mirror of
https://github.com/photonstorm/phaser
synced 2024-12-25 12:33:38 +00:00
413 lines
15 KiB
JavaScript
413 lines
15 KiB
JavaScript
/// <reference path="../_definitions.ts" />
|
|
/**
|
|
* Phaser - Camera
|
|
*
|
|
* A Camera is your view into the game world. It has a position, size, scale and rotation and renders only those objects
|
|
* within its field of view. The game automatically creates a single Stage sized camera on boot, but it can be changed and
|
|
* additional cameras created via the CameraManager.
|
|
*/
|
|
var Phaser;
|
|
(function (Phaser) {
|
|
var Camera = (function () {
|
|
/**
|
|
* Instantiates a new camera at the specified location, with the specified size and zoom level.
|
|
*
|
|
* @param game {Phaser.Game} Current game instance.
|
|
* @param id {number} Unique identity.
|
|
* @param x {number} X location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom.
|
|
* @param y {number} Y location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom.
|
|
* @param width {number} The width of the camera display in pixels.
|
|
* @param height {number} The height of the camera display in pixels.
|
|
*/
|
|
function Camera(game, id, x, y, width, height) {
|
|
this._target = null;
|
|
/**
|
|
* Camera worldBounds.
|
|
* @type {Rectangle}
|
|
*/
|
|
this.worldBounds = null;
|
|
/**
|
|
* A boolean representing if the Camera has been modified in any way via a scale, rotate, flip or skew.
|
|
*/
|
|
this.modified = false;
|
|
/**
|
|
* 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 {boolean}
|
|
*/
|
|
this.visible = true;
|
|
/**
|
|
* The z value of this Camera. Cameras are rendered in z-index order by the Renderer.
|
|
*/
|
|
this.z = -1;
|
|
this.game = game;
|
|
|
|
this.ID = id;
|
|
this.z = id;
|
|
|
|
width = this.game.math.clamp(width, this.game.stage.width, 1);
|
|
height = this.game.math.clamp(height, this.game.stage.height, 1);
|
|
|
|
// The view into the world we wish to render (by default the full game world size)
|
|
// The size of this Rect is the same as screenView, but the values are all in world coordinates instead of screen coordinates
|
|
this.worldView = new Phaser.Rectangle(0, 0, width, height);
|
|
|
|
// The rect of the area being rendered in stage/screen coordinates
|
|
this.screenView = new Phaser.Rectangle(x, y, width, height);
|
|
|
|
this.plugins = new Phaser.PluginManager(this.game, this);
|
|
|
|
this.transform = new Phaser.Components.TransformManager(this);
|
|
this.texture = new Phaser.Display.Texture(this);
|
|
|
|
// We create a hidden canvas for our camera the size of the game (we use the screenView to clip the render to the camera size)
|
|
this.texture.canvas = document.createElement('canvas');
|
|
this.texture.canvas.width = width;
|
|
this.texture.canvas.height = height;
|
|
this.texture.context = this.texture.canvas.getContext('2d');
|
|
|
|
// Handy proxies
|
|
this.scale = this.transform.scale;
|
|
this.alpha = this.texture.alpha;
|
|
this.origin = this.transform.origin;
|
|
this.crop = this.texture.crop;
|
|
}
|
|
|
|
Object.defineProperty(Camera.prototype, "alpha", {
|
|
get: /**
|
|
* The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque.
|
|
*/
|
|
function () {
|
|
return this.texture.alpha;
|
|
},
|
|
set: /**
|
|
* The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque.
|
|
*/
|
|
function (value) {
|
|
this.texture.alpha = value;
|
|
},
|
|
enumerable: true,
|
|
configurable: true
|
|
});
|
|
|
|
/**
|
|
* Hides an object from this Camera. Hidden objects are not rendered.
|
|
* The object must implement a public cameraBlacklist property.
|
|
*
|
|
* @param object {Sprite/Group} The object this camera should ignore.
|
|
*/
|
|
Camera.prototype.hide = function (object) {
|
|
object.texture.hideFromCamera(this);
|
|
};
|
|
|
|
/**
|
|
* Returns true if the object is hidden from this Camera.
|
|
*
|
|
* @param object {Sprite/Group} The object to check.
|
|
*/
|
|
Camera.prototype.isHidden = function (object) {
|
|
return object.texture.isHidden(this);
|
|
};
|
|
|
|
/**
|
|
* Un-hides an object previously hidden to this Camera.
|
|
* The object must implement a public cameraBlacklist property.
|
|
*
|
|
* @param object {Sprite/Group} The object this camera should display.
|
|
*/
|
|
Camera.prototype.show = function (object) {
|
|
object.texture.showToCamera(this);
|
|
};
|
|
|
|
/**
|
|
* Tells this camera object what sprite to track.
|
|
* @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().
|
|
*/
|
|
Camera.prototype.follow = function (target, style) {
|
|
if (typeof style === "undefined") { style = Phaser.Types.CAMERA_FOLLOW_LOCKON; }
|
|
this._target = target;
|
|
|
|
var helper;
|
|
|
|
switch (style) {
|
|
case Phaser.Types.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.Types.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.Types.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.Types.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.
|
|
*/
|
|
Camera.prototype.focusOnXY = function (x, y) {
|
|
x += (x > 0) ? 0.0000001 : -0.0000001;
|
|
y += (y > 0) ? 0.0000001 : -0.0000001;
|
|
|
|
this.worldView.x = Math.round(x - this.worldView.halfWidth);
|
|
this.worldView.y = Math.round(y - this.worldView.halfHeight);
|
|
};
|
|
|
|
/**
|
|
* Move the camera focus to this location instantly.
|
|
* @param point {any} Point you want to focus.
|
|
*/
|
|
Camera.prototype.focusOn = function (point) {
|
|
point.x += (point.x > 0) ? 0.0000001 : -0.0000001;
|
|
point.y += (point.y > 0) ? 0.0000001 : -0.0000001;
|
|
|
|
this.worldView.x = Math.round(point.x - this.worldView.halfWidth);
|
|
this.worldView.y = Math.round(point.y - this.worldView.halfHeight);
|
|
};
|
|
|
|
/**
|
|
* Specify the boundaries of the world or where the camera is allowed to move.
|
|
*
|
|
* @param x {number} The smallest X value of your world (usually 0).
|
|
* @param y {number} The smallest Y value of your world (usually 0).
|
|
* @param width {number} The largest X value of your world (usually the world width).
|
|
* @param height {number} The largest Y value of your world (usually the world height).
|
|
*/
|
|
Camera.prototype.setBounds = function (x, y, width, height) {
|
|
if (typeof x === "undefined") { x = 0; }
|
|
if (typeof y === "undefined") { y = 0; }
|
|
if (typeof width === "undefined") { width = 0; }
|
|
if (typeof height === "undefined") { height = 0; }
|
|
if (this.worldBounds == null) {
|
|
this.worldBounds = new Phaser.Rectangle();
|
|
}
|
|
|
|
this.worldBounds.setTo(x, y, width, height);
|
|
|
|
this.worldView.x = x;
|
|
this.worldView.y = y;
|
|
|
|
this.update();
|
|
};
|
|
|
|
/**
|
|
* Update focusing and scrolling.
|
|
*/
|
|
Camera.prototype.update = function () {
|
|
if (this.modified == false && (!this.transform.scale.equals(1) || !this.transform.skew.equals(0) || this.transform.rotation != 0 || this.transform.rotationOffset != 0 || this.texture.flippedX || this.texture.flippedY)) {
|
|
this.modified = true;
|
|
}
|
|
|
|
this.plugins.preUpdate();
|
|
|
|
if (this._target !== null) {
|
|
if (this.deadzone == null) {
|
|
this.focusOnXY(this._target.x, this._target.y);
|
|
} else {
|
|
var edge;
|
|
var targetX = this._target.x + ((this._target.x > 0) ? 0.0000001 : -0.0000001);
|
|
var targetY = this._target.y + ((this._target.y > 0) ? 0.0000001 : -0.0000001);
|
|
|
|
edge = targetX - this.deadzone.x;
|
|
|
|
if (this.worldView.x > edge) {
|
|
this.worldView.x = edge;
|
|
}
|
|
|
|
edge = targetX + this._target.width - this.deadzone.x - this.deadzone.width;
|
|
|
|
if (this.worldView.x < edge) {
|
|
this.worldView.x = edge;
|
|
}
|
|
|
|
edge = targetY - this.deadzone.y;
|
|
|
|
if (this.worldView.y > edge) {
|
|
this.worldView.y = edge;
|
|
}
|
|
|
|
edge = targetY + this._target.height - this.deadzone.y - this.deadzone.height;
|
|
|
|
if (this.worldView.y < edge) {
|
|
this.worldView.y = edge;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (this.worldBounds !== null) {
|
|
if (this.worldView.x < this.worldBounds.left) {
|
|
this.worldView.x = this.worldBounds.left;
|
|
}
|
|
|
|
if (this.worldView.x > this.worldBounds.right - this.width) {
|
|
this.worldView.x = (this.worldBounds.right - this.width) + 1;
|
|
}
|
|
|
|
if (this.worldView.y < this.worldBounds.top) {
|
|
this.worldView.y = this.worldBounds.top;
|
|
}
|
|
|
|
if (this.worldView.y > this.worldBounds.bottom - this.height) {
|
|
this.worldView.y = (this.worldBounds.bottom - this.height) + 1;
|
|
}
|
|
}
|
|
|
|
this.worldView.floor();
|
|
|
|
this.plugins.update();
|
|
};
|
|
|
|
/**
|
|
* Update focusing and scrolling.
|
|
*/
|
|
Camera.prototype.postUpdate = function () {
|
|
if (this.modified == true && this.transform.scale.equals(1) && this.transform.skew.equals(0) && this.transform.rotation == 0 && this.transform.rotationOffset == 0 && this.texture.flippedX == false && this.texture.flippedY == false) {
|
|
this.modified = false;
|
|
}
|
|
|
|
if (this.worldBounds !== null) {
|
|
if (this.worldView.x < this.worldBounds.left) {
|
|
this.worldView.x = this.worldBounds.left;
|
|
}
|
|
|
|
if (this.worldView.x > this.worldBounds.right - this.width) {
|
|
this.worldView.x = this.worldBounds.right - this.width;
|
|
}
|
|
|
|
if (this.worldView.y < this.worldBounds.top) {
|
|
this.worldView.y = this.worldBounds.top;
|
|
}
|
|
|
|
if (this.worldView.y > this.worldBounds.bottom - this.height) {
|
|
this.worldView.y = this.worldBounds.bottom - this.height;
|
|
}
|
|
}
|
|
|
|
this.worldView.floor();
|
|
|
|
this.plugins.postUpdate();
|
|
};
|
|
|
|
/**
|
|
* Destroys this camera, associated FX and removes itself from the CameraManager.
|
|
*/
|
|
Camera.prototype.destroy = function () {
|
|
this.game.world.cameras.removeCamera(this.ID);
|
|
this.plugins.destroy();
|
|
};
|
|
|
|
Object.defineProperty(Camera.prototype, "x", {
|
|
get: function () {
|
|
return this.worldView.x;
|
|
},
|
|
set: function (value) {
|
|
this.worldView.x = value;
|
|
},
|
|
enumerable: true,
|
|
configurable: true
|
|
});
|
|
|
|
Object.defineProperty(Camera.prototype, "y", {
|
|
get: function () {
|
|
return this.worldView.y;
|
|
},
|
|
set: function (value) {
|
|
this.worldView.y = value;
|
|
},
|
|
enumerable: true,
|
|
configurable: true
|
|
});
|
|
|
|
|
|
|
|
Object.defineProperty(Camera.prototype, "width", {
|
|
get: function () {
|
|
return this.screenView.width;
|
|
},
|
|
set: function (value) {
|
|
this.screenView.width = value;
|
|
this.worldView.width = value;
|
|
|
|
if (value !== this.texture.canvas.width) {
|
|
this.texture.canvas.width = value;
|
|
}
|
|
},
|
|
enumerable: true,
|
|
configurable: true
|
|
});
|
|
|
|
Object.defineProperty(Camera.prototype, "height", {
|
|
get: function () {
|
|
return this.screenView.height;
|
|
},
|
|
set: function (value) {
|
|
this.screenView.height = value;
|
|
this.worldView.height = value;
|
|
|
|
if (value !== this.texture.canvas.height) {
|
|
this.texture.canvas.height = value;
|
|
}
|
|
},
|
|
enumerable: true,
|
|
configurable: true
|
|
});
|
|
|
|
|
|
|
|
Camera.prototype.setPosition = function (x, y) {
|
|
this.screenView.x = x;
|
|
this.screenView.y = y;
|
|
};
|
|
|
|
Camera.prototype.setSize = function (width, height) {
|
|
this.screenView.width = width * this.transform.scale.x;
|
|
this.screenView.height = height * this.transform.scale.y;
|
|
this.worldView.width = width;
|
|
this.worldView.height = height;
|
|
|
|
if (width !== this.texture.canvas.width) {
|
|
this.texture.canvas.width = width;
|
|
}
|
|
|
|
if (height !== this.texture.canvas.height) {
|
|
this.texture.canvas.height = height;
|
|
}
|
|
};
|
|
|
|
Object.defineProperty(Camera.prototype, "rotation", {
|
|
get: /**
|
|
* The angle of the Camera in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
|
|
*/
|
|
function () {
|
|
return this.transform.rotation;
|
|
},
|
|
set: /**
|
|
* Set the angle of the Camera in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
|
|
* The value is automatically wrapped to be between 0 and 360.
|
|
*/
|
|
function (value) {
|
|
this.transform.rotation = this.game.math.wrap(value, 360, 0);
|
|
},
|
|
enumerable: true,
|
|
configurable: true
|
|
});
|
|
|
|
return Camera;
|
|
})();
|
|
Phaser.Camera = Camera;
|
|
})(Phaser || (Phaser = {}));
|