phaser/src/gameobjects/components/ScaleMinMax.js
2015-03-23 23:46:09 +00:00

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JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2015 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The ScaleMinMax component allows a Game Object to limit how far it can be scaled by its parent.
*
* @class
*/
Phaser.Component.ScaleMinMax = function () {};
Phaser.Component.ScaleMinMax.prototype = {
/**
* The callback that will apply any scale limiting to the worldTransform.
* @property {function} transformCallback
*/
transformCallback: this.checkTransform,
/**
* The context under which `transformCallback` is called.
* @property {object} transformCallbackContext
*/
transformCallbackContext: this,
/**
* The minimum scale this Game Object will scale down to.
*
* It allows you to prevent a parent from scaling this Game Object lower than the given value.
*
* Set it to `null` to remove the limit.
* @property {Phaser.Point} scaleMin
*/
scaleMin: null,
/**
* The maximum scale this Game Object will scale up to.
*
* It allows you to prevent a parent from scaling this Game Object higher than the given value.
*
* Set it to `null` to remove the limit.
* @property {Phaser.Point} scaleMax
*/
scaleMax: null,
/**
* Adjust scaling limits, if set, to this Game Object.
*
* @method
* @private
* @param {PIXI.Matrix} wt - The updated worldTransform matrix.
*/
checkTransform: function (wt) {
if (this.scaleMin)
{
if (wt.a < this.scaleMin.x)
{
wt.a = this.scaleMin.x;
}
if (wt.d < this.scaleMin.y)
{
wt.d = this.scaleMin.y;
}
}
if (this.scaleMax)
{
if (wt.a > this.scaleMax.x)
{
wt.a = this.scaleMax.x;
}
if (wt.d > this.scaleMax.y)
{
wt.d = this.scaleMax.y;
}
}
},
/**
* Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object will scale based on its parent.
*
* For example if this Game Object has a `minScale` value of 1 and its parent has a `scale` value of 0.5, the 0.5 will be ignored
* and the scale value of 1 will be used, as the parents scale is lower than the minimum scale this Game Object should adhere to.
*
* By setting these values you can carefully control how Game Objects deal with responsive scaling.
*
* If only one parameter is given then that value will be used for both scaleMin and scaleMax:
* `setScaleMinMax(1)` = scaleMin.x, scaleMin.y, scaleMax.x and scaleMax.y all = 1
*
* If only two parameters are given the first is set as scaleMin.x and y and the second as scaleMax.x and y:
* `setScaleMinMax(0.5, 2)` = scaleMin.x and y = 0.5 and scaleMax.x and y = 2
*
* If you wish to set `scaleMin` with different values for x and y then either modify Game Object.scaleMin directly,
* or pass `null` for the `maxX` and `maxY` parameters.
*
* Call `setScaleMinMax(null)` to clear all previously set values.
*
* @method
* @param {number|null} minX - The minimum horizontal scale value this Game Object can scale down to.
* @param {number|null} minY - The minimum vertical scale value this Game Object can scale down to.
* @param {number|null} maxX - The maximum horizontal scale value this Game Object can scale up to.
* @param {number|null} maxY - The maximum vertical scale value this Game Object can scale up to.
*/
setScaleMinMax: function (minX, minY, maxX, maxY) {
if (typeof minY === 'undefined')
{
// 1 parameter, set all to it
minY = maxX = maxY = minX;
}
else if (typeof maxX === 'undefined')
{
// 2 parameters, the first is min, the second max
maxX = maxY = minY;
minY = minX;
}
if (minX === null)
{
this.scaleMin = null;
}
else
{
if (this.scaleMin)
{
this.scaleMin.set(minX, minY);
}
else
{
this.scaleMin = new Phaser.Point(minX, minY);
}
}
if (maxX === null)
{
this.scaleMax = null;
}
else
{
if (this.scaleMax)
{
this.scaleMax.set(maxX, maxY);
}
else
{
this.scaleMax = new Phaser.Point(maxX, maxY);
}
}
}
};