mirror of
https://github.com/photonstorm/phaser
synced 2024-12-01 00:49:41 +00:00
158 lines
No EOL
4.7 KiB
JavaScript
158 lines
No EOL
4.7 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2015 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The ScaleMinMax component allows a Game Object to limit how far it can be scaled by its parent.
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*
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* @class
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*/
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Phaser.Component.ScaleMinMax = function () {};
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Phaser.Component.ScaleMinMax.prototype = {
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/**
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* The callback that will apply any scale limiting to the worldTransform.
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* @property {function} transformCallback
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*/
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transformCallback: this.checkTransform,
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/**
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* The context under which `transformCallback` is called.
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* @property {object} transformCallbackContext
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*/
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transformCallbackContext: this,
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/**
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* The minimum scale this Game Object will scale down to.
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*
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* It allows you to prevent a parent from scaling this Game Object lower than the given value.
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*
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* Set it to `null` to remove the limit.
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* @property {Phaser.Point} scaleMin
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*/
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scaleMin: null,
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/**
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* The maximum scale this Game Object will scale up to.
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*
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* It allows you to prevent a parent from scaling this Game Object higher than the given value.
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*
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* Set it to `null` to remove the limit.
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* @property {Phaser.Point} scaleMax
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*/
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scaleMax: null,
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/**
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* Adjust scaling limits, if set, to this Game Object.
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*
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* @method
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* @private
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* @param {PIXI.Matrix} wt - The updated worldTransform matrix.
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*/
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checkTransform: function (wt) {
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if (this.scaleMin)
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{
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if (wt.a < this.scaleMin.x)
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{
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wt.a = this.scaleMin.x;
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}
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if (wt.d < this.scaleMin.y)
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{
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wt.d = this.scaleMin.y;
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}
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}
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if (this.scaleMax)
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{
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if (wt.a > this.scaleMax.x)
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{
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wt.a = this.scaleMax.x;
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}
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if (wt.d > this.scaleMax.y)
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{
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wt.d = this.scaleMax.y;
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}
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}
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},
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/**
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* Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object will scale based on its parent.
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*
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* 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
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* 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.
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*
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* By setting these values you can carefully control how Game Objects deal with responsive scaling.
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*
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* If only one parameter is given then that value will be used for both scaleMin and scaleMax:
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* `setScaleMinMax(1)` = scaleMin.x, scaleMin.y, scaleMax.x and scaleMax.y all = 1
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*
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* If only two parameters are given the first is set as scaleMin.x and y and the second as scaleMax.x and y:
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* `setScaleMinMax(0.5, 2)` = scaleMin.x and y = 0.5 and scaleMax.x and y = 2
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*
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* If you wish to set `scaleMin` with different values for x and y then either modify Game Object.scaleMin directly,
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* or pass `null` for the `maxX` and `maxY` parameters.
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*
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* Call `setScaleMinMax(null)` to clear all previously set values.
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*
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* @method
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* @param {number|null} minX - The minimum horizontal scale value this Game Object can scale down to.
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* @param {number|null} minY - The minimum vertical scale value this Game Object can scale down to.
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* @param {number|null} maxX - The maximum horizontal scale value this Game Object can scale up to.
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* @param {number|null} maxY - The maximum vertical scale value this Game Object can scale up to.
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*/
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setScaleMinMax: function (minX, minY, maxX, maxY) {
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if (typeof minY === 'undefined')
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{
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// 1 parameter, set all to it
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minY = maxX = maxY = minX;
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}
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else if (typeof maxX === 'undefined')
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{
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// 2 parameters, the first is min, the second max
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maxX = maxY = minY;
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minY = minX;
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}
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if (minX === null)
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{
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this.scaleMin = null;
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}
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else
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{
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if (this.scaleMin)
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{
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this.scaleMin.set(minX, minY);
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}
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else
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{
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this.scaleMin = new Phaser.Point(minX, minY);
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}
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}
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if (maxX === null)
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{
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this.scaleMax = null;
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}
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else
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{
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if (this.scaleMax)
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{
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this.scaleMax.set(maxX, maxY);
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}
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else
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{
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this.scaleMax = new Phaser.Point(maxX, maxY);
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}
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}
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}
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}; |