phaser/src/cameras/2d/Camera.js
2020-09-29 09:31:09 +01:00

1046 lines
41 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var BaseCamera = require('./BaseCamera');
var CanvasPool = require('../../display/canvas/CanvasPool');
var CenterOn = require('../../geom/rectangle/CenterOn');
var Clamp = require('../../math/Clamp');
var Class = require('../../utils/Class');
var Components = require('../../gameobjects/components');
var Effects = require('./effects');
var Linear = require('../../math/Linear');
var Rectangle = require('../../geom/rectangle/Rectangle');
var Vector2 = require('../../math/Vector2');
/**
* @classdesc
* A Camera.
*
* The Camera is the way in which all games are rendered in Phaser. They provide a view into your game world,
* and can be positioned, rotated, zoomed and scrolled accordingly.
*
* A Camera consists of two elements: The viewport and the scroll values.
*
* The viewport is the physical position and size of the Camera within your game. Cameras, by default, are
* created the same size as your game, but their position and size can be set to anything. This means if you
* wanted to create a camera that was 320x200 in size, positioned in the bottom-right corner of your game,
* you'd adjust the viewport to do that (using methods like `setViewport` and `setSize`).
*
* If you wish to change where the Camera is looking in your game, then you scroll it. You can do this
* via the properties `scrollX` and `scrollY` or the method `setScroll`. Scrolling has no impact on the
* viewport, and changing the viewport has no impact on the scrolling.
*
* By default a Camera will render all Game Objects it can see. You can change this using the `ignore` method,
* allowing you to filter Game Objects out on a per-Camera basis.
*
* A Camera also has built-in special effects including Fade, Flash and Camera Shake.
*
* @class Camera
* @memberof Phaser.Cameras.Scene2D
* @constructor
* @since 3.0.0
*
* @extends Phaser.Cameras.Scene2D.BaseCamera
* @extends Phaser.GameObjects.Components.Flip
* @extends Phaser.GameObjects.Components.Tint
*
* @param {number} x - The x position of the Camera, relative to the top-left of the game canvas.
* @param {number} y - The y position of the Camera, relative to the top-left of the game canvas.
* @param {number} width - The width of the Camera, in pixels.
* @param {number} height - The height of the Camera, in pixels.
*/
var Camera = new Class({
Extends: BaseCamera,
Mixins: [
Components.Flip,
Components.Tint
],
initialize:
function Camera (x, y, width, height)
{
BaseCamera.call(this, x, y, width, height);
/**
* Does this Camera allow the Game Objects it renders to receive input events?
*
* @name Phaser.Cameras.Scene2D.Camera#inputEnabled
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.inputEnabled = true;
/**
* The Camera Fade effect handler.
* To fade this camera see the `Camera.fade` methods.
*
* @name Phaser.Cameras.Scene2D.Camera#fadeEffect
* @type {Phaser.Cameras.Scene2D.Effects.Fade}
* @since 3.5.0
*/
this.fadeEffect = new Effects.Fade(this);
/**
* The Camera Flash effect handler.
* To flash this camera see the `Camera.flash` method.
*
* @name Phaser.Cameras.Scene2D.Camera#flashEffect
* @type {Phaser.Cameras.Scene2D.Effects.Flash}
* @since 3.5.0
*/
this.flashEffect = new Effects.Flash(this);
/**
* The Camera Shake effect handler.
* To shake this camera see the `Camera.shake` method.
*
* @name Phaser.Cameras.Scene2D.Camera#shakeEffect
* @type {Phaser.Cameras.Scene2D.Effects.Shake}
* @since 3.5.0
*/
this.shakeEffect = new Effects.Shake(this);
/**
* The Camera Pan effect handler.
* To pan this camera see the `Camera.pan` method.
*
* @name Phaser.Cameras.Scene2D.Camera#panEffect
* @type {Phaser.Cameras.Scene2D.Effects.Pan}
* @since 3.11.0
*/
this.panEffect = new Effects.Pan(this);
/**
* The Camera Rotate To effect handler.
* To rotate this camera see the `Camera.rotateTo` method.
*
* @name Phaser.Cameras.Scene2D.Camera#rotateToEffect
* @type {Phaser.Cameras.Scene2D.Effects.RotateTo}
* @since 3.23.0
*/
this.rotateToEffect = new Effects.RotateTo(this);
/**
* The Camera Zoom effect handler.
* To zoom this camera see the `Camera.zoom` method.
*
* @name Phaser.Cameras.Scene2D.Camera#zoomEffect
* @type {Phaser.Cameras.Scene2D.Effects.Zoom}
* @since 3.11.0
*/
this.zoomEffect = new Effects.Zoom(this);
/**
* The linear interpolation value to use when following a target.
*
* Can also be set via `setLerp` or as part of the `startFollow` call.
*
* The default values of 1 means the camera will instantly snap to the target coordinates.
* A lower value, such as 0.1 means the camera will more slowly track the target, giving
* a smooth transition. You can set the horizontal and vertical values independently, and also
* adjust this value in real-time during your game.
*
* Be sure to keep the value between 0 and 1. A value of zero will disable tracking on that axis.
*
* @name Phaser.Cameras.Scene2D.Camera#lerp
* @type {Phaser.Math.Vector2}
* @since 3.9.0
*/
this.lerp = new Vector2(1, 1);
/**
* The values stored in this property are subtracted from the Camera targets position, allowing you to
* offset the camera from the actual target x/y coordinates by this amount.
* Can also be set via `setFollowOffset` or as part of the `startFollow` call.
*
* @name Phaser.Cameras.Scene2D.Camera#followOffset
* @type {Phaser.Math.Vector2}
* @since 3.9.0
*/
this.followOffset = new Vector2();
/**
* The Camera dead zone.
*
* The deadzone is only used when the camera is following a target.
*
* It defines a rectangular region within which if the target is present, the camera will not scroll.
* If the target moves outside of this area, the camera will begin scrolling in order to follow it.
*
* The `lerp` values that you can set for a follower target also apply when using a deadzone.
*
* You can directly set this property to be an instance of a Rectangle. Or, you can use the
* `setDeadzone` method for a chainable approach.
*
* The rectangle you provide can have its dimensions adjusted dynamically, however, please
* note that its position is updated every frame, as it is constantly re-centered on the cameras mid point.
*
* Calling `setDeadzone` with no arguments will reset an active deadzone, as will setting this property
* to `null`.
*
* @name Phaser.Cameras.Scene2D.Camera#deadzone
* @type {?Phaser.Geom.Rectangle}
* @since 3.11.0
*/
this.deadzone = null;
/**
* Internal follow target reference.
*
* @name Phaser.Cameras.Scene2D.Camera#_follow
* @type {?any}
* @private
* @default null
* @since 3.0.0
*/
this._follow = null;
/**
* Is this Camera rendering directly to the canvas or to a texture?
*
* Enable rendering to texture with the method `setRenderToTexture` (just enabling this boolean won't be enough)
*
* Once enabled you can toggle it by switching this property.
*
* To properly remove a render texture you should call the `clearRenderToTexture()` method.
*
* @name Phaser.Cameras.Scene2D.Camera#renderToTexture
* @type {boolean}
* @default false
* @since 3.13.0
*/
this.renderToTexture = false;
/**
* If this Camera is rendering to a texture (via `setRenderToTexture`) then you
* have the option to control if it should also render to the Game canvas as well.
*
* By default, a Camera will render both to its texture and to the Game canvas.
*
* However, if you set ths property to `false` it will only render to the texture
* and skip rendering to the Game canvas.
*
* Setting this property if the Camera isn't rendering to a texture has no effect.
*
* @name Phaser.Cameras.Scene2D.Camera#renderToGame
* @type {boolean}
* @default true
* @since 3.23.0
*/
this.renderToGame = true;
/**
* If this Camera has been set to render to a texture then this holds a reference
* to the HTML Canvas Element that the Camera is drawing to.
*
* Enable texture rendering using the method `setRenderToTexture`.
*
* This is only populated if Phaser is running with the Canvas Renderer.
*
* @name Phaser.Cameras.Scene2D.Camera#canvas
* @type {HTMLCanvasElement}
* @since 3.13.0
*/
this.canvas = null;
/**
* If this Camera has been set to render to a texture then this holds a reference
* to the Rendering Context belonging to the Canvas element the Camera is drawing to.
*
* Enable texture rendering using the method `setRenderToTexture`.
*
* This is only populated if Phaser is running with the Canvas Renderer.
*
* @name Phaser.Cameras.Scene2D.Camera#context
* @type {CanvasRenderingContext2D}
* @since 3.13.0
*/
this.context = null;
/**
* If this Camera has been set to render to a texture then this holds a reference
* to the GL Texture belonging the Camera is drawing to.
*
* Enable texture rendering using the method `setRenderToTexture`.
*
* This is only set if Phaser is running with the WebGL Renderer.
*
* @name Phaser.Cameras.Scene2D.Camera#glTexture
* @type {?WebGLTexture}
* @since 3.13.0
*/
this.glTexture = null;
/**
* If this Camera has been set to render to a texture then this holds a reference
* to the GL Frame Buffer belonging the Camera is drawing to.
*
* Enable texture rendering using the method `setRenderToTexture`.
*
* This is only set if Phaser is running with the WebGL Renderer.
*
* @name Phaser.Cameras.Scene2D.Camera#framebuffer
* @type {?WebGLFramebuffer}
* @since 3.13.0
*/
this.framebuffer = null;
/**
* If this Camera has been set to render to a texture and to use a custom pipeline,
* then this holds a reference to the pipeline the Camera is drawing with.
*
* Enable texture rendering using the method `setRenderToTexture`.
*
* This is only set if Phaser is running with the WebGL Renderer.
*
* @name Phaser.Cameras.Scene2D.Camera#pipeline
* @type {?Phaser.Renderer.WebGL.WebGLPipeline}
* @since 3.13.0
*/
this.pipeline = null;
},
/**
* Sets the Camera to render to a texture instead of to the main canvas.
*
* The Camera will redirect all Game Objects it's asked to render to this texture.
*
* During the render sequence, the texture itself will then be rendered to the main canvas.
*
* Doing this gives you the ability to modify the texture before this happens,
* allowing for special effects such as Camera specific shaders, or post-processing
* on the texture. You can also then 'tint' the Camera.
*
* If running under Canvas the Camera will render to its `canvas` property.
*
* If running under WebGL the Camera will create a frame buffer, which is stored in its `framebuffer` and `glTexture` properties.
*
* If you set a camera to render to a texture then it will emit 2 events during the render loop:
*
* First, it will emit the event `prerender`. This happens right before any Game Object's are drawn to the Camera texture.
*
* Then, it will emit the event `postrender`. This happens after all Game Object's have been drawn, but right before the
* Camera texture is rendered to the main game canvas. It's the final point at which you can manipulate the texture before
* it appears in-game.
*
* You should not enable this unless you plan on actually using the texture it creates
* somehow, otherwise you're just doubling the work required to render your game.
*
* If you only require the Camera to render to a texture, and not also to the Game,
* them set the `renderToGame` parameter to `false`.
*
* To temporarily disable rendering to a texture, toggle the `renderToTexture` boolean.
*
* If you no longer require the Camera to render to a texture, call the `clearRenderToTexture` method,
* which will delete the respective textures and free-up resources.
*
* @method Phaser.Cameras.Scene2D.Camera#setRenderToTexture
* @since 3.13.0
*
* @param {(string|Phaser.Renderer.WebGL.WebGLPipeline)} [pipeline] - An optional WebGL Pipeline to render with, can be either a string which is the name of the pipeline, or a pipeline reference.
* @param {boolean} [renderToGame=true] - If you do not need the Camera to still render to the Game, set this parameter to `false`.
*
* @return {this} This Camera instance.
*/
setRenderToTexture: function (pipeline, renderToGame)
{
if (renderToGame === undefined) { renderToGame = true; }
var renderer = this.scene.sys.game.renderer;
if (renderer.gl)
{
this.glTexture = renderer.createTextureFromSource(null, this.width, this.height, 0);
this.framebuffer = renderer.createFramebuffer(this.width, this.height, this.glTexture, false);
}
else
{
this.canvas = CanvasPool.create2D(this, this.width, this.height);
this.context = this.canvas.getContext('2d');
}
this.renderToTexture = true;
this.renderToGame = renderToGame;
if (pipeline)
{
this.setPipeline(pipeline);
}
return this;
},
/**
* Sets the WebGL pipeline this Camera is using when rendering to a texture.
*
* You can pass either the string-based name of the pipeline, or a reference to the pipeline itself.
*
* Call this method with no arguments to clear any previously set pipeline.
*
* @method Phaser.Cameras.Scene2D.Camera#setPipeline
* @since 3.13.0
*
* @param {(string|Phaser.Renderer.WebGL.WebGLPipeline)} [pipeline] - The WebGL Pipeline to render with, can be either a string which is the name of the pipeline, or a pipeline reference. Or if left empty it will clear the pipeline.
*
* @return {this} This Camera instance.
*/
setPipeline: function (pipeline)
{
if (typeof pipeline === 'string')
{
var renderer = this.scene.sys.game.renderer;
if (renderer.gl && renderer.pipelines.has(pipeline))
{
this.pipeline = renderer.pipelines.get(pipeline);
}
}
else
{
this.pipeline = pipeline;
}
return this;
},
/**
* If this Camera was set to render to a texture, this will clear the resources it was using and
* redirect it to render back to the primary Canvas again.
*
* If you only wish to temporarily disable rendering to a texture then you can toggle the
* property `renderToTexture` instead.
*
* @method Phaser.Cameras.Scene2D.Camera#clearRenderToTexture
* @since 3.13.0
*
* @return {this} This Camera instance.
*/
clearRenderToTexture: function ()
{
if (!this.scene)
{
return;
}
var renderer = this.scene.sys.game.renderer;
if (!renderer)
{
return;
}
if (renderer.gl)
{
if (this.framebuffer)
{
renderer.deleteFramebuffer(this.framebuffer);
}
if (this.glTexture)
{
renderer.deleteTexture(this.glTexture);
}
this.framebuffer = null;
this.glTexture = null;
this.pipeline = null;
}
else
{
CanvasPool.remove(this);
this.canvas = null;
this.context = null;
}
this.renderToTexture = false;
return this;
},
/**
* Sets the Camera dead zone.
*
* The deadzone is only used when the camera is following a target.
*
* It defines a rectangular region within which if the target is present, the camera will not scroll.
* If the target moves outside of this area, the camera will begin scrolling in order to follow it.
*
* The deadzone rectangle is re-positioned every frame so that it is centered on the mid-point
* of the camera. This allows you to use the object for additional game related checks, such as
* testing if an object is within it or not via a Rectangle.contains call.
*
* The `lerp` values that you can set for a follower target also apply when using a deadzone.
*
* Calling this method with no arguments will reset an active deadzone.
*
* @method Phaser.Cameras.Scene2D.Camera#setDeadzone
* @since 3.11.0
*
* @param {number} [width] - The width of the deadzone rectangle in pixels. If not specified the deadzone is removed.
* @param {number} [height] - The height of the deadzone rectangle in pixels.
*
* @return {this} This Camera instance.
*/
setDeadzone: function (width, height)
{
if (width === undefined)
{
this.deadzone = null;
}
else
{
if (this.deadzone)
{
this.deadzone.width = width;
this.deadzone.height = height;
}
else
{
this.deadzone = new Rectangle(0, 0, width, height);
}
if (this._follow)
{
var originX = this.width / 2;
var originY = this.height / 2;
var fx = this._follow.x - this.followOffset.x;
var fy = this._follow.y - this.followOffset.y;
this.midPoint.set(fx, fy);
this.scrollX = fx - originX;
this.scrollY = fy - originY;
}
CenterOn(this.deadzone, this.midPoint.x, this.midPoint.y);
}
return this;
},
/**
* Fades the Camera in from the given color over the duration specified.
*
* @method Phaser.Cameras.Scene2D.Camera#fadeIn
* @fires Phaser.Cameras.Scene2D.Events#FADE_IN_START
* @fires Phaser.Cameras.Scene2D.Events#FADE_IN_COMPLETE
* @since 3.3.0
*
* @param {integer} [duration=1000] - The duration of the effect in milliseconds.
* @param {integer} [red=0] - The amount to fade the red channel towards. A value between 0 and 255.
* @param {integer} [green=0] - The amount to fade the green channel towards. A value between 0 and 255.
* @param {integer} [blue=0] - The amount to fade the blue channel towards. A value between 0 and 255.
* @param {function} [callback] - This callback will be invoked every frame for the duration of the effect.
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
*
* @return {this} This Camera instance.
*/
fadeIn: function (duration, red, green, blue, callback, context)
{
return this.fadeEffect.start(false, duration, red, green, blue, true, callback, context);
},
/**
* Fades the Camera out to the given color over the duration specified.
* This is an alias for Camera.fade that forces the fade to start, regardless of existing fades.
*
* @method Phaser.Cameras.Scene2D.Camera#fadeOut
* @fires Phaser.Cameras.Scene2D.Events#FADE_OUT_START
* @fires Phaser.Cameras.Scene2D.Events#FADE_OUT_COMPLETE
* @since 3.3.0
*
* @param {integer} [duration=1000] - The duration of the effect in milliseconds.
* @param {integer} [red=0] - The amount to fade the red channel towards. A value between 0 and 255.
* @param {integer} [green=0] - The amount to fade the green channel towards. A value between 0 and 255.
* @param {integer} [blue=0] - The amount to fade the blue channel towards. A value between 0 and 255.
* @param {function} [callback] - This callback will be invoked every frame for the duration of the effect.
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
*
* @return {this} This Camera instance.
*/
fadeOut: function (duration, red, green, blue, callback, context)
{
return this.fadeEffect.start(true, duration, red, green, blue, true, callback, context);
},
/**
* Fades the Camera from the given color to transparent over the duration specified.
*
* @method Phaser.Cameras.Scene2D.Camera#fadeFrom
* @fires Phaser.Cameras.Scene2D.Events#FADE_IN_START
* @fires Phaser.Cameras.Scene2D.Events#FADE_IN_COMPLETE
* @since 3.5.0
*
* @param {integer} [duration=1000] - The duration of the effect in milliseconds.
* @param {integer} [red=0] - The amount to fade the red channel towards. A value between 0 and 255.
* @param {integer} [green=0] - The amount to fade the green channel towards. A value between 0 and 255.
* @param {integer} [blue=0] - The amount to fade the blue channel towards. A value between 0 and 255.
* @param {boolean} [force=false] - Force the effect to start immediately, even if already running.
* @param {function} [callback] - This callback will be invoked every frame for the duration of the effect.
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
*
* @return {this} This Camera instance.
*/
fadeFrom: function (duration, red, green, blue, force, callback, context)
{
return this.fadeEffect.start(false, duration, red, green, blue, force, callback, context);
},
/**
* Fades the Camera from transparent to the given color over the duration specified.
*
* @method Phaser.Cameras.Scene2D.Camera#fade
* @fires Phaser.Cameras.Scene2D.Events#FADE_OUT_START
* @fires Phaser.Cameras.Scene2D.Events#FADE_OUT_COMPLETE
* @since 3.0.0
*
* @param {integer} [duration=1000] - The duration of the effect in milliseconds.
* @param {integer} [red=0] - The amount to fade the red channel towards. A value between 0 and 255.
* @param {integer} [green=0] - The amount to fade the green channel towards. A value between 0 and 255.
* @param {integer} [blue=0] - The amount to fade the blue channel towards. A value between 0 and 255.
* @param {boolean} [force=false] - Force the effect to start immediately, even if already running.
* @param {function} [callback] - This callback will be invoked every frame for the duration of the effect.
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
*
* @return {this} This Camera instance.
*/
fade: function (duration, red, green, blue, force, callback, context)
{
return this.fadeEffect.start(true, duration, red, green, blue, force, callback, context);
},
/**
* Flashes the Camera by setting it to the given color immediately and then fading it away again quickly over the duration specified.
*
* @method Phaser.Cameras.Scene2D.Camera#flash
* @fires Phaser.Cameras.Scene2D.Events#FLASH_START
* @fires Phaser.Cameras.Scene2D.Events#FLASH_COMPLETE
* @since 3.0.0
*
* @param {integer} [duration=250] - The duration of the effect in milliseconds.
* @param {integer} [red=255] - The amount to fade the red channel towards. A value between 0 and 255.
* @param {integer} [green=255] - The amount to fade the green channel towards. A value between 0 and 255.
* @param {integer} [blue=255] - The amount to fade the blue channel towards. A value between 0 and 255.
* @param {boolean} [force=false] - Force the effect to start immediately, even if already running.
* @param {function} [callback] - This callback will be invoked every frame for the duration of the effect.
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
*
* @return {this} This Camera instance.
*/
flash: function (duration, red, green, blue, force, callback, context)
{
return this.flashEffect.start(duration, red, green, blue, force, callback, context);
},
/**
* Shakes the Camera by the given intensity over the duration specified.
*
* @method Phaser.Cameras.Scene2D.Camera#shake
* @fires Phaser.Cameras.Scene2D.Events#SHAKE_START
* @fires Phaser.Cameras.Scene2D.Events#SHAKE_COMPLETE
* @since 3.0.0
*
* @param {integer} [duration=100] - The duration of the effect in milliseconds.
* @param {(number|Phaser.Math.Vector2)} [intensity=0.05] - The intensity of the shake.
* @param {boolean} [force=false] - Force the shake effect to start immediately, even if already running.
* @param {function} [callback] - This callback will be invoked every frame for the duration of the effect.
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
*
* @return {this} This Camera instance.
*/
shake: function (duration, intensity, force, callback, context)
{
return this.shakeEffect.start(duration, intensity, force, callback, context);
},
/**
* This effect will scroll the Camera so that the center of its viewport finishes at the given destination,
* over the duration and with the ease specified.
*
* @method Phaser.Cameras.Scene2D.Camera#pan
* @fires Phaser.Cameras.Scene2D.Events#PAN_START
* @fires Phaser.Cameras.Scene2D.Events#PAN_COMPLETE
* @since 3.11.0
*
* @param {number} x - The destination x coordinate to scroll the center of the Camera viewport to.
* @param {number} y - The destination y coordinate to scroll the center of the Camera viewport to.
* @param {integer} [duration=1000] - The duration of the effect in milliseconds.
* @param {(string|function)} [ease='Linear'] - The ease to use for the pan. Can be any of the Phaser Easing constants or a custom function.
* @param {boolean} [force=false] - Force the pan effect to start immediately, even if already running.
* @param {Phaser.Types.Cameras.Scene2D.CameraPanCallback} [callback] - This callback will be invoked every frame for the duration of the effect.
* It is sent four arguments: A reference to the camera, a progress amount between 0 and 1 indicating how complete the effect is,
* the current camera scroll x coordinate and the current camera scroll y coordinate.
* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
*
* @return {this} This Camera instance.
*/
pan: function (x, y, duration, ease, force, callback, context)
{
return this.panEffect.start(x, y, duration, ease, force, callback, context);
},
/**
* This effect will rotate the Camera so that the viewport finishes at the given angle in radians,
* over the duration and with the ease specified.
*
* @method Phaser.Cameras.Scene2D.Camera#rotateTo
* @since 3.23.0
*
* @param {number} radians - The destination angle in radians to rotate the Camera viewport to. If the angle is positive then the rotation is clockwise else anticlockwise
* @param {boolean} [shortestPath=false] - If shortest path is set to true the camera will rotate in the quickest direction clockwise or anti-clockwise.
* @param {integer} [duration=1000] - The duration of the effect in milliseconds.
* @param {(string|function)} [ease='Linear'] - The ease to use for the rotation. Can be any of the Phaser Easing constants or a custom function.
* @param {boolean} [force=false] - Force the rotation effect to start immediately, even if already running.
* @param {CameraRotateCallback} [callback] - This callback will be invoked every frame for the duration of the effect.
* It is sent four arguments: A reference to the camera, a progress amount between 0 and 1 indicating how complete the effect is,
* the current camera rotation angle in radians.
* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
rotateTo: function (radians, shortestPath, duration, ease, force, callback, context)
{
return this.rotateToEffect.start(radians, shortestPath, duration, ease, force, callback, context);
},
/**
* This effect will zoom the Camera to the given scale, over the duration and with the ease specified.
*
* @method Phaser.Cameras.Scene2D.Camera#zoomTo
* @fires Phaser.Cameras.Scene2D.Events#ZOOM_START
* @fires Phaser.Cameras.Scene2D.Events#ZOOM_COMPLETE
* @since 3.11.0
*
* @param {number} zoom - The target Camera zoom value.
* @param {integer} [duration=1000] - The duration of the effect in milliseconds.
* @param {(string|function)} [ease='Linear'] - The ease to use for the pan. Can be any of the Phaser Easing constants or a custom function.
* @param {boolean} [force=false] - Force the pan effect to start immediately, even if already running.
* @param {Phaser.Types.Cameras.Scene2D.CameraPanCallback} [callback] - This callback will be invoked every frame for the duration of the effect.
* It is sent four arguments: A reference to the camera, a progress amount between 0 and 1 indicating how complete the effect is,
* the current camera scroll x coordinate and the current camera scroll y coordinate.
* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
*
* @return {this} This Camera instance.
*/
zoomTo: function (zoom, duration, ease, force, callback, context)
{
return this.zoomEffect.start(zoom, duration, ease, force, callback, context);
},
/**
* Internal preRender step.
*
* @method Phaser.Cameras.Scene2D.Camera#preRender
* @protected
* @since 3.0.0
*/
preRender: function ()
{
var width = this.width;
var height = this.height;
var halfWidth = width * 0.5;
var halfHeight = height * 0.5;
var zoom = this.zoom;
var matrix = this.matrix;
var originX = width * this.originX;
var originY = height * this.originY;
var follow = this._follow;
var deadzone = this.deadzone;
var sx = this.scrollX;
var sy = this.scrollY;
if (deadzone)
{
CenterOn(deadzone, this.midPoint.x, this.midPoint.y);
}
if (follow && !this.panEffect.isRunning)
{
var fx = (follow.x - this.followOffset.x);
var fy = (follow.y - this.followOffset.y);
if (deadzone)
{
if (fx < deadzone.x)
{
sx = Linear(sx, sx - (deadzone.x - fx), this.lerp.x);
}
else if (fx > deadzone.right)
{
sx = Linear(sx, sx + (fx - deadzone.right), this.lerp.x);
}
if (fy < deadzone.y)
{
sy = Linear(sy, sy - (deadzone.y - fy), this.lerp.y);
}
else if (fy > deadzone.bottom)
{
sy = Linear(sy, sy + (fy - deadzone.bottom), this.lerp.y);
}
}
else
{
sx = Linear(sx, fx - originX, this.lerp.x);
sy = Linear(sy, fy - originY, this.lerp.y);
}
}
if (this.useBounds)
{
sx = this.clampX(sx);
sy = this.clampY(sy);
}
if (this.roundPixels)
{
originX = Math.round(originX);
originY = Math.round(originY);
}
// Values are in pixels and not impacted by zooming the Camera
this.scrollX = sx;
this.scrollY = sy;
var midX = sx + halfWidth;
var midY = sy + halfHeight;
// The center of the camera, in world space, so taking zoom into account
// Basically the pixel value of what it's looking at in the middle of the cam
this.midPoint.set(midX, midY);
var displayWidth = width / zoom;
var displayHeight = height / zoom;
this.worldView.setTo(
midX - (displayWidth / 2),
midY - (displayHeight / 2),
displayWidth,
displayHeight
);
matrix.applyITRS(this.x + originX, this.y + originY, this.rotation, zoom, zoom);
matrix.translate(-originX, -originY);
this.shakeEffect.preRender();
},
/**
* Sets the linear interpolation value to use when following a target.
*
* The default values of 1 means the camera will instantly snap to the target coordinates.
* A lower value, such as 0.1 means the camera will more slowly track the target, giving
* a smooth transition. You can set the horizontal and vertical values independently, and also
* adjust this value in real-time during your game.
*
* Be sure to keep the value between 0 and 1. A value of zero will disable tracking on that axis.
*
* @method Phaser.Cameras.Scene2D.Camera#setLerp
* @since 3.9.0
*
* @param {number} [x=1] - The amount added to the horizontal linear interpolation of the follow target.
* @param {number} [y=1] - The amount added to the vertical linear interpolation of the follow target.
*
* @return {this} This Camera instance.
*/
setLerp: function (x, y)
{
if (x === undefined) { x = 1; }
if (y === undefined) { y = x; }
this.lerp.set(x, y);
return this;
},
/**
* Sets the horizontal and vertical offset of the camera from its follow target.
* The values are subtracted from the targets position during the Cameras update step.
*
* @method Phaser.Cameras.Scene2D.Camera#setFollowOffset
* @since 3.9.0
*
* @param {number} [x=0] - The horizontal offset from the camera follow target.x position.
* @param {number} [y=0] - The vertical offset from the camera follow target.y position.
*
* @return {this} This Camera instance.
*/
setFollowOffset: function (x, y)
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
this.followOffset.set(x, y);
return this;
},
/**
* Sets the Camera to follow a Game Object.
*
* When enabled the Camera will automatically adjust its scroll position to keep the target Game Object
* in its center.
*
* You can set the linear interpolation value used in the follow code.
* Use low lerp values (such as 0.1) to automatically smooth the camera motion.
*
* If you find you're getting a slight "jitter" effect when following an object it's probably to do with sub-pixel
* rendering of the targets position. This can be rounded by setting the `roundPixels` argument to `true` to
* force full pixel rounding rendering. Note that this can still be broken if you have specified a non-integer zoom
* value on the camera. So be sure to keep the camera zoom to integers.
*
* @method Phaser.Cameras.Scene2D.Camera#startFollow
* @since 3.0.0
*
* @param {(Phaser.GameObjects.GameObject|object)} target - The target for the Camera to follow.
* @param {boolean} [roundPixels=false] - Round the camera position to whole integers to avoid sub-pixel rendering?
* @param {number} [lerpX=1] - A value between 0 and 1. This value specifies the amount of linear interpolation to use when horizontally tracking the target. The closer the value to 1, the faster the camera will track.
* @param {number} [lerpY=1] - A value between 0 and 1. This value specifies the amount of linear interpolation to use when vertically tracking the target. The closer the value to 1, the faster the camera will track.
* @param {number} [offsetX=0] - The horizontal offset from the camera follow target.x position.
* @param {number} [offsetY=0] - The vertical offset from the camera follow target.y position.
*
* @return {this} This Camera instance.
*/
startFollow: function (target, roundPixels, lerpX, lerpY, offsetX, offsetY)
{
if (roundPixels === undefined) { roundPixels = false; }
if (lerpX === undefined) { lerpX = 1; }
if (lerpY === undefined) { lerpY = lerpX; }
if (offsetX === undefined) { offsetX = 0; }
if (offsetY === undefined) { offsetY = offsetX; }
this._follow = target;
this.roundPixels = roundPixels;
lerpX = Clamp(lerpX, 0, 1);
lerpY = Clamp(lerpY, 0, 1);
this.lerp.set(lerpX, lerpY);
this.followOffset.set(offsetX, offsetY);
var originX = this.width / 2;
var originY = this.height / 2;
var fx = target.x - offsetX;
var fy = target.y - offsetY;
this.midPoint.set(fx, fy);
this.scrollX = fx - originX;
this.scrollY = fy - originY;
if (this.useBounds)
{
this.scrollX = this.clampX(this.scrollX);
this.scrollY = this.clampY(this.scrollY);
}
return this;
},
/**
* Stops a Camera from following a Game Object, if previously set via `Camera.startFollow`.
*
* @method Phaser.Cameras.Scene2D.Camera#stopFollow
* @since 3.0.0
*
* @return {this} This Camera instance.
*/
stopFollow: function ()
{
this._follow = null;
return this;
},
/**
* Resets any active FX, such as a fade, flash or shake. Useful to call after a fade in order to
* remove the fade.
*
* @method Phaser.Cameras.Scene2D.Camera#resetFX
* @since 3.0.0
*
* @return {this} This Camera instance.
*/
resetFX: function ()
{
this.rotateToEffect.reset();
this.panEffect.reset();
this.shakeEffect.reset();
this.flashEffect.reset();
this.fadeEffect.reset();
return this;
},
/**
* Internal method called automatically by the Camera Manager.
*
* @method Phaser.Cameras.Scene2D.Camera#update
* @protected
* @since 3.0.0
*
* @param {integer} time - The current timestamp as generated by the Request Animation Frame or SetTimeout.
* @param {number} delta - The delta time, in ms, elapsed since the last frame.
*/
update: function (time, delta)
{
if (this.visible)
{
this.rotateToEffect.update(time, delta);
this.panEffect.update(time, delta);
this.zoomEffect.update(time, delta);
this.shakeEffect.update(time, delta);
this.flashEffect.update(time, delta);
this.fadeEffect.update(time, delta);
}
},
/**
* Destroys this Camera instance. You rarely need to call this directly.
*
* Called by the Camera Manager. If you wish to destroy a Camera please use `CameraManager.remove` as
* cameras are stored in a pool, ready for recycling later, and calling this directly will prevent that.
*
* @method Phaser.Cameras.Scene2D.Camera#destroy
* @fires Phaser.Cameras.Scene2D.Events#DESTROY
* @since 3.0.0
*/
destroy: function ()
{
this.clearRenderToTexture();
this.resetFX();
BaseCamera.prototype.destroy.call(this);
this._follow = null;
this.deadzone = null;
}
});
module.exports = Camera;