/// /** * Phaser - ScrollRegion * * Creates a scrolling region within a ScrollZone. * It is scrolled via the scrollSpeed.x/y properties. */ var Phaser; (function (Phaser) { var ScrollRegion = (function () { /** * ScrollRegion constructor * Create a new ScrollRegion. * * @param x {number} X position in world coordinate. * @param y {number} Y position in world coordinate. * @param width {number} Width of this object. * @param height {number} Height of this object. * @param speedX {number} X-axis scrolling speed. * @param speedY {number} Y-axis scrolling speed. */ function ScrollRegion(x, y, width, height, speedX, speedY) { this._anchorWidth = 0; this._anchorHeight = 0; this._inverseWidth = 0; this._inverseHeight = 0; /** * Will this region be rendered? (default to true) * @type {boolean} */ this.visible = true; // Our seamless scrolling quads this._A = new Phaser.Rectangle(x, y, width, height); this._B = new Phaser.Rectangle(x, y, width, height); this._C = new Phaser.Rectangle(x, y, width, height); this._D = new Phaser.Rectangle(x, y, width, height); this._scroll = new Phaser.Vec2(); this._bounds = new Phaser.Rectangle(x, y, width, height); this.scrollSpeed = new Phaser.Vec2(speedX, speedY); } /** * Update region scrolling with tick time. * @param delta {number} Elapsed time since last update. */ ScrollRegion.prototype.update = function (delta) { this._scroll.x += this.scrollSpeed.x; this._scroll.y += this.scrollSpeed.y; if (this._scroll.x > this._bounds.right) { this._scroll.x = this._bounds.x; } if (this._scroll.x < this._bounds.x) { this._scroll.x = this._bounds.right; } if (this._scroll.y > this._bounds.bottom) { this._scroll.y = this._bounds.y; } if (this._scroll.y < this._bounds.y) { this._scroll.y = this._bounds.bottom; } // Anchor Dimensions this._anchorWidth = (this._bounds.width - this._scroll.x) + this._bounds.x; this._anchorHeight = (this._bounds.height - this._scroll.y) + this._bounds.y; if (this._anchorWidth > this._bounds.width) { this._anchorWidth = this._bounds.width; } if (this._anchorHeight > this._bounds.height) { this._anchorHeight = this._bounds.height; } this._inverseWidth = this._bounds.width - this._anchorWidth; this._inverseHeight = this._bounds.height - this._anchorHeight; // Rectangle A this._A.setTo(this._scroll.x, this._scroll.y, this._anchorWidth, this._anchorHeight); // Rectangle B this._B.y = this._scroll.y; this._B.width = this._inverseWidth; this._B.height = this._anchorHeight; // Rectangle C this._C.x = this._scroll.x; this._C.width = this._anchorWidth; this._C.height = this._inverseHeight; // Rectangle D this._D.width = this._inverseWidth; this._D.height = this._inverseHeight; }; /** * Render this region to specific context. * @param context {CanvasRenderingContext2D} Canvas context this region will be rendered to. * @param texture {object} The texture to be rendered. * @param dx {number} X position in world coordinate. * @param dy {number} Y position in world coordinate. * @param width {number} Width of this region to be rendered. * @param height {number} Height of this region to be rendered. */ ScrollRegion.prototype.render = function (context, texture, dx, dy, dw, dh) { if (this.visible == false) { return; } // dx/dy are the world coordinates to render the FULL ScrollZone into. // This ScrollRegion may be smaller than that and offset from the dx/dy coordinates. this.crop(context, texture, this._A.x, this._A.y, this._A.width, this._A.height, dx, dy, dw, dh, 0, 0); this.crop(context, texture, this._B.x, this._B.y, this._B.width, this._B.height, dx, dy, dw, dh, this._A.width, 0); this.crop(context, texture, this._C.x, this._C.y, this._C.width, this._C.height, dx, dy, dw, dh, 0, this._A.height); this.crop(context, texture, this._D.x, this._D.y, this._D.width, this._D.height, dx, dy, dw, dh, this._C.width, this._A.height); //context.fillStyle = 'rgb(255,255,255)'; //context.font = '18px Arial'; //context.fillText('RectangleA: ' + this._A.toString(), 32, 450); //context.fillText('RectangleB: ' + this._B.toString(), 32, 480); //context.fillText('RectangleC: ' + this._C.toString(), 32, 510); //context.fillText('RectangleD: ' + this._D.toString(), 32, 540); }; /** * Crop part of the texture and render it to the given context. * @param context {CanvasRenderingContext2D} Canvas context the texture will be rendered to. * @param texture {object} Texture to be rendered. * @param srcX {number} Target region top-left x coordinate in the texture. * @param srcX {number} Target region top-left y coordinate in the texture. * @param srcW {number} Target region width in the texture. * @param srcH {number} Target region height in the texture. * @param destX {number} Render region top-left x coordinate in the context. * @param destX {number} Render region top-left y coordinate in the context. * @param destW {number} Target region width in the context. * @param destH {number} Target region height in the context. * @param offsetX {number} X offset to the context. * @param offsetY {number} Y offset to the context. */ ScrollRegion.prototype.crop = function (context, texture, srcX, srcY, srcW, srcH, destX, destY, destW, destH, offsetX, offsetY) { offsetX += destX; offsetY += destY; if (srcW > (destX + destW) - offsetX) { srcW = (destX + destW) - offsetX; } if (srcH > (destY + destH) - offsetY) { srcH = (destY + destH) - offsetY; } srcX = Math.floor(srcX); srcY = Math.floor(srcY); srcW = Math.floor(srcW); srcH = Math.floor(srcH); offsetX = Math.floor(offsetX + this._bounds.x); offsetY = Math.floor(offsetY + this._bounds.y); if (srcW > 0 && srcH > 0) { context.drawImage(texture, srcX, srcY, srcW, srcH, offsetX, offsetY, srcW, srcH); } }; return ScrollRegion; })(); Phaser.ScrollRegion = ScrollRegion; })(Phaser || (Phaser = {}));