var __extends = this.__extends || function (d, b) {
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var Phaser;
(function (Phaser) {
(function (Plugins) {
///
///
/**
* Phaser - Plugins - Camera FX - Shake
*
* A simple camera shake effect.
*/
(function (CameraFX) {
var Shake = (function (_super) {
__extends(Shake, _super);
function Shake(game, parent) {
_super.call(this, game, parent);
this._fxShakeIntensity = 0;
this._fxShakeDuration = 0;
this._fxShakeComplete = null;
this._fxShakeOffset = new Phaser.Point(0, 0);
this._fxShakeDirection = 0;
this._fxShakePrevX = 0;
this._fxShakePrevY = 0;
this.camera = parent;
}
Shake.SHAKE_BOTH_AXES = 0;
Shake.SHAKE_HORIZONTAL_ONLY = 1;
Shake.SHAKE_VERTICAL_ONLY = 2;
Shake.prototype.start = /**
* A simple camera shake effect.
*
* @param Intensity Percentage of screen size representing the maximum distance that the screen can move while shaking.
* @param Duration The length in seconds that the shaking effect should last.
* @param OnComplete A function you want to run when the shake effect finishes.
* @param Force Force the effect to reset (default = true, unlike flash() and fade()!).
* @param Direction Whether to shake on both axes, just up and down, or just side to side (use class constants SHAKE_BOTH_AXES, SHAKE_VERTICAL_ONLY, or SHAKE_HORIZONTAL_ONLY).
*/
function (intensity, duration, onComplete, force, direction) {
if (typeof intensity === "undefined") { intensity = 0.05; }
if (typeof duration === "undefined") { duration = 0.5; }
if (typeof onComplete === "undefined") { onComplete = null; }
if (typeof force === "undefined") { force = true; }
if (typeof direction === "undefined") { direction = Shake.SHAKE_BOTH_AXES; }
if(!force && ((this._fxShakeOffset.x != 0) || (this._fxShakeOffset.y != 0))) {
return;
}
// If a shake is not already running we need to store the offsets here
if(this._fxShakeOffset.x == 0 && this._fxShakeOffset.y == 0) {
this._fxShakePrevX = this.camera.x;
this._fxShakePrevY = this.camera.y;
}
this._fxShakeIntensity = intensity;
this._fxShakeDuration = duration;
this._fxShakeComplete = onComplete;
this._fxShakeDirection = direction;
this._fxShakeOffset.setTo(0, 0);
};
Shake.prototype.postUpdate = function () {
// Update the "shake" special effect
if(this._fxShakeDuration > 0) {
this._fxShakeDuration -= this.game.time.elapsed;
if(this.game.math.roundTo(this._fxShakeDuration, -2) <= 0) {
this._fxShakeDuration = 0;
this._fxShakeOffset.setTo(0, 0);
this.camera.x = this._fxShakePrevX;
this.camera.y = this._fxShakePrevY;
if(this._fxShakeComplete != null) {
this._fxShakeComplete();
}
} else {
if((this._fxShakeDirection == Shake.SHAKE_BOTH_AXES) || (this._fxShakeDirection == Shake.SHAKE_HORIZONTAL_ONLY)) {
this._fxShakeOffset.x = (this.game.rnd.integer * this._fxShakeIntensity * this.camera.worldView.width * 2 - this._fxShakeIntensity * this.camera.worldView.width);
}
if((this._fxShakeDirection == Shake.SHAKE_BOTH_AXES) || (this._fxShakeDirection == Shake.SHAKE_VERTICAL_ONLY)) {
this._fxShakeOffset.y = (this.game.rnd.integer * this._fxShakeIntensity * this.camera.worldView.height * 2 - this._fxShakeIntensity * this.camera.worldView.height);
}
}
}
};
Shake.prototype.preRender = function () {
if((this._fxShakeOffset.x != 0) || (this._fxShakeOffset.y != 0)) {
this.camera.x = this._fxShakePrevX + this._fxShakeOffset.x;
this.camera.y = this._fxShakePrevY + this._fxShakeOffset.y;
}
};
return Shake;
})(Phaser.Plugin);
CameraFX.Shake = Shake;
})(Plugins.CameraFX || (Plugins.CameraFX = {}));
var CameraFX = Plugins.CameraFX;
})(Phaser.Plugins || (Phaser.Plugins = {}));
var Plugins = Phaser.Plugins;
})(Phaser || (Phaser = {}));