phaser/src/cameras/2d/Camera.js
2018-06-21 01:59:12 +01:00

1621 lines
53 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var CenterOn = require('../../geom/rectangle/CenterOn');
var Clamp = require('../../math/Clamp');
var Class = require('../../utils/Class');
var DegToRad = require('../../math/DegToRad');
var Effects = require('./effects');
var EventEmitter = require('eventemitter3');
var Linear = require('../../math/Linear');
var Rectangle = require('../../geom/rectangle/Rectangle');
var TransformMatrix = require('../../gameobjects/components/TransformMatrix');
var ValueToColor = require('../../display/color/ValueToColor');
var Vector2 = require('../../math/Vector2');
/**
* @typedef {object} JSONCameraBounds
* @property {number} x - The horizontal position of camera
* @property {number} y - The vertical position of camera
* @property {number} width - The width size of camera
* @property {number} height - The height size of camera
*/
/**
* @typedef {object} JSONCamera
*
* @property {string} name - The name of the camera
* @property {number} x - The horizontal position of camera
* @property {number} y - The vertical position of camera
* @property {number} width - The width size of camera
* @property {number} height - The height size of camera
* @property {number} zoom - The zoom of camera
* @property {number} rotation - The rotation of camera
* @property {boolean} roundPixels - The round pixels st status of camera
* @property {number} scrollX - The horizontal scroll of camera
* @property {number} scrollY - The vertical scroll of camera
* @property {string} backgroundColor - The background color of camera
* @property {(JSONCameraBounds|undefined)} [bounds] - The bounds of camera
*/
/**
* @classdesc
* A Camera.
*
* The Camera is the way in which all games are rendered in Phaser. They provide a view into your game world,
* and can be positioned, rotated, zoomed and scrolled accordingly.
*
* A Camera consists of two elements: The viewport and the scroll values.
*
* The viewport is the physical position and size of the Camera within your game. Cameras, by default, are
* created the same size as your game, but their position and size can be set to anything. This means if you
* wanted to create a camera that was 320x200 in size, positioned in the bottom-right corner of your game,
* you'd adjust the viewport to do that (using methods like `setViewport` and `setSize`).
*
* If you wish to change where the Camera is looking in your game, then you scroll it. You can do this
* via the properties `scrollX` and `scrollY` or the method `setScroll`. Scrolling has no impact on the
* viewport, and changing the viewport has no impact on the scrolling.
*
* By default a Camera will render all Game Objects it can see. You can change this using the `ignore` method,
* allowing you to filter Game Objects out on a per-Camera basis.
*
* A Camera also has built-in special effects including Fade, Flash and Camera Shake.
*
* @class Camera
* @extends Phaser.Events.EventEmitter
* @memberOf Phaser.Cameras.Scene2D
* @constructor
* @since 3.0.0
*
* @param {number} x - The x position of the Camera, relative to the top-left of the game canvas.
* @param {number} y - The y position of the Camera, relative to the top-left of the game canvas.
* @param {number} width - The width of the Camera, in pixels.
* @param {number} height - The height of the Camera, in pixels.
*/
var Camera = new Class({
Extends: EventEmitter,
initialize:
function Camera (x, y, width, height)
{
EventEmitter.call(this);
/**
* A reference to the Scene this camera belongs to.
*
* @name Phaser.Cameras.Scene2D.Camera#scene
* @type {Phaser.Scene}
* @since 3.0.0
*/
this.scene;
/**
* The name of the Camera. This is left empty for your own use.
*
* @name Phaser.Cameras.Scene2D.Camera#name
* @type {string}
* @default ''
* @since 3.0.0
*/
this.name = '';
/**
* The x position of the Camera viewport, relative to the top-left of the game canvas.
* The viewport is the area into which the camera renders.
* To adjust the position the camera is looking at in the game world, see the `scrollX` value.
*
* @name Phaser.Cameras.Scene2D.Camera#x
* @type {number}
* @since 3.0.0
*/
this.x = x;
/**
* The y position of the Camera, relative to the top-left of the game canvas.
* The viewport is the area into which the camera renders.
* To adjust the position the camera is looking at in the game world, see the `scrollY` value.
*
* @name Phaser.Cameras.Scene2D.Camera#y
* @type {number}
* @since 3.0.0
*/
this.y = y;
/**
* The width of the Camera, in pixels.
*
* @name Phaser.Cameras.Scene2D.Camera#width
* @type {number}
* @since 3.0.0
*/
this.width = width;
/**
* The height of the Camera, in pixels.
*
* @name Phaser.Cameras.Scene2D.Camera#height
* @type {number}
* @since 3.0.0
*/
this.height = height;
/**
* Should this camera round its pixel values to integers?
*
* @name Phaser.Cameras.Scene2D.Camera#roundPixels
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.roundPixels = false;
/**
* Is this Camera visible or not?
*
* A visible camera will render and perform input tests.
* An invisible camera will not render anything and will skip input tests.
*
* @name Phaser.Cameras.Scene2D.Camera#visible
* @type {boolean}
* @default true
* @since 3.10.0
*/
this.visible = true;
/**
* Is this Camera using a bounds to restrict scrolling movement?
* Set this property along with the bounds via `Camera.setBounds`.
*
* @name Phaser.Cameras.Scene2D.Camera#useBounds
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.useBounds = false;
/**
* The bounds the camera is restrained to during scrolling.
*
* @name Phaser.Cameras.Scene2D.Camera#_bounds
* @type {Phaser.Geom.Rectangle}
* @private
* @since 3.0.0
*/
this._bounds = new Rectangle();
/**
* Does this Camera allow the Game Objects it renders to receive input events?
*
* @name Phaser.Cameras.Scene2D.Camera#inputEnabled
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.inputEnabled = true;
/**
* The horizontal scroll position of this camera.
* Optionally restricted via the Camera bounds.
*
* @name Phaser.Cameras.Scene2D.Camera#scrollX
* @type {number}
* @default 0
* @since 3.0.0
*/
this.scrollX = 0;
/**
* The vertical scroll position of this camera.
* Optionally restricted via the Camera bounds.
*
* @name Phaser.Cameras.Scene2D.Camera#scrollY
* @type {number}
* @default 0
* @since 3.0.0
*/
this.scrollY = 0;
/**
* The Camera zoom value. Change this value to zoom in, or out of, a Scene.
* Set to 1 to return to the default zoom level.
*
* @name Phaser.Cameras.Scene2D.Camera#zoom
* @type {float}
* @default 1
* @since 3.0.0
this.zoom = 1;
*/
/**
* The rotation of the Camera. This influences the rendering of all Game Objects visible by this camera.
* It does not rotate the camera viewport.
*
* @name Phaser.Cameras.Scene2D.Camera#rotation
* @type {number}
* @default 0
* @since 3.0.0
*/
this.rotation = 0;
/**
* A local transform matrix used for internal calculations.
*
* @name Phaser.Cameras.Scene2D.Camera#matrix
* @type {Phaser.GameObjects.Components.TransformMatrix}
* @since 3.0.0
*/
this.matrix = new TransformMatrix(1, 0, 0, 1, 0, 0);
/**
* Does this Camera have a transparent background?
*
* @name Phaser.Cameras.Scene2D.Camera#transparent
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.transparent = true;
/**
* The background color of this Camera. Only used if `transparent` is `false`.
*
* @name Phaser.Cameras.Scene2D.Camera#backgroundColor
* @type {Phaser.Display.Color}
* @since 3.0.0
*/
this.backgroundColor = ValueToColor('rgba(0,0,0,0)');
/**
* The Camera Fade effect handler.
* To fade this camera see the `Camera.fade` methods.
*
* @name Phaser.Cameras.Scene2D.Camera#fadeEffect
* @type {Phaser.Cameras.Scene2D.Effects.Fade}
* @since 3.5.0
*/
this.fadeEffect = new Effects.Fade(this);
/**
* The Camera Flash effect handler.
* To flash this camera see the `Camera.flash` method.
*
* @name Phaser.Cameras.Scene2D.Camera#flashEffect
* @type {Phaser.Cameras.Scene2D.Effects.Flash}
* @since 3.5.0
*/
this.flashEffect = new Effects.Flash(this);
/**
* The Camera Shake effect handler.
* To shake this camera see the `Camera.shake` method.
*
* @name Phaser.Cameras.Scene2D.Camera#shakeEffect
* @type {Phaser.Cameras.Scene2D.Effects.Shake}
* @since 3.5.0
*/
this.shakeEffect = new Effects.Shake(this);
/**
* Should the camera cull Game Objects before checking them for input hit tests?
* In some special cases it may be beneficial to disable this.
*
* @name Phaser.Cameras.Scene2D.Camera#disableCull
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.disableCull = false;
/**
* A temporary array of culled objects.
*
* @name Phaser.Cameras.Scene2D.Camera#culledObjects
* @type {Phaser.GameObjects.GameObject[]}
* @default []
* @private
* @since 3.0.0
*/
this.culledObjects = [];
/**
* The linear interpolation value to use when following a target.
*
* Can also be set via `setLerp` or as part of the `startFollow` call.
*
* The default values of 1 means the camera will instantly snap to the target coordinates.
* A lower value, such as 0.1 means the camera will more slowly track the target, giving
* a smooth transition. You can set the horizontal and vertical values independently, and also
* adjust this value in real-time during your game.
*
* Be sure to keep the value between 0 and 1. A value of zero will disable tracking on that axis.
*
* @name Phaser.Cameras.Scene2D.Camera#lerp
* @type {Phaser.Math.Vector2}
* @since 3.9.0
*/
this.lerp = new Vector2(1, 1);
/**
* The values stored in this property are subtracted from the Camera targets position, allowing you to
* offset the camera from the actual target x/y coordinates by this amount.
* Can also be set via `setFollowOffset` or as part of the `startFollow` call.
*
* @name Phaser.Cameras.Scene2D.Camera#followOffset
* @type {Phaser.Math.Vector2}
* @since 3.9.0
*/
this.followOffset = new Vector2();
/**
* The mid-point of the Camera in 'world' coordinates.
*
* Use it to obtain exactly where in the world the center of the camera is currently looking.
*
* This value is updated in the preRender method, after the scroll values and follower
* have been processed.
*
* @name Phaser.Cameras.Scene2D.Camera#midPoint
* @type {Phaser.Math.Vector2}
* @readOnly
* @since 3.11.0
*/
this.midPoint = new Vector2(width / 2, height / 2);
/**
* The Camera dead zone.
*
* The deadzone is only used when the camera is following a target.
*
* It defines a rectangular region within which if the target is present, the camera will not scroll.
* If the target moves outside of this area, the camera will begin scrolling in order to follow it.
*
* The `lerp` values that you can set for a follower target also apply when using a deadzone.
*
* You can directly set this property to be an instance of a Rectangle. Or, you can use the
* `setDeadzone` method for a chainable approach.
*
* The rectangle you provide can have its dimensions adjusted dynamically, however, please
* note that its position is updated every frame, as it is constantly re-centered on the cameras mid point.
*
* Calling `setDeadzone` with no arguments will reset an active deadzone, as will setting this property
* to `null`.
*
* @name Phaser.Cameras.Scene2D.Camera#deadzone
* @type {?Phaser.Geom.Rectangle}
* @since 3.11.0
*/
this.deadzone = null;
/**
* Internal follow target reference.
*
* @name Phaser.Cameras.Scene2D.Camera#_follow
* @type {?any}
* @private
* @default null
* @since 3.0.0
*/
this._follow = null;
/**
* Internal camera ID. Assigned by the Camera Manager and used in the camera pool.
*
* @name Phaser.Cameras.Scene2D.Camera#_id
* @type {integer}
* @private
* @default 0
* @since 3.0.0
*/
this._id = 0;
this._zoom = 1;
this._zoomInversed = 1;
},
/**
* Sets the Camera dead zone.
*
* The deadzone is only used when the camera is following a target.
*
* It defines a rectangular region within which if the target is present, the camera will not scroll.
* If the target moves outside of this area, the camera will begin scrolling in order to follow it.
*
* The deadzone rectangle is re-positioned every frame so that it is centered on the mid-point
* of the camera. This allows you to use the object for additional game related checks, such as
* testing if an object is within it or not via a Rectangle.contains call.
*
* The `lerp` values that you can set for a follower target also apply when using a deadzone.
*
* Calling this method with no arguments will reset an active deadzone.
*
* @method Phaser.Cameras.Scene2D.Camera#setDeadzone
* @since 3.11.0
*
* @param {number} [width] - The width of the deadzone rectangle in pixels. If not specified the deadzone is removed.
* @param {number} [height] - The height of the deadzone rectangle in pixels.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
setDeadzone: function (width, height)
{
if (width === undefined)
{
this.deadzone = null;
}
else
{
if (this.deadzone)
{
this.deadzone.width = width;
this.deadzone.height = height;
}
else
{
this.deadzone = new Rectangle(0, 0, width, height);
}
if (this._follow)
{
var originX = this.width / 2;
var originY = this.height / 2;
var fx = this._follow.x - this.followOffset.x;
var fy = this._follow.y - this.followOffset.y;
this.midPoint.set(fx, fy);
this.scrollX = fx - originX;
this.scrollY = fy - originY;
}
CenterOn(this.deadzone, this.midPoint.x, this.midPoint.y);
}
return this;
},
/**
* Scrolls the Camera so that it is looking at the center of the Camera Bounds (if previously enabled)
*
* @method Phaser.Cameras.Scene2D.Camera#centerToBounds
* @since 3.0.0
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
centerToBounds: function ()
{
if (this.useBounds)
{
this.scrollX = (this._bounds.width * 0.5) - (this.width * 0.5);
this.scrollY = (this._bounds.height * 0.5) - (this.height * 0.5);
}
return this;
},
/**
* Scrolls the Camera so that it is re-centered based on its viewport size.
*
* @method Phaser.Cameras.Scene2D.Camera#centerToSize
* @since 3.0.0
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
centerToSize: function ()
{
this.scrollX = this.width * 0.5;
this.scrollY = this.height * 0.5;
return this;
},
/**
* Takes an array of Game Objects and returns a new array featuring only those objects
* visible by this camera.
*
* @method Phaser.Cameras.Scene2D.Camera#cull
* @since 3.0.0
*
* @generic {Phaser.GameObjects.GameObject[]} G - [renderableObjects,$return]
*
* @param {Phaser.GameObjects.GameObject[]} renderableObjects - An array of Game Objects to cull.
*
* @return {Phaser.GameObjects.GameObject[]} An array of Game Objects visible to this Camera.
*/
cull: function (renderableObjects)
{
if (this.disableCull)
{
return renderableObjects;
}
var cameraMatrix = this.matrix.matrix;
var mva = cameraMatrix[0];
var mvb = cameraMatrix[1];
var mvc = cameraMatrix[2];
var mvd = cameraMatrix[3];
/* First Invert Matrix */
var determinant = (mva * mvd) - (mvb * mvc);
if (!determinant)
{
return renderableObjects;
}
var mve = cameraMatrix[4];
var mvf = cameraMatrix[5];
var scrollX = this.scrollX;
var scrollY = this.scrollY;
var cameraW = this.width;
var cameraH = this.height;
var culledObjects = this.culledObjects;
var length = renderableObjects.length;
determinant = 1 / determinant;
culledObjects.length = 0;
for (var index = 0; index < length; ++index)
{
var object = renderableObjects[index];
if (!object.hasOwnProperty('width') || object.parentContainer)
{
culledObjects.push(object);
continue;
}
var objectW = object.width;
var objectH = object.height;
var objectX = (object.x - (scrollX * object.scrollFactorX)) - (objectW * object.originX);
var objectY = (object.y - (scrollY * object.scrollFactorY)) - (objectH * object.originY);
var tx = (objectX * mva + objectY * mvc + mve);
var ty = (objectX * mvb + objectY * mvd + mvf);
var tw = ((objectX + objectW) * mva + (objectY + objectH) * mvc + mve);
var th = ((objectX + objectW) * mvb + (objectY + objectH) * mvd + mvf);
var cullW = cameraW + objectW;
var cullH = cameraH + objectH;
if (tx > -objectW && ty > -objectH && tx < cullW && ty < cullH &&
tw > -objectW && th > -objectH && tw < cullW && th < cullH)
{
culledObjects.push(object);
}
}
return culledObjects;
},
/**
* Fades the Camera in from the given color over the duration specified.
*
* @method Phaser.Cameras.Scene2D.Camera#fadeIn
* @since 3.3.0
*
* @param {integer} [duration=1000] - The duration of the effect in milliseconds.
* @param {integer} [red=0] - The amount to fade the red channel towards. A value between 0 and 255.
* @param {integer} [green=0] - The amount to fade the green channel towards. A value between 0 and 255.
* @param {integer} [blue=0] - The amount to fade the blue channel towards. A value between 0 and 255.
* @param {function} [callback] - This callback will be invoked every frame for the duration of the effect.
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
fadeIn: function (duration, red, green, blue, callback, context)
{
return this.fadeEffect.start(false, duration, red, green, blue, true, callback, context);
},
/**
* Fades the Camera out to the given color over the duration specified.
* This is an alias for Camera.fade that forces the fade to start, regardless of existing fades.
*
* @method Phaser.Cameras.Scene2D.Camera#fadeOut
* @since 3.3.0
*
* @param {integer} [duration=1000] - The duration of the effect in milliseconds.
* @param {integer} [red=0] - The amount to fade the red channel towards. A value between 0 and 255.
* @param {integer} [green=0] - The amount to fade the green channel towards. A value between 0 and 255.
* @param {integer} [blue=0] - The amount to fade the blue channel towards. A value between 0 and 255.
* @param {function} [callback] - This callback will be invoked every frame for the duration of the effect.
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
fadeOut: function (duration, red, green, blue, callback, context)
{
return this.fadeEffect.start(true, duration, red, green, blue, true, callback, context);
},
/**
* Fades the Camera from the given color to transparent over the duration specified.
*
* @method Phaser.Cameras.Scene2D.Camera#fadeFrom
* @since 3.5.0
*
* @param {integer} [duration=1000] - The duration of the effect in milliseconds.
* @param {integer} [red=0] - The amount to fade the red channel towards. A value between 0 and 255.
* @param {integer} [green=0] - The amount to fade the green channel towards. A value between 0 and 255.
* @param {integer} [blue=0] - The amount to fade the blue channel towards. A value between 0 and 255.
* @param {boolean} [force=false] - Force the effect to start immediately, even if already running.
* @param {function} [callback] - This callback will be invoked every frame for the duration of the effect.
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
fadeFrom: function (duration, red, green, blue, force, callback, context)
{
return this.fadeEffect.start(false, duration, red, green, blue, force, callback, context);
},
/**
* Fades the Camera from transparent to the given color over the duration specified.
*
* @method Phaser.Cameras.Scene2D.Camera#fade
* @since 3.0.0
*
* @param {integer} [duration=1000] - The duration of the effect in milliseconds.
* @param {integer} [red=0] - The amount to fade the red channel towards. A value between 0 and 255.
* @param {integer} [green=0] - The amount to fade the green channel towards. A value between 0 and 255.
* @param {integer} [blue=0] - The amount to fade the blue channel towards. A value between 0 and 255.
* @param {boolean} [force=false] - Force the effect to start immediately, even if already running.
* @param {function} [callback] - This callback will be invoked every frame for the duration of the effect.
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
fade: function (duration, red, green, blue, force, callback, context)
{
return this.fadeEffect.start(true, duration, red, green, blue, force, callback, context);
},
/**
* Flashes the Camera by setting it to the given color immediately and then fading it away again quickly over the duration specified.
*
* @method Phaser.Cameras.Scene2D.Camera#flash
* @since 3.0.0
*
* @param {integer} [duration=250] - The duration of the effect in milliseconds.
* @param {integer} [red=255] - The amount to fade the red channel towards. A value between 0 and 255.
* @param {integer} [green=255] - The amount to fade the green channel towards. A value between 0 and 255.
* @param {integer} [blue=255] - The amount to fade the blue channel towards. A value between 0 and 255.
* @param {boolean} [force=false] - Force the effect to start immediately, even if already running.
* @param {function} [callback] - This callback will be invoked every frame for the duration of the effect.
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
flash: function (duration, red, green, blue, force, callback, context)
{
return this.flashEffect.start(duration, red, green, blue, force, callback, context);
},
/**
* Shakes the Camera by the given intensity over the duration specified.
*
* @method Phaser.Cameras.Scene2D.Camera#shake
* @since 3.0.0
*
* @param {integer} [duration=100] - The duration of the effect in milliseconds.
* @param {number} [intensity=0.05] - The intensity of the shake.
* @param {boolean} [force=false] - Force the shake effect to start immediately, even if already running.
* @param {function} [callback] - This callback will be invoked every frame for the duration of the effect.
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
shake: function (duration, intensity, force, callback, context)
{
return this.shakeEffect.start(duration, intensity, force, callback, context);
},
/**
* Converts the given `x` and `y` coordinates into World space, based on this Cameras transform.
* You can optionally provide a Vector2, or similar object, to store the results in.
*
* @method Phaser.Cameras.Scene2D.Camera#getWorldPoint
* @since 3.0.0
*
* @generic {Phaser.Math.Vector2} O - [output,$return]
*
* @param {number} x - The x position to convert to world space.
* @param {number} y - The y position to convert to world space.
* @param {(object|Phaser.Math.Vector2)} [output] - An optional object to store the results in. If not provided a new Vector2 will be created.
*
* @return {Phaser.Math.Vector2} An object holding the converted values in its `x` and `y` properties.
*/
getWorldPoint: function (x, y, output)
{
if (output === undefined) { output = new Vector2(); }
var cameraMatrix = this.matrix.matrix;
var mva = cameraMatrix[0];
var mvb = cameraMatrix[1];
var mvc = cameraMatrix[2];
var mvd = cameraMatrix[3];
var mve = cameraMatrix[4];
var mvf = cameraMatrix[5];
/* First Invert Matrix */
var determinant = (mva * mvd) - (mvb * mvc);
if (!determinant)
{
output.x = x;
output.y = y;
return output;
}
determinant = 1 / determinant;
var ima = mvd * determinant;
var imb = -mvb * determinant;
var imc = -mvc * determinant;
var imd = mva * determinant;
var ime = (mvc * mvf - mvd * mve) * determinant;
var imf = (mvb * mve - mva * mvf) * determinant;
var c = Math.cos(this.rotation);
var s = Math.sin(this.rotation);
var zoom = this.zoom;
var scrollX = this.scrollX;
var scrollY = this.scrollY;
var sx = x + ((scrollX * c - scrollY * s) * zoom);
var sy = y + ((scrollX * s + scrollY * c) * zoom);
/* Apply transform to point */
output.x = (sx * ima + sy * imc + ime);
output.y = (sx * imb + sy * imd + imf);
return output;
},
/**
* Given a Game Object, or an array of Game Objects, it will update all of their camera filter settings
* so that they are ignored by this Camera. This means they will not be rendered by this Camera.
*
* @method Phaser.Cameras.Scene2D.Camera#ignore
* @since 3.0.0
*
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} gameObject - The Game Object, or array of Game Objects, to be ignored by this Camera.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
ignore: function (gameObject)
{
var id = this._id;
if (Array.isArray(gameObject))
{
for (var i = 0; i < gameObject.length; i++)
{
gameObject[i].cameraFilter |= id;
}
}
else
{
gameObject.cameraFilter |= id;
}
return this;
},
/**
* Internal preRender step.
*
* @method Phaser.Cameras.Scene2D.Camera#preRender
* @protected
* @since 3.0.0
*
* @param {number} baseScale - The base scale, as set in the Camera Manager.
* @param {number} resolution - The game resolution.
*/
preRender: function (baseScale, resolution)
{
var width = this.width;
var height = this.height;
var zoom = this._zoom * baseScale;
var matrix = this.matrix;
var originX = width / 2;
var originY = height / 2;
var follow = this._follow;
var deadzone = this.deadzone;
var sx = this.scrollX;
var sy = this.scrollY;
if (deadzone)
{
CenterOn(deadzone, this.midPoint.x, this.midPoint.y);
}
if (follow)
{
var fx = (follow.x - this.followOffset.x);
var fy = (follow.y - this.followOffset.y);
if (deadzone)
{
if (fx < deadzone.x)
{
sx = Linear(sx, sx - (deadzone.x - fx), this.lerp.x);
}
else if (fx > deadzone.right)
{
sx = Linear(sx, sx + (fx - deadzone.right), this.lerp.x);
}
if (fy < deadzone.y)
{
sy = Linear(sy, sy - (deadzone.y - fy), this.lerp.y);
}
else if (fy > deadzone.bottom)
{
sy = Linear(sy, sy + (fy - deadzone.bottom), this.lerp.y);
}
}
else
{
sx = Linear(sx, fx - originX, this.lerp.x);
sy = Linear(sy, fy - originY, this.lerp.y);
}
}
if (this.useBounds)
{
var bounds = this._bounds;
var dw = this.displayWidth;
var dh = this.displayHeight;
var bx = (dw - width) / 2;
var by = (dh - height) / 2;
var bw = bounds.width - dw;
var bh = bounds.height - dh;
bw = Math.max(0, bx + bw);
bh = Math.max(0, by + bh);
if (sx < bx)
{
sx = bx;
}
else if (sx > bw)
{
sx = bw;
}
if (sy < by)
{
sy = by;
}
else if (sy > bh)
{
sy = bh;
}
}
if (this.roundPixels)
{
originX = Math.round(originX);
originY = Math.round(originY);
}
this.scrollX = sx;
this.scrollY = sy;
this.midPoint.set(sx + originX, sy + originY);
matrix.loadIdentity();
matrix.scale(resolution, resolution);
matrix.translate(this.x + originX, this.y + originY);
matrix.rotate(this.rotation);
matrix.scale(zoom, zoom);
matrix.translate(-originX, -originY);
this.shakeEffect.preRender();
},
/*
getRenderX: function (src)
{
if (this.roundPixels)
{
var gap = this._zoomInversed;
return gap * Math.round((src.x - this.scrollX * src.scrollFactorX) / gap);
}
else
{
return src.x - this.scrollX * src.scrollFactorX;
}
},
getRenderY: function (src)
{
if (this.roundPixels)
{
var gap = this._zoomInversed;
return gap * Math.round((src.y - this.scrollY * src.scrollFactorY) / gap);
}
else
{
return src.y - this.scrollY * src.scrollFactorY;
}
},
*/
/**
* If this Camera has previously had movement bounds set on it, this will remove them.
*
* @method Phaser.Cameras.Scene2D.Camera#removeBounds
* @since 3.0.0
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
removeBounds: function ()
{
this.useBounds = false;
this._bounds.setEmpty();
return this;
},
/**
* Set the rotation of this Camera. This causes everything it renders to appear rotated.
*
* Rotating a camera does not rotate the viewport itself, it is applied during rendering.
*
* @method Phaser.Cameras.Scene2D.Camera#setAngle
* @since 3.0.0
*
* @param {number} [value=0] - The cameras angle of rotation, given in degrees.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
setAngle: function (value)
{
if (value === undefined) { value = 0; }
this.rotation = DegToRad(value);
return this;
},
/**
* Sets the linear interpolation value to use when following a target.
*
* The default values of 1 means the camera will instantly snap to the target coordinates.
* A lower value, such as 0.1 means the camera will more slowly track the target, giving
* a smooth transition. You can set the horizontal and vertical values independently, and also
* adjust this value in real-time during your game.
*
* Be sure to keep the value between 0 and 1. A value of zero will disable tracking on that axis.
*
* @method Phaser.Cameras.Scene2D.Camera#setLerp
* @since 3.9.0
*
* @param {number} [x=1] - The amount added to the horizontal linear interpolation of the follow target.
* @param {number} [y=1] - The amount added to the vertical linear interpolation of the follow target.
*
* @return {this} This Camera instance.
*/
setLerp: function (x, y)
{
if (x === undefined) { x = 1; }
if (y === undefined) { y = x; }
this.lerp.set(x, y);
return this;
},
/**
* Sets the horizontal and vertical offset of the camera from its follow target.
* The values are subtracted from the targets position during the Cameras update step.
*
* @method Phaser.Cameras.Scene2D.Camera#setFollowOffset
* @since 3.9.0
*
* @param {number} [x=0] - The horizontal offset from the camera follow target.x position.
* @param {number} [y=0] - The vertical offset from the camera follow target.y position.
*
* @return {this} This Camera instance.
*/
setFollowOffset: function (x, y)
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
this.followOffset.set(x, y);
return this;
},
/**
* Sets the background color for this Camera.
*
* By default a Camera has a transparent background but it can be given a solid color, with any level
* of transparency, via this method.
*
* The color value can be specified using CSS color notation, hex or numbers.
*
* @method Phaser.Cameras.Scene2D.Camera#setBackgroundColor
* @since 3.0.0
*
* @param {(string|number|InputColorObject)} [color='rgba(0,0,0,0)'] - The color value. In CSS, hex or numeric color notation.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
setBackgroundColor: function (color)
{
if (color === undefined) { color = 'rgba(0,0,0,0)'; }
this.backgroundColor = ValueToColor(color);
this.transparent = (this.backgroundColor.alpha === 0);
return this;
},
/**
* Set the world bounds for this Camera.
*
* A Camera bounds controls where the camera can scroll to within the world. It does not limit
* rendering of the camera, or placement of the viewport within your game.
*
* @method Phaser.Cameras.Scene2D.Camera#setBounds
* @since 3.0.0
*
* @param {integer} x - The top-left x coordinate of the bounds.
* @param {integer} y - The top-left y coordinate of the bounds.
* @param {integer} width - The width of the bounds, in pixels.
* @param {integer} height - The height of the bounds, in pixels.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
setBounds: function (x, y, width, height)
{
this._bounds.setTo(x, y, width, height);
this.useBounds = true;
return this;
},
/**
* Sets the name of this Camera.
* This value is for your own use and isn't used internally.
*
* @method Phaser.Cameras.Scene2D.Camera#setName
* @since 3.0.0
*
* @param {string} [value=''] - The name of the Camera.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
setName: function (value)
{
if (value === undefined) { value = ''; }
this.name = value;
return this;
},
/**
* Set the position of the Camera viewport within the game.
*
* This does not change where the camera is 'looking'. See `setScroll` to control that.
*
* @method Phaser.Cameras.Scene2D.Camera#setPosition
* @since 3.0.0
*
* @param {number} x - The top-left x coordinate of the Camera viewport.
* @param {number} [y=x] - The top-left y coordinate of the Camera viewport.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
setPosition: function (x, y)
{
if (y === undefined) { y = x; }
this.x = x;
this.y = y;
return this;
},
/**
* Set the rotation of this Camera. This causes everything it renders to appear rotated.
*
* Rotating a camera does not rotate the viewport itself, it is applied during rendering.
*
* @method Phaser.Cameras.Scene2D.Camera#setRotation
* @since 3.0.0
*
* @param {number} [value=0] - The rotation of the Camera, in radians.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
setRotation: function (value)
{
if (value === undefined) { value = 0; }
this.rotation = value;
return this;
},
/**
* Should the Camera round pixel values to whole integers when scrolling?
* In some types of game this is required to prevent sub-pixel aliasing.
*
* @method Phaser.Cameras.Scene2D.Camera#setRoundPixels
* @since 3.0.0
*
* @param {boolean} value - `true` to round Camera pixels, `false` to not.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
setRoundPixels: function (value)
{
this.roundPixels = value;
return this;
},
/**
* Sets the Scene the Camera is bound to.
*
* @method Phaser.Cameras.Scene2D.Camera#setScene
* @since 3.0.0
*
* @param {Phaser.Scene} scene - The Scene the camera is bound to.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
setScene: function (scene)
{
this.scene = scene;
return this;
},
/**
* Set the position of where the Camera is looking within the game.
* You can also modify the properties `Camera.scrollX` and `Camera.scrollY` directly.
* Use this method, or the scroll properties, to move your camera around the game world.
*
* This does not change where the camera viewport is placed. See `setPosition` to control that.
*
* @method Phaser.Cameras.Scene2D.Camera#setScroll
* @since 3.0.0
*
* @param {number} x - The x coordinate of the Camera in the game world.
* @param {number} [y=x] - The y coordinate of the Camera in the game world.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
setScroll: function (x, y)
{
if (y === undefined) { y = x; }
this.scrollX = x;
this.scrollY = y;
return this;
},
/**
* Set the size of the Camera viewport.
*
* By default a Camera is the same size as the game, but can be made smaller via this method,
* allowing you to create mini-cam style effects by creating and positioning a smaller Camera
* viewport within your game.
*
* @method Phaser.Cameras.Scene2D.Camera#setSize
* @since 3.0.0
*
* @param {integer} width - The width of the Camera viewport.
* @param {integer} [height=width] - The height of the Camera viewport.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
setSize: function (width, height)
{
if (height === undefined) { height = width; }
this.width = width;
this.height = height;
return this;
},
/**
* This method sets the position and size of the Camera viewport in a single call.
*
* If you're trying to change where the Camera is looking at in your game, then see
* the method `Camera.setScroll` instead. This method is for changing the viewport
* itself, not what the camera can see.
*
* By default a Camera is the same size as the game, but can be made smaller via this method,
* allowing you to create mini-cam style effects by creating and positioning a smaller Camera
* viewport within your game.
*
* @method Phaser.Cameras.Scene2D.Camera#setViewport
* @since 3.0.0
*
* @param {number} x - The top-left x coordinate of the Camera viewport.
* @param {number} y - The top-left y coordinate of the Camera viewport.
* @param {integer} width - The width of the Camera viewport.
* @param {integer} [height=width] - The height of the Camera viewport.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
setViewport: function (x, y, width, height)
{
this.x = x;
this.y = y;
this.width = width;
this.height = height;
return this;
},
/**
* Set the zoom value of the Camera.
*
* Changing to a smaller value, such as 0.5, will cause the camera to 'zoom out'.
* Changing to a larger value, such as 2, will cause the camera to 'zoom in'.
*
* A value of 1 means 'no zoom' and is the default.
*
* Changing the zoom does not impact the Camera viewport in any way, it is only applied during rendering.
*
* @method Phaser.Cameras.Scene2D.Camera#setZoom
* @since 3.0.0
*
* @param {float} [value=1] - The zoom value of the Camera. The minimum it can be is 0.001.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
setZoom: function (value)
{
if (value === undefined) { value = 1; }
if (value === 0)
{
value = 0.001;
}
this.zoom = value;
return this;
},
/**
* Sets the visibility of this Camera.
*
* An invisible Camera will skip rendering and input tests of everything it can see.
*
* @method Phaser.Cameras.Scene2D.Camera#setVisible
* @since 3.10.0
*
* @param {boolean} value - The visible state of the Camera.
*
* @return {this} This Camera instance.
*/
setVisible: function (value)
{
this.visible = value;
return this;
},
/**
* Sets the Camera to follow a Game Object.
*
* When enabled the Camera will automatically adjust its scroll position to keep the target Game Object
* in its center.
*
* You can set the linear interpolation value used in the follow code.
* Use low lerp values (such as 0.1) to automatically smooth the camera motion.
*
* If you find you're getting a slight "jitter" effect when following an object it's probably to do with sub-pixel
* rendering of the targets position. This can be rounded by setting the `roundPixels` argument to `true` to
* force full pixel rounding rendering. Note that this can still be broken if you have specified a non-integer zoom
* value on the camera. So be sure to keep the camera zoom to integers.
*
* @method Phaser.Cameras.Scene2D.Camera#startFollow
* @since 3.0.0
*
* @param {(Phaser.GameObjects.GameObject|object)} target - The target for the Camera to follow.
* @param {boolean} [roundPixels=false] - Round the camera position to whole integers to avoid sub-pixel rendering?
* @param {float} [lerpX=1] - A value between 0 and 1. This value specifies the amount of linear interpolation to use when horizontally tracking the target. The closer the value to 1, the faster the camera will track.
* @param {float} [lerpY=1] - A value between 0 and 1. This value specifies the amount of linear interpolation to use when vertically tracking the target. The closer the value to 1, the faster the camera will track.
* @param {number} [offsetX=0] - The horizontal offset from the camera follow target.x position.
* @param {number} [offsetY=0] - The vertical offset from the camera follow target.y position.
*
* @return {this} This Camera instance.
*/
startFollow: function (target, roundPixels, lerpX, lerpY, offsetX, offsetY)
{
if (roundPixels === undefined) { roundPixels = false; }
if (lerpX === undefined) { lerpX = 1; }
if (lerpY === undefined) { lerpY = lerpX; }
if (offsetX === undefined) { offsetX = 0; }
if (offsetY === undefined) { offsetY = offsetX; }
this._follow = target;
this.roundPixels = roundPixels;
lerpX = Clamp(lerpX, 0, 1);
lerpY = Clamp(lerpY, 0, 1);
this.lerp.set(lerpX, lerpY);
this.followOffset.set(offsetX, offsetY);
var originX = this.width / 2;
var originY = this.height / 2;
var fx = target.x - offsetX;
var fy = target.y - offsetY;
this.midPoint.set(fx, fy);
this.scrollX = fx - originX;
this.scrollY = fy - originY;
return this;
},
/**
* Stops a Camera from following a Game Object, if previously set via `Camera.startFollow`.
*
* @method Phaser.Cameras.Scene2D.Camera#stopFollow
* @since 3.0.0
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
stopFollow: function ()
{
this._follow = null;
return this;
},
/**
* Returns an Object suitable for JSON storage containing all of the Camera viewport and rendering properties.
*
* @method Phaser.Cameras.Scene2D.Camera#toJSON
* @since 3.0.0
*
* @return {JSONCamera} A well-formed object suitable for conversion to JSON.
*/
toJSON: function ()
{
var output = {
name: this.name,
x: this.x,
y: this.y,
width: this.width,
height: this.height,
zoom: this.zoom,
rotation: this.rotation,
roundPixels: this.roundPixels,
scrollX: this.scrollX,
scrollY: this.scrollY,
backgroundColor: this.backgroundColor.rgba
};
if (this.useBounds)
{
output['bounds'] = {
x: this._bounds.x,
y: this._bounds.y,
width: this._bounds.width,
height: this._bounds.height
};
}
return output;
},
/**
* Resets any active FX, such as a fade, flash or shake. Useful to call after a fade in order to
* remove the fade.
*
* @method Phaser.Cameras.Scene2D.Camera#resetFX
* @since 3.0.0
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
resetFX: function ()
{
this.shakeEffect.reset();
this.flashEffect.reset();
this.fadeEffect.reset();
return this;
},
/**
* Internal method called automatically by the Camera Manager.
*
* @method Phaser.Cameras.Scene2D.Camera#update
* @protected
* @since 3.0.0
*
* @param {integer} time - The current timestamp as generated by the Request Animation Frame or SetTimeout.
* @param {number} delta - The delta time, in ms, elapsed since the last frame.
*/
update: function (time, delta)
{
if (this.visible)
{
this.shakeEffect.update(time, delta);
this.flashEffect.update(time, delta);
this.fadeEffect.update(time, delta);
}
},
/**
* This event is fired when a camera is destroyed by the Camera Manager.
*
* @event CameraDestroyEvent
* @param {Phaser.Cameras.Scene2D.Camera} camera - The camera that was destroyed.
*/
/**
* Destroys this Camera instance. You rarely need to call this directly.
*
* Called by the Camera Manager. If you wish to destroy a Camera please use `CameraManager.remove` as
* cameras are stored in a pool, ready for recycling later, and calling this directly will prevent that.
*
* @method Phaser.Cameras.Scene2D.Camera#destroy
* @fires CameraDestroyEvent
* @since 3.0.0
*/
destroy: function ()
{
this.emit('cameradestroy', this);
this.removeAllListeners();
this.resetFX();
this.matrix.destroy();
this.culledObjects = [];
this._follow = null;
this._bounds = null;
this.scene = null;
this.deadzone = null;
},
/**
* The x position of the center of the Camera's viewport, relative to the top-left of the game canvas.
*
* @name Phaser.Cameras.Scene2D.Camera#centerX
* @type {number}
* @readOnly
* @since 3.10.0
*/
centerX: {
get: function ()
{
return this.x + (0.5 * this.width);
}
},
/**
* The y position of the center of the Camera's viewport, relative to the top-left of the game canvas.
*
* @name Phaser.Cameras.Scene2D.Camera#centerY
* @type {number}
* @readOnly
* @since 3.10.0
*/
centerY: {
get: function ()
{
return this.y + (0.5 * this.height);
}
},
/**
* The displayed width of the camera viewport, factoring in the camera zoom level.
*
* If a camera has a viewport width of 800 and a zoom of 0.5 then its display width
* would be 1600, as it's displaying twice as many pixels as zoom level 1.
*
* Equally, a camera with a width of 800 and zoom of 2 would have a display width
* of 400 pixels.
*
* @name Phaser.Cameras.Scene2D.Camera#displayWidth
* @type {number}
* @readOnly
* @since 3.11.0
*/
displayWidth: {
get: function ()
{
return this.width / this.zoom;
}
},
/**
* The displayed height of the camera viewport, factoring in the camera zoom level.
*
* If a camera has a viewport height of 600 and a zoom of 0.5 then its display height
* would be 1200, as it's displaying twice as many pixels as zoom level 1.
*
* Equally, a camera with a height of 600 and zoom of 2 would have a display height
* of 300 pixels.
*
* @name Phaser.Cameras.Scene2D.Camera#displayHeight
* @type {number}
* @readOnly
* @since 3.11.0
*/
displayHeight: {
get: function ()
{
return this.height / this.zoom;
}
},
zoom: {
get: function ()
{
return this._zoom;
},
set: function (value)
{
if (value === 0)
{
value = 0.001;
}
this._zoom = value;
this._zoomInversed = 1 / value;
}
}
});
module.exports = Camera;