phaser/src/core/Camera.js

265 lines
6.6 KiB
JavaScript

/**
* Phaser - Camera
*
* 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.
* The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y
*/
Phaser.Camera = function (game, id, x, y, width, height) {
this.game = game;
this.world = game.world;
this.id = 0; // reserved for future multiple camera set-ups
// The view into the world we wish to render (by default the game dimensions)
// The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render
// Objects outside of this view are not rendered (unless set to ignore the Camera, i.e. UI?)
/**
* Camera view.
* @type {Rectangle}
*/
this.view = new Phaser.Rectangle(x, y, width, height);
/**
* Used by Sprites to work out Camera culling.
* @type {Rectangle}
*/
this.screenView = new Phaser.Rectangle(x, y, width, height);
/**
* Sprite moving inside this Rectangle will not cause camera moving.
* @type {Rectangle}
*/
this.deadzone = null;
/**
* Whether this camera is visible or not. (default is true)
* @type {bool}
*/
this.visible = true;
/**
* Whether this camera is flush with the World Bounds or not.
* @type {bool}
*/
this.atLimit = { x: false, y: false };
/**
* If the camera is tracking a Sprite, this is a reference to it, otherwise null
* @type {Sprite}
*/
this.target = null;
this._edge = 0;
};
// Consts
Phaser.Camera.FOLLOW_LOCKON = 0;
Phaser.Camera.FOLLOW_PLATFORMER = 1;
Phaser.Camera.FOLLOW_TOPDOWN = 2;
Phaser.Camera.FOLLOW_TOPDOWN_TIGHT = 3;
Phaser.Camera.prototype = {
/**
* Tells this camera which sprite to follow.
* @param target {Sprite} The object you want the camera to track. Set to null to not follow anything.
* @param [style] {number} 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:
default:
this.deadzone = null;
break;
}
},
/**
* Move the camera focus to this location instantly.
* @param x {number} X position.
* @param y {number} Y position.
*/
focusOnXY: function (x, y) {
this.view.x = Math.round(x - this.view.halfWidth);
this.view.y = Math.round(y - this.view.halfHeight);
},
/**
* Update focusing and scrolling.
*/
update: function () {
// Add dirty flag
if (this.target !== null)
{
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);
}
}
this.checkWorldBounds();
},
checkWorldBounds: function () {
this.atLimit.x = false;
this.atLimit.y = false;
// Make sure we didn't go outside the cameras worldBounds
if (this.view.x < this.world.bounds.left)
{
this.atLimit.x = true;
this.view.x = this.world.bounds.left;
}
if (this.view.x > this.world.bounds.right - this.width)
{
this.atLimit.x = true;
this.view.x = (this.world.bounds.right - this.width) + 1;
}
if (this.view.y < this.world.bounds.top)
{
this.atLimit.y = true;
this.view.y = this.world.bounds.top;
}
if (this.view.y > this.world.bounds.bottom - this.height)
{
this.atLimit.y = true;
this.view.y = (this.world.bounds.bottom - this.height) + 1;
}
this.view.floor();
},
setPosition: function (x, y) {
this.view.x = x;
this.view.y = y;
this.checkWorldBounds();
},
setSize: function (width, height) {
this.view.width = width;
this.view.height = height;
}
};
Object.defineProperty(Phaser.Camera.prototype, "x", {
get: function () {
return this.view.x;
},
set: function (value) {
this.view.x = value;
this.checkWorldBounds();
}
});
Object.defineProperty(Phaser.Camera.prototype, "y", {
get: function () {
return this.view.y;
},
set: function (value) {
this.view.y = value;
this.checkWorldBounds();
}
});
Object.defineProperty(Phaser.Camera.prototype, "width", {
get: function () {
return this.view.width;
},
set: function (value) {
this.view.width = value;
}
});
Object.defineProperty(Phaser.Camera.prototype, "height", {
get: function () {
return this.view.height;
},
set: function (value) {
this.view.height = value;
}
});