/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Clamp = require('../../math/Clamp'); var Class = require('../../utils/Class'); var DegToRad = require('../../math/DegToRad'); var Effects = require('./effects'); var EventEmitter = require('eventemitter3'); var Linear = require('../../math/Linear'); var Rectangle = require('../../geom/rectangle/Rectangle'); var TransformMatrix = require('../../gameobjects/components/TransformMatrix'); var ValueToColor = require('../../display/color/ValueToColor'); var Vector2 = require('../../math/Vector2'); /** * @typedef {object} JSONCameraBounds * @property {number} x - The horizontal position of camera * @property {number} y - The vertical position of camera * @property {number} width - The width size of camera * @property {number} height - The height size of camera */ /** * @typedef {object} JSONCamera * * @property {string} name - The name of the camera * @property {number} x - The horizontal position of camera * @property {number} y - The vertical position of camera * @property {number} width - The width size of camera * @property {number} height - The height size of camera * @property {number} zoom - The zoom of camera * @property {number} rotation - The rotation of camera * @property {boolean} roundPixels - The round pixels st status of camera * @property {number} scrollX - The horizontal scroll of camera * @property {number} scrollY - The vertical scroll of camera * @property {string} backgroundColor - The background color of camera * @property {(JSONCameraBounds|undefined)} [bounds] - The bounds of camera */ /** * @classdesc * A Camera. * * The Camera is the way in which all games are rendered in Phaser. They provide a view into your game world, * and can be positioned, rotated, zoomed and scrolled accordingly. * * A Camera consists of two elements: The viewport and the scroll values. * * The viewport is the physical position and size of the Camera within your game. Cameras, by default, are * created the same size as your game, but their position and size can be set to anything. This means if you * wanted to create a camera that was 320x200 in size, positioned in the bottom-right corner of your game, * you'd adjust the viewport to do that (using methods like `setViewport` and `setSize`). * * If you wish to change where the Camera is looking in your game, then you scroll it. You can do this * via the properties `scrollX` and `scrollY` or the method `setScroll`. Scrolling has no impact on the * viewport, and changing the viewport has no impact on the scrolling. * * By default a Camera will render all Game Objects it can see. You can change this using the `ignore` method, * allowing you to filter Game Objects out on a per-Camera basis. * * A Camera also has built-in special effects including Fade, Flash and Camera Shake. * * @class Camera * @extends Phaser.Events.EventEmitter * @memberOf Phaser.Cameras.Scene2D * @constructor * @since 3.0.0 * * @param {number} x - The x position of the Camera, relative to the top-left of the game canvas. * @param {number} y - The y position of the Camera, relative to the top-left of the game canvas. * @param {number} width - The width of the Camera, in pixels. * @param {number} height - The height of the Camera, in pixels. */ var Camera = new Class({ Extends: EventEmitter, initialize: function Camera (x, y, width, height) { EventEmitter.call(this); /** * A reference to the Scene this camera belongs to. * * @name Phaser.Cameras.Scene2D.Camera#scene * @type {Phaser.Scene} * @since 3.0.0 */ this.scene; /** * The name of the Camera. This is left empty for your own use. * * @name Phaser.Cameras.Scene2D.Camera#name * @type {string} * @default '' * @since 3.0.0 */ this.name = ''; /** * The x position of the Camera, relative to the top-left of the game canvas. * * @name Phaser.Cameras.Scene2D.Camera#x * @type {number} * @since 3.0.0 */ this.x = x; /** * The y position of the Camera, relative to the top-left of the game canvas. * * @name Phaser.Cameras.Scene2D.Camera#y * @type {number} * @since 3.0.0 */ this.y = y; /** * The width of the Camera, in pixels. * * @name Phaser.Cameras.Scene2D.Camera#width * @type {number} * @since 3.0.0 */ this.width = width; /** * The height of the Camera, in pixels. * * @name Phaser.Cameras.Scene2D.Camera#height * @type {number} * @since 3.0.0 */ this.height = height; /** * Should this camera round its pixel values to integers? * * @name Phaser.Cameras.Scene2D.Camera#roundPixels * @type {boolean} * @default false * @since 3.0.0 */ this.roundPixels = false; /** * Is this Camera visible or not? * * A visible camera will render and perform input tests. * An invisible camera will not render anything and will skip input tests. * * @name Phaser.Cameras.Scene2D.Camera#visible * @type {boolean} * @default true * @since 3.10.0 */ this.visible = true; /** * Is this Camera using a bounds to restrict scrolling movement? * Set this property along with the bounds via `Camera.setBounds`. * * @name Phaser.Cameras.Scene2D.Camera#useBounds * @type {boolean} * @default false * @since 3.0.0 */ this.useBounds = false; /** * The bounds the camera is restrained to during scrolling. * * @name Phaser.Cameras.Scene2D.Camera#_bounds * @type {Phaser.Geom.Rectangle} * @private * @since 3.0.0 */ this._bounds = new Rectangle(); /** * Does this Camera allow the Game Objects it renders to receive input events? * * @name Phaser.Cameras.Scene2D.Camera#inputEnabled * @type {boolean} * @default true * @since 3.0.0 */ this.inputEnabled = true; /** * The horizontal scroll position of this camera. * Optionally restricted via the Camera bounds. * * @name Phaser.Cameras.Scene2D.Camera#scrollX * @type {number} * @default 0 * @since 3.0.0 */ this.scrollX = 0; /** * The vertical scroll position of this camera. * Optionally restricted via the Camera bounds. * * @name Phaser.Cameras.Scene2D.Camera#scrollY * @type {number} * @default 0 * @since 3.0.0 */ this.scrollY = 0; /** * The Camera zoom value. Change this value to zoom in, or out of, a Scene. * Set to 1 to return to the default zoom level. * * @name Phaser.Cameras.Scene2D.Camera#zoom * @type {float} * @default 1 * @since 3.0.0 */ this.zoom = 1; /** * The rotation of the Camera. This influences the rendering of all Game Objects visible by this camera. * * @name Phaser.Cameras.Scene2D.Camera#rotation * @type {number} * @default 0 * @since 3.0.0 */ this.rotation = 0; /** * A local transform matrix used for internal calculations. * * @name Phaser.Cameras.Scene2D.Camera#matrix * @type {Phaser.GameObjects.Components.TransformMatrix} * @since 3.0.0 */ this.matrix = new TransformMatrix(1, 0, 0, 1, 0, 0); /** * Does this Camera have a transparent background? * * @name Phaser.Cameras.Scene2D.Camera#transparent * @type {boolean} * @default true * @since 3.0.0 */ this.transparent = true; /** * The background color of this Camera. Only used if `transparent` is `false`. * * @name Phaser.Cameras.Scene2D.Camera#backgroundColor * @type {Phaser.Display.Color} * @since 3.0.0 */ this.backgroundColor = ValueToColor('rgba(0,0,0,0)'); /** * The Camera Fade effect handler. * To fade this camera see the `Camera.fade` methods. * * @name Phaser.Cameras.Scene2D.Camera#fadeEffect * @type {Phaser.Cameras.Scene2D.Effects.Fade} * @since 3.5.0 */ this.fadeEffect = new Effects.Fade(this); /** * The Camera Flash effect handler. * To flash this camera see the `Camera.flash` method. * * @name Phaser.Cameras.Scene2D.Camera#flashEffect * @type {Phaser.Cameras.Scene2D.Effects.Flash} * @since 3.5.0 */ this.flashEffect = new Effects.Flash(this); /** * The Camera Shake effect handler. * To shake this camera see the `Camera.shake` method. * * @name Phaser.Cameras.Scene2D.Camera#shakeEffect * @type {Phaser.Cameras.Scene2D.Effects.Shake} * @since 3.5.0 */ this.shakeEffect = new Effects.Shake(this); /** * Should the camera cull Game Objects before checking them for input hit tests? * In some special cases it may be beneficial to disable this. * * @name Phaser.Cameras.Scene2D.Camera#disableCull * @type {boolean} * @default false * @since 3.0.0 */ this.disableCull = false; /** * A temporary array of culled objects. * * @name Phaser.Cameras.Scene2D.Camera#culledObjects * @type {Phaser.GameObjects.GameObject[]} * @default [] * @since 3.0.0 */ this.culledObjects = []; /** * The linear interpolation value to use when following a target. * * Can also be set via `setLerp` or as part of the `startFollow` call. * * The default values of 1 means the camera will instantly snap to the target coordinates. * A lower value, such as 0.1 means the camera will more slowly track the target, giving * a smooth transition. You can set the horizontal and vertical values independently, and also * adjust this value in real-time during your game. * * Be sure to keep the value between 0 and 1. A value of zero will disable tracking on that axis. * * @name Phaser.Cameras.Scene2D.Camera#lerp * @type {Phaser.Math.Vector2} * @since 3.9.0 */ this.lerp = new Vector2(1, 1); /** * The values stored in this property are subtracted from the Camera targets position, allowing you to * offset the camera from the actual target x/y coordinates by this amount. * Can also be set via `setFollowOffset` or as part of the `startFollow` call. * * @name Phaser.Cameras.Scene2D.Camera#followOffset * @type {Phaser.Math.Vector2} * @since 3.9.0 */ this.followOffset = new Vector2(); /** * Internal follow target reference. * * @name Phaser.Cameras.Scene2D.Camera#_follow * @type {?any} * @private * @default null * @since 3.0.0 */ this._follow = null; /** * Internal camera ID. Assigned by the Camera Manager and used in the camera pool. * * @name Phaser.Cameras.Scene2D.Camera#_id * @type {integer} * @private * @default 0 * @since 3.0.0 */ this._id = 0; }, /** * Scrolls the Camera so that it is looking at the center of the Camera Bounds (if previously enabled) * * @method Phaser.Cameras.Scene2D.Camera#centerToBounds * @since 3.0.0 * * @return {Phaser.Cameras.Scene2D.Camera} This Camera instance. */ centerToBounds: function () { if (this.useBounds) { this.scrollX = (this._bounds.width * 0.5) - (this.width * 0.5); this.scrollY = (this._bounds.height * 0.5) - (this.height * 0.5); } return this; }, /** * Scrolls the Camera so that it is re-centered based on its viewport size. * * @method Phaser.Cameras.Scene2D.Camera#centerToSize * @since 3.0.0 * * @return {Phaser.Cameras.Scene2D.Camera} This Camera instance. */ centerToSize: function () { this.scrollX = this.width * 0.5; this.scrollY = this.height * 0.5; return this; }, /** * Takes an array of Game Objects and returns a new array featuring only those objects * visible by this camera. * * @method Phaser.Cameras.Scene2D.Camera#cull * @since 3.0.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [renderableObjects,$return] * * @param {Phaser.GameObjects.GameObject[]} renderableObjects - An array of Game Objects to cull. * * @return {Phaser.GameObjects.GameObject[]} An array of Game Objects visible to this Camera. */ cull: function (renderableObjects) { if (this.disableCull) { return renderableObjects; } var cameraMatrix = this.matrix.matrix; var mva = cameraMatrix[0]; var mvb = cameraMatrix[1]; var mvc = cameraMatrix[2]; var mvd = cameraMatrix[3]; /* First Invert Matrix */ var determinant = (mva * mvd) - (mvb * mvc); if (!determinant) { return renderableObjects; } var mve = cameraMatrix[4]; var mvf = cameraMatrix[5]; var scrollX = this.scrollX; var scrollY = this.scrollY; var cameraW = this.width; var cameraH = this.height; var culledObjects = this.culledObjects; var length = renderableObjects.length; determinant = 1 / determinant; culledObjects.length = 0; for (var index = 0; index < length; ++index) { var object = renderableObjects[index]; if (!object.hasOwnProperty('width') || object.parentContainer) { culledObjects.push(object); continue; } var objectW = object.width; var objectH = object.height; var objectX = (object.x - (scrollX * object.scrollFactorX)) - (objectW * object.originX); var objectY = (object.y - (scrollY * object.scrollFactorY)) - (objectH * object.originY); var tx = (objectX * mva + objectY * mvc + mve); var ty = (objectX * mvb + objectY * mvd + mvf); var tw = ((objectX + objectW) * mva + (objectY + objectH) * mvc + mve); var th = ((objectX + objectW) * mvb + (objectY + objectH) * mvd + mvf); var cullW = cameraW + objectW; var cullH = cameraH + objectH; if (tx > -objectW && ty > -objectH && tx < cullW && ty < cullH && tw > -objectW && th > -objectH && tw < cullW && th < cullH) { culledObjects.push(object); } } return culledObjects; }, /** * Fades the Camera in from the given color over the duration specified. * * @method Phaser.Cameras.Scene2D.Camera#fadeIn * @since 3.3.0 * * @param {integer} [duration=1000] - The duration of the effect in milliseconds. * @param {integer} [red=0] - The amount to fade the red channel towards. A value between 0 and 255. * @param {integer} [green=0] - The amount to fade the green channel towards. A value between 0 and 255. * @param {integer} [blue=0] - The amount to fade the blue channel towards. A value between 0 and 255. * @param {function} [callback] - This callback will be invoked every frame for the duration of the effect. * It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is. * @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs. * * @return {Phaser.Cameras.Scene2D.Camera} This Camera instance. */ fadeIn: function (duration, red, green, blue, callback, context) { return this.fadeEffect.start(false, duration, red, green, blue, true, callback, context); }, /** * Fades the Camera out to the given color over the duration specified. * This is an alias for Camera.fade that forces the fade to start, regardless of existing fades. * * @method Phaser.Cameras.Scene2D.Camera#fadeOut * @since 3.3.0 * * @param {integer} [duration=1000] - The duration of the effect in milliseconds. * @param {integer} [red=0] - The amount to fade the red channel towards. A value between 0 and 255. * @param {integer} [green=0] - The amount to fade the green channel towards. A value between 0 and 255. * @param {integer} [blue=0] - The amount to fade the blue channel towards. A value between 0 and 255. * @param {function} [callback] - This callback will be invoked every frame for the duration of the effect. * It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is. * @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs. * * @return {Phaser.Cameras.Scene2D.Camera} This Camera instance. */ fadeOut: function (duration, red, green, blue, callback, context) { return this.fadeEffect.start(true, duration, red, green, blue, true, callback, context); }, /** * Fades the Camera from the given color to transparent over the duration specified. * * @method Phaser.Cameras.Scene2D.Camera#fadeFrom * @since 3.5.0 * * @param {integer} [duration=1000] - The duration of the effect in milliseconds. * @param {integer} [red=0] - The amount to fade the red channel towards. A value between 0 and 255. * @param {integer} [green=0] - The amount to fade the green channel towards. A value between 0 and 255. * @param {integer} [blue=0] - The amount to fade the blue channel towards. A value between 0 and 255. * @param {boolean} [force=false] - Force the effect to start immediately, even if already running. * @param {function} [callback] - This callback will be invoked every frame for the duration of the effect. * It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is. * @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs. * * @return {Phaser.Cameras.Scene2D.Camera} This Camera instance. */ fadeFrom: function (duration, red, green, blue, force, callback, context) { return this.fadeEffect.start(false, duration, red, green, blue, force, callback, context); }, /** * Fades the Camera from transparent to the given color over the duration specified. * * @method Phaser.Cameras.Scene2D.Camera#fade * @since 3.0.0 * * @param {integer} [duration=1000] - The duration of the effect in milliseconds. * @param {integer} [red=0] - The amount to fade the red channel towards. A value between 0 and 255. * @param {integer} [green=0] - The amount to fade the green channel towards. A value between 0 and 255. * @param {integer} [blue=0] - The amount to fade the blue channel towards. A value between 0 and 255. * @param {boolean} [force=false] - Force the effect to start immediately, even if already running. * @param {function} [callback] - This callback will be invoked every frame for the duration of the effect. * It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is. * @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs. * * @return {Phaser.Cameras.Scene2D.Camera} This Camera instance. */ fade: function (duration, red, green, blue, force, callback, context) { return this.fadeEffect.start(true, duration, red, green, blue, force, callback, context); }, /** * Flashes the Camera by setting it to the given color immediately and then fading it away again quickly over the duration specified. * * @method Phaser.Cameras.Scene2D.Camera#flash * @since 3.0.0 * * @param {integer} [duration=250] - The duration of the effect in milliseconds. * @param {integer} [red=255] - The amount to fade the red channel towards. A value between 0 and 255. * @param {integer} [green=255] - The amount to fade the green channel towards. A value between 0 and 255. * @param {integer} [blue=255] - The amount to fade the blue channel towards. A value between 0 and 255. * @param {boolean} [force=false] - Force the effect to start immediately, even if already running. * @param {function} [callback] - This callback will be invoked every frame for the duration of the effect. * It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is. * @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs. * * @return {Phaser.Cameras.Scene2D.Camera} This Camera instance. */ flash: function (duration, red, green, blue, force, callback, context) { return this.flashEffect.start(duration, red, green, blue, force, callback, context); }, /** * Shakes the Camera by the given intensity over the duration specified. * * @method Phaser.Cameras.Scene2D.Camera#shake * @since 3.0.0 * * @param {integer} [duration=100] - The duration of the effect in milliseconds. * @param {number} [intensity=0.05] - The intensity of the shake. * @param {boolean} [force=false] - Force the shake effect to start immediately, even if already running. * @param {function} [callback] - This callback will be invoked every frame for the duration of the effect. * It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is. * @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs. * * @return {Phaser.Cameras.Scene2D.Camera} This Camera instance. */ shake: function (duration, intensity, force, callback, context) { return this.shakeEffect.start(duration, intensity, force, callback, context); }, /** * Converts the given `x` and `y` coordinates into World space, based on this Cameras transform. * You can optionally provide a Vector2, or similar object, to store the results in. * * @method Phaser.Cameras.Scene2D.Camera#getWorldPoint * @since 3.0.0 * * @generic {Phaser.Math.Vector2} O - [output,$return] * * @param {number} x - The x position to convert to world space. * @param {number} y - The y position to convert to world space. * @param {(object|Phaser.Math.Vector2)} [output] - An optional object to store the results in. If not provided a new Vector2 will be created. * * @return {Phaser.Math.Vector2} An object holding the converted values in its `x` and `y` properties. */ getWorldPoint: function (x, y, output) { if (output === undefined) { output = new Vector2(); } var cameraMatrix = this.matrix.matrix; var mva = cameraMatrix[0]; var mvb = cameraMatrix[1]; var mvc = cameraMatrix[2]; var mvd = cameraMatrix[3]; var mve = cameraMatrix[4]; var mvf = cameraMatrix[5]; /* First Invert Matrix */ var determinant = (mva * mvd) - (mvb * mvc); if (!determinant) { output.x = x; output.y = y; return output; } determinant = 1 / determinant; var ima = mvd * determinant; var imb = -mvb * determinant; var imc = -mvc * determinant; var imd = mva * determinant; var ime = (mvc * mvf - mvd * mve) * determinant; var imf = (mvb * mve - mva * mvf) * determinant; var c = Math.cos(this.rotation); var s = Math.sin(this.rotation); var zoom = this.zoom; var scrollX = this.scrollX; var scrollY = this.scrollY; var sx = x + ((scrollX * c - scrollY * s) * zoom); var sy = y + ((scrollX * s + scrollY * c) * zoom); /* Apply transform to point */ output.x = (sx * ima + sy * imc + ime); output.y = (sx * imb + sy * imd + imf); return output; }, /** * Given a Game Object, or an array of Game Objects, it will update all of their camera filter settings * so that they are ignored by this Camera. This means they will not be rendered by this Camera. * * @method Phaser.Cameras.Scene2D.Camera#ignore * @since 3.0.0 * * @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} gameObject - The Game Object, or array of Game Objects, to be ignored by this Camera. * * @return {Phaser.Cameras.Scene2D.Camera} This Camera instance. */ ignore: function (gameObject) { var id = this._id; if (Array.isArray(gameObject)) { for (var i = 0; i < gameObject.length; i++) { gameObject[i].cameraFilter |= id; } } else { gameObject.cameraFilter |= id; } return this; }, /** * Internal preRender step. * * @method Phaser.Cameras.Scene2D.Camera#preRender * @protected * @since 3.0.0 * * @param {number} baseScale - The base scale, as set in the Camera Manager. * @param {number} resolution - The game resolution. */ preRender: function (baseScale, resolution) { var width = this.width; var height = this.height; var zoom = this.zoom * baseScale; var matrix = this.matrix; var originX = width / 2; var originY = height / 2; var follow = this._follow; if (follow) { this.scrollX = Linear(this.scrollX, (follow.x - this.followOffset.x) - originX, this.lerp.x) / zoom; this.scrollY = Linear(this.scrollY, (follow.y - this.followOffset.y) - originY, this.lerp.y) / zoom; } if (this.useBounds) { var bounds = this._bounds; var bw = Math.max(0, bounds.right - width); var bh = Math.max(0, bounds.bottom - height); if (this.scrollX < bounds.x) { this.scrollX = bounds.x; } else if (this.scrollX > bw) { this.scrollX = bw; } if (this.scrollY < bounds.y) { this.scrollY = bounds.y; } else if (this.scrollY > bh) { this.scrollY = bh; } } if (this.roundPixels) { this.scrollX = Math.round(this.scrollX); this.scrollY = Math.round(this.scrollY); } matrix.loadIdentity(); matrix.scale(resolution, resolution); matrix.translate(this.x + originX, this.y + originY); matrix.rotate(this.rotation); matrix.scale(zoom, zoom); matrix.translate(-originX, -originY); this.shakeEffect.preRender(); }, /** * If this Camera has previously had movement bounds set on it, this will remove them. * * @method Phaser.Cameras.Scene2D.Camera#removeBounds * @since 3.0.0 * * @return {Phaser.Cameras.Scene2D.Camera} This Camera instance. */ removeBounds: function () { this.useBounds = false; this._bounds.setEmpty(); return this; }, /** * Set the rotation of this Camera. This causes everything it renders to appear rotated. * * Rotating a camera does not rotate the viewport itself, it is applied during rendering. * * @method Phaser.Cameras.Scene2D.Camera#setAngle * @since 3.0.0 * * @param {number} [value=0] - The cameras angle of rotation, given in degrees. * * @return {Phaser.Cameras.Scene2D.Camera} This Camera instance. */ setAngle: function (value) { if (value === undefined) { value = 0; } this.rotation = DegToRad(value); return this; }, /** * Sets the linear interpolation value to use when following a target. * * The default values of 1 means the camera will instantly snap to the target coordinates. * A lower value, such as 0.1 means the camera will more slowly track the target, giving * a smooth transition. You can set the horizontal and vertical values independently, and also * adjust this value in real-time during your game. * * Be sure to keep the value between 0 and 1. A value of zero will disable tracking on that axis. * * @method Phaser.Cameras.Scene2D.Camera#setLerp * @since 3.9.0 * * @param {number} [x=1] - The amount added to the horizontal linear interpolation of the follow target. * @param {number} [y=1] - The amount added to the vertical linear interpolation of the follow target. * * @return {this} This Camera instance. */ setLerp: function (x, y) { if (x === undefined) { x = 1; } if (y === undefined) { y = x; } this.lerp.set(x, y); return this; }, /** * Sets the horizontal and vertical offset of the camera from its follow target. * The values are subtracted from the targets position during the Cameras update step. * * @method Phaser.Cameras.Scene2D.Camera#setFollowOffset * @since 3.9.0 * * @param {number} [x=0] - The horizontal offset from the camera follow target.x position. * @param {number} [y=0] - The vertical offset from the camera follow target.y position. * * @return {this} This Camera instance. */ setFollowOffset: function (x, y) { if (x === undefined) { x = 0; } if (y === undefined) { y = 0; } this.followOffset.set(x, y); return this; }, /** * Sets the background color for this Camera. * * By default a Camera has a transparent background but it can be given a solid color, with any level * of transparency, via this method. * * The color value can be specified using CSS color notation, hex or numbers. * * @method Phaser.Cameras.Scene2D.Camera#setBackgroundColor * @since 3.0.0 * * @param {(string|number|InputColorObject)} [color='rgba(0,0,0,0)'] - The color value. In CSS, hex or numeric color notation. * * @return {Phaser.Cameras.Scene2D.Camera} This Camera instance. */ setBackgroundColor: function (color) { if (color === undefined) { color = 'rgba(0,0,0,0)'; } this.backgroundColor = ValueToColor(color); this.transparent = (this.backgroundColor.alpha === 0); return this; }, /** * Set the world bounds for this Camera. * * A Camera bounds controls where the camera can scroll to within the world. It does not limit * rendering of the camera, or placement of the viewport within your game. * * @method Phaser.Cameras.Scene2D.Camera#setBounds * @since 3.0.0 * * @param {integer} x - The top-left x coordinate of the bounds. * @param {integer} y - The top-left y coordinate of the bounds. * @param {integer} width - The width of the bounds, in pixels. * @param {integer} height - The height of the bounds, in pixels. * * @return {Phaser.Cameras.Scene2D.Camera} This Camera instance. */ setBounds: function (x, y, width, height) { this._bounds.setTo(x, y, width, height); this.useBounds = true; return this; }, /** * Sets the name of this Camera. * This value is for your own use and isn't used internally. * * @method Phaser.Cameras.Scene2D.Camera#setName * @since 3.0.0 * * @param {string} [value=''] - The name of the Camera. * * @return {Phaser.Cameras.Scene2D.Camera} This Camera instance. */ setName: function (value) { if (value === undefined) { value = ''; } this.name = value; return this; }, /** * Set the position of the Camera viewport within the game. * * This does not change where the camera is 'looking'. See `setScroll` to control that. * * @method Phaser.Cameras.Scene2D.Camera#setPosition * @since 3.0.0 * * @param {number} x - The top-left x coordinate of the Camera viewport. * @param {number} [y=x] - The top-left y coordinate of the Camera viewport. * * @return {Phaser.Cameras.Scene2D.Camera} This Camera instance. */ setPosition: function (x, y) { if (y === undefined) { y = x; } this.x = x; this.y = y; return this; }, /** * Set the rotation of this Camera. This causes everything it renders to appear rotated. * * Rotating a camera does not rotate the viewport itself, it is applied during rendering. * * @method Phaser.Cameras.Scene2D.Camera#setRotation * @since 3.0.0 * * @param {number} [value=0] - The rotation of the Camera, in radians. * * @return {Phaser.Cameras.Scene2D.Camera} This Camera instance. */ setRotation: function (value) { if (value === undefined) { value = 0; } this.rotation = value; return this; }, /** * Should the Camera round pixel values to whole integers when scrolling? * In some types of game this is required to prevent sub-pixel aliasing. * * @method Phaser.Cameras.Scene2D.Camera#setRoundPixels * @since 3.0.0 * * @param {boolean} value - `true` to round Camera pixels, `false` to not. * * @return {Phaser.Cameras.Scene2D.Camera} This Camera instance. */ setRoundPixels: function (value) { this.roundPixels = value; return this; }, /** * Sets the Scene the Camera is bound to. * * @method Phaser.Cameras.Scene2D.Camera#setScene * @since 3.0.0 * * @param {Phaser.Scene} scene - The Scene the camera is bound to. * * @return {Phaser.Cameras.Scene2D.Camera} This Camera instance. */ setScene: function (scene) { this.scene = scene; return this; }, /** * Set the position of where the Camera is looking within the game. * You can also modify the properties `Camera.scrollX` and `Camera.scrollY` directly. * Use this method, or the scroll properties, to move your camera around the game world. * * This does not change where the camera viewport is placed. See `setPosition` to control that. * * @method Phaser.Cameras.Scene2D.Camera#setScroll * @since 3.0.0 * * @param {number} x - The x coordinate of the Camera in the game world. * @param {number} [y=x] - The y coordinate of the Camera in the game world. * * @return {Phaser.Cameras.Scene2D.Camera} This Camera instance. */ setScroll: function (x, y) { if (y === undefined) { y = x; } this.scrollX = x; this.scrollY = y; return this; }, /** * Set the size of the Camera viewport. * * By default a Camera is the same size as the game, but can be made smaller via this method, * allowing you to create mini-cam style effects by creating and positioning a smaller Camera * viewport within your game. * * @method Phaser.Cameras.Scene2D.Camera#setSize * @since 3.0.0 * * @param {integer} width - The width of the Camera viewport. * @param {integer} [height=width] - The height of the Camera viewport. * * @return {Phaser.Cameras.Scene2D.Camera} This Camera instance. */ setSize: function (width, height) { if (height === undefined) { height = width; } this.width = width; this.height = height; return this; }, /** * This method sets the position and size of the Camera viewport in a single call. * * If you're trying to change where the Camera is looking at in your game, then see * the method `Camera.setScroll` instead. This method is for changing the viewport * itself, not what the camera can see. * * By default a Camera is the same size as the game, but can be made smaller via this method, * allowing you to create mini-cam style effects by creating and positioning a smaller Camera * viewport within your game. * * @method Phaser.Cameras.Scene2D.Camera#setViewport * @since 3.0.0 * * @param {number} x - The top-left x coordinate of the Camera viewport. * @param {number} y - The top-left y coordinate of the Camera viewport. * @param {integer} width - The width of the Camera viewport. * @param {integer} [height=width] - The height of the Camera viewport. * * @return {Phaser.Cameras.Scene2D.Camera} This Camera instance. */ setViewport: function (x, y, width, height) { this.x = x; this.y = y; this.width = width; this.height = height; return this; }, /** * Set the zoom value of the Camera. * * Changing to a smaller value, such as 0.5, will cause the camera to 'zoom out'. * Changing to a larger value, such as 2, will cause the camera to 'zoom in'. * * A value of 1 means 'no zoom' and is the default. * * Changing the zoom does not impact the Camera viewport in any way, it is only applied during rendering. * * @method Phaser.Cameras.Scene2D.Camera#setZoom * @since 3.0.0 * * @param {float} [value=1] - The zoom value of the Camera. * * @return {Phaser.Cameras.Scene2D.Camera} This Camera instance. */ setZoom: function (value) { if (value === undefined) { value = 1; } this.zoom = value; return this; }, /** * Sets the visibility of this Camera. * * An invisible Camera will skip rendering and input tests of everything it can see. * * @method Phaser.Cameras.Scene2D.Camera#setVisible * @since 3.10.0 * * @param {boolean} value - The visible state of the Camera. * * @return {this} This Camera instance. */ setVisible: function (value) { this.visible = value; return this; }, /** * Sets the Camera to follow a Game Object. * * When enabled the Camera will automatically adjust its scroll position to keep the target Game Object * in its center. * * You can set the linear interpolation value used in the follow code. * Use low lerp values (such as 0.1) to automatically smooth the camera motion. * * If you find you're getting a slight "jitter" effect when following an object it's probably to do with sub-pixel * rendering of the targets position. This can be rounded by setting the `roundPixels` argument to `true` to * force full pixel rounding rendering. Note that this can still be broken if you have specified a non-integer zoom * value on the camera. So be sure to keep the camera zoom to integers. * * @method Phaser.Cameras.Scene2D.Camera#startFollow * @since 3.0.0 * * @param {(Phaser.GameObjects.GameObject|object)} target - The target for the Camera to follow. * @param {boolean} [roundPixels=false] - Round the camera position to whole integers to avoid sub-pixel rendering? * @param {float} [lerpX=1] - A value between 0 and 1. This value specifies the amount of linear interpolation to use when horizontally tracking the target. The closer the value to 1, the faster the camera will track. * @param {float} [lerpY=1] - A value between 0 and 1. This value specifies the amount of linear interpolation to use when vertically tracking the target. The closer the value to 1, the faster the camera will track. * @param {number} [offsetX=0] - The horizontal offset from the camera follow target.x position. * @param {number} [offsetY=0] - The vertical offset from the camera follow target.y position. * * @return {this} This Camera instance. */ startFollow: function (target, roundPixels, lerpX, lerpY, offsetX, offsetY) { if (roundPixels === undefined) { roundPixels = false; } if (lerpX === undefined) { lerpX = 1; } if (lerpY === undefined) { lerpY = lerpX; } if (offsetX === undefined) { offsetX = 0; } if (offsetY === undefined) { offsetY = offsetX; } this._follow = target; this.roundPixels = roundPixels; lerpX = Clamp(lerpX, 0, 1); lerpY = Clamp(lerpY, 0, 1); this.lerp.set(lerpX, lerpY); this.followOffset.set(offsetX, offsetY); // Move the camera there immediately, to avoid a large lerp during preUpdate var zoom = this.zoom; var originX = this.width / 2; var originY = this.height / 2; this.scrollX = (target.x - offsetX - originX) / zoom; this.scrollY = (target.y - offsetY - originY) / zoom; return this; }, /** * Stops a Camera from following a Game Object, if previously set via `Camera.startFollow`. * * @method Phaser.Cameras.Scene2D.Camera#stopFollow * @since 3.0.0 * * @return {Phaser.Cameras.Scene2D.Camera} This Camera instance. */ stopFollow: function () { this._follow = null; return this; }, /** * Returns an Object suitable for JSON storage containing all of the Camera viewport and rendering properties. * * @method Phaser.Cameras.Scene2D.Camera#toJSON * @since 3.0.0 * * @return {JSONCamera} A well-formed object suitable for conversion to JSON. */ toJSON: function () { var output = { name: this.name, x: this.x, y: this.y, width: this.width, height: this.height, zoom: this.zoom, rotation: this.rotation, roundPixels: this.roundPixels, scrollX: this.scrollX, scrollY: this.scrollY, backgroundColor: this.backgroundColor.rgba }; if (this.useBounds) { output['bounds'] = { x: this._bounds.x, y: this._bounds.y, width: this._bounds.width, height: this._bounds.height }; } return output; }, /** * Resets any active FX, such as a fade, flash or shake. Useful to call after a fade in order to * remove the fade. * * @method Phaser.Cameras.Scene2D.Camera#resetFX * @since 3.0.0 * * @return {Phaser.Cameras.Scene2D.Camera} This Camera instance. */ resetFX: function () { this.shakeEffect.reset(); this.flashEffect.reset(); this.fadeEffect.reset(); return this; }, /** * Internal method called automatically by the Camera Manager. * * @method Phaser.Cameras.Scene2D.Camera#update * @protected * @since 3.0.0 * * @param {integer} time - The current timestamp as generated by the Request Animation Frame or SetTimeout. * @param {number} delta - The delta time, in ms, elapsed since the last frame. */ update: function (time, delta) { if (this.visible) { this.shakeEffect.update(time, delta); this.flashEffect.update(time, delta); this.fadeEffect.update(time, delta); } }, /** * This event is fired when a camera is destroyed by the Camera Manager. * * @event CameraDestroyEvent * @param {Phaser.Cameras.Scene2D.Camera} camera - The camera that was destroyed. */ /** * Destroys this Camera instance. You rarely need to call this directly. * * Called by the Camera Manager. If you wish to destroy a Camera please use `CameraManager.remove` as * cameras are stored in a pool, ready for recycling later, and calling this directly will prevent that. * * @method Phaser.Cameras.Scene2D.Camera#destroy * @fires CameraDestroyEvent * @since 3.0.0 */ destroy: function () { this.emit('cameradestroy', this); this.removeAllListeners(); this.resetFX(); this.matrix.destroy(); this.culledObjects = []; this._follow = null; this._bounds = null; this.scene = null; }, /** * The x position of the center of the Camera's viewport, relative to the top-left of the game canvas. * * @name Phaser.Cameras.Scene2D.Camera#centerX * @type {number} * @readOnly * @since 3.10.0 */ centerX: { get: function () { return this.x + (0.5 * this.width); } }, /** * The y position of the center of the Camera's viewport, relative to the top-left of the game canvas. * * @name Phaser.Cameras.Scene2D.Camera#centerY * @type {number} * @readOnly * @since 3.10.0 */ centerY: { get: function () { return this.y + (0.5 * this.height); } } }); module.exports = Camera;