Source: core/Camera.js

/**
* @author       Richard Davey <rich@photonstorm.com>
* @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);

    /**
	* @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;
	
};

/**
* @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:
            default:
                this.deadzone = null;
                break;
        }

    },

	/**
    * Move the camera focus to a location instantly.
    * @method Phaser.Camera#focusOnXY
    * @param {number} x - X position.
    * @param {number} y - Y position.
    */
    focusOnXY: function (x, y) {

        this.view.x = Math.round(x - this.view.halfWidth);
        this.view.y = Math.round(y - this.view.halfHeight);

    },

	/**
    * Update focusing and scrolling.
    * @method Phaser.Camera#update
    */
    update: function () {

        //  Add dirty flag

        if (this.target !== null)
        {
            if (this.deadzone)
            {
                this._edge = this.target.x - this.deadzone.x;

                if (this.view.x > this._edge)
                {
                    this.view.x = this._edge;
                }

                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.y - this.deadzone.y;

                if (this.view.y > this._edge)
                {
                    this.view.y = this._edge;
                }

                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);
            }
        }

        this.checkWorldBounds();

    },

    /**
    * Method called to ensure the camera doesn't venture outside of the game world.
    * @method Phaser.Camera#checkWorldBounds
    */
    checkWorldBounds: function () {

        this.atLimit.x = false;
        this.atLimit.y = false;

        //  Make sure we didn't go outside the cameras worldBounds
        if (this.view.x < this.world.bounds.left)
        {
            this.atLimit.x = true;
            this.view.x = this.world.bounds.left;
        }

        if (this.view.x > this.world.bounds.right - this.width)
        {
            this.atLimit.x = true;
            this.view.x = (this.world.bounds.right - this.width) + 1;
        }

        if (this.view.y < this.world.bounds.top)
        {
            this.atLimit.y = true;
            this.view.y = this.world.bounds.top;
        }

        if (this.view.y > this.world.bounds.bottom - this.height)
        {
            this.atLimit.y = true;
            this.view.y = (this.world.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;
        this.checkWorldBounds();

    },

    /**
    * 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;

    }

};

/**
* 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;
        this.checkWorldBounds();
    }

});

/**
* 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;
        this.checkWorldBounds();
    }

});

/**
* 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;
    }

});
Phaser Copyright © 2012-2013 Photon Storm Ltd.
Documentation generated by JSDoc 3.2.0-dev on Wed Oct 02 2013 16:05:22 GMT+0100 (BST) using the DocStrap template.