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

208 lines
7.3 KiB
TypeScript

/// <reference path="../Game.ts" />
/// <reference path="../geom/Quad.ts" />
/// <reference path="ScrollRegion.ts" />
/**
* Phaser - ScrollZone
*
* Creates a scrolling region of the given width and height from an image in the cache.
* The ScrollZone can be positioned anywhere in-world like a normal game object, re-act to physics, collision, etc.
* The image within it is scrolled via ScrollRegions and their scrollSpeed.x/y properties.
* If you create a scroll zone larger than the given source image it will create a DynamicTexture and fill it with a pattern of the source image.
*/
module Phaser {
export class ScrollZone extends GameObject {
constructor(game: Game, key:string, x: number = 0, y: number = 0, width?: number = 0, height?: number = 0) {
super(game, x, y, width, height);
this.regions = [];
if (this._game.cache.getImage(key))
{
this._texture = this._game.cache.getImage(key);
this.width = this._texture.width;
this.height = this._texture.height;
if (width > this._texture.width || height > this._texture.height)
{
// Create our repeating texture (as the source image wasn't large enough for the requested size)
this.createRepeatingTexture(width, height);
this.width = width;
this.height = height;
}
// Create a default ScrollRegion at the requested size
this.addRegion(0, 0, this.width, this.height);
// If the zone is smaller than the image itself then shrink the bounds
if ((width < this._texture.width || height < this._texture.height) && width !== 0 && height !== 0)
{
this.width = width;
this.height = height;
}
}
}
private _texture;
private _dynamicTexture: DynamicTexture = null;
// local rendering related temp vars to help avoid gc spikes
private _dx: number = 0;
private _dy: number = 0;
private _dw: number = 0;
private _dh: number = 0;
public currentRegion: ScrollRegion;
public regions: ScrollRegion[];
public flipped: bool = false;
public addRegion(x: number, y: number, width: number, height: number, speedX?:number = 0, speedY?:number = 0):ScrollRegion {
if (x > this.width || y > this.height || x < 0 || y < 0 || (x + width) > this.width || (y + height) > this.height)
{
throw Error('Invalid ScrollRegion defined. Cannot be larger than parent ScrollZone');
return;
}
this.currentRegion = new ScrollRegion(x, y, width, height, speedX, speedY);
this.regions.push(this.currentRegion);
return this.currentRegion;
}
public setSpeed(x: number, y: number) {
if (this.currentRegion)
{
this.currentRegion.scrollSpeed.setTo(x, y);
}
return this;
}
public update() {
for (var i = 0; i < this.regions.length; i++)
{
this.regions[i].update(this._game.time.delta);
}
}
public inCamera(camera: Rectangle): bool {
if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0)
{
this._dx = this.bounds.x - (camera.x * this.scrollFactor.x);
this._dy = this.bounds.y - (camera.y * this.scrollFactor.x);
this._dw = this.bounds.width * this.scale.x;
this._dh = this.bounds.height * this.scale.y;
return (camera.right > this._dx) && (camera.x < this._dx + this._dw) && (camera.bottom > this._dy) && (camera.y < this._dy + this._dh);
}
else
{
return camera.intersects(this.bounds, this.bounds.length);
}
}
public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number) {
// Render checks
if (this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.inCamera(camera.worldView) == false)
{
return false;
}
// Alpha
if (this.alpha !== 1)
{
var globalAlpha = this._game.stage.context.globalAlpha;
this._game.stage.context.globalAlpha = this.alpha;
}
this._dx = cameraOffsetX + (this.bounds.topLeft.x - camera.worldView.x);
this._dy = cameraOffsetY + (this.bounds.topLeft.y - camera.worldView.y);
this._dw = this.bounds.width * this.scale.x;
this._dh = this.bounds.height * this.scale.y;
// Apply camera difference
if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0)
{
this._dx -= (camera.worldView.x * this.scrollFactor.x);
this._dy -= (camera.worldView.y * this.scrollFactor.y);
}
// Rotation - needs to work from origin point really, but for now from center
if (this.angle !== 0 || this.flipped == true)
{
this._game.stage.context.save();
this._game.stage.context.translate(this._dx + (this._dw / 2), this._dy + (this._dh / 2));
if (this.angle !== 0)
{
this._game.stage.context.rotate(this.angle * (Math.PI / 180));
}
this._dx = -(this._dw / 2);
this._dy = -(this._dh / 2);
if (this.flipped == true)
{
this._game.stage.context.scale(-1, 1);
}
}
this._dx = Math.round(this._dx);
this._dy = Math.round(this._dy);
this._dw = Math.round(this._dw);
this._dh = Math.round(this._dh);
for (var i = 0; i < this.regions.length; i++)
{
if (this._dynamicTexture)
{
this.regions[i].render(this._game.stage.context, this._dynamicTexture.canvas, this._dx, this._dy, this._dw, this._dh);
}
else
{
this.regions[i].render(this._game.stage.context, this._texture, this._dx, this._dy, this._dw, this._dh);
}
}
if (globalAlpha > -1)
{
this._game.stage.context.globalAlpha = globalAlpha;
}
return true;
}
private createRepeatingTexture(regionWidth: number, regionHeight: number) {
// Work out how many we'll need of the source image to make it tile properly
var tileWidth = Math.ceil(this._texture.width / regionWidth) * regionWidth;
var tileHeight = Math.ceil(this._texture.height / regionHeight) * regionHeight;
this._dynamicTexture = new DynamicTexture(this._game, tileWidth, tileHeight);
this._dynamicTexture.context.rect(0, 0, tileWidth, tileHeight);
this._dynamicTexture.context.fillStyle = this._dynamicTexture.context.createPattern(this._texture, "repeat");
this._dynamicTexture.context.fill();
}
}
}