/// /** * Phaser - PauseScreen * * The PauseScreen is displayed whenever the game loses focus or the player switches to another browser tab. */ module Phaser { export class PauseScreen { /** * PauseScreen constructor * Create a new PauseScreen with specific width and height. * * @param width {number} Screen canvas width. * @param height {number} Screen canvas height. */ constructor(game: Game, width: number, height: number) { this._game = game; this._canvas = document.createElement('canvas'); this._canvas.width = width; this._canvas.height = height; this._context = this._canvas.getContext('2d'); } /** * Local private reference to game. */ private _game: Game; /** * Canvas element used by engine. * @type {HTMLCanvasElement} */ private _canvas: HTMLCanvasElement; /** * Render context of stage's canvas. * @type {CanvasRenderingContext2D} */ private _context: CanvasRenderingContext2D; /** * Background color. */ private _color; /** * Fade effect tween. * @type {Phaser.Tween} */ private _fade: Phaser.Tween; /** * Called when the game enters pause mode. */ public onPaused() { // Take a grab of the current canvas to our temporary one this._context.clearRect(0, 0, this._canvas.width, this._canvas.height); this._context.drawImage(this._game.stage.canvas, 0, 0); this._color = { r: 255, g: 255, b: 255 }; this.fadeOut(); } /** * Called when the game resume from pause mode. */ public onResume() { this._fade.stop(); this._game.tweens.remove(this._fade); } /** * Update background color. */ public update() { this._color.r = Math.round(this._color.r); this._color.g = Math.round(this._color.g); this._color.b = Math.round(this._color.b); } /** * Render PauseScreen. */ public render() { this._game.stage.context.drawImage(this._canvas, 0, 0); this._game.stage.context.fillStyle = 'rgba(0, 0, 0, 0.4)'; this._game.stage.context.fillRect(0, 0, this._game.stage.width, this._game.stage.height); // Draw a 'play' arrow var arrowWidth = Math.round(this._game.stage.width / 2); var arrowHeight = Math.round(this._game.stage.height / 2); var sx = this._game.stage.centerX - arrowWidth / 2; var sy = this._game.stage.centerY - arrowHeight / 2; this._game.stage.context.beginPath(); this._game.stage.context.moveTo(sx, sy); this._game.stage.context.lineTo(sx, sy + arrowHeight); this._game.stage.context.lineTo(sx + arrowWidth, this._game.stage.centerY); this._game.stage.context.fillStyle = 'rgba(' + this._color.r + ', ' + this._color.g + ', ' + this._color.b + ', 0.8)'; this._game.stage.context.fill(); this._game.stage.context.closePath(); } /** * Start fadeOut effect. */ private fadeOut() { this._fade = this._game.add.tween(this._color); this._fade.to({ r: 50, g: 50, b: 50 }, 1000, Phaser.Easing.Linear.None); this._fade.onComplete.add(this.fadeIn, this); this._fade.start(); } /** * Start fadeIn effect. */ private fadeIn() { this._fade = this._game.add.tween(this._color); this._fade.to({ r: 255, g: 255, b: 255 }, 1000, Phaser.Easing.Linear.None); this._fade.onComplete.add(this.fadeOut, this); this._fade.start(); } } }