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1009 lines
24 KiB
HTML
1009 lines
24 KiB
HTML
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<title>Phaser Source: core/Camera.js</title>
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<div id="main">
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<h1 class="page-title">Source: core/Camera.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* A Camera is your view into the game world. It has a position and size and renders only those objects within its field of view.
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* The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y
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*
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* @class Phaser.Camera
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* @constructor
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* @param {Phaser.Game} game - Game reference to the currently running game.
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* @param {number} id - Not being used at the moment, will be when Phaser supports multiple camera
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* @param {number} x - Position of the camera on the X axis
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* @param {number} y - Position of the camera on the Y axis
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* @param {number} width - The width of the view rectangle
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* @param {number} height - The height of the view rectangle
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*/
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Phaser.Camera = function (game, id, x, y, width, height) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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/**
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* @property {Phaser.World} world - A reference to the game world.
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*/
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this.world = game.world;
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/**
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* @property {number} id - Reserved for future multiple camera set-ups.
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* @default
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*/
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this.id = 0;
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/**
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* Camera view.
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* The view into the world we wish to render (by default the game dimensions).
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* The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render.
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* Objects outside of this view are not rendered if set to camera cull.
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* @property {Phaser.Rectangle} view
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*/
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this.view = new Phaser.Rectangle(x, y, width, height);
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/**
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* @property {Phaser.Rectangle} screenView - Used by Sprites to work out Camera culling.
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*/
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this.screenView = new Phaser.Rectangle(x, y, width, height);
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/**
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* The Camera is bound to this Rectangle and cannot move outside of it. By default it is enabled and set to the size of the World.
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* The Rectangle can be located anywhere in the world and updated as often as you like. If you don't wish the Camera to be bound
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* at all then set this to null. The values can be anything and are in World coordinates, with 0,0 being the center of the world.
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* @property {Phaser.Rectangle} bounds - The Rectangle in which the Camera is bounded. Set to null to allow for movement anywhere.
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*/
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this.bounds = new Phaser.Rectangle(x, y, width, height);
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/**
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* @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause camera moving.
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*/
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this.deadzone = null;
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/**
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* @property {boolean} visible - Whether this camera is visible or not.
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* @default
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*/
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this.visible = true;
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/**
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* @property {boolean} atLimit - Whether this camera is flush with the World Bounds or not.
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*/
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this.atLimit = { x: false, y: false };
|
|
|
|
/**
|
|
* @property {Phaser.Sprite} target - If the camera is tracking a Sprite, this is a reference to it, otherwise null.
|
|
* @default
|
|
*/
|
|
this.target = null;
|
|
|
|
/**
|
|
* @property {number} edge - Edge property.
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._edge = 0;
|
|
|
|
/**
|
|
* @property {PIXI.DisplayObject} displayObject - The display object to which all game objects are added. Set by World.boot
|
|
*/
|
|
this.displayObject = null;
|
|
|
|
/**
|
|
* @property {Phaser.Point} scale - The scale of the display object to which all game objects are added. Set by World.boot
|
|
*/
|
|
this.scale = null;
|
|
|
|
};
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.Camera.FOLLOW_LOCKON = 0;
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.Camera.FOLLOW_PLATFORMER = 1;
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.Camera.FOLLOW_TOPDOWN = 2;
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.Camera.FOLLOW_TOPDOWN_TIGHT = 3;
|
|
|
|
Phaser.Camera.prototype = {
|
|
|
|
/**
|
|
* Tells this camera which sprite to follow.
|
|
* @method Phaser.Camera#follow
|
|
* @param {Phaser.Sprite|Phaser.Image|Phaser.Text} target - The object you want the camera to track. Set to null to not follow anything.
|
|
* @param {number} [style] - Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().
|
|
*/
|
|
follow: function (target, style) {
|
|
|
|
if (typeof style === "undefined") { style = Phaser.Camera.FOLLOW_LOCKON; }
|
|
|
|
this.target = target;
|
|
|
|
var helper;
|
|
|
|
switch (style) {
|
|
|
|
case Phaser.Camera.FOLLOW_PLATFORMER:
|
|
var w = this.width / 8;
|
|
var h = this.height / 3;
|
|
this.deadzone = new Phaser.Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h);
|
|
break;
|
|
|
|
case Phaser.Camera.FOLLOW_TOPDOWN:
|
|
helper = Math.max(this.width, this.height) / 4;
|
|
this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
|
|
break;
|
|
|
|
case Phaser.Camera.FOLLOW_TOPDOWN_TIGHT:
|
|
helper = Math.max(this.width, this.height) / 8;
|
|
this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
|
|
break;
|
|
|
|
case Phaser.Camera.FOLLOW_LOCKON:
|
|
this.deadzone = null;
|
|
break;
|
|
|
|
default:
|
|
this.deadzone = null;
|
|
break;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Move the camera focus on a display object instantly.
|
|
* @method Phaser.Camera#focusOn
|
|
* @param {any} displayObject - The display object to focus the camera on. Must have visible x/y properties.
|
|
*/
|
|
focusOn: function (displayObject) {
|
|
|
|
this.setPosition(Math.round(displayObject.x - this.view.halfWidth), Math.round(displayObject.y - this.view.halfHeight));
|
|
|
|
},
|
|
|
|
/**
|
|
* Move the camera focus on a location instantly.
|
|
* @method Phaser.Camera#focusOnXY
|
|
* @param {number} x - X position.
|
|
* @param {number} y - Y position.
|
|
*/
|
|
focusOnXY: function (x, y) {
|
|
|
|
this.setPosition(Math.round(x - this.view.halfWidth), Math.round(y - this.view.halfHeight));
|
|
|
|
},
|
|
|
|
/**
|
|
* Update focusing and scrolling.
|
|
* @method Phaser.Camera#update
|
|
*/
|
|
update: function () {
|
|
|
|
if (this.target)
|
|
{
|
|
this.updateTarget();
|
|
}
|
|
|
|
if (this.bounds)
|
|
{
|
|
this.checkBounds();
|
|
}
|
|
|
|
this.displayObject.position.x = -this.view.x;
|
|
this.displayObject.position.y = -this.view.y;
|
|
|
|
},
|
|
|
|
/**
|
|
* Internal method
|
|
* @method Phaser.Camera#updateTarget
|
|
* @private
|
|
*/
|
|
updateTarget: function () {
|
|
|
|
if (this.deadzone)
|
|
{
|
|
this._edge = this.target.x - this.deadzone.x;
|
|
|
|
if (this.view.x > this._edge)
|
|
{
|
|
this.view.x = this._edge;
|
|
}
|
|
|
|
this._edge = this.target.x + this.target.width - this.deadzone.x - this.deadzone.width;
|
|
|
|
if (this.view.x < this._edge)
|
|
{
|
|
this.view.x = this._edge;
|
|
}
|
|
|
|
this._edge = this.target.y - this.deadzone.y;
|
|
|
|
if (this.view.y > this._edge)
|
|
{
|
|
this.view.y = this._edge;
|
|
}
|
|
|
|
this._edge = this.target.y + this.target.height - this.deadzone.y - this.deadzone.height;
|
|
|
|
if (this.view.y < this._edge)
|
|
{
|
|
this.view.y = this._edge;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this.focusOnXY(this.target.x, this.target.y);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Update the Camera bounds to match the game world.
|
|
* @method Phaser.Camera#setBoundsToWorld
|
|
*/
|
|
setBoundsToWorld: function () {
|
|
|
|
this.bounds.setTo(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height);
|
|
|
|
},
|
|
|
|
/**
|
|
* Method called to ensure the camera doesn't venture outside of the game world.
|
|
* @method Phaser.Camera#checkWorldBounds
|
|
*/
|
|
checkBounds: function () {
|
|
|
|
this.atLimit.x = false;
|
|
this.atLimit.y = false;
|
|
|
|
// Make sure we didn't go outside the cameras bounds
|
|
if (this.view.x <= this.bounds.x)
|
|
{
|
|
this.atLimit.x = true;
|
|
this.view.x = this.bounds.x;
|
|
}
|
|
|
|
if (this.view.right >= this.bounds.right)
|
|
{
|
|
this.atLimit.x = true;
|
|
this.view.x = this.bounds.right - this.width;
|
|
}
|
|
|
|
if (this.view.y <= this.bounds.top)
|
|
{
|
|
this.atLimit.y = true;
|
|
this.view.y = this.bounds.top;
|
|
}
|
|
|
|
if (this.view.bottom >= this.bounds.bottom)
|
|
{
|
|
this.atLimit.y = true;
|
|
this.view.y = this.bounds.bottom - this.height;
|
|
}
|
|
|
|
this.view.floor();
|
|
|
|
},
|
|
|
|
/**
|
|
* A helper function to set both the X and Y properties of the camera at once
|
|
* without having to use game.camera.x and game.camera.y.
|
|
*
|
|
* @method Phaser.Camera#setPosition
|
|
* @param {number} x - X position.
|
|
* @param {number} y - Y position.
|
|
*/
|
|
setPosition: function (x, y) {
|
|
|
|
this.view.x = x;
|
|
this.view.y = y;
|
|
|
|
if (this.bounds)
|
|
{
|
|
this.checkBounds();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the size of the view rectangle given the width and height in parameters.
|
|
*
|
|
* @method Phaser.Camera#setSize
|
|
* @param {number} width - The desired width.
|
|
* @param {number} height - The desired height.
|
|
*/
|
|
setSize: function (width, height) {
|
|
|
|
this.view.width = width;
|
|
this.view.height = height;
|
|
|
|
},
|
|
|
|
/**
|
|
* Resets the camera back to 0,0 and un-follows any object it may have been tracking.
|
|
*
|
|
* @method Phaser.Camera#reset
|
|
*/
|
|
reset: function () {
|
|
|
|
this.target = null;
|
|
this.view.x = 0;
|
|
this.view.y = 0;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Camera.prototype.constructor = Phaser.Camera;
|
|
|
|
/**
|
|
* The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds.
|
|
* @name Phaser.Camera#x
|
|
* @property {number} x - Gets or sets the cameras x position.
|
|
*/
|
|
Object.defineProperty(Phaser.Camera.prototype, "x", {
|
|
|
|
get: function () {
|
|
return this.view.x;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this.view.x = value;
|
|
|
|
if (this.bounds)
|
|
{
|
|
this.checkBounds();
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The Cameras y coordinate. This value is automatically clamped if it falls outside of the World bounds.
|
|
* @name Phaser.Camera#y
|
|
* @property {number} y - Gets or sets the cameras y position.
|
|
*/
|
|
Object.defineProperty(Phaser.Camera.prototype, "y", {
|
|
|
|
get: function () {
|
|
return this.view.y;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this.view.y = value;
|
|
|
|
if (this.bounds)
|
|
{
|
|
this.checkBounds();
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The Cameras width. By default this is the same as the Game size and should not be adjusted for now.
|
|
* @name Phaser.Camera#width
|
|
* @property {number} width - Gets or sets the cameras width.
|
|
*/
|
|
Object.defineProperty(Phaser.Camera.prototype, "width", {
|
|
|
|
get: function () {
|
|
return this.view.width;
|
|
},
|
|
|
|
set: function (value) {
|
|
this.view.width = value;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The Cameras height. By default this is the same as the Game size and should not be adjusted for now.
|
|
* @name Phaser.Camera#height
|
|
* @property {number} height - Gets or sets the cameras height.
|
|
*/
|
|
Object.defineProperty(Phaser.Camera.prototype, "height", {
|
|
|
|
get: function () {
|
|
return this.view.height;
|
|
},
|
|
|
|
set: function (value) {
|
|
this.view.height = value;
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
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|
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|
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</div>
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|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
|
on Mon Mar 24 2014 12:38:38 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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