/// /** * Phaser - Camera * * A Camera is your view into the game world. It has a position, size, scale and rotation and renders only those objects * within its field of view. The game automatically creates a single Stage sized camera on boot, but it can be changed and * additional cameras created via the CameraManager. */ var Phaser; (function (Phaser) { var Camera = (function () { /** * Instantiates a new camera at the specified location, with the specified size and zoom level. * * @param game {Phaser.Game} Current game instance. * @param id {number} Unique identity. * @param x {number} X location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom. * @param y {number} Y location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom. * @param width {number} The width of the camera display in pixels. * @param height {number} The height of the camera display in pixels. */ function Camera(game, id, x, y, width, height) { this._target = null; /** * Camera worldBounds. * @type {Rectangle} */ this.worldBounds = null; /** * A bool representing if the Camera has been modified in any way via a scale, rotate, flip or skew. */ this.modified = false; /** * Sprite moving inside this Rectangle will not cause camera moving. * @type {Rectangle} */ this.deadzone = null; /** * Whether this camera is visible or not. (default is true) * @type {bool} */ this.visible = true; /** * The z value of this Camera. Cameras are rendered in z-index order by the Renderer. */ this.z = -1; this.game = game; this.ID = id; this.z = id; width = this.game.math.clamp(width, this.game.stage.width, 1); height = this.game.math.clamp(height, this.game.stage.height, 1); // The view into the world we wish to render (by default the full game world size) // The size of this Rect is the same as screenView, but the values are all in world coordinates instead of screen coordinates this.worldView = new Phaser.Rectangle(0, 0, width, height); // The rect of the area being rendered in stage/screen coordinates this.screenView = new Phaser.Rectangle(x, y, width, height); this.plugins = new Phaser.PluginManager(this.game, this); this.transform = new Phaser.Components.TransformManager(this); this.texture = new Phaser.Display.Texture(this); // We create a hidden canvas for our camera the size of the game (we use the screenView to clip the render to the camera size) this._canvas = document.createElement('canvas'); this._canvas.width = width; this._canvas.height = height; this._renderLocal = true; this.texture.canvas = this._canvas; this.texture.context = this.texture.canvas.getContext('2d'); this.texture.backgroundColor = this.game.stage.backgroundColor; // Handy proxies this.scale = this.transform.scale; this.alpha = this.texture.alpha; this.origin = this.transform.origin; this.crop = this.texture.crop; } Object.defineProperty(Camera.prototype, "alpha", { get: /** * The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque. */ function () { return this.texture.alpha; }, set: /** * The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque. */ function (value) { this.texture.alpha = value; }, enumerable: true, configurable: true }); Object.defineProperty(Camera.prototype, "directToStage", { set: function (value) { if(value) { this._renderLocal = false; this.texture.canvas = this.game.stage.canvas; Phaser.CanvasUtils.setBackgroundColor(this.texture.canvas, this.game.stage.backgroundColor); } else { this._renderLocal = true; this.texture.canvas = this._canvas; Phaser.CanvasUtils.setBackgroundColor(this.texture.canvas, this.texture.backgroundColor); } this.texture.context = this.texture.canvas.getContext('2d'); }, enumerable: true, configurable: true }); Camera.prototype.hide = /** * Hides an object from this Camera. Hidden objects are not rendered. * The object must implement a public cameraBlacklist property. * * @param object {Sprite/Group} The object this camera should ignore. */ function (object) { object.texture.hideFromCamera(this); }; Camera.prototype.isHidden = /** * Returns true if the object is hidden from this Camera. * * @param object {Sprite/Group} The object to check. */ function (object) { return object.texture.isHidden(this); }; Camera.prototype.show = /** * Un-hides an object previously hidden to this Camera. * The object must implement a public cameraBlacklist property. * * @param object {Sprite/Group} The object this camera should display. */ function (object) { object.texture.showToCamera(this); }; Camera.prototype.follow = /** * Tells this camera object what sprite to track. * @param target {Sprite} The object you want the camera to track. Set to null to not follow anything. * @param [style] {number} Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow(). */ function (target, style) { if (typeof style === "undefined") { style = Phaser.Types.CAMERA_FOLLOW_LOCKON; } this._target = target; var helper; switch(style) { case Phaser.Types.CAMERA_FOLLOW_PLATFORMER: var w = this.width / 8; var h = this.height / 3; this.deadzone = new Phaser.Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h); break; case Phaser.Types.CAMERA_FOLLOW_TOPDOWN: helper = Math.max(this.width, this.height) / 4; this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper); break; case Phaser.Types.CAMERA_FOLLOW_TOPDOWN_TIGHT: helper = Math.max(this.width, this.height) / 8; this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper); break; case Phaser.Types.CAMERA_FOLLOW_LOCKON: default: this.deadzone = null; break; } }; Camera.prototype.focusOnXY = /** * Move the camera focus to this location instantly. * @param x {number} X position. * @param y {number} Y position. */ function (x, y) { x += (x > 0) ? 0.0000001 : -0.0000001; y += (y > 0) ? 0.0000001 : -0.0000001; this.worldView.x = Math.round(x - this.worldView.halfWidth); this.worldView.y = Math.round(y - this.worldView.halfHeight); }; Camera.prototype.focusOn = /** * Move the camera focus to this location instantly. * @param point {any} Point you want to focus. */ function (point) { point.x += (point.x > 0) ? 0.0000001 : -0.0000001; point.y += (point.y > 0) ? 0.0000001 : -0.0000001; this.worldView.x = Math.round(point.x - this.worldView.halfWidth); this.worldView.y = Math.round(point.y - this.worldView.halfHeight); }; Camera.prototype.setBounds = /** * Specify the boundaries of the world or where the camera is allowed to move. * * @param x {number} The smallest X value of your world (usually 0). * @param y {number} The smallest Y value of your world (usually 0). * @param width {number} The largest X value of your world (usually the world width). * @param height {number} The largest Y value of your world (usually the world height). */ function (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; } if(this.worldBounds == null) { this.worldBounds = new Phaser.Rectangle(); } this.worldBounds.setTo(x, y, width, height); this.worldView.x = x; this.worldView.y = y; this.update(); }; Camera.prototype.update = /** * Update focusing and scrolling. */ function () { if(this.modified == false && (!this.transform.scale.equals(1) || !this.transform.skew.equals(0) || this.transform.rotation != 0 || this.transform.rotationOffset != 0 || this.texture.flippedX || this.texture.flippedY)) { this.modified = true; } this.plugins.preUpdate(); if(this._target !== null) { if(this.deadzone == null) { this.focusOnXY(this._target.x, this._target.y); } else { var edge; var targetX = this._target.x + ((this._target.x > 0) ? 0.0000001 : -0.0000001); var targetY = this._target.y + ((this._target.y > 0) ? 0.0000001 : -0.0000001); edge = targetX - this.deadzone.x; if(this.worldView.x > edge) { this.worldView.x = edge; } edge = targetX + this._target.width - this.deadzone.x - this.deadzone.width; if(this.worldView.x < edge) { this.worldView.x = edge; } edge = targetY - this.deadzone.y; if(this.worldView.y > edge) { this.worldView.y = edge; } edge = targetY + this._target.height - this.deadzone.y - this.deadzone.height; if(this.worldView.y < edge) { this.worldView.y = edge; } } } // Make sure we didn't go outside the cameras worldBounds if(this.worldBounds !== null) { if(this.worldView.x < this.worldBounds.left) { this.worldView.x = this.worldBounds.left; } if(this.worldView.x > this.worldBounds.right - this.width) { this.worldView.x = (this.worldBounds.right - this.width) + 1; } if(this.worldView.y < this.worldBounds.top) { this.worldView.y = this.worldBounds.top; } if(this.worldView.y > this.worldBounds.bottom - this.height) { this.worldView.y = (this.worldBounds.bottom - this.height) + 1; } } this.worldView.floor(); this.plugins.update(); }; Camera.prototype.postUpdate = /** * Update focusing and scrolling. */ function () { if(this.modified == true && this.transform.scale.equals(1) && this.transform.skew.equals(0) && this.transform.rotation == 0 && this.transform.rotationOffset == 0 && this.texture.flippedX == false && this.texture.flippedY == false) { this.modified = false; } // Make sure we didn't go outside the cameras worldBounds if(this.worldBounds !== null) { if(this.worldView.x < this.worldBounds.left) { this.worldView.x = this.worldBounds.left; } if(this.worldView.x > this.worldBounds.right - this.width) { this.worldView.x = this.worldBounds.right - this.width; } if(this.worldView.y < this.worldBounds.top) { this.worldView.y = this.worldBounds.top; } if(this.worldView.y > this.worldBounds.bottom - this.height) { this.worldView.y = this.worldBounds.bottom - this.height; } } this.worldView.floor(); this.plugins.postUpdate(); }; Camera.prototype.destroy = /** * Destroys this camera, associated FX and removes itself from the CameraManager. */ function () { this.game.world.cameras.removeCamera(this.ID); this.plugins.destroy(); }; Object.defineProperty(Camera.prototype, "x", { get: function () { return this.worldView.x; }, set: function (value) { this.worldView.x = value; }, enumerable: true, configurable: true }); Object.defineProperty(Camera.prototype, "y", { get: function () { return this.worldView.y; }, set: function (value) { this.worldView.y = value; }, enumerable: true, configurable: true }); Object.defineProperty(Camera.prototype, "width", { get: function () { return this.screenView.width; }, set: function (value) { this.screenView.width = value; this.worldView.width = value; if(value !== this.texture.canvas.width) { this.texture.canvas.width = value; } }, enumerable: true, configurable: true }); Object.defineProperty(Camera.prototype, "height", { get: function () { return this.screenView.height; }, set: function (value) { this.screenView.height = value; this.worldView.height = value; if(value !== this.texture.canvas.height) { this.texture.canvas.height = value; } }, enumerable: true, configurable: true }); Camera.prototype.setPosition = function (x, y) { this.screenView.x = x; this.screenView.y = y; }; Camera.prototype.setSize = function (width, height) { this.screenView.width = width * this.transform.scale.x; this.screenView.height = height * this.transform.scale.y; this.worldView.width = width; this.worldView.height = height; if(width !== this.texture.canvas.width) { this.texture.canvas.width = width; } if(height !== this.texture.canvas.height) { this.texture.canvas.height = height; } }; Object.defineProperty(Camera.prototype, "rotation", { get: /** * The angle of the Camera in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right. */ function () { return this.transform.rotation; }, set: /** * Set the angle of the Camera in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right. * The value is automatically wrapped to be between 0 and 360. */ function (value) { this.transform.rotation = this.game.math.wrap(value, 360, 0); }, enumerable: true, configurable: true }); return Camera; })(); Phaser.Camera = Camera; })(Phaser || (Phaser = {}));