mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 15:12:18 +00:00
149 lines
5.1 KiB
TypeScript
149 lines
5.1 KiB
TypeScript
/// <reference path="../Game.ts" />
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/// <reference path="../core/Rectangle.ts" />
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/// <reference path="../components/ScrollRegion.ts" />
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/**
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* Phaser - ScrollZone
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*
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* Creates a scrolling region of the given width and height from an image in the cache.
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* The ScrollZone can be positioned anywhere in-world like a normal game object, re-act to physics, collision, etc.
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* The image within it is scrolled via ScrollRegions and their scrollSpeed.x/y properties.
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* If you create a scroll zone larger than the given source image it will create a DynamicTexture and fill it with a pattern of the source image.
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*/
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module Phaser {
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export class ScrollZone extends Sprite {
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/**
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* ScrollZone constructor
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* Create a new <code>ScrollZone</code>.
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*
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* @param game {Phaser.Game} Current game instance.
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* @param key {string} Asset key for image texture of this object.
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* @param x {number} X position in world coordinate.
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* @param y {number} Y position in world coordinate.
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* @param [width] {number} width of this object.
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* @param [height] {number} height of this object.
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*/
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constructor(game: Game, key:string, x: number = 0, y: number = 0, width?: number = 0, height?: number = 0) {
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super(game, x, y, key);
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this.type = Phaser.Types.SCROLLZONE;
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this.regions = [];
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if (this.texture.loaded)
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{
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if (width > this.width || height > this.height)
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{
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// Create our repeating texture (as the source image wasn't large enough for the requested size)
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this.createRepeatingTexture(width, height);
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this.width = width;
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this.height = height;
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}
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// Create a default ScrollRegion at the requested size
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this.addRegion(0, 0, this.width, this.height);
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// If the zone is smaller than the image itself then shrink the bounds
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if ((width < this.width || height < this.height) && width !== 0 && height !== 0)
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{
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this.width = width;
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this.height = height;
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}
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}
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}
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/**
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* Current region this zone is scrolling.
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* @type {ScrollRegion}
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*/
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public currentRegion: ScrollRegion;
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/**
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* Array contains all added regions.
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* @type {ScrollRegion[]}
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*/
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public regions: ScrollRegion[];
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/**
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* Add a new region to this zone.
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* @param x {number} X position of the new region.
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* @param y {number} Y position of the new region.
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* @param width {number} Width of the new region.
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* @param height {number} Height of the new region.
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* @param [speedX] {number} x-axis scrolling speed.
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* @param [speedY] {number} y-axis scrolling speed.
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* @return {ScrollRegion} The newly added region.
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*/
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public addRegion(x: number, y: number, width: number, height: number, speedX?:number = 0, speedY?:number = 0):ScrollRegion {
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if (x > this.width || y > this.height || x < 0 || y < 0 || (x + width) > this.width || (y + height) > this.height)
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{
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throw Error('Invalid ScrollRegion defined. Cannot be larger than parent ScrollZone');
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return null;
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}
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this.currentRegion = new ScrollRegion(x, y, width, height, speedX, speedY);
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this.regions.push(this.currentRegion);
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return this.currentRegion;
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}
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/**
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* Set scrolling speed of current region.
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* @param x {number} X speed of current region.
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* @param y {number} Y speed of current region.
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*/
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public setSpeed(x: number, y: number) {
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if (this.currentRegion)
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{
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this.currentRegion.scrollSpeed.setTo(x, y);
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}
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return this;
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}
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/**
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* Update regions.
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*/
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public update() {
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for (var i = 0; i < this.regions.length; i++)
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{
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this.regions[i].update(this.game.time.delta);
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}
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}
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/**
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* Create repeating texture with _texture, and store it into the _dynamicTexture.
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* Used to create texture when texture image is small than size of the zone.
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*/
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private createRepeatingTexture(regionWidth: number, regionHeight: number) {
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// Work out how many we'll need of the source image to make it tile properly
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var tileWidth = Math.ceil(this.width / regionWidth) * regionWidth;
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var tileHeight = Math.ceil(this.height / regionHeight) * regionHeight;
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var dt: DynamicTexture = new DynamicTexture(this.game, tileWidth, tileHeight);
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dt.context.rect(0, 0, tileWidth, tileHeight);
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dt.context.fillStyle = dt.context.createPattern(this.texture.imageTexture, "repeat");
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dt.context.fill();
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this.texture.loadDynamicTexture(dt);
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}
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}
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}
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