mirror of
https://github.com/photonstorm/phaser
synced 2024-12-02 17:41:06 +00:00
84 lines
4.1 KiB
JavaScript
84 lines
4.1 KiB
JavaScript
var __extends = this.__extends || function (d, b) {
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function __() { this.constructor = d; }
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__.prototype = b.prototype;
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d.prototype = new __();
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};
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var Phaser;
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(function (Phaser) {
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(function (Plugins) {
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/// <reference path="../../Phaser/Game.ts" />
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/// <reference path="../../Phaser/core/Plugin.ts" />
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/**
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* Phaser - Plugins - Camera FX - Mirrir
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*
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* Give your game that classic retro feel!
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*/
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(function (CameraFX) {
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var Mirror = (function (_super) {
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__extends(Mirror, _super);
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function Mirror(game, parent) {
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_super.call(this, game, parent);
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this._mirrorColor = null;
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this.flipX = false;
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this.flipY = true;
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this.cls = false;
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this.camera = parent;
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this._canvas = document.createElement('canvas');
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this._canvas.width = parent.width;
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this._canvas.height = parent.height;
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this._context = this._canvas.getContext('2d');
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}
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Mirror.prototype.start = /**
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* This is the rectangular region to grab from the Camera used in the Mirror effect
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* It is rendered to the Stage at Mirror.x/y (note the use of Stage coordinates, not World coordinates)
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*/
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function (x, y, region, fillColor) {
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if (typeof fillColor === "undefined") { fillColor = 'rgba(0, 0, 100, 0.5)'; }
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this.x = x;
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this.y = y;
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this._mirrorX = region.x;
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this._mirrorY = region.y;
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this._mirrorWidth = region.width;
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this._mirrorHeight = region.height;
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if(fillColor) {
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this._mirrorColor = fillColor;
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this._context.fillStyle = this._mirrorColor;
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}
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};
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Mirror.prototype.postRender = function () {
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this._sx = this.camera.screenView.x + this._mirrorX;
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this._sy = this.camera.screenView.y + this._mirrorY;
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if(this.flipX == true && this.flipY == false) {
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this._sx = 0;
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} else if(this.flipY == true && this.flipX == false) {
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this._sy = 0;
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}
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this._context.drawImage(this.game.stage.canvas, this._sx, this._sy, this._mirrorWidth, this._mirrorHeight, 0, 0, this._mirrorWidth, this._mirrorHeight);
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if(this._mirrorColor) {
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this._context.fillRect(0, 0, this._mirrorWidth, this._mirrorHeight);
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}
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if(this.flipX || this.flipY) {
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this.game.stage.context.save();
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}
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if(this.flipX && this.flipY) {
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this.game.stage.context.transform(-1, 0, 0, -1, this._mirrorWidth, this._mirrorHeight);
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this.game.stage.context.drawImage(this._canvas, -this.x, -this.y);
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} else if(this.flipX) {
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this.game.stage.context.transform(-1, 0, 0, 1, this._mirrorWidth, 0);
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this.game.stage.context.drawImage(this._canvas, -this.x, this.y);
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} else if(this.flipY) {
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this.game.stage.context.transform(1, 0, 0, -1, 0, this._mirrorHeight);
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this.game.stage.context.drawImage(this._canvas, this.x, -this.y);
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}
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if(this.flipX || this.flipY) {
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this.game.stage.context.restore();
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}
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};
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return Mirror;
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})(Phaser.Plugin);
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CameraFX.Mirror = Mirror;
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})(Plugins.CameraFX || (Plugins.CameraFX = {}));
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var CameraFX = Plugins.CameraFX;
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})(Phaser.Plugins || (Phaser.Plugins = {}));
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var Plugins = Phaser.Plugins;
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})(Phaser || (Phaser = {}));
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