mirror of
https://github.com/photonstorm/phaser
synced 2024-12-13 06:42:52 +00:00
147 lines
5 KiB
TypeScript
147 lines
5 KiB
TypeScript
/// <reference path="../_definitions.ts" />
|
|
|
|
/**
|
|
* Phaser - ScrollZone
|
|
*
|
|
* Creates a scrolling region of the given width and height from an image in the cache.
|
|
* The ScrollZone can be positioned anywhere in-world like a normal game object, re-act to physics, collision, etc.
|
|
* The image within it is scrolled via ScrollRegions and their scrollSpeed.x/y properties.
|
|
* 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.
|
|
*/
|
|
|
|
module Phaser {
|
|
|
|
export class ScrollZone extends Sprite {
|
|
|
|
/**
|
|
* ScrollZone constructor
|
|
* Create a new <code>ScrollZone</code>.
|
|
*
|
|
* @param game {Phaser.Game} Current game instance.
|
|
* @param key {string} Asset key for image texture of this object.
|
|
* @param x {number} X position in world coordinate.
|
|
* @param y {number} Y position in world coordinate.
|
|
* @param [width] {number} width of this object.
|
|
* @param [height] {number} height of this object.
|
|
*/
|
|
constructor(game: Game, key:string, x: number = 0, y: number = 0, width: number = 0, height: number = 0) {
|
|
|
|
super(game, x, y, key);
|
|
|
|
this.type = Phaser.Types.SCROLLZONE;
|
|
|
|
this.regions = [];
|
|
|
|
if (this.texture.loaded)
|
|
{
|
|
if (width > this.width || height > this.height)
|
|
{
|
|
// Create our repeating texture (as the source image wasn't large enough for the requested size)
|
|
this.createRepeatingTexture(width, height);
|
|
this.width = width;
|
|
this.height = height;
|
|
}
|
|
|
|
// Create a default ScrollRegion at the requested size
|
|
this.addRegion(0, 0, this.width, this.height);
|
|
|
|
// If the zone is smaller than the image itself then shrink the bounds
|
|
if ((width < this.width || height < this.height) && width !== 0 && height !== 0)
|
|
{
|
|
this.width = width;
|
|
this.height = height;
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Current region this zone is scrolling.
|
|
* @type {ScrollRegion}
|
|
*/
|
|
public currentRegion: Phaser.ScrollRegion;
|
|
|
|
/**
|
|
* Array contains all added regions.
|
|
* @type {ScrollRegion[]}
|
|
*/
|
|
public regions: Phaser.ScrollRegion[];
|
|
|
|
/**
|
|
* Add a new region to this zone.
|
|
* @param x {number} X position of the new region.
|
|
* @param y {number} Y position of the new region.
|
|
* @param width {number} Width of the new region.
|
|
* @param height {number} Height of the new region.
|
|
* @param [speedX] {number} x-axis scrolling speed.
|
|
* @param [speedY] {number} y-axis scrolling speed.
|
|
* @return {ScrollRegion} The newly added region.
|
|
*/
|
|
public addRegion(x: number, y: number, width: number, height: number, speedX: number = 0, speedY: number = 0): Phaser.ScrollRegion {
|
|
|
|
if (x > this.width || y > this.height || x < 0 || y < 0 || (x + width) > this.width || (y + height) > this.height)
|
|
{
|
|
throw Error('Invalid ScrollRegion defined. Cannot be larger than parent ScrollZone');
|
|
return null;
|
|
}
|
|
|
|
this.currentRegion = new Phaser.ScrollRegion(x, y, width, height, speedX, speedY);
|
|
|
|
this.regions.push(this.currentRegion);
|
|
|
|
return this.currentRegion;
|
|
|
|
}
|
|
|
|
/**
|
|
* Set scrolling speed of current region.
|
|
* @param x {number} X speed of current region.
|
|
* @param y {number} Y speed of current region.
|
|
*/
|
|
public setSpeed(x: number, y: number) {
|
|
|
|
if (this.currentRegion)
|
|
{
|
|
this.currentRegion.scrollSpeed.setTo(x, y);
|
|
}
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
/**
|
|
* Update regions.
|
|
*/
|
|
public update() {
|
|
|
|
for (var i = 0; i < this.regions.length; i++)
|
|
{
|
|
this.regions[i].update(this.game.time.delta);
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Create repeating texture with _texture, and store it into the _dynamicTexture.
|
|
* Used to create texture when texture image is small than size of the zone.
|
|
*/
|
|
private createRepeatingTexture(regionWidth: number, regionHeight: number) {
|
|
|
|
// Work out how many we'll need of the source image to make it tile properly
|
|
var tileWidth = Math.ceil(this.width / regionWidth) * regionWidth;
|
|
var tileHeight = Math.ceil(this.height / regionHeight) * regionHeight;
|
|
|
|
var dt: Phaser.Display.DynamicTexture = new Phaser.Display.DynamicTexture(this.game, tileWidth, tileHeight);
|
|
|
|
dt.context.rect(0, 0, tileWidth, tileHeight);
|
|
dt.context.fillStyle = dt.context.createPattern(this.texture.imageTexture, "repeat");
|
|
dt.context.fill();
|
|
|
|
this.texture.loadDynamicTexture(dt);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|