mirror of
https://github.com/photonstorm/phaser
synced 2024-11-28 15:41:37 +00:00
Finally fixed a really annoying bug in ScrollZone and it now works perfectly across the board.
This commit is contained in:
parent
f2678104fa
commit
332f715943
22 changed files with 720 additions and 402 deletions
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@ -398,7 +398,7 @@ module Phaser {
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return this.world.createEmitter(x, y, size);
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}
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public createScrollZone(key:string, x: number, y: number, width: number, height: number): ScrollZone {
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public createScrollZone(key: string, x?: number = 0, y?: number = 0, width?: number = 0, height?: number = 0): ScrollZone {
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return this.world.createScrollZone(key, x, y, width, height);
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}
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@ -86,6 +86,10 @@
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<DependentUpon>Particle.ts</DependentUpon>
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</Content>
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<TypeScriptCompile Include="gameobjects\ScrollZone.ts" />
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<TypeScriptCompile Include="gameobjects\ScrollRegion.ts" />
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<Content Include="gameobjects\ScrollRegion.js">
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<DependentUpon>ScrollRegion.ts</DependentUpon>
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</Content>
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<Content Include="gameobjects\ScrollZone.js">
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<DependentUpon>ScrollZone.ts</DependentUpon>
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</Content>
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@ -82,7 +82,7 @@ module Phaser {
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return this.game.world.createEmitter(x, y, size);
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}
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public createScrollZone(key:string, x: number, y: number, width: number, height: number): ScrollZone {
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public createScrollZone(key: string, x?: number = 0, y?: number = 0, width?: number = 0, height?: number = 0): ScrollZone {
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return this.game.world.createScrollZone(key, x, y, width, height);
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}
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@ -108,11 +108,6 @@ module Phaser {
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// Cameras
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public addExistingCamera(cam: Camera): Camera {
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//return this._cameras.addCamera(x, y, width, height);
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return cam;
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}
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public createCamera(x: number, y: number, width: number, height: number): Camera {
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return this._cameras.addCamera(x, y, width, height);
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}
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@ -127,11 +122,6 @@ module Phaser {
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// Game Objects
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// Drop this?
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public addExistingSprite(sprite: Sprite): Sprite {
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return <Sprite> this.group.add(sprite);
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}
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public createSprite(x: number, y: number, key?: string = ''): Sprite {
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return <Sprite> this.group.add(new Sprite(this._game, x, y, key));
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}
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@ -148,7 +138,7 @@ module Phaser {
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return <Group> this.group.add(new Group(this._game, MaxSize));
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}
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public createScrollZone(key: string, x: number, y: number, width: number, height: number): ScrollZone {
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public createScrollZone(key: string, x?: number = 0, y?: number = 0, width?: number = 0, height?: number = 0): ScrollZone {
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return <ScrollZone> this.group.add(new ScrollZone(this._game, key, x, y, width, height));
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}
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146
Phaser/gameobjects/ScrollRegion.ts
Normal file
146
Phaser/gameobjects/ScrollRegion.ts
Normal file
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@ -0,0 +1,146 @@
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/// <reference path="../Game.ts" />
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/// <reference path="../geom/Quad.ts" />
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/**
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* Phaser - ScrollRegion
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*
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* Creates a scrolling region within a ScrollZone.
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* It is scrolled via the scrollSpeed.x/y properties.
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*/
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module Phaser {
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export class ScrollRegion{
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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._scroll = new MicroPoint();
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this._offset = new MicroPoint(x, y);
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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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private _A: Quad;
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private _B: Quad;
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private _C: Quad;
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private _D: 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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if (this._scroll.x > this._offset.x + this.bounds.width)
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{
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this._scroll.x = this._offset.x;
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}
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if (this._scroll.x < this._offset.x)
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{
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this._scroll.x = this._offset.x + this.bounds.width;
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}
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if (this._scroll.y > this._offset.y + this.bounds.height)
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{
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this._scroll.y = this._offset.y;
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}
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if (this._scroll.y < this._offset.y)
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{
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this._scroll.y = this._offset.y + this.bounds.height;
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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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{
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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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{
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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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// 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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this._B.y = this._scroll.y;
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this._B.width = this._inverseWidth;
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this._B.height = this._anchorHeight;
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// Quad C
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this._C.x = this._scroll.x;
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this._C.width = this._anchorWidth;
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this._C.height = this._inverseHeight;
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// Quad D
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this._D.width = this._inverseWidth;
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this._D.height = this._inverseHeight;
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}
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public render(context:CanvasRenderingContext2D, texture, dx: number, dy: number, dw: number, dh: number) {
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if (this.visible == false)
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{
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return;
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}
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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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private crop(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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if (srcW > (destX + destW) - offsetX)
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{
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srcW = (destX + destW) - offsetX;
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}
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if (srcH > (destY + destH) - offsetY)
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{
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srcH = (destY + destH) - offsetY;
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}
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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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}
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}
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}
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}
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@ -1,12 +1,13 @@
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/// <reference path="../Game.ts" />
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/// <reference path="../geom/Quad.ts" />
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/// <reference path="ScrollRegion.ts" />
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/**
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* Phaser - ScrollZone
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*
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* Creates a scrolling region of the given width and height from an image in the cache.
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* The ScrollZone can be positioned anywhere in-world like a normal game object.
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* The image within it is scrolled via the scrollSpeed.x/y properties.
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* The ScrollZone can be positioned anywhere in-world like a normal game object, re-act to physics, collision, etc.
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* The image within it is scrolled via ScrollRegions and their scrollSpeed.x/y properties.
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* If you create a scroll zone larger than the given source image it will create a DynamicTexture and fill it with a pattern of the source image.
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*/
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@ -14,37 +15,36 @@ module Phaser {
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export class ScrollZone extends GameObject {
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/**
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*
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*/
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constructor(game: Game, key:string, x: number, y: number, width: number, height: number) {
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constructor(game: Game, key:string, x: number = 0, y: number = 0, width?: number = 0, height?: number = 0) {
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super(game, x, y, width, height);
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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._scroll = new MicroPoint();
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this.offset = new MicroPoint();
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this.scrollSpeed = new MicroPoint();
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this.regions = [];
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if (this._game.cache.getImage(key))
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{
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this._texture = this._game.cache.getImage(key);
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this.bounds.width = width;
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this.bounds.height = height;
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this._sourceWidth = this._texture.width;
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this._sourceHeight = this._texture.height;
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this.width = this._texture.width;
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this.height = this._texture.height;
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// If the Scrolling Zone is BIGGER than the texture then we need to create a repeating pattern DynamicTexture
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if (this._texture.width < width || this._texture.height < height)
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if (width > this._texture.width || height > this._texture.height)
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{
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this.createRepeatingTexture();
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// Create our repeating texture (as the source image wasn't large enough for the requested size)
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this.createRepeatingTexture(width, height);
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this.width = width;
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this.height = height;
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}
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// Create a default ScrollRegion at the requested size
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this.addRegion(0, 0, this.width, this.height);
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// If the zone is smaller than the image itself then shrink the bounds
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if ((width < this._texture.width || height < this._texture.height) && width !== 0 && height !== 0)
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{
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this.width = width;
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this.height = height;
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}
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}
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}
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@ -52,89 +52,42 @@ module Phaser {
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private _texture;
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private _dynamicTexture: DynamicTexture = null;
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private _A: Quad;
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private _B: Quad;
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private _C: Quad;
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private _D: Quad;
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private _scroll: MicroPoint;
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private _sourceWidth: number;
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private _sourceHeight: number;
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// local rendering related temp vars to help avoid gc spikes
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private _dx: number = 0;
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private _dy: number = 0;
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private _dw: number = 0;
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private _dh: number = 0;
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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 scrollSpeed: MicroPoint;
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public offset: MicroPoint;
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public currentRegion: ScrollRegion;
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public regions: ScrollRegion[];
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public flipped: bool = false;
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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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this.currentRegion = new 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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}
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public setSpeed(x: number, y: number) {
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if (this.currentRegion)
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{
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this.currentRegion.scrollSpeed.setTo(x, y);
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}
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}
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public update() {
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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._sourceWidth)
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for (var i = 0; i < this.regions.length; i++)
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{
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this._scroll.x = 0;
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this.regions[i].update(this._game.time.delta);
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}
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if (this._scroll.x < 0)
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{
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this._scroll.x = this._sourceWidth;
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}
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if (this._scroll.y > this._sourceHeight)
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{
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this._scroll.y = 0;
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}
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if (this._scroll.y < 0)
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{
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this._scroll.y = this._sourceHeight;
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}
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// Anchor Dimensions
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this._anchorWidth = this._sourceWidth - this._scroll.x;
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this._anchorHeight = this._sourceHeight - this._scroll.y;
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if (this._anchorWidth > this.width)
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{
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this._anchorWidth = this.width;
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}
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if (this._anchorHeight > this.height)
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{
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this._anchorHeight = this.height;
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}
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this._inverseWidth = this.width - this._anchorWidth;
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this._inverseHeight = this.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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this._B.y = this._scroll.y;
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this._B.width = this._inverseWidth;
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this._B.height = this._anchorHeight;
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// Quad C
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this._C.x = this._scroll.x;
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this._C.width = this._anchorWidth;
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this._C.height = this._inverseHeight;
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// Quad D
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this._D.width = this._inverseWidth;
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this._D.height = this._inverseHeight;
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}
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public inCamera(camera: Rectangle): bool {
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@ -204,49 +157,18 @@ module Phaser {
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this._dx = Math.round(this._dx);
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this._dy = Math.round(this._dy);
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this._dw = Math.round(this._dw);
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this._dh = Math.round(this._dh);
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for (var i = 0; i < this.regions.length; i++)
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{
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if (this._dynamicTexture)
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{
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if (this._A.width !== 0 && this._A.height !== 0)
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{
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this._game.stage.context.drawImage(this._dynamicTexture.canvas, this._A.x, this._A.y, this._A.width, this._A.height, this._dx, this._dy, this._A.width, this._A.height);
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}
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if (this._B.width !== 0 && this._B.height !== 0)
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{
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this._game.stage.context.drawImage(this._dynamicTexture.canvas, this._B.x, this._B.y, this._B.width, this._B.height, this._dx + this._A.width, this._dy, this._B.width, this._B.height);
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}
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if (this._C.width !== 0 && this._C.height !== 0)
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{
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this._game.stage.context.drawImage(this._dynamicTexture.canvas, this._C.x, this._C.y, this._C.width, this._C.height, this._dx, this._dy + this._A.height, this._C.width, this._C.height);
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}
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if (this._D.width !== 0 && this._D.height !== 0)
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{
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this._game.stage.context.drawImage(this._dynamicTexture.canvas, this._D.x, this._D.y, this._D.width, this._D.height, this._dx + this._C.width, this._dy + this._A.height, this._D.width, this._D.height);
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}
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this.regions[i].render(this._game.stage.context, this._dynamicTexture.canvas, this._dx, this._dy, this._dw, this._dh);
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}
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else
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{
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if (this._A.width !== 0 && this._A.height !== 0)
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{
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this._game.stage.context.drawImage(this._texture, this._A.x, this._A.y, this._A.width, this._A.height, this._dx, this._dy, this._A.width, this._A.height);
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}
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if (this._B.width !== 0 && this._B.height !== 0)
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{
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this._game.stage.context.drawImage(this._texture, this._B.x, this._B.y, this._B.width, this._B.height, this._dx + this._A.width, this._dy, this._B.width, this._B.height);
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}
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if (this._C.width !== 0 && this._C.height !== 0)
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{
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this._game.stage.context.drawImage(this._texture, this._C.x, this._C.y, this._C.width, this._C.height, this._dx, this._dy + this._A.height, this._C.width, this._C.height);
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}
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if (this._D.width !== 0 && this._D.height !== 0)
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{
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this._game.stage.context.drawImage(this._texture, this._D.x, this._D.y, this._D.width, this._D.height, this._dx + this._C.width, this._dy + this._A.height, this._D.width, this._D.height);
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this.regions[i].render(this._game.stage.context, this._texture, this._dx, this._dy, this._dw, this._dh);
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}
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}
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@ -259,11 +181,11 @@ module Phaser {
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}
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private createRepeatingTexture() {
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private createRepeatingTexture(regionWidth: number, regionHeight: number) {
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|
||||
// Work out how many we'll need of the source image to make it tile properly
|
||||
var tileWidth = Math.ceil(this.width / this._sourceWidth) * this._sourceWidth;
|
||||
var tileHeight = Math.ceil(this.height / this._sourceHeight) * this._sourceHeight;
|
||||
var tileWidth = Math.ceil(this._texture.width / regionWidth) * regionWidth;
|
||||
var tileHeight = Math.ceil(this._texture.height / regionHeight) * regionHeight;
|
||||
|
||||
this._dynamicTexture = new DynamicTexture(this._game, tileWidth, tileHeight);
|
||||
|
||||
|
@ -271,9 +193,6 @@ module Phaser {
|
|||
this._dynamicTexture.context.fillStyle = this._dynamicTexture.context.createPattern(this._texture, "repeat");
|
||||
this._dynamicTexture.context.fill();
|
||||
|
||||
this._sourceWidth = tileWidth;
|
||||
this._sourceHeight = tileHeight;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -52,6 +52,35 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
public get left(): number {
|
||||
return this.x;
|
||||
}
|
||||
|
||||
public get right(): number {
|
||||
return this.x + this.width;
|
||||
}
|
||||
|
||||
public get top(): number {
|
||||
return this.y;
|
||||
}
|
||||
|
||||
public get bottom(): number {
|
||||
return this.y + this.height;
|
||||
}
|
||||
|
||||
/**
|
||||
* Determines whether the object specified intersects (overlaps) with this Quad object.
|
||||
* This method checks the x, y, width, and height properties of the specified Quad object to see if it intersects with this Quad object.
|
||||
* @method intersects
|
||||
* @param {Quad} q The Quad to compare against to see if it intersects with this Quad.
|
||||
* @param {Number} t A tolerance value to allow for an intersection test with padding, default to 0
|
||||
* @return {Boolean} A value of true if the specified object intersects with this Quad; otherwise false.
|
||||
**/
|
||||
public intersects(q: Quad, t?: number = 0): bool {
|
||||
|
||||
return !(q.left > this.right + t || q.right < this.left - t || q.top > this.bottom + t || q.bottom < this.top - t);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -110,6 +110,10 @@
|
|||
<Content Include="scrollzones\parallax.js">
|
||||
<DependentUpon>parallax.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="scrollzones\scroll window.ts" />
|
||||
<Content Include="scrollzones\scroll window.js">
|
||||
<DependentUpon>scroll window.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="scrollzones\simple scrollzone.js">
|
||||
<DependentUpon>simple scrollzone.ts</DependentUpon>
|
||||
</Content>
|
||||
|
|
278
Tests/phaser.js
278
Tests/phaser.js
|
@ -8522,12 +8522,8 @@ var Phaser;
|
|||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
World.prototype.addExistingCamera = // Cameras
|
||||
function (cam) {
|
||||
//return this._cameras.addCamera(x, y, width, height);
|
||||
return cam;
|
||||
};
|
||||
World.prototype.createCamera = function (x, y, width, height) {
|
||||
World.prototype.createCamera = // Cameras
|
||||
function (x, y, width, height) {
|
||||
return this._cameras.addCamera(x, y, width, height);
|
||||
};
|
||||
World.prototype.removeCamera = function (id) {
|
||||
|
@ -8536,12 +8532,8 @@ var Phaser;
|
|||
World.prototype.getAllCameras = function () {
|
||||
return this._cameras.getAll();
|
||||
};
|
||||
World.prototype.addExistingSprite = // Game Objects
|
||||
// Drop this?
|
||||
function (sprite) {
|
||||
return this.group.add(sprite);
|
||||
};
|
||||
World.prototype.createSprite = function (x, y, key) {
|
||||
World.prototype.createSprite = // Game Objects
|
||||
function (x, y, key) {
|
||||
if (typeof key === "undefined") { key = ''; }
|
||||
return this.group.add(new Phaser.Sprite(this._game, x, y, key));
|
||||
};
|
||||
|
@ -8556,6 +8548,10 @@ var Phaser;
|
|||
return this.group.add(new Phaser.Group(this._game, MaxSize));
|
||||
};
|
||||
World.prototype.createScrollZone = function (key, x, y, width, height) {
|
||||
if (typeof x === "undefined") { x = 0; }
|
||||
if (typeof y === "undefined") { y = 0; }
|
||||
if (typeof width === "undefined") { width = 0; }
|
||||
if (typeof height === "undefined") { height = 0; }
|
||||
return this.group.add(new Phaser.ScrollZone(this._game, key, x, y, width, height));
|
||||
};
|
||||
World.prototype.createTilemap = function (key, mapData, format, resizeWorld, tileWidth, tileHeight) {
|
||||
|
@ -11477,6 +11473,10 @@ var Phaser;
|
|||
return this.world.createEmitter(x, y, size);
|
||||
};
|
||||
Game.prototype.createScrollZone = function (key, x, y, width, height) {
|
||||
if (typeof x === "undefined") { x = 0; }
|
||||
if (typeof y === "undefined") { y = 0; }
|
||||
if (typeof width === "undefined") { width = 0; }
|
||||
if (typeof height === "undefined") { height = 0; }
|
||||
return this.world.createScrollZone(key, x, y, width, height);
|
||||
};
|
||||
Game.prototype.createTilemap = function (key, mapData, format, resizeWorld, tileWidth, tileHeight) {
|
||||
|
@ -11541,6 +11541,46 @@ var Phaser;
|
|||
this.height = height;
|
||||
return this;
|
||||
};
|
||||
Object.defineProperty(Quad.prototype, "left", {
|
||||
get: function () {
|
||||
return this.x;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Quad.prototype, "right", {
|
||||
get: function () {
|
||||
return this.x + this.width;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Quad.prototype, "top", {
|
||||
get: function () {
|
||||
return this.y;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Quad.prototype, "bottom", {
|
||||
get: function () {
|
||||
return this.y + this.height;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Quad.prototype.intersects = /**
|
||||
* Determines whether the object specified intersects (overlaps) with this Quad object.
|
||||
* This method checks the x, y, width, and height properties of the specified Quad object to see if it intersects with this Quad object.
|
||||
* @method intersects
|
||||
* @param {Quad} q The Quad to compare against to see if it intersects with this Quad.
|
||||
* @param {Number} t A tolerance value to allow for an intersection test with padding, default to 0
|
||||
* @return {Boolean} A value of true if the specified object intersects with this Quad; otherwise false.
|
||||
**/
|
||||
function (q, t) {
|
||||
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);
|
||||
};
|
||||
return Quad;
|
||||
})();
|
||||
Phaser.Quad = Quad;
|
||||
|
@ -11548,79 +11588,56 @@ var Phaser;
|
|||
/// <reference path="../Game.ts" />
|
||||
/// <reference path="../geom/Quad.ts" />
|
||||
/**
|
||||
* Phaser - ScrollZone
|
||||
* Phaser - ScrollRegion
|
||||
*
|
||||
* Creates a scrolling region of the given width and height from an image in the cache.
|
||||
* The ScrollZone can be positioned anywhere in-world like a normal game object.
|
||||
* The image within it is scrolled via the scrollSpeed.x/y properties.
|
||||
* If you create a scroll zone larger than the given source image it will create a DynamicTexture and fill it with a pattern of the source image.
|
||||
* Creates a scrolling region within a ScrollZone.
|
||||
* It is scrolled via the scrollSpeed.x/y properties.
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
var ScrollZone = (function (_super) {
|
||||
__extends(ScrollZone, _super);
|
||||
/**
|
||||
*
|
||||
*/
|
||||
function ScrollZone(game, key, x, y, width, height) {
|
||||
_super.call(this, game, x, y, width, height);
|
||||
this._dynamicTexture = null;
|
||||
// local rendering related temp vars to help avoid gc spikes
|
||||
this._dx = 0;
|
||||
this._dy = 0;
|
||||
this._dw = 0;
|
||||
this._dh = 0;
|
||||
var ScrollRegion = (function () {
|
||||
function ScrollRegion(x, y, width, height, speedX, speedY) {
|
||||
this._anchorWidth = 0;
|
||||
this._anchorHeight = 0;
|
||||
this._inverseWidth = 0;
|
||||
this._inverseHeight = 0;
|
||||
this.flipped = false;
|
||||
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._scroll = new Phaser.MicroPoint();
|
||||
this.offset = new Phaser.MicroPoint();
|
||||
this.scrollSpeed = new Phaser.MicroPoint();
|
||||
if(this._game.cache.getImage(key)) {
|
||||
this._texture = this._game.cache.getImage(key);
|
||||
this.bounds.width = width;
|
||||
this.bounds.height = height;
|
||||
this._sourceWidth = this._texture.width;
|
||||
this._sourceHeight = this._texture.height;
|
||||
// If the Scrolling Zone is BIGGER than the texture we need to create a repeating pattern DynamicTexture
|
||||
if(this._texture.width < width || this._texture.height < height) {
|
||||
this.createRepeatingTexture();
|
||||
this._offset = new Phaser.MicroPoint(x, y);
|
||||
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;
|
||||
}
|
||||
if(this._scroll.x < this._offset.x) {
|
||||
this._scroll.x = this._offset.x + this.bounds.width;
|
||||
}
|
||||
ScrollZone.prototype.update = function () {
|
||||
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._sourceWidth) {
|
||||
this._scroll.x = 0;
|
||||
if(this._scroll.y > this._offset.y + this.bounds.height) {
|
||||
this._scroll.y = this._offset.y;
|
||||
}
|
||||
if(this._scroll.x < 0) {
|
||||
this._scroll.x = this._sourceWidth;
|
||||
}
|
||||
if(this._scroll.y > this._sourceHeight) {
|
||||
this._scroll.y = 0;
|
||||
}
|
||||
if(this._scroll.y < 0) {
|
||||
this._scroll.y = this._sourceHeight;
|
||||
if(this._scroll.y < this._offset.y) {
|
||||
this._scroll.y = this._offset.y + this.bounds.height;
|
||||
}
|
||||
// Anchor Dimensions
|
||||
this._anchorWidth = this._sourceWidth - this._scroll.x;
|
||||
this._anchorHeight = this._sourceHeight - this._scroll.y;
|
||||
if(this._anchorWidth > this.width) {
|
||||
this._anchorWidth = this.width;
|
||||
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;
|
||||
}
|
||||
if(this._anchorHeight > this.height) {
|
||||
this._anchorHeight = this.height;
|
||||
if(this._anchorHeight > this.bounds.height) {
|
||||
this._anchorHeight = this.bounds.height;
|
||||
}
|
||||
this._inverseWidth = this.width - this._anchorWidth;
|
||||
this._inverseHeight = this.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
|
||||
|
@ -11635,6 +11652,97 @@ var Phaser;
|
|||
this._D.width = this._inverseWidth;
|
||||
this._D.height = this._inverseHeight;
|
||||
};
|
||||
ScrollRegion.prototype.render = function (context, texture, dx, dy, dw, dh) {
|
||||
if(this.visible == false) {
|
||||
return;
|
||||
}
|
||||
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);
|
||||
};
|
||||
ScrollRegion.prototype.crop = function (context, texture, srcX, srcY, srcW, srcH, destX, destY, destW, destH, offsetX, offsetY) {
|
||||
offsetX += destX;
|
||||
offsetY += destY;
|
||||
if(srcW > (destX + destW) - offsetX) {
|
||||
srcW = (destX + destW) - offsetX;
|
||||
}
|
||||
if(srcH > (destY + destH) - offsetY) {
|
||||
srcH = (destY + destH) - offsetY;
|
||||
}
|
||||
if(srcW > 0 && srcH > 0) {
|
||||
context.drawImage(texture, srcX, srcY, srcW, srcH, offsetX, offsetY, srcW, srcH);
|
||||
}
|
||||
};
|
||||
return ScrollRegion;
|
||||
})();
|
||||
Phaser.ScrollRegion = ScrollRegion;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../Game.ts" />
|
||||
/// <reference path="../geom/Quad.ts" />
|
||||
/// <reference path="ScrollRegion.ts" />
|
||||
/**
|
||||
* Phaser - ScrollZone
|
||||
*
|
||||
* Creates a scrolling region of the given width and height from an image in the cache.
|
||||
* The ScrollZone can be positioned anywhere in-world like a normal game object, re-act to physics, collision, etc.
|
||||
* The image within it is scrolled via ScrollRegions and their scrollSpeed.x/y properties.
|
||||
* If you create a scroll zone larger than the given source image it will create a DynamicTexture and fill it with a pattern of the source image.
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
var ScrollZone = (function (_super) {
|
||||
__extends(ScrollZone, _super);
|
||||
function ScrollZone(game, key, x, y, width, height) {
|
||||
if (typeof x === "undefined") { x = 0; }
|
||||
if (typeof y === "undefined") { y = 0; }
|
||||
if (typeof width === "undefined") { width = 0; }
|
||||
if (typeof height === "undefined") { height = 0; }
|
||||
_super.call(this, game, x, y, width, height);
|
||||
this._dynamicTexture = null;
|
||||
// local rendering related temp vars to help avoid gc spikes
|
||||
this._dx = 0;
|
||||
this._dy = 0;
|
||||
this._dw = 0;
|
||||
this._dh = 0;
|
||||
this.flipped = false;
|
||||
this.regions = [];
|
||||
if(this._game.cache.getImage(key)) {
|
||||
this._texture = this._game.cache.getImage(key);
|
||||
this.width = this._texture.width;
|
||||
this.height = this._texture.height;
|
||||
if(width > this._texture.width || height > this._texture.height) {
|
||||
// Create our repeating texture (as the source image wasn't large enough for the requested size)
|
||||
this.createRepeatingTexture(width, height);
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
}
|
||||
// Create a default ScrollRegion at the requested size
|
||||
this.addRegion(0, 0, this.width, this.height);
|
||||
// If the zone is smaller than the image itself then shrink the bounds
|
||||
if((width < this._texture.width || height < this._texture.height) && width !== 0 && height !== 0) {
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
}
|
||||
}
|
||||
}
|
||||
ScrollZone.prototype.addRegion = function (x, y, width, height, speedX, speedY) {
|
||||
if (typeof speedX === "undefined") { speedX = 0; }
|
||||
if (typeof speedY === "undefined") { speedY = 0; }
|
||||
this.currentRegion = new Phaser.ScrollRegion(x, y, width, height, speedX, speedY);
|
||||
this.regions.push(this.currentRegion);
|
||||
return this.currentRegion;
|
||||
};
|
||||
ScrollZone.prototype.setSpeed = function (x, y) {
|
||||
if(this.currentRegion) {
|
||||
this.currentRegion.scrollSpeed.setTo(x, y);
|
||||
}
|
||||
};
|
||||
ScrollZone.prototype.update = function () {
|
||||
for(var i = 0; i < this.regions.length; i++) {
|
||||
this.regions[i].update(this._game.time.delta);
|
||||
}
|
||||
};
|
||||
ScrollZone.prototype.inCamera = function (camera) {
|
||||
if(this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0) {
|
||||
this._dx = this.bounds.x - (camera.x * this.scrollFactor.x);
|
||||
|
@ -11656,8 +11764,8 @@ var Phaser;
|
|||
var globalAlpha = this._game.stage.context.globalAlpha;
|
||||
this._game.stage.context.globalAlpha = this.alpha;
|
||||
}
|
||||
this._dx = cameraOffsetX + (this.bounds.topLeft.x - camera.worldView.x) + this.offset.x;
|
||||
this._dy = cameraOffsetY + (this.bounds.topLeft.y - camera.worldView.y) + this.offset.y;
|
||||
this._dx = cameraOffsetX + (this.bounds.topLeft.x - camera.worldView.x);
|
||||
this._dy = cameraOffsetY + (this.bounds.topLeft.y - camera.worldView.y);
|
||||
this._dw = this.bounds.width * this.scale.x;
|
||||
this._dh = this.bounds.height * this.scale.y;
|
||||
// Apply camera difference
|
||||
|
@ -11680,31 +11788,13 @@ var Phaser;
|
|||
}
|
||||
this._dx = Math.round(this._dx);
|
||||
this._dy = Math.round(this._dy);
|
||||
this._dw = Math.round(this._dw);
|
||||
this._dh = Math.round(this._dh);
|
||||
for(var i = 0; i < this.regions.length; i++) {
|
||||
if(this._dynamicTexture) {
|
||||
if(this._A.width !== 0 && this._A.height !== 0) {
|
||||
this._game.stage.context.drawImage(this._dynamicTexture.canvas, this._A.x, this._A.y, this._A.width, this._A.height, this._dx, this._dy, this._A.width, this._A.height);
|
||||
}
|
||||
if(this._B.width !== 0 && this._B.height !== 0) {
|
||||
this._game.stage.context.drawImage(this._dynamicTexture.canvas, this._B.x, this._B.y, this._B.width, this._B.height, this._dx + this._A.width, this._dy, this._B.width, this._B.height);
|
||||
}
|
||||
if(this._C.width !== 0 && this._C.height !== 0) {
|
||||
this._game.stage.context.drawImage(this._dynamicTexture.canvas, this._C.x, this._C.y, this._C.width, this._C.height, this._dx, this._dy + this._A.height, this._C.width, this._C.height);
|
||||
}
|
||||
if(this._D.width !== 0 && this._D.height !== 0) {
|
||||
this._game.stage.context.drawImage(this._dynamicTexture.canvas, this._D.x, this._D.y, this._D.width, this._D.height, this._dx + this._C.width, this._dy + this._A.height, this._D.width, this._D.height);
|
||||
}
|
||||
this.regions[i].render(this._game.stage.context, this._dynamicTexture.canvas, this._dx, this._dy, this._dw, this._dh);
|
||||
} else {
|
||||
if(this._A.width !== 0 && this._A.height !== 0) {
|
||||
this._game.stage.context.drawImage(this._texture, this._A.x, this._A.y, this._A.width, this._A.height, this._dx, this._dy, this._A.width, this._A.height);
|
||||
}
|
||||
if(this._B.width !== 0 && this._B.height !== 0) {
|
||||
this._game.stage.context.drawImage(this._texture, this._B.x, this._B.y, this._B.width, this._B.height, this._dx + this._A.width, this._dy, this._B.width, this._B.height);
|
||||
}
|
||||
if(this._C.width !== 0 && this._C.height !== 0) {
|
||||
this._game.stage.context.drawImage(this._texture, this._C.x, this._C.y, this._C.width, this._C.height, this._dx, this._dy + this._A.height, this._C.width, this._C.height);
|
||||
}
|
||||
if(this._D.width !== 0 && this._D.height !== 0) {
|
||||
this._game.stage.context.drawImage(this._texture, this._D.x, this._D.y, this._D.width, this._D.height, this._dx + this._C.width, this._dy + this._A.height, this._D.width, this._D.height);
|
||||
this.regions[i].render(this._game.stage.context, this._texture, this._dx, this._dy, this._dw, this._dh);
|
||||
}
|
||||
}
|
||||
if(globalAlpha > -1) {
|
||||
|
@ -11712,16 +11802,14 @@ var Phaser;
|
|||
}
|
||||
return true;
|
||||
};
|
||||
ScrollZone.prototype.createRepeatingTexture = function () {
|
||||
ScrollZone.prototype.createRepeatingTexture = function (regionWidth, regionHeight) {
|
||||
// Work out how many we'll need of the source image to make it tile properly
|
||||
var tileWidth = Math.ceil(this.width / this._sourceWidth) * this._sourceWidth;
|
||||
var tileHeight = Math.ceil(this.height / this._sourceHeight) * this._sourceHeight;
|
||||
var tileWidth = Math.ceil(this._texture.width / regionWidth) * regionWidth;
|
||||
var tileHeight = Math.ceil(this._texture.height / regionHeight) * regionHeight;
|
||||
this._dynamicTexture = new Phaser.DynamicTexture(this._game, tileWidth, tileHeight);
|
||||
this._dynamicTexture.context.rect(0, 0, tileWidth, tileHeight);
|
||||
this._dynamicTexture.context.fillStyle = this._dynamicTexture.context.createPattern(this._texture, "repeat");
|
||||
this._dynamicTexture.context.fill();
|
||||
this._sourceWidth = tileWidth;
|
||||
this._sourceHeight = tileHeight;
|
||||
};
|
||||
return ScrollZone;
|
||||
})(Phaser.GameObject);
|
||||
|
@ -11834,6 +11922,10 @@ var Phaser;
|
|||
return this.game.world.createEmitter(x, y, size);
|
||||
};
|
||||
State.prototype.createScrollZone = function (key, x, y, width, height) {
|
||||
if (typeof x === "undefined") { x = 0; }
|
||||
if (typeof y === "undefined") { y = 0; }
|
||||
if (typeof width === "undefined") { width = 0; }
|
||||
if (typeof height === "undefined") { height = 0; }
|
||||
return this.game.world.createScrollZone(key, x, y, width, height);
|
||||
};
|
||||
State.prototype.createTilemap = function (key, mapData, format, resizeWorld, tileWidth, tileHeight) {
|
||||
|
|
|
@ -8,15 +8,18 @@
|
|||
}
|
||||
var scroller;
|
||||
function create() {
|
||||
// This creates a ScrollZone the size of the game window
|
||||
// However the source image (balls.png) is only 102x17 so it will automatically create a fill pattern
|
||||
scroller = myGame.createScrollZone('balls', 0, 0, 800, 600);
|
||||
// The source image (balls.png) is only 102x17 in size, but we want it to create a scroll the size of the whole game window.
|
||||
// We can take advantage of the way a ScrollZone can create a seamless pattern for us automatically.
|
||||
// If you create a ScrollRegion larger than the source texture, it'll create a DynamicTexture and perform a pattern fill on it and use that
|
||||
// for rendering.
|
||||
// We've rounded the height up to 612 because in order to have a seamless pattern it needs to be a multiple of 17 (the height of the source image)
|
||||
scroller = myGame.createScrollZone('balls', 0, 0, 800, 612);
|
||||
// Some sin/cos data for the movement
|
||||
myGame.math.sinCosGenerator(256, 4, 4, 2);
|
||||
}
|
||||
function update() {
|
||||
// Cycle through the wave data and apply it to the scroll speed (causes the circular wave motion)
|
||||
scroller.scrollSpeed.x = myGame.math.shiftSinTable();
|
||||
scroller.scrollSpeed.y = myGame.math.shiftCosTable();
|
||||
scroller.currentRegion.scrollSpeed.x = myGame.math.shiftSinTable();
|
||||
scroller.currentRegion.scrollSpeed.y = myGame.math.shiftCosTable();
|
||||
}
|
||||
})();
|
||||
|
|
|
@ -17,9 +17,13 @@
|
|||
|
||||
function create() {
|
||||
|
||||
// This creates a ScrollZone the size of the game window
|
||||
// However the source image (balls.png) is only 102x17 so it will automatically create a fill pattern
|
||||
scroller = myGame.createScrollZone('balls', 0, 0, 800, 600);
|
||||
// The source image (balls.png) is only 102x17 in size, but we want it to create a scroll the size of the whole game window.
|
||||
// We can take advantage of the way a ScrollZone can create a seamless pattern for us automatically.
|
||||
// If you create a ScrollRegion larger than the source texture, it'll create a DynamicTexture and perform a pattern fill on it and use that
|
||||
// for rendering.
|
||||
|
||||
// We've rounded the height up to 612 because in order to have a seamless pattern it needs to be a multiple of 17 (the height of the source image)
|
||||
scroller = myGame.createScrollZone('balls', 0, 0, 800, 612);
|
||||
|
||||
// Some sin/cos data for the movement
|
||||
myGame.math.sinCosGenerator(256, 4, 4, 2);
|
||||
|
@ -29,8 +33,8 @@
|
|||
function update() {
|
||||
|
||||
// Cycle through the wave data and apply it to the scroll speed (causes the circular wave motion)
|
||||
scroller.scrollSpeed.x = myGame.math.shiftSinTable();
|
||||
scroller.scrollSpeed.y = myGame.math.shiftCosTable();
|
||||
scroller.currentRegion.scrollSpeed.x = myGame.math.shiftSinTable();
|
||||
scroller.currentRegion.scrollSpeed.y = myGame.math.shiftCosTable();
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -8,14 +8,13 @@
|
|||
}
|
||||
function create() {
|
||||
// In this example we're creating a whole bunch of ScrollZones working on the same image
|
||||
var zone = myGame.createScrollZone('starray');
|
||||
var y = 10;
|
||||
var speed = 6;
|
||||
speed -= 0.3;
|
||||
// The image consists of 10px high scrolling layers, this creates them quickly (top = fastest, getting slower as we move down)
|
||||
for(var z = 0; z < 31; z++) {
|
||||
var zone = myGame.createScrollZone('starray', 0, y, 640, 10);
|
||||
zone.scrollSpeed.setTo(speed, 0);
|
||||
zone.offset.y = y;
|
||||
zone.addRegion(0, y, 640, 10, speed);
|
||||
if(z <= 14) {
|
||||
speed -= 0.3;
|
||||
} else {
|
||||
|
|
|
@ -16,6 +16,7 @@
|
|||
function create() {
|
||||
|
||||
// In this example we're creating a whole bunch of ScrollZones working on the same image
|
||||
var zone: Phaser.ScrollZone = myGame.createScrollZone('starray');
|
||||
|
||||
var y:number = 10;
|
||||
var speed:number = 6;
|
||||
|
@ -25,9 +26,7 @@
|
|||
// The image consists of 10px high scrolling layers, this creates them quickly (top = fastest, getting slower as we move down)
|
||||
for (var z:number = 0; z < 31; z++)
|
||||
{
|
||||
var zone:Phaser.ScrollZone = myGame.createScrollZone('starray', 0, y, 640, 10);
|
||||
zone.scrollSpeed.setTo(speed, 0);
|
||||
zone.offset.y = y;
|
||||
zone.addRegion(0, y, 640, 10, speed);
|
||||
|
||||
if (z <= 14)
|
||||
{
|
||||
|
|
18
Tests/scrollzones/scroll window.js
Normal file
18
Tests/scrollzones/scroll window.js
Normal file
|
@ -0,0 +1,18 @@
|
|||
/// <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('dragonsun', 'assets/pics/cougar_dragonsun.png');
|
||||
myGame.loader.addImageFile('overlay', 'assets/pics/scrollframe.png');
|
||||
myGame.loader.load();
|
||||
}
|
||||
var scroller;
|
||||
function create() {
|
||||
// This creates our ScrollZone. It is positioned at x32 y32 (world coodinates)
|
||||
// and is a size of 352x240 (which matches the window in our overlay image)
|
||||
scroller = myGame.createScrollZone('dragonsun', 32, 32, 352, 240);
|
||||
scroller.setSpeed(2, 2);
|
||||
myGame.createSprite(0, 0, 'overlay');
|
||||
}
|
||||
})();
|
31
Tests/scrollzones/scroll window.ts
Normal file
31
Tests/scrollzones/scroll window.ts
Normal file
|
@ -0,0 +1,31 @@
|
|||
/// <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('dragonsun', 'assets/pics/cougar_dragonsun.png');
|
||||
myGame.loader.addImageFile('overlay', 'assets/pics/scrollframe.png');
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var scroller: Phaser.ScrollZone;
|
||||
|
||||
function create() {
|
||||
|
||||
// This creates our ScrollZone. It is positioned at x32 y32 (world coodinates)
|
||||
// and is a size of 352x240 (which matches the window in our overlay image)
|
||||
scroller = myGame.createScrollZone('dragonsun', 32, 32, 352, 240);
|
||||
|
||||
scroller.setSpeed(2, 2);
|
||||
|
||||
myGame.createSprite(0, 0, 'overlay');
|
||||
|
||||
}
|
||||
|
||||
})();
|
|
@ -3,18 +3,14 @@
|
|||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
function init() {
|
||||
myGame.loader.addImageFile('dragonsun', 'assets/pics/cougar_dragonsun.png');
|
||||
myGame.loader.addImageFile('overlay', 'assets/pics/scrollframe.png');
|
||||
myGame.loader.addImageFile('crystal', 'assets/pics/jim_sachs_time_crystal.png');
|
||||
myGame.loader.load();
|
||||
}
|
||||
var scroller;
|
||||
function create() {
|
||||
// This creates our ScrollZone. It is positioned at x32 y32 (world coodinates)
|
||||
// and is a size of 352x240 (which matches the window in our overlay image)
|
||||
scroller = myGame.createScrollZone('dragonsun', 32, 32, 352, 240);
|
||||
// The speed of the scroll movement
|
||||
scroller.scrollSpeed.x = 4;
|
||||
scroller.scrollSpeed.y = 2;
|
||||
myGame.createSprite(0, 0, 'overlay');
|
||||
// This creates our ScrollZone. It is positioned at x0 y0 (world coodinates) by default and uses
|
||||
// the 'crystal' image from the cache.
|
||||
// The default is for the scroll zone to create 1 new scrolling region the size of the whole image you gave it.
|
||||
// For this example we'll keep that, but look at the other tests to see reasons why you may not want to.
|
||||
myGame.createScrollZone('crystal').setSpeed(4, 2);
|
||||
}
|
||||
})();
|
||||
|
|
|
@ -7,26 +7,21 @@
|
|||
|
||||
function init() {
|
||||
|
||||
myGame.loader.addImageFile('dragonsun', 'assets/pics/cougar_dragonsun.png');
|
||||
myGame.loader.addImageFile('overlay', 'assets/pics/scrollframe.png');
|
||||
myGame.loader.addImageFile('crystal', 'assets/pics/jim_sachs_time_crystal.png');
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var scroller: Phaser.ScrollZone;
|
||||
|
||||
function create() {
|
||||
|
||||
// This creates our ScrollZone. It is positioned at x32 y32 (world coodinates)
|
||||
// and is a size of 352x240 (which matches the window in our overlay image)
|
||||
scroller = myGame.createScrollZone('dragonsun', 32, 32, 352, 240);
|
||||
// This creates our ScrollZone. It is positioned at x0 y0 (world coodinates) by default and uses
|
||||
// the 'crystal' image from the cache.
|
||||
|
||||
// The speed of the scroll movement
|
||||
scroller.scrollSpeed.x = 4;
|
||||
scroller.scrollSpeed.y = 2;
|
||||
// The default is for the scroll zone to create 1 new scrolling region the size of the whole image you gave it.
|
||||
// For this example we'll keep that, but look at the other tests to see reasons why you may not want to.
|
||||
|
||||
myGame.createSprite(0, 0, 'overlay');
|
||||
myGame.createScrollZone('crystal').setSpeed(4, 2);
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -3,19 +3,19 @@
|
|||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.loader.addImageFile('balls', 'assets/misc/starfield.jpg');
|
||||
myGame.loader.addImageFile('starfield', 'assets/misc/starfield.jpg');
|
||||
myGame.loader.load();
|
||||
}
|
||||
var scroller;
|
||||
var ship;
|
||||
function create() {
|
||||
// This creates a ScrollZone the size of the game window
|
||||
// The texture will repeat automatically
|
||||
scroller = myGame.createScrollZone('balls', 0, 0, 800, 600);
|
||||
// 512 x 512
|
||||
scroller = myGame.createScrollZone('starfield', 0, 0, 1024, 512);
|
||||
// Some sin/cos data for the movement
|
||||
myGame.math.sinCosGenerator(256, 4, 4, 2);
|
||||
}
|
||||
function update() {
|
||||
// Cycle through the wave data and apply it to the scroll speed (causes the circular wave motion)
|
||||
scroller.scrollSpeed.x = myGame.math.shiftSinTable();
|
||||
scroller.scrollSpeed.y = myGame.math.shiftCosTable();
|
||||
scroller.currentRegion.scrollSpeed.x = myGame.math.shiftSinTable();
|
||||
scroller.currentRegion.scrollSpeed.y = myGame.math.shiftCosTable();
|
||||
}
|
||||
})();
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
|
||||
function init() {
|
||||
|
||||
myGame.loader.addImageFile('balls', 'assets/misc/starfield.jpg');
|
||||
myGame.loader.addImageFile('starfield', 'assets/misc/starfield.jpg');
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
|
@ -18,18 +18,18 @@
|
|||
|
||||
function create() {
|
||||
|
||||
// This creates a ScrollZone the size of the game window
|
||||
// The texture will repeat automatically
|
||||
scroller = myGame.createScrollZone('balls', 0, 0, 800, 600);
|
||||
// 512 x 512
|
||||
scroller = myGame.createScrollZone('starfield', 0, 0, 1024, 512);
|
||||
|
||||
// Some sin/cos data for the movement
|
||||
myGame.math.sinCosGenerator(256, 4, 4, 2);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
// Cycle through the wave data and apply it to the scroll speed (causes the circular wave motion)
|
||||
scroller.scrollSpeed.x = myGame.math.shiftSinTable();
|
||||
scroller.scrollSpeed.y = myGame.math.shiftCosTable();
|
||||
scroller.currentRegion.scrollSpeed.x = myGame.math.shiftSinTable();
|
||||
scroller.currentRegion.scrollSpeed.y = myGame.math.shiftCosTable();
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -27,7 +27,6 @@
|
|||
var tempSprite = myGame.createSprite(myGame.stage.randomX, 0, 'bunny');
|
||||
tempSprite.velocity.x = -200 + (Math.random() * 400);
|
||||
tempSprite.velocity.y = 100 + Math.random() * 200;
|
||||
myGame.world.addExistingSprite(tempSprite);
|
||||
}
|
||||
}
|
||||
function update() {
|
||||
|
|
|
@ -42,8 +42,6 @@
|
|||
var tempSprite = myGame.createSprite(myGame.stage.randomX, 0, 'bunny');
|
||||
tempSprite.velocity.x = -200 + (Math.random() * 400);
|
||||
tempSprite.velocity.y = 100 + Math.random() * 200;
|
||||
|
||||
myGame.world.addExistingSprite(tempSprite);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
278
build/phaser.js
278
build/phaser.js
|
@ -8522,12 +8522,8 @@ var Phaser;
|
|||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
World.prototype.addExistingCamera = // Cameras
|
||||
function (cam) {
|
||||
//return this._cameras.addCamera(x, y, width, height);
|
||||
return cam;
|
||||
};
|
||||
World.prototype.createCamera = function (x, y, width, height) {
|
||||
World.prototype.createCamera = // Cameras
|
||||
function (x, y, width, height) {
|
||||
return this._cameras.addCamera(x, y, width, height);
|
||||
};
|
||||
World.prototype.removeCamera = function (id) {
|
||||
|
@ -8536,12 +8532,8 @@ var Phaser;
|
|||
World.prototype.getAllCameras = function () {
|
||||
return this._cameras.getAll();
|
||||
};
|
||||
World.prototype.addExistingSprite = // Game Objects
|
||||
// Drop this?
|
||||
function (sprite) {
|
||||
return this.group.add(sprite);
|
||||
};
|
||||
World.prototype.createSprite = function (x, y, key) {
|
||||
World.prototype.createSprite = // Game Objects
|
||||
function (x, y, key) {
|
||||
if (typeof key === "undefined") { key = ''; }
|
||||
return this.group.add(new Phaser.Sprite(this._game, x, y, key));
|
||||
};
|
||||
|
@ -8556,6 +8548,10 @@ var Phaser;
|
|||
return this.group.add(new Phaser.Group(this._game, MaxSize));
|
||||
};
|
||||
World.prototype.createScrollZone = function (key, x, y, width, height) {
|
||||
if (typeof x === "undefined") { x = 0; }
|
||||
if (typeof y === "undefined") { y = 0; }
|
||||
if (typeof width === "undefined") { width = 0; }
|
||||
if (typeof height === "undefined") { height = 0; }
|
||||
return this.group.add(new Phaser.ScrollZone(this._game, key, x, y, width, height));
|
||||
};
|
||||
World.prototype.createTilemap = function (key, mapData, format, resizeWorld, tileWidth, tileHeight) {
|
||||
|
@ -11477,6 +11473,10 @@ var Phaser;
|
|||
return this.world.createEmitter(x, y, size);
|
||||
};
|
||||
Game.prototype.createScrollZone = function (key, x, y, width, height) {
|
||||
if (typeof x === "undefined") { x = 0; }
|
||||
if (typeof y === "undefined") { y = 0; }
|
||||
if (typeof width === "undefined") { width = 0; }
|
||||
if (typeof height === "undefined") { height = 0; }
|
||||
return this.world.createScrollZone(key, x, y, width, height);
|
||||
};
|
||||
Game.prototype.createTilemap = function (key, mapData, format, resizeWorld, tileWidth, tileHeight) {
|
||||
|
@ -11541,6 +11541,46 @@ var Phaser;
|
|||
this.height = height;
|
||||
return this;
|
||||
};
|
||||
Object.defineProperty(Quad.prototype, "left", {
|
||||
get: function () {
|
||||
return this.x;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Quad.prototype, "right", {
|
||||
get: function () {
|
||||
return this.x + this.width;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Quad.prototype, "top", {
|
||||
get: function () {
|
||||
return this.y;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Quad.prototype, "bottom", {
|
||||
get: function () {
|
||||
return this.y + this.height;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Quad.prototype.intersects = /**
|
||||
* Determines whether the object specified intersects (overlaps) with this Quad object.
|
||||
* This method checks the x, y, width, and height properties of the specified Quad object to see if it intersects with this Quad object.
|
||||
* @method intersects
|
||||
* @param {Quad} q The Quad to compare against to see if it intersects with this Quad.
|
||||
* @param {Number} t A tolerance value to allow for an intersection test with padding, default to 0
|
||||
* @return {Boolean} A value of true if the specified object intersects with this Quad; otherwise false.
|
||||
**/
|
||||
function (q, t) {
|
||||
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);
|
||||
};
|
||||
return Quad;
|
||||
})();
|
||||
Phaser.Quad = Quad;
|
||||
|
@ -11548,79 +11588,56 @@ var Phaser;
|
|||
/// <reference path="../Game.ts" />
|
||||
/// <reference path="../geom/Quad.ts" />
|
||||
/**
|
||||
* Phaser - ScrollZone
|
||||
* Phaser - ScrollRegion
|
||||
*
|
||||
* Creates a scrolling region of the given width and height from an image in the cache.
|
||||
* The ScrollZone can be positioned anywhere in-world like a normal game object.
|
||||
* The image within it is scrolled via the scrollSpeed.x/y properties.
|
||||
* If you create a scroll zone larger than the given source image it will create a DynamicTexture and fill it with a pattern of the source image.
|
||||
* Creates a scrolling region within a ScrollZone.
|
||||
* It is scrolled via the scrollSpeed.x/y properties.
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
var ScrollZone = (function (_super) {
|
||||
__extends(ScrollZone, _super);
|
||||
/**
|
||||
*
|
||||
*/
|
||||
function ScrollZone(game, key, x, y, width, height) {
|
||||
_super.call(this, game, x, y, width, height);
|
||||
this._dynamicTexture = null;
|
||||
// local rendering related temp vars to help avoid gc spikes
|
||||
this._dx = 0;
|
||||
this._dy = 0;
|
||||
this._dw = 0;
|
||||
this._dh = 0;
|
||||
var ScrollRegion = (function () {
|
||||
function ScrollRegion(x, y, width, height, speedX, speedY) {
|
||||
this._anchorWidth = 0;
|
||||
this._anchorHeight = 0;
|
||||
this._inverseWidth = 0;
|
||||
this._inverseHeight = 0;
|
||||
this.flipped = false;
|
||||
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._scroll = new Phaser.MicroPoint();
|
||||
this.offset = new Phaser.MicroPoint();
|
||||
this.scrollSpeed = new Phaser.MicroPoint();
|
||||
if(this._game.cache.getImage(key)) {
|
||||
this._texture = this._game.cache.getImage(key);
|
||||
this.bounds.width = width;
|
||||
this.bounds.height = height;
|
||||
this._sourceWidth = this._texture.width;
|
||||
this._sourceHeight = this._texture.height;
|
||||
// If the Scrolling Zone is BIGGER than the texture we need to create a repeating pattern DynamicTexture
|
||||
if(this._texture.width < width || this._texture.height < height) {
|
||||
this.createRepeatingTexture();
|
||||
this._offset = new Phaser.MicroPoint(x, y);
|
||||
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;
|
||||
}
|
||||
if(this._scroll.x < this._offset.x) {
|
||||
this._scroll.x = this._offset.x + this.bounds.width;
|
||||
}
|
||||
ScrollZone.prototype.update = function () {
|
||||
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._sourceWidth) {
|
||||
this._scroll.x = 0;
|
||||
if(this._scroll.y > this._offset.y + this.bounds.height) {
|
||||
this._scroll.y = this._offset.y;
|
||||
}
|
||||
if(this._scroll.x < 0) {
|
||||
this._scroll.x = this._sourceWidth;
|
||||
}
|
||||
if(this._scroll.y > this._sourceHeight) {
|
||||
this._scroll.y = 0;
|
||||
}
|
||||
if(this._scroll.y < 0) {
|
||||
this._scroll.y = this._sourceHeight;
|
||||
if(this._scroll.y < this._offset.y) {
|
||||
this._scroll.y = this._offset.y + this.bounds.height;
|
||||
}
|
||||
// Anchor Dimensions
|
||||
this._anchorWidth = this._sourceWidth - this._scroll.x;
|
||||
this._anchorHeight = this._sourceHeight - this._scroll.y;
|
||||
if(this._anchorWidth > this.width) {
|
||||
this._anchorWidth = this.width;
|
||||
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;
|
||||
}
|
||||
if(this._anchorHeight > this.height) {
|
||||
this._anchorHeight = this.height;
|
||||
if(this._anchorHeight > this.bounds.height) {
|
||||
this._anchorHeight = this.bounds.height;
|
||||
}
|
||||
this._inverseWidth = this.width - this._anchorWidth;
|
||||
this._inverseHeight = this.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
|
||||
|
@ -11635,6 +11652,97 @@ var Phaser;
|
|||
this._D.width = this._inverseWidth;
|
||||
this._D.height = this._inverseHeight;
|
||||
};
|
||||
ScrollRegion.prototype.render = function (context, texture, dx, dy, dw, dh) {
|
||||
if(this.visible == false) {
|
||||
return;
|
||||
}
|
||||
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);
|
||||
};
|
||||
ScrollRegion.prototype.crop = function (context, texture, srcX, srcY, srcW, srcH, destX, destY, destW, destH, offsetX, offsetY) {
|
||||
offsetX += destX;
|
||||
offsetY += destY;
|
||||
if(srcW > (destX + destW) - offsetX) {
|
||||
srcW = (destX + destW) - offsetX;
|
||||
}
|
||||
if(srcH > (destY + destH) - offsetY) {
|
||||
srcH = (destY + destH) - offsetY;
|
||||
}
|
||||
if(srcW > 0 && srcH > 0) {
|
||||
context.drawImage(texture, srcX, srcY, srcW, srcH, offsetX, offsetY, srcW, srcH);
|
||||
}
|
||||
};
|
||||
return ScrollRegion;
|
||||
})();
|
||||
Phaser.ScrollRegion = ScrollRegion;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../Game.ts" />
|
||||
/// <reference path="../geom/Quad.ts" />
|
||||
/// <reference path="ScrollRegion.ts" />
|
||||
/**
|
||||
* Phaser - ScrollZone
|
||||
*
|
||||
* Creates a scrolling region of the given width and height from an image in the cache.
|
||||
* The ScrollZone can be positioned anywhere in-world like a normal game object, re-act to physics, collision, etc.
|
||||
* The image within it is scrolled via ScrollRegions and their scrollSpeed.x/y properties.
|
||||
* If you create a scroll zone larger than the given source image it will create a DynamicTexture and fill it with a pattern of the source image.
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
var ScrollZone = (function (_super) {
|
||||
__extends(ScrollZone, _super);
|
||||
function ScrollZone(game, key, x, y, width, height) {
|
||||
if (typeof x === "undefined") { x = 0; }
|
||||
if (typeof y === "undefined") { y = 0; }
|
||||
if (typeof width === "undefined") { width = 0; }
|
||||
if (typeof height === "undefined") { height = 0; }
|
||||
_super.call(this, game, x, y, width, height);
|
||||
this._dynamicTexture = null;
|
||||
// local rendering related temp vars to help avoid gc spikes
|
||||
this._dx = 0;
|
||||
this._dy = 0;
|
||||
this._dw = 0;
|
||||
this._dh = 0;
|
||||
this.flipped = false;
|
||||
this.regions = [];
|
||||
if(this._game.cache.getImage(key)) {
|
||||
this._texture = this._game.cache.getImage(key);
|
||||
this.width = this._texture.width;
|
||||
this.height = this._texture.height;
|
||||
if(width > this._texture.width || height > this._texture.height) {
|
||||
// Create our repeating texture (as the source image wasn't large enough for the requested size)
|
||||
this.createRepeatingTexture(width, height);
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
}
|
||||
// Create a default ScrollRegion at the requested size
|
||||
this.addRegion(0, 0, this.width, this.height);
|
||||
// If the zone is smaller than the image itself then shrink the bounds
|
||||
if((width < this._texture.width || height < this._texture.height) && width !== 0 && height !== 0) {
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
}
|
||||
}
|
||||
}
|
||||
ScrollZone.prototype.addRegion = function (x, y, width, height, speedX, speedY) {
|
||||
if (typeof speedX === "undefined") { speedX = 0; }
|
||||
if (typeof speedY === "undefined") { speedY = 0; }
|
||||
this.currentRegion = new Phaser.ScrollRegion(x, y, width, height, speedX, speedY);
|
||||
this.regions.push(this.currentRegion);
|
||||
return this.currentRegion;
|
||||
};
|
||||
ScrollZone.prototype.setSpeed = function (x, y) {
|
||||
if(this.currentRegion) {
|
||||
this.currentRegion.scrollSpeed.setTo(x, y);
|
||||
}
|
||||
};
|
||||
ScrollZone.prototype.update = function () {
|
||||
for(var i = 0; i < this.regions.length; i++) {
|
||||
this.regions[i].update(this._game.time.delta);
|
||||
}
|
||||
};
|
||||
ScrollZone.prototype.inCamera = function (camera) {
|
||||
if(this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0) {
|
||||
this._dx = this.bounds.x - (camera.x * this.scrollFactor.x);
|
||||
|
@ -11656,8 +11764,8 @@ var Phaser;
|
|||
var globalAlpha = this._game.stage.context.globalAlpha;
|
||||
this._game.stage.context.globalAlpha = this.alpha;
|
||||
}
|
||||
this._dx = cameraOffsetX + (this.bounds.topLeft.x - camera.worldView.x) + this.offset.x;
|
||||
this._dy = cameraOffsetY + (this.bounds.topLeft.y - camera.worldView.y) + this.offset.y;
|
||||
this._dx = cameraOffsetX + (this.bounds.topLeft.x - camera.worldView.x);
|
||||
this._dy = cameraOffsetY + (this.bounds.topLeft.y - camera.worldView.y);
|
||||
this._dw = this.bounds.width * this.scale.x;
|
||||
this._dh = this.bounds.height * this.scale.y;
|
||||
// Apply camera difference
|
||||
|
@ -11680,31 +11788,13 @@ var Phaser;
|
|||
}
|
||||
this._dx = Math.round(this._dx);
|
||||
this._dy = Math.round(this._dy);
|
||||
this._dw = Math.round(this._dw);
|
||||
this._dh = Math.round(this._dh);
|
||||
for(var i = 0; i < this.regions.length; i++) {
|
||||
if(this._dynamicTexture) {
|
||||
if(this._A.width !== 0 && this._A.height !== 0) {
|
||||
this._game.stage.context.drawImage(this._dynamicTexture.canvas, this._A.x, this._A.y, this._A.width, this._A.height, this._dx, this._dy, this._A.width, this._A.height);
|
||||
}
|
||||
if(this._B.width !== 0 && this._B.height !== 0) {
|
||||
this._game.stage.context.drawImage(this._dynamicTexture.canvas, this._B.x, this._B.y, this._B.width, this._B.height, this._dx + this._A.width, this._dy, this._B.width, this._B.height);
|
||||
}
|
||||
if(this._C.width !== 0 && this._C.height !== 0) {
|
||||
this._game.stage.context.drawImage(this._dynamicTexture.canvas, this._C.x, this._C.y, this._C.width, this._C.height, this._dx, this._dy + this._A.height, this._C.width, this._C.height);
|
||||
}
|
||||
if(this._D.width !== 0 && this._D.height !== 0) {
|
||||
this._game.stage.context.drawImage(this._dynamicTexture.canvas, this._D.x, this._D.y, this._D.width, this._D.height, this._dx + this._C.width, this._dy + this._A.height, this._D.width, this._D.height);
|
||||
}
|
||||
this.regions[i].render(this._game.stage.context, this._dynamicTexture.canvas, this._dx, this._dy, this._dw, this._dh);
|
||||
} else {
|
||||
if(this._A.width !== 0 && this._A.height !== 0) {
|
||||
this._game.stage.context.drawImage(this._texture, this._A.x, this._A.y, this._A.width, this._A.height, this._dx, this._dy, this._A.width, this._A.height);
|
||||
}
|
||||
if(this._B.width !== 0 && this._B.height !== 0) {
|
||||
this._game.stage.context.drawImage(this._texture, this._B.x, this._B.y, this._B.width, this._B.height, this._dx + this._A.width, this._dy, this._B.width, this._B.height);
|
||||
}
|
||||
if(this._C.width !== 0 && this._C.height !== 0) {
|
||||
this._game.stage.context.drawImage(this._texture, this._C.x, this._C.y, this._C.width, this._C.height, this._dx, this._dy + this._A.height, this._C.width, this._C.height);
|
||||
}
|
||||
if(this._D.width !== 0 && this._D.height !== 0) {
|
||||
this._game.stage.context.drawImage(this._texture, this._D.x, this._D.y, this._D.width, this._D.height, this._dx + this._C.width, this._dy + this._A.height, this._D.width, this._D.height);
|
||||
this.regions[i].render(this._game.stage.context, this._texture, this._dx, this._dy, this._dw, this._dh);
|
||||
}
|
||||
}
|
||||
if(globalAlpha > -1) {
|
||||
|
@ -11712,16 +11802,14 @@ var Phaser;
|
|||
}
|
||||
return true;
|
||||
};
|
||||
ScrollZone.prototype.createRepeatingTexture = function () {
|
||||
ScrollZone.prototype.createRepeatingTexture = function (regionWidth, regionHeight) {
|
||||
// Work out how many we'll need of the source image to make it tile properly
|
||||
var tileWidth = Math.ceil(this.width / this._sourceWidth) * this._sourceWidth;
|
||||
var tileHeight = Math.ceil(this.height / this._sourceHeight) * this._sourceHeight;
|
||||
var tileWidth = Math.ceil(this._texture.width / regionWidth) * regionWidth;
|
||||
var tileHeight = Math.ceil(this._texture.height / regionHeight) * regionHeight;
|
||||
this._dynamicTexture = new Phaser.DynamicTexture(this._game, tileWidth, tileHeight);
|
||||
this._dynamicTexture.context.rect(0, 0, tileWidth, tileHeight);
|
||||
this._dynamicTexture.context.fillStyle = this._dynamicTexture.context.createPattern(this._texture, "repeat");
|
||||
this._dynamicTexture.context.fill();
|
||||
this._sourceWidth = tileWidth;
|
||||
this._sourceHeight = tileHeight;
|
||||
};
|
||||
return ScrollZone;
|
||||
})(Phaser.GameObject);
|
||||
|
@ -11834,6 +11922,10 @@ var Phaser;
|
|||
return this.game.world.createEmitter(x, y, size);
|
||||
};
|
||||
State.prototype.createScrollZone = function (key, x, y, width, height) {
|
||||
if (typeof x === "undefined") { x = 0; }
|
||||
if (typeof y === "undefined") { y = 0; }
|
||||
if (typeof width === "undefined") { width = 0; }
|
||||
if (typeof height === "undefined") { height = 0; }
|
||||
return this.game.world.createScrollZone(key, x, y, width, height);
|
||||
};
|
||||
State.prototype.createTilemap = function (key, mapData, format, resizeWorld, tileWidth, tileHeight) {
|
||||
|
|
Loading…
Reference in a new issue