/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2015 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. * Sprites outside of this view are not rendered if Sprite.autoCull is set to `true`. Otherwise they are always rendered. * @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. * @deprecated No longer used for camera culling. Uses Camera.view instead. */ 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 top-left 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 the camera to move. */ this.deadzone = null; /** * @property {boolean} visible - Whether this camera is visible or not. * @default */ this.visible = true; /** * @property {boolean} roundPx - If a Camera has roundPx set to `true` it will call `view.floor` as part of its update loop, keeping its boundary to integer values. Set this to `false` to disable this from happening. * @default */ this.roundPx = 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 {PIXI.DisplayObject} displayObject - The display object to which all game objects are added. Set by World.boot */ this.displayObject = null; /** * @property {Phaser.Point} scale - The scale of the display object to which all game objects are added. Set by World.boot */ this.scale = null; /** * @property {number} totalInView - The total number of Sprites with `autoCull` set to `true` that are visible by this Camera. * @readonly */ this.totalInView = 0; /** * @property {Phaser.Point} _targetPosition - Internal point used to calculate target position * @private */ this._targetPosition = new Phaser.Point(); /** * @property {number} edge - Edge property. * @private * @default */ this._edge = 0; /** * @property {Phaser.Point} position - Current position of the camera in world. * @private * @default */ this._position = new Phaser.Point(); }; /** * @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 = { preUpdate: function () { this.totalInView = 0; }, /** * Tell the camera which sprite to follow. * * If you find you're getting a slight "jitter" effect when following a Sprite it's probably to do with sub-pixel rendering of the Sprite position. * This can be disabled by setting `game.renderer.renderSession.roundPixels = true` to force full pixel rendering. * * @method Phaser.Camera#follow * @param {Phaser.Sprite|Phaser.Image|Phaser.Text} 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; } }, /** * Sets the Camera follow target to null, stopping it from following an object if it's doing so. * * @method Phaser.Camera#unfollow */ unfollow: function () { this.target = null; }, /** * 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(); } if (this.roundPx) { this.view.floor(); } this.displayObject.position.x = -this.view.x; this.displayObject.position.y = -this.view.y; }, /** * Internal method * @method Phaser.Camera#updateTarget * @private */ updateTarget: function () { this._targetPosition.copyFrom(this.target); if (this.target.parent) { this._targetPosition.multiply(this.target.parent.worldTransform.a, this.target.parent.worldTransform.d); } if (this.deadzone) { this._edge = this._targetPosition.x - this.view.x; if (this._edge < this.deadzone.left) { this.view.x = this._targetPosition.x - this.deadzone.left; } else if (this._edge > this.deadzone.right) { this.view.x = this._targetPosition.x - this.deadzone.right; } this._edge = this._targetPosition.y - this.view.y; if (this._edge < this.deadzone.top) { this.view.y = this._targetPosition.y - this.deadzone.top; } else if (this._edge > this.deadzone.bottom) { this.view.y = this._targetPosition.y - this.deadzone.bottom; } } else { this.view.x = this._targetPosition.x - this.view.halfWidth; this.view.y = this._targetPosition.y - this.view.halfHeight; } }, /** * Update the Camera bounds to match the game world. * @method Phaser.Camera#setBoundsToWorld */ setBoundsToWorld: function () { if (this.bounds) { 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#checkBounds */ 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.right >= this.bounds.right) { this.atLimit.x = true; this.view.x = this.bounds.right - this.width; } if (this.view.y <= this.bounds.top) { this.atLimit.y = true; this.view.y = this.bounds.top; } if (this.view.bottom >= this.bounds.bottom) { this.atLimit.y = true; this.view.y = this.bounds.bottom - this.height; } }, /** * 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; }, /** * Resets the camera back to 0,0 and un-follows any object it may have been tracking. * * @method Phaser.Camera#reset */ reset: function () { this.target = null; this.view.x = 0; this.view.y = 0; } }; 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 position. This value is automatically clamped if it falls outside of the World bounds. * @name Phaser.Camera#position * @property {Phaser.Point} position - Gets or sets the cameras xy position using Phaser.Point object. */ Object.defineProperty(Phaser.Camera.prototype, "position", { get: function () { this._position.set(this.view.centerX, this.view.centerY); return this._position; }, set: function (value) { if (typeof value.x !== "undefined") { this.view.x = value.x; } if (typeof value.y !== "undefined") { this.view.y = value.y; } 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; } });