/** * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * A Camera is your view into the game world. It has a position and size and renders only those objects within its field of view. * The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y * * @class Phaser.Camera * @constructor * @param {Phaser.Game} game - Game reference to the currently running game. * @param {number} id - Not being used at the moment, will be when Phaser supports multiple camera * @param {number} x - Position of the camera on the X axis * @param {number} y - Position of the camera on the Y axis * @param {number} width - The width of the view rectangle * @param {number} height - The height of the view rectangle */ Phaser.Camera = function (game, id, x, y, width, height) { /** * @property {Phaser.Game} game - A reference to the currently running Game. */ this.game = game; /** * @property {Phaser.World} world - A reference to the game world. */ this.world = game.world; /** * @property {number} id - Reserved for future multiple camera set-ups. * @default */ this.id = 0; /** * Camera view. * The view into the world we wish to render (by default the game dimensions). * The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render. * Objects outside of this view are not rendered (unless set to ignore the Camera, i.e. UI?). * @property {Phaser.Rectangle} view */ this.view = new Phaser.Rectangle(x, y, width, height); /** * @property {Phaser.Rectangle} screenView - Used by Sprites to work out Camera culling. */ this.screenView = new Phaser.Rectangle(x, y, width, height); /** * The Camera is bound to this Rectangle and cannot move outside of it. By default it is enabled and set to the size of the World. * The Rectangle can be located anywhere in the world and updated as often as you like. If you don't wish the Camera to be bound * at all then set this to null. The values can be anything and are in World coordinates, with 0,0 being the center of the world. * @property {Phaser.Rectangle} bounds - The Rectangle in which the Camera is bounded. Set to null to allow for movement anywhere. */ this.bounds = new Phaser.Rectangle(x, y, width, height); /** * @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause camera moving. */ this.deadzone = null; /** * @property {boolean} visible - Whether this camera is visible or not. * @default */ this.visible = true; /** * @property {boolean} atLimit - Whether this camera is flush with the World Bounds or not. */ this.atLimit = { x: false, y: false }; /** * @property {Phaser.Sprite} target - If the camera is tracking a Sprite, this is a reference to it, otherwise null. * @default */ this.target = null; /** * @property {number} edge - Edge property. * @private * @default */ this._edge = 0; this.displayObject = null; }; /** * @constant * @type {number} */ Phaser.Camera.FOLLOW_LOCKON = 0; /** * @constant * @type {number} */ Phaser.Camera.FOLLOW_PLATFORMER = 1; /** * @constant * @type {number} */ Phaser.Camera.FOLLOW_TOPDOWN = 2; /** * @constant * @type {number} */ Phaser.Camera.FOLLOW_TOPDOWN_TIGHT = 3; Phaser.Camera.prototype = { /** * Tells this camera which sprite to follow. * @method Phaser.Camera#follow * @param {Phaser.Sprite} target - The object you want the camera to track. Set to null to not follow anything. * @param {number} [style] Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow(). */ follow: function (target, style) { if (typeof style === "undefined") { style = Phaser.Camera.FOLLOW_LOCKON; } this.target = target; var helper; switch (style) { case Phaser.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.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.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.Camera.FOLLOW_LOCKON: this.deadzone = null; break; default: this.deadzone = null; break; } }, /** * Move the camera focus on a display object instantly. * @method Phaser.Camera#focusOn * @param {any} displayObject - The display object to focus the camera on. Must have visible x/y properties. */ focusOn: function (displayObject) { this.setPosition(Math.round(displayObject.x - this.view.halfWidth), Math.round(displayObject.y - this.view.halfHeight)); }, /** * Move the camera focus on a location instantly. * @method Phaser.Camera#focusOnXY * @param {number} x - X position. * @param {number} y - Y position. */ focusOnXY: function (x, y) { this.setPosition(Math.round(x - this.view.halfWidth), Math.round(y - this.view.halfHeight)); }, /** * Update focusing and scrolling. * @method Phaser.Camera#update */ update: function () { if (this.target) { this.updateTarget(); } if (this.bounds) { this.checkBounds(); } this.displayObject.position.x = -this.view.x; this.displayObject.position.y = -this.view.y; }, updateTarget: function () { if (this.deadzone) { // this._edge = this.target.bounds.x - this.deadzone.x; this._edge = this.target.x - this.deadzone.x; if (this.view.x > this._edge) { this.view.x = this._edge; } // this._edge = this.target.bounds.right - this.deadzone.x - this.deadzone.width; this._edge = this.target.x + this.target.width - this.deadzone.x - this.deadzone.width; if (this.view.x < this._edge) { this.view.x = this._edge; } // this._edge = this.target.bounds.y - this.deadzone.y; this._edge = this.target.y - this.deadzone.y; if (this.view.y > this._edge) { this.view.y = this._edge; } // this._edge = this.target.bounds.bottom - this.deadzone.y - this.deadzone.height; this._edge = this.target.y + this.target.height - this.deadzone.y - this.deadzone.height; if (this.view.y < this._edge) { this.view.y = this._edge; } } else { this.focusOnXY(this.target.x, this.target.y); } }, setBoundsToWorld: function () { this.bounds.setTo(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height); }, /** * Method called to ensure the camera doesn't venture outside of the game world. * @method Phaser.Camera#checkWorldBounds */ checkBounds: function () { this.atLimit.x = false; this.atLimit.y = false; // Make sure we didn't go outside the cameras bounds if (this.view.x < this.bounds.x) { this.atLimit.x = true; this.view.x = this.bounds.x; } if (this.view.x > this.bounds.right - this.width) { this.atLimit.x = true; this.view.x = (this.bounds.right - this.width) + 1; } if (this.view.y < this.bounds.top) { this.atLimit.y = true; this.view.y = this.bounds.top; } if (this.view.y > this.bounds.bottom - this.height) { this.atLimit.y = true; this.view.y = (this.bounds.bottom - this.height) + 1; } this.view.floor(); }, /** * A helper function to set both the X and Y properties of the camera at once * without having to use game.camera.x and game.camera.y. * * @method Phaser.Camera#setPosition * @param {number} x - X position. * @param {number} y - Y position. */ setPosition: function (x, y) { this.view.x = x; this.view.y = y; if (this.bounds) { this.checkBounds(); } }, /** * Sets the size of the view rectangle given the width and height in parameters. * * @method Phaser.Camera#setSize * @param {number} width - The desired width. * @param {number} height - The desired height. */ setSize: function (width, height) { this.view.width = width; this.view.height = height; } }; Phaser.Camera.prototype.constructor = Phaser.Camera; /** * The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds. * @name Phaser.Camera#x * @property {number} x - Gets or sets the cameras x position. */ Object.defineProperty(Phaser.Camera.prototype, "x", { get: function () { return this.view.x; }, set: function (value) { this.view.x = value; if (this.bounds) { this.checkBounds(); } } }); /** * The Cameras y coordinate. This value is automatically clamped if it falls outside of the World bounds. * @name Phaser.Camera#y * @property {number} y - Gets or sets the cameras y position. */ Object.defineProperty(Phaser.Camera.prototype, "y", { get: function () { return this.view.y; }, set: function (value) { this.view.y = value; if (this.bounds) { this.checkBounds(); } } }); /** * The Cameras width. By default this is the same as the Game size and should not be adjusted for now. * @name Phaser.Camera#width * @property {number} width - Gets or sets the cameras width. */ Object.defineProperty(Phaser.Camera.prototype, "width", { get: function () { return this.view.width; }, set: function (value) { this.view.width = value; } }); /** * The Cameras height. By default this is the same as the Game size and should not be adjusted for now. * @name Phaser.Camera#height * @property {number} height - Gets or sets the cameras height. */ Object.defineProperty(Phaser.Camera.prototype, "height", { get: function () { return this.view.height; }, set: function (value) { this.view.height = value; } });