Finally fixed a really annoying bug in ScrollZone and it now works perfectly across the board.

This commit is contained in:
Richard Davey 2013-04-23 15:15:34 +01:00
parent f2678104fa
commit 332f715943
22 changed files with 720 additions and 402 deletions

View file

@ -398,7 +398,7 @@ module Phaser {
return this.world.createEmitter(x, y, size);
}
public createScrollZone(key:string, x: number, y: number, width: number, height: number): ScrollZone {
public createScrollZone(key: string, x?: number = 0, y?: number = 0, width?: number = 0, height?: number = 0): ScrollZone {
return this.world.createScrollZone(key, x, y, width, height);
}

View file

@ -86,6 +86,10 @@
<DependentUpon>Particle.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="gameobjects\ScrollZone.ts" />
<TypeScriptCompile Include="gameobjects\ScrollRegion.ts" />
<Content Include="gameobjects\ScrollRegion.js">
<DependentUpon>ScrollRegion.ts</DependentUpon>
</Content>
<Content Include="gameobjects\ScrollZone.js">
<DependentUpon>ScrollZone.ts</DependentUpon>
</Content>

View file

@ -82,7 +82,7 @@ module Phaser {
return this.game.world.createEmitter(x, y, size);
}
public createScrollZone(key:string, x: number, y: number, width: number, height: number): ScrollZone {
public createScrollZone(key: string, x?: number = 0, y?: number = 0, width?: number = 0, height?: number = 0): ScrollZone {
return this.game.world.createScrollZone(key, x, y, width, height);
}

View file

@ -108,11 +108,6 @@ module Phaser {
// Cameras
public addExistingCamera(cam: Camera): Camera {
//return this._cameras.addCamera(x, y, width, height);
return cam;
}
public createCamera(x: number, y: number, width: number, height: number): Camera {
return this._cameras.addCamera(x, y, width, height);
}
@ -127,11 +122,6 @@ module Phaser {
// Game Objects
// Drop this?
public addExistingSprite(sprite: Sprite): Sprite {
return <Sprite> this.group.add(sprite);
}
public createSprite(x: number, y: number, key?: string = ''): Sprite {
return <Sprite> this.group.add(new Sprite(this._game, x, y, key));
}
@ -148,7 +138,7 @@ module Phaser {
return <Group> this.group.add(new Group(this._game, MaxSize));
}
public createScrollZone(key: string, x: number, y: number, width: number, height: number): ScrollZone {
public createScrollZone(key: string, x?: number = 0, y?: number = 0, width?: number = 0, height?: number = 0): ScrollZone {
return <ScrollZone> this.group.add(new ScrollZone(this._game, key, x, y, width, height));
}

View file

@ -0,0 +1,146 @@
/// <reference path="../Game.ts" />
/// <reference path="../geom/Quad.ts" />
/**
* Phaser - ScrollRegion
*
* Creates a scrolling region within a ScrollZone.
* It is scrolled via the scrollSpeed.x/y properties.
*/
module Phaser {
export class ScrollRegion{
constructor(x: number, y: number, width: number, height: number, speedX:number, speedY:number) {
// Our seamless scrolling quads
this._A = new Quad(0, 0, width, height);
this._B = new Quad();
this._C = new Quad();
this._D = new Quad();
this._scroll = new MicroPoint();
this._offset = new MicroPoint(x, y);
this.scrollSpeed = new MicroPoint(speedX, speedY);
this.bounds = new Quad(0, 0, width, height);
}
private _A: Quad;
private _B: Quad;
private _C: Quad;
private _D: Quad;
private _scroll: MicroPoint;
private _offset: MicroPoint;
private _anchorWidth: number = 0;
private _anchorHeight: number = 0;
private _inverseWidth: number = 0;
private _inverseHeight: number = 0;
public bounds: Quad;
public visible: bool = true;
public scrollSpeed: MicroPoint;
public update(delta: number) {
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;
}
if (this._scroll.y > this._offset.y + this.bounds.height)
{
this._scroll.y = this._offset.y;
}
if (this._scroll.y < this._offset.y)
{
this._scroll.y = this._offset.y + this.bounds.height;
}
// Anchor Dimensions
this._anchorWidth = this.bounds.width - this._scroll.x;
this._anchorHeight = this.bounds.height - this._scroll.y;
if (this._anchorWidth > this.bounds.width)
{
this._anchorWidth = this.bounds.width;
}
if (this._anchorHeight > this.bounds.height)
{
this._anchorHeight = this.bounds.height;
}
this._inverseWidth = this.bounds.width - this._anchorWidth;
this._inverseHeight = this.bounds.height - this._anchorHeight;
// Quad A
this._A.setTo(this._scroll.x, this._scroll.y, this._anchorWidth, this._anchorHeight);
// Quad B
this._B.y = this._scroll.y;
this._B.width = this._inverseWidth;
this._B.height = this._anchorHeight;
// Quad C
this._C.x = this._scroll.x;
this._C.width = this._anchorWidth;
this._C.height = this._inverseHeight;
// Quad D
this._D.width = this._inverseWidth;
this._D.height = this._inverseHeight;
}
public render(context:CanvasRenderingContext2D, texture, dx: number, dy: number, dw: number, dh: number) {
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);
}
private crop(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);
}
}
}
}

View file

@ -1,12 +1,13 @@
/// <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.
* The image within it is scrolled via the scrollSpeed.x/y properties.
* 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.
*/
@ -14,37 +15,36 @@ module Phaser {
export class ScrollZone extends GameObject {
/**
*
*/
constructor(game: Game, key:string, x: number, y: number, width: number, height: number) {
constructor(game: Game, key:string, x: number = 0, y: number = 0, width?: number = 0, height?: number = 0) {
super(game, x, y, width, height);
// Our seamless scrolling quads
this._A = new Quad(0, 0, width, height);
this._B = new Quad();
this._C = new Quad();
this._D = new Quad();
this._scroll = new MicroPoint();
this.offset = new MicroPoint();
this.scrollSpeed = new MicroPoint();
this.regions = [];
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;
this.width = this._texture.width;
this.height = this._texture.height;
// If the Scrolling Zone is BIGGER than the texture then we need to create a repeating pattern DynamicTexture
if (this._texture.width < width || this._texture.height < height)
if (width > this._texture.width || height > this._texture.height)
{
this.createRepeatingTexture();
// 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;
}
}
}
@ -52,89 +52,42 @@ module Phaser {
private _texture;
private _dynamicTexture: DynamicTexture = null;
private _A: Quad;
private _B: Quad;
private _C: Quad;
private _D: Quad;
private _scroll: MicroPoint;
private _sourceWidth: number;
private _sourceHeight: number;
// local rendering related temp vars to help avoid gc spikes
private _dx: number = 0;
private _dy: number = 0;
private _dw: number = 0;
private _dh: number = 0;
private _anchorWidth: number = 0;
private _anchorHeight: number = 0;
private _inverseWidth: number = 0;
private _inverseHeight: number = 0;
public scrollSpeed: MicroPoint;
public offset: MicroPoint;
public currentRegion: ScrollRegion;
public regions: ScrollRegion[];
public flipped: bool = false;
public addRegion(x: number, y: number, width: number, height: number, speedX?:number = 0, speedY?:number = 0):ScrollRegion {
this.currentRegion = new ScrollRegion(x, y, width, height, speedX, speedY);
this.regions.push(this.currentRegion);
return this.currentRegion;
}
public setSpeed(x: number, y: number) {
if (this.currentRegion)
{
this.currentRegion.scrollSpeed.setTo(x, y);
}
}
public update() {
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)
for (var i = 0; i < this.regions.length; i++)
{
this._scroll.x = 0;
this.regions[i].update(this._game.time.delta);
}
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;
}
// 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;
}
if (this._anchorHeight > this.height)
{
this._anchorHeight = this.height;
}
this._inverseWidth = this.width - this._anchorWidth;
this._inverseHeight = this.height - this._anchorHeight;
// Quad A
this._A.setTo(this._scroll.x, this._scroll.y, this._anchorWidth, this._anchorHeight);
// Quad B
this._B.y = this._scroll.y;
this._B.width = this._inverseWidth;
this._B.height = this._anchorHeight;
// Quad C
this._C.x = this._scroll.x;
this._C.width = this._anchorWidth;
this._C.height = this._inverseHeight;
// Quad D
this._D.width = this._inverseWidth;
this._D.height = this._inverseHeight;
}
public inCamera(camera: Rectangle): bool {
@ -204,49 +157,18 @@ module 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);
}
}
@ -259,11 +181,11 @@ module Phaser {
}
private createRepeatingTexture() {
private createRepeatingTexture(regionWidth: number, regionHeight: number) {
// 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;
}
}

View file

@ -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);
}
}

View file

@ -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>

View file

@ -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) {

View file

@ -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();
}
})();

View file

@ -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();
}

View file

@ -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 {

View file

@ -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)
{

View 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');
}
})();

View 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');
}
})();

View file

@ -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);
}
})();

View file

@ -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);
}

View file

@ -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();
}
})();

View file

@ -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();
}

View file

@ -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() {

View file

@ -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);
}
}

View file

@ -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) {