mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 13:13:43 +00:00
141 lines
No EOL
3.7 KiB
TypeScript
141 lines
No EOL
3.7 KiB
TypeScript
/// <reference path="Game.ts" />
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/// <reference path="system/Camera.ts" />
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/**
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* Phaser - CameraManager
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*
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* Your game only has one CameraManager instance and it's responsible for looking after, creating and destroying
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* all of the cameras in the world.
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*
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* TODO: If the Camera is larger than the Stage size then the rotation offset isn't correct
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* TODO: Texture Repeat doesn't scroll, because it's part of the camera not the world, need to think about this more
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*/
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module Phaser {
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export class CameraManager {
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/**
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* CameraManager constructor
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* This will create a new <code>Camera</code> with position and size.
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*
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* @param x {number} X Position of the created camera.
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* @param y {number} y Position of the created camera.
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* @param width {number} Width of the created camera.
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* @param height {number} Height of the created camera.
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*/
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constructor(game: Game, x: number, y: number, width: number, height: number) {
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this._game = game;
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this._cameras = [];
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this.current = this.addCamera(x, y, width, height);
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}
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/**
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* Local private reference to Game.
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*/
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private _game: Game;
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/**
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* Local container for storing cameras.
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*/
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private _cameras: Camera[];
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/**
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* Local helper stores index of next created camera.
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*/
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private _cameraInstance: number = 0;
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/**
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* Currently used camera.
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*/
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public current: Camera;
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/**
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* Get all the cameras.
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*
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* @returns {Camera[]} An array contains all the cameras.
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*/
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public getAll(): Camera[] {
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return this._cameras;
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}
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/**
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* Update cameras.
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*/
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public update() {
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this._cameras.forEach((camera) => camera.update());
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}
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/**
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* Render cameras.
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*/
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public render() {
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this._cameras.forEach((camera) => camera.render());
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}
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/**
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* Create a new camera with specific position and size.
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*
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* @param x {number} X position of the new camera.
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* @param y {number} Y position of the new camera.
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* @param width {number} Width of the new camera.
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* @param height {number} Height of the new camera.
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* @returns {Camera} The newly created camera object.
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*/
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public addCamera(x: number, y: number, width: number, height: number): Camera {
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var newCam: Camera = new Camera(this._game, this._cameraInstance, x, y, width, height);
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this._cameras.push(newCam);
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this._cameraInstance++;
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return newCam;
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}
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/**
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* Remove a new camera with its id.
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*
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* @param id {number} ID of the camera you want to remove.
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* @returns {boolean} True if successfully removed the camera, otherwise return false.
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*/
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public removeCamera(id: number): bool {
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for (var c = 0; c < this._cameras.length; c++)
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{
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if (this._cameras[c].ID == id)
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{
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if (this.current.ID === this._cameras[c].ID)
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{
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this.current = null;
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}
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this._cameras.splice(c, 1);
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return true;
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}
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}
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return false;
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}
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/**
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* Clean up memory.
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*/
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public destroy() {
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this._cameras.length = 0;
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this.current = this.addCamera(0, 0, this._game.stage.width, this._game.stage.height);
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}
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}
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} |