every 1000 ms (1sec). It's not balls-on
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* accurate due to the way timers work, but it's pretty close. Expect tolerance
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* of +- 10 px. Also that speed assumes no drag.
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*
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* @type {MicroPoint}
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*/
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public velocity: MicroPoint;
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/**
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* The virtual mass of the object.
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* @type {number}
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*/
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public mass: number;
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/**
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* The bounciness of the object.
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* @type {number}
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*/
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public elasticity: number;
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/**
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* How fast the speed of this object is changing.
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* @type {number}
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*/
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public acceleration: MicroPoint;
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/**
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* This isn't drag exactly, more like deceleration that is only applied
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* when acceleration is not affecting the sprite.
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* @type {MicroPoint}
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*/
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public drag: MicroPoint;
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/**
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* It will cap the speed automatically if you use the acceleration
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* to change its velocity.
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* @type {MicroPoint}
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*/
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public maxVelocity: MicroPoint;
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/**
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* How fast this object is rotating.
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* @type {number}
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*/
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public angularVelocity: number;
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/**
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* How fast angularVelocity of this object is changing.
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* @type {number}
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*/
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public angularAcceleration: number;
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/**
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* Deacceleration of angularVelocity will be applied when it's rotating.
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* @type {number}
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*/
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public angularDrag: number;
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/**
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* It will cap the rotate speed automatically if you use the angularAcceleration
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* to change its angularVelocity.
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* @type {number}
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*/
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public maxAngular: number;
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/**
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* Set this to false if you want to skip the automatic motion/movement stuff
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* (see updateMotion()).
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* @type {boolean}
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*/
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public moves: bool = true;
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/**
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* Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating surface contacts.
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* @type {number}
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*/
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public touching: number;
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/**
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* Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating surface contacts from the previous game loop step.
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* @type {number}
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*/
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public wasTouching: number;
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/**
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* Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions.
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* @type {number}
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*/
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public allowCollisions: number;
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/**
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* Important variable for collision processing.
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* @type {MicroPoint}
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*/
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public last: MicroPoint;
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/**
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* Internal function for updating the position and speed of this object.
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*/
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public update() {
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var delta: number;
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var velocityDelta: number;
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velocityDelta = (this._game.motion.computeVelocity(this.angularVelocity, this.angularAcceleration, this.angularDrag, this.maxAngular) - this.angularVelocity) / 2;
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this.angularVelocity += velocityDelta;
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this._angle += this.angularVelocity * this._game.time.elapsed;
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this.angularVelocity += velocityDelta;
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velocityDelta = (this._game.motion.computeVelocity(this.velocity.x, this.acceleration.x, this.drag.x, this.maxVelocity.x) - this.velocity.x) / 2;
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this.velocity.x += velocityDelta;
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delta = this.velocity.x * this._game.time.elapsed;
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this.velocity.x += velocityDelta;
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this.frameBounds.x += delta;
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velocityDelta = (this._game.motion.computeVelocity(this.velocity.y, this.acceleration.y, this.drag.y, this.maxVelocity.y) - this.velocity.y) / 2;
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this.velocity.y += velocityDelta;
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delta = this.velocity.y * this._game.time.elapsed;
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this.velocity.y += velocityDelta;
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this.frameBounds.y += delta;
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}
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}
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}
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15
Phaser/components/sprite/Texture.ts
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15
Phaser/components/sprite/Texture.ts
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/**
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* Phaser - Components - Texture
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*
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* The Sprite GameObject is an extension of the core GameObject that includes support for animation and dynamic textures.
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*/
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module Phaser.Components {
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export class Texture {
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}
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}
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19
SpecialFX/Camera/Border.js
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19
SpecialFX/Camera/Border.js
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var Shapes;
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(function (Shapes) {
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var Point = Shapes.Point = (function () {
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function Point(x, y) {
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this.x = x;
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this.y = y;
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}
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Point.prototype.getDist = function () {
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return Math.sqrt((this.x * this.x) + (this.y * this.y));
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};
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Point.origin = new Point(0, 0);
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return Point;
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})();
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})(Shapes || (Shapes = {}));
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var p = new Shapes.Point(3, 4);
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var dist = p.getDist();
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61
SpecialFX/Camera/Border.ts
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61
SpecialFX/Camera/Border.ts
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/// <reference path="../../Phaser/Game.d.ts" />
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/// <reference path="../../Phaser/system/Camera.d.ts" />
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/// <reference path="../../Phaser/FXManager.d.ts" />
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/**
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* Phaser - FX - Camera - Border
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*
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* Creates a border around a camera.
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*/
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module Phaser.FX.Camera {
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export class Border {
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constructor(game: Game, parent: Camera) {
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this._game = game;
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this._parent = parent;
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}
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private _game: Game;
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private _parent: Camera;
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/**
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* Whether render border of this camera or not. (default is false)
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* @type {boolean}
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*/
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public showBorder: bool = false;
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/**
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* Color of border of this camera. (in css color string)
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* @type {string}
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*/
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public borderColor: string = 'rgb(255,255,255)';
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/**
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* You can name the function that starts the effect whatever you like, but we used 'start' in our effects.
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*/
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public start() {
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}
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/**
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* Post-render is called during the objects render cycle, after the children/image data has been rendered.
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* It happens directly BEFORE a canvas context.restore has happened if added to a Camera.
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*/
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public postRender(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number) {
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if (this.showBorder == true)
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{
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this._game.stage.context.strokeStyle = this.borderColor;
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this._game.stage.context.lineWidth = 1;
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this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height);
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this._game.stage.context.stroke();
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}
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}
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}
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}
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19
SpecialFX/Camera/Shadow.js
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19
SpecialFX/Camera/Shadow.js
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var Shapes;
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(function (Shapes) {
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var Point = Shapes.Point = (function () {
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function Point(x, y) {
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this.x = x;
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this.y = y;
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}
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Point.prototype.getDist = function () {
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return Math.sqrt((this.x * this.x) + (this.y * this.y));
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};
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Point.origin = new Point(0, 0);
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return Point;
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})();
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})(Shapes || (Shapes = {}));
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var p = new Shapes.Point(3, 4);
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var dist = p.getDist();
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89
SpecialFX/Camera/Shadow.ts
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89
SpecialFX/Camera/Shadow.ts
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|
@ -0,0 +1,89 @@
|
|||
/// <reference path="../../Phaser/Game.d.ts" />
|
||||
/// <reference path="../../Phaser/system/Camera.d.ts" />
|
||||
/// <reference path="../../Phaser/FXManager.d.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - FX - Camera - Shadow
|
||||
*
|
||||
* Creates a drop-shadow effect on the camera window.
|
||||
*/
|
||||
|
||||
module Phaser.FX.Camera {
|
||||
|
||||
export class Shadow {
|
||||
|
||||
constructor(game: Game, parent: Camera) {
|
||||
|
||||
this._game = game;
|
||||
this._parent = parent;
|
||||
|
||||
}
|
||||
|
||||
private _game: Game;
|
||||
private _parent: Camera;
|
||||
|
||||
/**
|
||||
* Render camera shadow or not. (default is false)
|
||||
* @type {boolean}
|
||||
*/
|
||||
public showShadow: bool = false;
|
||||
|
||||
/**
|
||||
* Color of shadow, in css color string.
|
||||
* @type {string}
|
||||
*/
|
||||
public shadowColor: string = 'rgb(0,0,0)';
|
||||
|
||||
/**
|
||||
* Blur factor of shadow.
|
||||
* @type {number}
|
||||
*/
|
||||
public shadowBlur: number = 10;
|
||||
|
||||
/**
|
||||
* Offset of the shadow from camera's position.
|
||||
* @type {MicroPoint}
|
||||
*/
|
||||
public shadowOffset: MicroPoint = new MicroPoint(4, 4);
|
||||
|
||||
/**
|
||||
* You can name the function that starts the effect whatever you like, but we used 'start' in our effects.
|
||||
*/
|
||||
public start() {
|
||||
}
|
||||
|
||||
/**
|
||||
* Pre-render is called at the start of the object render cycle, before any transforms have taken place.
|
||||
* It happens directly AFTER a canvas context.save has happened if added to a Camera.
|
||||
*/
|
||||
public preRender(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number) {
|
||||
|
||||
// Shadow
|
||||
if (this.showShadow == true)
|
||||
{
|
||||
this._game.stage.context.shadowColor = this.shadowColor;
|
||||
this._game.stage.context.shadowBlur = this.shadowBlur;
|
||||
this._game.stage.context.shadowOffsetX = this.shadowOffset.x;
|
||||
this._game.stage.context.shadowOffsetY = this.shadowOffset.y;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* render is called during the objects render cycle, right after all transforms have finished, but before any children/image data is rendered.
|
||||
*/
|
||||
public render(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number) {
|
||||
|
||||
// Shadow off
|
||||
if (this.showShadow == true)
|
||||
{
|
||||
this._game.stage.context.shadowBlur = 0;
|
||||
this._game.stage.context.shadowOffsetX = 0;
|
||||
this._game.stage.context.shadowOffsetY = 0;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
|
@ -62,6 +62,10 @@
|
|||
<TypeScriptCompile Include="Camera\Flash.ts" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<TypeScriptCompile Include="Camera\Border.ts" />
|
||||
<Content Include="Camera\Border.js">
|
||||
<DependentUpon>Border.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="Camera\Fade.js">
|
||||
<DependentUpon>Fade.ts</DependentUpon>
|
||||
</Content>
|
||||
|
@ -70,6 +74,10 @@
|
|||
<Content Include="Camera\Mirror.js">
|
||||
<DependentUpon>Mirror.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="Camera\Shadow.ts" />
|
||||
<Content Include="Camera\Shadow.js">
|
||||
<DependentUpon>Shadow.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="Camera\Template.js">
|
||||
<DependentUpon>Template.ts</DependentUpon>
|
||||
</Content>
|
||||
|
|
|
@ -71,6 +71,58 @@ var Phaser;
|
|||
var FX = Phaser.FX;
|
||||
})(Phaser || (Phaser = {}));
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
(function (FX) {
|
||||
/// <reference path="../../Phaser/Game.d.ts" />
|
||||
/// <reference path="../../Phaser/system/Camera.d.ts" />
|
||||
/// <reference path="../../Phaser/FXManager.d.ts" />
|
||||
/**
|
||||
* Phaser - FX - Camera - Border
|
||||
*
|
||||
* Creates a border around a camera.
|
||||
*/
|
||||
(function (Camera) {
|
||||
var Border = (function () {
|
||||
function Border(game, parent) {
|
||||
/**
|
||||
* Whether render border of this camera or not. (default is false)
|
||||
* @type {boolean}
|
||||
*/
|
||||
this.showBorder = false;
|
||||
/**
|
||||
* Color of border of this camera. (in css color string)
|
||||
* @type {string}
|
||||
*/
|
||||
this.borderColor = 'rgb(255,255,255)';
|
||||
this._game = game;
|
||||
this._parent = parent;
|
||||
}
|
||||
Border.prototype.start = /**
|
||||
* You can name the function that starts the effect whatever you like, but we used 'start' in our effects.
|
||||
*/
|
||||
function () {
|
||||
};
|
||||
Border.prototype.postRender = /**
|
||||
* Post-render is called during the objects render cycle, after the children/image data has been rendered.
|
||||
* It happens directly BEFORE a canvas context.restore has happened if added to a Camera.
|
||||
*/
|
||||
function (camera, cameraX, cameraY, cameraWidth, cameraHeight) {
|
||||
if(this.showBorder == true) {
|
||||
this._game.stage.context.strokeStyle = this.borderColor;
|
||||
this._game.stage.context.lineWidth = 1;
|
||||
this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height);
|
||||
this._game.stage.context.stroke();
|
||||
}
|
||||
};
|
||||
return Border;
|
||||
})();
|
||||
Camera.Border = Border;
|
||||
})(FX.Camera || (FX.Camera = {}));
|
||||
var Camera = FX.Camera;
|
||||
})(Phaser.FX || (Phaser.FX = {}));
|
||||
var FX = Phaser.FX;
|
||||
})(Phaser || (Phaser = {}));
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
(function (FX) {
|
||||
/// <reference path="../../Phaser/Game.d.ts" />
|
||||
|
@ -219,6 +271,80 @@ var Phaser;
|
|||
var FX = Phaser.FX;
|
||||
})(Phaser || (Phaser = {}));
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
(function (FX) {
|
||||
/// <reference path="../../Phaser/Game.d.ts" />
|
||||
/// <reference path="../../Phaser/system/Camera.d.ts" />
|
||||
/// <reference path="../../Phaser/FXManager.d.ts" />
|
||||
/**
|
||||
* Phaser - FX - Camera - Shadow
|
||||
*
|
||||
* Creates a drop-shadow effect on the camera window.
|
||||
*/
|
||||
(function (Camera) {
|
||||
var Shadow = (function () {
|
||||
function Shadow(game, parent) {
|
||||
/**
|
||||
* Render camera shadow or not. (default is false)
|
||||
* @type {boolean}
|
||||
*/
|
||||
this.showShadow = false;
|
||||
/**
|
||||
* Color of shadow, in css color string.
|
||||
* @type {string}
|
||||
*/
|
||||
this.shadowColor = 'rgb(0,0,0)';
|
||||
/**
|
||||
* Blur factor of shadow.
|
||||
* @type {number}
|
||||
*/
|
||||
this.shadowBlur = 10;
|
||||
/**
|
||||
* Offset of the shadow from camera's position.
|
||||
* @type {MicroPoint}
|
||||
*/
|
||||
this.shadowOffset = new Phaser.MicroPoint(4, 4);
|
||||
this._game = game;
|
||||
this._parent = parent;
|
||||
}
|
||||
Shadow.prototype.start = /**
|
||||
* You can name the function that starts the effect whatever you like, but we used 'start' in our effects.
|
||||
*/
|
||||
function () {
|
||||
};
|
||||
Shadow.prototype.preRender = /**
|
||||
* Pre-render is called at the start of the object render cycle, before any transforms have taken place.
|
||||
* It happens directly AFTER a canvas context.save has happened if added to a Camera.
|
||||
*/
|
||||
function (camera, cameraX, cameraY, cameraWidth, cameraHeight) {
|
||||
// Shadow
|
||||
if(this.showShadow == true) {
|
||||
this._game.stage.context.shadowColor = this.shadowColor;
|
||||
this._game.stage.context.shadowBlur = this.shadowBlur;
|
||||
this._game.stage.context.shadowOffsetX = this.shadowOffset.x;
|
||||
this._game.stage.context.shadowOffsetY = this.shadowOffset.y;
|
||||
}
|
||||
};
|
||||
Shadow.prototype.render = /**
|
||||
* render is called during the objects render cycle, right after all transforms have finished, but before any children/image data is rendered.
|
||||
*/
|
||||
function (camera, cameraX, cameraY, cameraWidth, cameraHeight) {
|
||||
// Shadow off
|
||||
if(this.showShadow == true) {
|
||||
this._game.stage.context.shadowBlur = 0;
|
||||
this._game.stage.context.shadowOffsetX = 0;
|
||||
this._game.stage.context.shadowOffsetY = 0;
|
||||
}
|
||||
};
|
||||
return Shadow;
|
||||
})();
|
||||
Camera.Shadow = Shadow;
|
||||
})(FX.Camera || (FX.Camera = {}));
|
||||
var Camera = FX.Camera;
|
||||
})(Phaser.FX || (Phaser.FX = {}));
|
||||
var FX = Phaser.FX;
|
||||
})(Phaser || (Phaser = {}));
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
(function (FX) {
|
||||
/// <reference path="../../Phaser/Game.d.ts" />
|
||||
|
|
181
build/phaser.js
181
build/phaser.js
|
@ -10788,6 +10788,44 @@ var Phaser;
|
|||
})();
|
||||
Phaser.Rectangle = Rectangle;
|
||||
})(Phaser || (Phaser = {}));
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
/**
|
||||
* Phaser - Components - Texture
|
||||
*
|
||||
* The Sprite GameObject is an extension of the core GameObject that includes support for animation and dynamic textures.
|
||||
*/
|
||||
(function (Components) {
|
||||
var Texture = (function () {
|
||||
function Texture() { }
|
||||
return Texture;
|
||||
})();
|
||||
Components.Texture = Texture;
|
||||
})(Phaser.Components || (Phaser.Components = {}));
|
||||
var Components = Phaser.Components;
|
||||
})(Phaser || (Phaser = {}));
|
||||
// Module
|
||||
var Shapes;
|
||||
(function (Shapes) {
|
||||
// Class
|
||||
var Point = (function () {
|
||||
// Constructor
|
||||
function Point(x, y) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
Point.prototype.getDist = // Instance member
|
||||
function () {
|
||||
return Math.sqrt(this.x * this.x + this.y * this.y);
|
||||
};
|
||||
Point.origin = new Point(0, 0);
|
||||
return Point;
|
||||
})();
|
||||
Shapes.Point = Point;
|
||||
})(Shapes || (Shapes = {}));
|
||||
// Local variables
|
||||
var p = new Shapes.Point(3, 4);
|
||||
var dist = p.getDist();
|
||||
/// <reference path="../Game.ts" />
|
||||
/**
|
||||
* Phaser - Vec2
|
||||
|
@ -12445,6 +12483,28 @@ var Phaser;
|
|||
})(Phaser.Math || (Phaser.Math = {}));
|
||||
var Math = Phaser.Math;
|
||||
})(Phaser || (Phaser = {}));
|
||||
// Module
|
||||
var Shapes;
|
||||
(function (Shapes) {
|
||||
// Class
|
||||
var Point = (function () {
|
||||
// Constructor
|
||||
function Point(x, y) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
Point.prototype.getDist = // Instance member
|
||||
function () {
|
||||
return Math.sqrt(this.x * this.x + this.y * this.y);
|
||||
};
|
||||
Point.origin = new Shapes.Point(0, 0);
|
||||
return Point;
|
||||
})();
|
||||
Shapes.Point = Point;
|
||||
})(Shapes || (Shapes = {}));
|
||||
// Local variables
|
||||
var p = new Shapes.Point(3, 4);
|
||||
var dist = p.getDist();
|
||||
/// <reference path="../../Game.ts" />
|
||||
/// <reference path="../../geom/Vector2.ts" />
|
||||
/**
|
||||
|
@ -13787,6 +13847,9 @@ var Phaser;
|
|||
})();
|
||||
Phaser.Tween = Tween;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../core/Point.ts" />
|
||||
/// <reference path="../core/Rectangle.ts" />
|
||||
/// <reference path="../core/Vec2.ts" />
|
||||
/// <reference path="../gameobjects/Sprite.ts" />
|
||||
/// <reference path="../Game.ts" />
|
||||
/**
|
||||
|
@ -13819,14 +13882,14 @@ var Phaser;
|
|||
this._sy = 0;
|
||||
/**
|
||||
* Scale factor of the camera.
|
||||
* @type {MicroPoint}
|
||||
* @type {Vec2}
|
||||
*/
|
||||
this.scale = new Phaser.MicroPoint(1, 1);
|
||||
this.scale = new Phaser.Vec2(1, 1);
|
||||
/**
|
||||
* Scrolling factor.
|
||||
* @type {MicroPoint}
|
||||
*/
|
||||
this.scroll = new Phaser.MicroPoint(0, 0);
|
||||
this.scroll = new Phaser.Vec2(0, 0);
|
||||
/**
|
||||
* Camera bounds.
|
||||
* @type {Rectangle}
|
||||
|
@ -13837,64 +13900,25 @@ var Phaser;
|
|||
* @type {Rectangle}
|
||||
*/
|
||||
this.deadzone = null;
|
||||
// Camera Border
|
||||
/**
|
||||
* Disable the automatic camera canvas clipping when Camera is non-Stage sized.
|
||||
* @type {Boolean}
|
||||
*/
|
||||
this.disableClipping = false;
|
||||
/**
|
||||
* Whether render border of this camera or not. (default is false)
|
||||
* @type {boolean}
|
||||
*/
|
||||
this.showBorder = false;
|
||||
/**
|
||||
* Color of border of this camera. (in css color string)
|
||||
* @type {string}
|
||||
*/
|
||||
this.borderColor = 'rgb(255,255,255)';
|
||||
/**
|
||||
* Whether the camera background is opaque or not. If set to true the Camera is filled with
|
||||
* the value of Camera.backgroundColor every frame.
|
||||
* the value of Camera.backgroundColor every frame. Normally you wouldn't enable this if the
|
||||
* Camera is the full Stage size, as the Stage.backgroundColor has the same effect. But for
|
||||
* multiple or mini cameras it can be very useful.
|
||||
* @type {boolean}
|
||||
*/
|
||||
this.opaque = false;
|
||||
/**
|
||||
* Clears the camera every frame using a canvas clearRect call (default to true).
|
||||
* Note that this erases anything below the camera as well, so do not use it in conjuction with a camera
|
||||
* that uses alpha or that needs to be able to manage opacity. Equally if Camera.opaque is set to true
|
||||
* then set Camera.clear to false to save rendering time.
|
||||
* By default the Stage will clear itself every frame, so be sure not to double-up clear calls.
|
||||
* @type {boolean}
|
||||
*/
|
||||
this.clear = false;
|
||||
/**
|
||||
* Background color in css color string.
|
||||
* The Background Color of the camera in css color string format, i.e. 'rgb(0,0,0)' or '#ff0000'.
|
||||
* Not used if the Camera.opaque property is false.
|
||||
* @type {string}
|
||||
*/
|
||||
this._bgColor = 'rgb(0,0,0)';
|
||||
/**
|
||||
* Background texture repeat style. (default is 'repeat')
|
||||
* @type {string}
|
||||
*/
|
||||
this._bgTextureRepeat = 'repeat';
|
||||
// Camera Shadow
|
||||
/**
|
||||
* Render camera shadow or not. (default is false)
|
||||
* @type {boolean}
|
||||
*/
|
||||
this.showShadow = false;
|
||||
/**
|
||||
* Color of shadow, in css color string.
|
||||
* @type {string}
|
||||
*/
|
||||
this.shadowColor = 'rgb(0,0,0)';
|
||||
/**
|
||||
* Blur factor of shadow.
|
||||
* @type {number}
|
||||
*/
|
||||
this.shadowBlur = 10;
|
||||
/**
|
||||
* Offset of the shadow from camera's position.
|
||||
* @type {MicroPoint}
|
||||
*/
|
||||
this.shadowOffset = new Phaser.MicroPoint(4, 4);
|
||||
this.backgroundColor = 'rgb(0,0,0)';
|
||||
/**
|
||||
* Whether this camera visible or not. (default is true)
|
||||
* @type {boolean}
|
||||
|
@ -14066,13 +14090,6 @@ var Phaser;
|
|||
}
|
||||
this._sx = this._stageX;
|
||||
this._sy = this._stageY;
|
||||
// Shadow
|
||||
if(this.showShadow == true) {
|
||||
this._game.stage.context.shadowColor = this.shadowColor;
|
||||
this._game.stage.context.shadowBlur = this.shadowBlur;
|
||||
this._game.stage.context.shadowOffsetX = this.shadowOffset.x;
|
||||
this._game.stage.context.shadowOffsetY = this.shadowOffset.y;
|
||||
}
|
||||
// Scale on
|
||||
if(this.scale.x !== 1 || this.scale.y !== 1) {
|
||||
this._game.stage.context.scale(this.scale.x, this.scale.y);
|
||||
|
@ -14086,24 +14103,10 @@ var Phaser;
|
|||
// now shift back to where that should actually render
|
||||
this._game.stage.context.translate(-(this._sx + this.worldView.halfWidth), -(this._sy + this.worldView.halfHeight));
|
||||
}
|
||||
if(this.clear == true) {
|
||||
this._game.stage.context.clearRect(this._sx, this._sy, this.worldView.width, this.worldView.height);
|
||||
}
|
||||
// Background
|
||||
if(this.opaque == true) {
|
||||
if(this._bgTexture) {
|
||||
this._game.stage.context.fillStyle = this._bgTexture;
|
||||
this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height);
|
||||
} else {
|
||||
this._game.stage.context.fillStyle = this._bgColor;
|
||||
this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height);
|
||||
}
|
||||
}
|
||||
// Shadow off
|
||||
if(this.showShadow == true) {
|
||||
this._game.stage.context.shadowBlur = 0;
|
||||
this._game.stage.context.shadowOffsetX = 0;
|
||||
this._game.stage.context.shadowOffsetY = 0;
|
||||
if(this.opaque) {
|
||||
this._game.stage.context.fillStyle = this.backgroundColor;
|
||||
this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height);
|
||||
}
|
||||
this.fx.render(this, this._stageX, this._stageY, this.worldView.width, this.worldView.height);
|
||||
// Clip the camera so we don't get sprites appearing outside the edges
|
||||
|
@ -14115,12 +14118,6 @@ var Phaser;
|
|||
}
|
||||
// Render all the Sprites
|
||||
this._game.world.group.render(this, this._sx, this._sy);
|
||||
if(this.showBorder == true) {
|
||||
this._game.stage.context.strokeStyle = this.borderColor;
|
||||
this._game.stage.context.lineWidth = 1;
|
||||
this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height);
|
||||
this._game.stage.context.stroke();
|
||||
}
|
||||
// Scale off
|
||||
if(this.scale.x !== 1 || this.scale.y !== 1) {
|
||||
this._game.stage.context.scale(1, 1);
|
||||
|
@ -14136,26 +14133,6 @@ var Phaser;
|
|||
this._game.stage.context.globalAlpha = 1;
|
||||
}
|
||||
};
|
||||
Object.defineProperty(Camera.prototype, "backgroundColor", {
|
||||
get: function () {
|
||||
return this._bgColor;
|
||||
},
|
||||
set: function (color) {
|
||||
this._bgColor = color;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Camera.prototype.setTexture = /**
|
||||
* Set camera background texture.
|
||||
* @param key {string} Asset key of the texture.
|
||||
* @param [repeat] {string} what kind of repeat will this texture used for background.
|
||||
*/
|
||||
function (key, repeat) {
|
||||
if (typeof repeat === "undefined") { repeat = 'repeat'; }
|
||||
this._bgTexture = this._game.stage.context.createPattern(this._game.cache.getImage(key), repeat);
|
||||
this._bgTextureRepeat = repeat;
|
||||
};
|
||||
Camera.prototype.setPosition = /**
|
||||
* Set position of this camera.
|
||||
* @param x {number} X position.
|
||||
|
|
Loading…
Reference in a new issue