/// /** * Phaser - CameraManager * * Your game only has one CameraManager instance and it's responsible for looking after, creating and destroying * all of the cameras in the world. */ module Phaser { export class CameraManager { /** * CameraManager constructor * This will create a new Camera with position and size. * * @param x {number} X Position of the created camera. * @param y {number} y Position of the created camera. * @param width {number} Width of the created camera. * @param height {number} Height of the created camera. */ constructor(game: Phaser.Game, x: number, y: number, width: number, height: number) { this.game = game; this._cameras = []; this._cameraLength = 0; this.defaultCamera = this.addCamera(x, y, width, height); this.defaultCamera.directToStage = true; this.current = this.defaultCamera; } /** * Local reference to Game. */ public game: Phaser.Game; /** * Local container for storing cameras. */ private _cameras: Phaser.Camera[]; /** * Local container for storing cameras array length. */ private _cameraLength: number; /** * Helper for sort. */ private _sortIndex: string = ''; /** * Helper for sort. */ private _sortOrder: number; /** * Currently used camera. */ public current: Phaser.Camera; /** * The default created camera. */ public defaultCamera: Phaser.Camera; /** * Get all the cameras. * * @returns {Camera[]} An array contains all the cameras. */ public getAll(): Phaser.Camera[] { return this._cameras; } /** * Update cameras. */ public update() { for (var i = 0; i < this._cameras.length; i++) { this._cameras[i].update(); } } /** * postUpdate cameras. */ public postUpdate() { for (var i = 0; i < this._cameras.length; i++) { this._cameras[i].postUpdate(); } } /** * Create a new camera with specific position and size. * * @param x {number} X position of the new camera. * @param y {number} Y position of the new camera. * @param width {number} Width of the new camera. * @param height {number} Height of the new camera. * @returns {Camera} The newly created camera object. */ public addCamera(x: number, y: number, width: number, height: number): Phaser.Camera { var newCam: Phaser.Camera = new Phaser.Camera(this.game, this._cameraLength, x, y, width, height); this._cameraLength = this._cameras.push(newCam); return newCam; } /** * Remove a new camera with its id. * * @param id {number} ID of the camera you want to remove. * @returns {boolean} True if successfully removed the camera, otherwise return false. */ public removeCamera(id: number): boolean { for (var c = 0; c < this._cameras.length; c++) { if (this._cameras[c].ID == id) { if (this.current.ID === this._cameras[c].ID) { this.current = null; } this._cameras.splice(c, 1); return true; } } return false; } public swap(camera1: Phaser.Camera, camera2: Phaser.Camera, sort: boolean = true): boolean { if (camera1.ID == camera2.ID) { return false; } var tempZ: number = camera1.z; camera1.z = camera2.z; camera2.z = tempZ; if (sort) { this.sort(); } return true; } public getCameraUnderPoint(x: number, y: number): Phaser.Camera { // Work through the cameras in reverse as they are rendered in array order // Return the first camera we find matching the criteria for (var c = this._cameraLength - 1; c >= 0; c--) { if (this._cameras[c].visible && Phaser.RectangleUtils.contains(this._cameras[c].screenView, x, y)) { return this._cameras[c]; } } return null; } /** * Call this function to sort the Cameras according to a particular value and order (default is their Z value). * The order in which they are sorted determines the render order. If sorted on z then Cameras with a lower z-index value render first. * * @param {string} index The string name of the Camera variable you want to sort on. Default value is "z". * @param {number} order A Group constant that defines the sort order. Possible values are Group.ASCENDING and Group.DESCENDING. Default value is Group.ASCENDING. */ public sort(index: string = 'z', order: number = Phaser.Types.SORT_ASCENDING) { this._sortIndex = index; this._sortOrder = order; this._cameras.sort((a, b) => this.sortHandler(a, b)); } /** * Helper function for the sort process. * * @param {Basic} Obj1 The first object being sorted. * @param {Basic} Obj2 The second object being sorted. * * @return {number} An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2). */ public sortHandler(obj1, obj2): number { if (obj1[this._sortIndex] < obj2[this._sortIndex]) { return this._sortOrder; } else if (obj1[this._sortIndex] > obj2[this._sortIndex]) { return -this._sortOrder; } return 0; } /** * Clean up memory. */ public destroy() { this._cameras.length = 0; this.current = this.addCamera(0, 0, this.game.stage.width, this.game.stage.height); } } }