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

84 lines
4.1 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 - Mirrir
*
* Give your game that classic retro feel!
*/
(function (CameraFX) {
var Mirror = (function (_super) {
__extends(Mirror, _super);
function Mirror(game, parent) {
_super.call(this, game, parent);
this._mirrorColor = null;
this.flipX = false;
this.flipY = true;
this.cls = false;
this.camera = parent;
this._canvas = document.createElement('canvas');
this._canvas.width = parent.width;
this._canvas.height = parent.height;
this._context = this._canvas.getContext('2d');
}
Mirror.prototype.start = /**
* This is the rectangular region to grab from the Camera used in the Mirror effect
* It is rendered to the Stage at Mirror.x/y (note the use of Stage coordinates, not World coordinates)
*/
function (x, y, region, fillColor) {
if (typeof fillColor === "undefined") { fillColor = 'rgba(0, 0, 100, 0.5)'; }
this.x = x;
this.y = y;
this._mirrorX = region.x;
this._mirrorY = region.y;
this._mirrorWidth = region.width;
this._mirrorHeight = region.height;
if(fillColor) {
this._mirrorColor = fillColor;
this._context.fillStyle = this._mirrorColor;
}
};
Mirror.prototype.postRender = function () {
this._sx = this.camera.screenView.x + this._mirrorX;
this._sy = this.camera.screenView.y + this._mirrorY;
if(this.flipX == true && this.flipY == false) {
this._sx = 0;
} else if(this.flipY == true && this.flipX == false) {
this._sy = 0;
}
this._context.drawImage(this.game.stage.canvas, this._sx, this._sy, this._mirrorWidth, this._mirrorHeight, 0, 0, this._mirrorWidth, this._mirrorHeight);
if(this._mirrorColor) {
this._context.fillRect(0, 0, this._mirrorWidth, this._mirrorHeight);
}
if(this.flipX || this.flipY) {
this.game.stage.context.save();
}
if(this.flipX && this.flipY) {
this.game.stage.context.transform(-1, 0, 0, -1, this._mirrorWidth, this._mirrorHeight);
this.game.stage.context.drawImage(this._canvas, -this.x, -this.y);
} else if(this.flipX) {
this.game.stage.context.transform(-1, 0, 0, 1, this._mirrorWidth, 0);
this.game.stage.context.drawImage(this._canvas, -this.x, this.y);
} else if(this.flipY) {
this.game.stage.context.transform(1, 0, 0, -1, 0, this._mirrorHeight);
this.game.stage.context.drawImage(this._canvas, this.x, -this.y);
}
if(this.flipX || this.flipY) {
this.game.stage.context.restore();
}
};
return Mirror;
})(Phaser.Plugin);
CameraFX.Mirror = Mirror;
})(Plugins.CameraFX || (Plugins.CameraFX = {}));
var CameraFX = Plugins.CameraFX;
})(Phaser.Plugins || (Phaser.Plugins = {}));
var Plugins = Phaser.Plugins;
})(Phaser || (Phaser = {}));