/// /// /** * Phaser - CameraFX * * CameraFX controls all special effects applied to game Cameras. */ module Phaser { export class CameraFX { constructor(game: Game, parent) { this._game = game; this._parent = parent; this._fx = []; this.active = true; this.visible = true; } /** * The essential reference to the main game object. */ private _game: Game; /** * A reference to the object that owns this FXManager instance. */ private _parent; /** * The array in which we keep all of the registered FX */ private _fx; /** * Holds the size of the _fx array */ private _length: number; /** * Controls whether any of the FX have preUpdate, update or postUpdate called */ public active: bool; /** * Controls whether any of the FX have preRender, render or postRender called */ public visible: bool; /** * Adds a new FX to the FXManager. * The effect must be an object with at least one of the following methods: preUpdate, postUpdate, preRender, render or postRender. * A new instance of the effect will be created and a reference to Game will be passed to the object constructor. * @param {object} effect * @return {any} */ public add(effect): any { var result: bool = false; var newEffect = { effect: {}, preUpdate: false, postUpdate: false, preRender: false, render: false, postRender: false }; if (typeof effect === 'function') { newEffect.effect = new effect(this._game, this._parent); } else { throw new Error("Invalid object given to Phaser.CameraFX.add"); } // Check for methods now to avoid having to do this every loop if (typeof newEffect.effect['preUpdate'] === 'function') { newEffect.preUpdate = true; result = true; } if (typeof newEffect.effect['postUpdate'] === 'function') { newEffect.postUpdate = true; result = true; } if (typeof newEffect.effect['preRender'] === 'function') { newEffect.preRender = true; result = true; } if (typeof newEffect.effect['render'] === 'function') { newEffect.render = true; result = true; } if (typeof newEffect.effect['postRender'] === 'function') { newEffect.postRender = true; result = true; } if (result == true) { this._length = this._fx.push(newEffect); return newEffect.effect; } else { return result; } } /** * Pre-update is called at the start of the objects update cycle, before any other updates have taken place. */ public preUpdate() { if (this.active) { for (var i = 0; i < this._length; i++) { if (this._fx[i].preUpdate) { this._fx[i].effect.preUpdate(); } } } } /** * Post-update is called at the end of the objects update cycle, after other update logic has taken place. */ public postUpdate() { if (this.active) { for (var i = 0; i < this._length; i++) { if (this._fx[i].postUpdate) { this._fx[i].effect.postUpdate(); } } } } /** * Pre-render is called at the start of the object render cycle, before any transforms have taken place. * It happens directly AFTER a canvas context.save has happened if added to a Camera. * @param {Camera} camera */ public preRender(camera:Camera) { if (this.visible) { for (var i = 0; i < this._length; i++) { if (this._fx[i].preRender) { this._fx[i].effect.preRender(camera); } } } } /** * render is called during the objects render cycle, right after all transforms have finished, but before any children/image data is rendered. * @param {Camera} camera */ public render(camera:Camera) { if (this.visible) { for (var i = 0; i < this._length; i++) { if (this._fx[i].preRender) { this._fx[i].effect.preRender(camera); } } } } /** * Post-render is called during the objects render cycle, after the children/image data has been rendered. * It happens directly BEFORE a canvas context.restore has happened if added to a Camera. */ public postRender(camera:Camera) { if (this.visible) { for (var i = 0; i < this._length; i++) { if (this._fx[i].postRender) { this._fx[i].effect.postRender(camera); } } } } /** * Clear down this FXManager and null out references */ public destroy() { this._game = null; this._fx = null; } } }