mirror of
https://github.com/photonstorm/phaser
synced 2024-11-30 08:31:01 +00:00
1028 lines
26 KiB
HTML
1028 lines
26 KiB
HTML
<!DOCTYPE html>
|
|
|
|
<html lang="en">
|
|
<head>
|
|
<meta charset="utf-8">
|
|
<title>Phaser Source: core/Camera.js</title>
|
|
|
|
<!--[if lt IE 9]>
|
|
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
|
<![endif]-->
|
|
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
|
|
|
|
|
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
|
|
|
</head>
|
|
|
|
<body>
|
|
<div class="container-fluid">
|
|
<div class="navbar navbar-fixed-top navbar-inverse">
|
|
<div class="navbar-inner">
|
|
<a class="brand" href="index.html">Phaser</a>
|
|
<ul class="nav">
|
|
|
|
<li class="dropdown">
|
|
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-0">
|
|
<a href="Phaser.html">Phaser</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Animation.html">Animation</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.AnimationParser.html">AnimationParser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.ArrayList.html">ArrayList</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.BitmapData.html">BitmapData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.BitmapText.html">BitmapText</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Button.html">Button</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Cache.html">Cache</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Camera.html">Camera</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Canvas.html">Canvas</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Circle.html">Circle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Color.html">Color</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Device.html">Device</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Easing.html">Easing</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Back.html">Back</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Bounce.html">Bounce</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Circular.html">Circular</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Cubic.html">Cubic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Elastic.html">Elastic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Exponential.html">Exponential</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Linear.html">Linear</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Quartic.html">Quartic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Quintic.html">Quintic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Ellipse.html">Ellipse</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Events.html">Events</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Filter.html">Filter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Frame.html">Frame</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.FrameData.html">FrameData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Game.html">Game</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Gamepad.html">Gamepad</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.GamepadButton.html">GamepadButton</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Graphics.html">Graphics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Group.html">Group</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Image.html">Image</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Input.html">Input</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.InputHandler.html">InputHandler</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Key.html">Key</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Keyboard.html">Keyboard</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Line.html">Line</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.LinkedList.html">LinkedList</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Loader.html">Loader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.LoaderParser.html">LoaderParser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Math.html">Math</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Mouse.html">Mouse</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.MSPointer.html">MSPointer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Net.html">Net</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Particle.html">Particle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Particles.html">Particles</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Physics.html">Physics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Physics.Arcade.html">Arcade</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Physics.Ninja.html">Ninja</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Physics.P2.html">P2</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.Material.html">Material</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.Spring.html">Spring</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Plugin.html">Plugin</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.PluginManager.html">PluginManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Point.html">Point</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Pointer.html">Pointer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Polygon.html">Polygon</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.QuadTree.html">QuadTree</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Rectangle.html">Rectangle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RenderTexture.html">RenderTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RetroFont.html">RetroFont</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.ScaleManager.html">ScaleManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Signal.html">Signal</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SignalBinding.html">SignalBinding</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SinglePad.html">SinglePad</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Sound.html">Sound</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SoundManager.html">SoundManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Sprite.html">Sprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Stage.html">Stage</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.State.html">State</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.StateManager.html">StateManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Text.html">Text</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tile.html">Tile</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tilemap.html">Tilemap</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TilemapParser.html">TilemapParser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tileset.html">Tileset</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TileSprite.html">TileSprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Time.html">Time</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Timer.html">Timer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Touch.html">Touch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tween.html">Tween</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TweenManager.html">TweenManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Utils.html">Utils</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Utils.Debug.html">Debug</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.World.html">World</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="row-fluid">
|
|
|
|
|
|
<div class="span12">
|
|
|
|
<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: core/Camera.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2014 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* 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
|
|
*
|
|
* @class Phaser.Camera
|
|
* @constructor
|
|
* @param {Phaser.Game} game - Game reference to the currently running game.
|
|
* @param {number} id - Not being used at the moment, will be when Phaser supports multiple camera
|
|
* @param {number} x - Position of the camera on the X axis
|
|
* @param {number} y - Position of the camera on the Y axis
|
|
* @param {number} width - The width of the view rectangle
|
|
* @param {number} height - The height of the view rectangle
|
|
*/
|
|
Phaser.Camera = function (game, id, x, y, width, height) {
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - A reference to the currently running Game.
|
|
*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* @property {Phaser.World} world - A reference to the game world.
|
|
*/
|
|
this.world = game.world;
|
|
|
|
/**
|
|
* @property {number} id - Reserved for future multiple camera set-ups.
|
|
* @default
|
|
*/
|
|
this.id = 0;
|
|
|
|
/**
|
|
* Camera view.
|
|
* 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 if set to camera cull.
|
|
* @property {Phaser.Rectangle} view
|
|
*/
|
|
this.view = new Phaser.Rectangle(x, y, width, height);
|
|
|
|
/**
|
|
* @property {Phaser.Rectangle} screenView - Used by Sprites to work out Camera culling.
|
|
*/
|
|
this.screenView = new Phaser.Rectangle(x, y, width, height);
|
|
|
|
/**
|
|
* The Camera is bound to this Rectangle and cannot move outside of it. By default it is enabled and set to the size of the World.
|
|
* The Rectangle can be located anywhere in the world and updated as often as you like. If you don't wish the Camera to be bound
|
|
* at all then set this to null. The values can be anything and are in World coordinates, with 0,0 being the center of the world.
|
|
* @property {Phaser.Rectangle} bounds - The Rectangle in which the Camera is bounded. Set to null to allow for movement anywhere.
|
|
*/
|
|
this.bounds = new Phaser.Rectangle(x, y, width, height);
|
|
|
|
/**
|
|
* @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause the camera to move.
|
|
*/
|
|
this.deadzone = null;
|
|
|
|
/**
|
|
* @property {boolean} visible - Whether this camera is visible or not.
|
|
* @default
|
|
*/
|
|
this.visible = true;
|
|
|
|
/**
|
|
* @property {boolean} atLimit - Whether this camera is flush with the World Bounds or not.
|
|
*/
|
|
this.atLimit = { x: false, y: false };
|
|
|
|
/**
|
|
* @property {Phaser.Sprite} target - If the camera is tracking a Sprite, this is a reference to it, otherwise null.
|
|
* @default
|
|
*/
|
|
this.target = null;
|
|
|
|
/**
|
|
* @property {number} edge - Edge property.
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._edge = 0;
|
|
|
|
/**
|
|
* @property {PIXI.DisplayObject} displayObject - The display object to which all game objects are added. Set by World.boot
|
|
*/
|
|
this.displayObject = null;
|
|
|
|
/**
|
|
* @property {Phaser.Point} scale - The scale of the display object to which all game objects are added. Set by World.boot
|
|
*/
|
|
this.scale = null;
|
|
|
|
};
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.Camera.FOLLOW_LOCKON = 0;
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.Camera.FOLLOW_PLATFORMER = 1;
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.Camera.FOLLOW_TOPDOWN = 2;
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.Camera.FOLLOW_TOPDOWN_TIGHT = 3;
|
|
|
|
Phaser.Camera.prototype = {
|
|
|
|
/**
|
|
* Tells this camera which sprite to follow.
|
|
* @method Phaser.Camera#follow
|
|
* @param {Phaser.Sprite|Phaser.Image|Phaser.Text} target - The object you want the camera to track. Set to null to not follow anything.
|
|
* @param {number} [style] - 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:
|
|
this.deadzone = null;
|
|
break;
|
|
|
|
default:
|
|
this.deadzone = null;
|
|
break;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the Camera follow target to null, stopping it from following an object if it's doing so.
|
|
*
|
|
* @method Phaser.Camera#unfollow
|
|
*/
|
|
unfollow: function () {
|
|
|
|
this.target = null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Move the camera focus on a display object instantly.
|
|
* @method Phaser.Camera#focusOn
|
|
* @param {any} displayObject - The display object to focus the camera on. Must have visible x/y properties.
|
|
*/
|
|
focusOn: function (displayObject) {
|
|
|
|
this.setPosition(Math.round(displayObject.x - this.view.halfWidth), Math.round(displayObject.y - this.view.halfHeight));
|
|
|
|
},
|
|
|
|
/**
|
|
* Move the camera focus on a location instantly.
|
|
* @method Phaser.Camera#focusOnXY
|
|
* @param {number} x - X position.
|
|
* @param {number} y - Y position.
|
|
*/
|
|
focusOnXY: function (x, y) {
|
|
|
|
this.setPosition(Math.round(x - this.view.halfWidth), Math.round(y - this.view.halfHeight));
|
|
|
|
},
|
|
|
|
/**
|
|
* Update focusing and scrolling.
|
|
* @method Phaser.Camera#update
|
|
*/
|
|
update: function () {
|
|
|
|
if (this.target)
|
|
{
|
|
this.updateTarget();
|
|
}
|
|
|
|
if (this.bounds)
|
|
{
|
|
this.checkBounds();
|
|
}
|
|
|
|
this.displayObject.position.x = -this.view.x;
|
|
this.displayObject.position.y = -this.view.y;
|
|
|
|
},
|
|
|
|
/**
|
|
* Internal method
|
|
* @method Phaser.Camera#updateTarget
|
|
* @private
|
|
*/
|
|
updateTarget: function () {
|
|
|
|
if (this.deadzone)
|
|
{
|
|
this._edge = this.target.x - this.view.x;
|
|
|
|
if (this._edge < this.deadzone.left)
|
|
{
|
|
this.view.x = this.target.x - this.deadzone.left;
|
|
}
|
|
else if (this._edge > this.deadzone.right)
|
|
{
|
|
this.view.x = this.target.x - this.deadzone.right;
|
|
}
|
|
|
|
this._edge = this.target.y - this.view.y;
|
|
|
|
if (this._edge < this.deadzone.top)
|
|
{
|
|
this.view.y = this.target.y - this.deadzone.top;
|
|
}
|
|
else if (this._edge > this.deadzone.bottom)
|
|
{
|
|
this.view.y = this.target.y - this.deadzone.bottom;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this.view.x = this.target.x - this.view.halfWidth;
|
|
this.view.y = this.target.y - this.view.halfHeight;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Update the Camera bounds to match the game world.
|
|
* @method Phaser.Camera#setBoundsToWorld
|
|
*/
|
|
setBoundsToWorld: function () {
|
|
|
|
this.bounds.setTo(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height);
|
|
|
|
},
|
|
|
|
/**
|
|
* Method called to ensure the camera doesn't venture outside of the game world.
|
|
* @method Phaser.Camera#checkWorldBounds
|
|
*/
|
|
checkBounds: function () {
|
|
|
|
this.atLimit.x = false;
|
|
this.atLimit.y = false;
|
|
|
|
// Make sure we didn't go outside the cameras bounds
|
|
if (this.view.x <= this.bounds.x)
|
|
{
|
|
this.atLimit.x = true;
|
|
this.view.x = this.bounds.x;
|
|
}
|
|
|
|
if (this.view.right >= this.bounds.right)
|
|
{
|
|
this.atLimit.x = true;
|
|
this.view.x = this.bounds.right - this.width;
|
|
}
|
|
|
|
if (this.view.y <= this.bounds.top)
|
|
{
|
|
this.atLimit.y = true;
|
|
this.view.y = this.bounds.top;
|
|
}
|
|
|
|
if (this.view.bottom >= this.bounds.bottom)
|
|
{
|
|
this.atLimit.y = true;
|
|
this.view.y = this.bounds.bottom - this.height;
|
|
}
|
|
|
|
this.view.floor();
|
|
|
|
},
|
|
|
|
/**
|
|
* A helper function to set both the X and Y properties of the camera at once
|
|
* without having to use game.camera.x and game.camera.y.
|
|
*
|
|
* @method Phaser.Camera#setPosition
|
|
* @param {number} x - X position.
|
|
* @param {number} y - Y position.
|
|
*/
|
|
setPosition: function (x, y) {
|
|
|
|
this.view.x = x;
|
|
this.view.y = y;
|
|
|
|
if (this.bounds)
|
|
{
|
|
this.checkBounds();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the size of the view rectangle given the width and height in parameters.
|
|
*
|
|
* @method Phaser.Camera#setSize
|
|
* @param {number} width - The desired width.
|
|
* @param {number} height - The desired height.
|
|
*/
|
|
setSize: function (width, height) {
|
|
|
|
this.view.width = width;
|
|
this.view.height = height;
|
|
|
|
},
|
|
|
|
/**
|
|
* Resets the camera back to 0,0 and un-follows any object it may have been tracking.
|
|
*
|
|
* @method Phaser.Camera#reset
|
|
*/
|
|
reset: function () {
|
|
|
|
this.target = null;
|
|
this.view.x = 0;
|
|
this.view.y = 0;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Camera.prototype.constructor = Phaser.Camera;
|
|
|
|
/**
|
|
* The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds.
|
|
* @name Phaser.Camera#x
|
|
* @property {number} x - Gets or sets the cameras x position.
|
|
*/
|
|
Object.defineProperty(Phaser.Camera.prototype, "x", {
|
|
|
|
get: function () {
|
|
return this.view.x;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this.view.x = value;
|
|
|
|
if (this.bounds)
|
|
{
|
|
this.checkBounds();
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The Cameras y coordinate. This value is automatically clamped if it falls outside of the World bounds.
|
|
* @name Phaser.Camera#y
|
|
* @property {number} y - Gets or sets the cameras y position.
|
|
*/
|
|
Object.defineProperty(Phaser.Camera.prototype, "y", {
|
|
|
|
get: function () {
|
|
return this.view.y;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this.view.y = value;
|
|
|
|
if (this.bounds)
|
|
{
|
|
this.checkBounds();
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The Cameras width. By default this is the same as the Game size and should not be adjusted for now.
|
|
* @name Phaser.Camera#width
|
|
* @property {number} width - Gets or sets the cameras width.
|
|
*/
|
|
Object.defineProperty(Phaser.Camera.prototype, "width", {
|
|
|
|
get: function () {
|
|
return this.view.width;
|
|
},
|
|
|
|
set: function (value) {
|
|
this.view.width = value;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The Cameras height. By default this is the same as the Game size and should not be adjusted for now.
|
|
* @name Phaser.Camera#height
|
|
* @property {number} height - Gets or sets the cameras height.
|
|
*/
|
|
Object.defineProperty(Phaser.Camera.prototype, "height", {
|
|
|
|
get: function () {
|
|
return this.view.height;
|
|
},
|
|
|
|
set: function (value) {
|
|
this.view.height = value;
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
|
on Thu Jul 10 2014 20:18:55 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
|
</span>
|
|
</footer>
|
|
</div>
|
|
|
|
|
|
<br clear="both">
|
|
</div>
|
|
|
|
</div>
|
|
<script src="scripts/sunlight.js"></script>
|
|
<script src="scripts/sunlight.javascript.js"></script>
|
|
<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
|
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
|
|
<script src="scripts/sunlight-plugin.menu.js"></script>
|
|
<script src="scripts/jquery.min.js"></script>
|
|
<script src="scripts/jquery.scrollTo.js"></script>
|
|
<script src="scripts/jquery.localScroll.js"></script>
|
|
<script src="scripts/bootstrap-dropdown.js"></script>
|
|
<script src="scripts/toc.js"></script>
|
|
|
|
|
|
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
|
|
|
|
<script>
|
|
$( function () {
|
|
$( "#toc" ).toc( {
|
|
anchorName : function(i, heading, prefix) {
|
|
return $(heading).attr("id") || ( prefix + i );
|
|
},
|
|
selectors : "h1,h2,h3,h4",
|
|
showAndHide : false,
|
|
scrollTo : 60
|
|
} );
|
|
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
|
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
|
|
|
} );
|
|
</script>
|
|
|
|
|
|
|
|
</body>
|
|
</html>
|