mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 11:33:28 +00:00
93 lines
2.7 KiB
TypeScript
93 lines
2.7 KiB
TypeScript
/// <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 - Fade
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*
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* The camera is filled with the given color and returns to normal at the given duration.
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*/
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module Phaser.Plugins.CameraFX {
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export class Fade extends Phaser.Plugin {
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constructor(game: Phaser.Game, parent) {
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super(game, parent);
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this.camera = parent;
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}
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public camera: Phaser.Camera;
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private _fxFadeColor: string;
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private _fxFadeComplete = null;
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private _fxFadeDuration: number = 0;
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private _fxFadeAlpha: number = 0;
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/**
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* The camera is gradually filled with this color.
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*
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* @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white.
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* @param Duration How long it takes for the flash to fade.
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* @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback.
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* @param Force Force an already running flash effect to reset.
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*/
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public start(color: number = 0x000000, duration: number = 1, onComplete = null, force: boolean = false) {
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if (force === false && this._fxFadeAlpha > 0)
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{
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// You can't fade again unless you force it
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return;
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}
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if (duration <= 0)
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{
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duration = 1;
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}
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var red = color >> 16 & 0xFF;
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var green = color >> 8 & 0xFF;
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var blue = color & 0xFF;
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this._fxFadeColor = 'rgba(' + red + ',' + green + ',' + blue + ',';
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this._fxFadeDuration = duration;
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this._fxFadeAlpha = 0.01;
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this._fxFadeComplete = onComplete;
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}
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public postUpdate() {
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// Update the Fade effect
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if (this._fxFadeAlpha > 0)
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{
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this._fxFadeAlpha += this.game.time.elapsed / this._fxFadeDuration;
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if (this.game.math.roundTo(this._fxFadeAlpha, -2) >= 1)
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{
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this._fxFadeAlpha = 1;
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if (this._fxFadeComplete !== null)
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{
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this._fxFadeComplete();
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}
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}
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}
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}
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public postRender() {
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// "Fade" FX
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if (this._fxFadeAlpha > 0)
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{
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this.game.stage.context.fillStyle = this._fxFadeColor + this._fxFadeAlpha + ')';
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this.game.stage.context.fillRect(this.camera.screenView.x, this.camera.screenView.y, this.camera.width, this.camera.height);
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}
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}
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}
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}
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