phaser/Phaser/gameobjects/ScrollRegion.ts
2013-04-23 19:24:16 +01:00

159 lines
4.9 KiB
TypeScript

/// <reference path="../Game.ts" />
/// <reference path="../geom/Quad.ts" />
/**
* Phaser - ScrollRegion
*
* Creates a scrolling region within a ScrollZone.
* It is scrolled via the scrollSpeed.x/y properties.
*/
module Phaser {
export class ScrollRegion{
constructor(x: number, y: number, width: number, height: number, speedX:number, speedY:number) {
// Our seamless scrolling quads
this._A = new Quad(x, y, width, height);
this._B = new Quad(x, y, width, height);
this._C = new Quad(x, y, width, height);
this._D = new Quad(x, y, width, height);
this._scroll = new MicroPoint();
this._bounds = new Quad(x, y, width, height);
this.scrollSpeed = new MicroPoint(speedX, speedY);
}
private _A: Quad;
private _B: Quad;
private _C: Quad;
private _D: Quad;
private _bounds: Quad;
private _scroll: MicroPoint;
private _anchorWidth: number = 0;
private _anchorHeight: number = 0;
private _inverseWidth: number = 0;
private _inverseHeight: number = 0;
public visible: bool = true;
public scrollSpeed: MicroPoint;
public update(delta: number) {
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;
// Quad A
this._A.setTo(this._scroll.x, this._scroll.y, this._anchorWidth, this._anchorHeight);
// Quad B
this._B.y = this._scroll.y;
this._B.width = this._inverseWidth;
this._B.height = this._anchorHeight;
// Quad C
this._C.x = this._scroll.x;
this._C.width = this._anchorWidth;
this._C.height = this._inverseHeight;
// Quad D
this._D.width = this._inverseWidth;
this._D.height = this._inverseHeight;
}
public render(context:CanvasRenderingContext2D, texture, dx: number, dy: number, dw: number, dh: number) {
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('QuadA: ' + this._A.toString(), 32, 450);
//context.fillText('QuadB: ' + this._B.toString(), 32, 480);
//context.fillText('QuadC: ' + this._C.toString(), 32, 510);
//context.fillText('QuadD: ' + this._D.toString(), 32, 540);
}
private crop(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);
}
}
}
}