phaser/wip/CameraFX/Shadow.js
2013-09-13 16:24:01 +01:00

74 lines
3.1 KiB
JavaScript

var __extends = this.__extends || function (d, b) {
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var Phaser;
(function (Phaser) {
(function (Plugins) {
/// <reference path="../../Phaser/Game.ts" />
/// <reference path="../../Phaser/core/Plugin.ts" />
/**
* Phaser - Plugins - Camera FX - Shadow
*
* Creates a drop shadow effect on the camera window.
*/
(function (CameraFX) {
var Shadow = (function (_super) {
__extends(Shadow, _super);
function Shadow(game, parent) {
_super.call(this, game, parent);
/**
* Render camera shadow or not. (default is false)
* @type {bool}
*/
this.showShadow = false;
/**
* Color of shadow, in css color string.
* @type {string}
*/
this.shadowColor = 'rgb(0,0,0)';
/**
* Blur factor of shadow.
* @type {number}
*/
this.shadowBlur = 10;
/**
* Offset of the shadow from camera's position.
* @type {Point}
*/
this.shadowOffset = new Phaser.Point(4, 4);
this.camera = parent;
}
Shadow.prototype.preRender = /**
* 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.
*/
function () {
// Shadow
if(this.showShadow == true) {
this.game.stage.context.shadowColor = this.shadowColor;
this.game.stage.context.shadowBlur = this.shadowBlur;
this.game.stage.context.shadowOffsetX = this.shadowOffset.x;
this.game.stage.context.shadowOffsetY = this.shadowOffset.y;
}
};
Shadow.prototype.render = /**
* render is called during the objects render cycle, right after all transforms have finished, but before any children/image data is rendered.
*/
function () {
// Shadow off
if(this.showShadow == true) {
this.game.stage.context.shadowBlur = 0;
this.game.stage.context.shadowOffsetX = 0;
this.game.stage.context.shadowOffsetY = 0;
}
};
return Shadow;
})(Phaser.Plugin);
CameraFX.Shadow = Shadow;
})(Plugins.CameraFX || (Plugins.CameraFX = {}));
var CameraFX = Plugins.CameraFX;
})(Phaser.Plugins || (Phaser.Plugins = {}));
var Plugins = Phaser.Plugins;
})(Phaser || (Phaser = {}));