mirror of
https://github.com/photonstorm/phaser
synced 2024-12-13 23:02:56 +00:00
208 lines
7.3 KiB
TypeScript
208 lines
7.3 KiB
TypeScript
/// <reference path="../Game.ts" />
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/// <reference path="../core/Rectangle.ts" />
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/// <reference path="../core/Vec2.ts" />
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/**
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* Phaser - ScrollRegion
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*
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* Creates a scrolling region within a ScrollZone.
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* It is scrolled via the scrollSpeed.x/y properties.
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*/
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module Phaser {
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export class ScrollRegion {
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/**
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* ScrollRegion constructor
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* Create a new <code>ScrollRegion</code>.
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*
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* @param x {number} X position in world coordinate.
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* @param y {number} Y position in world coordinate.
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* @param width {number} Width of this object.
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* @param height {number} Height of this object.
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* @param speedX {number} X-axis scrolling speed.
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* @param speedY {number} Y-axis scrolling speed.
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*/
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constructor(x: number, y: number, width: number, height: number, speedX:number, speedY:number) {
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// Our seamless scrolling quads
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this._A = new Rectangle(x, y, width, height);
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this._B = new Rectangle(x, y, width, height);
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this._C = new Rectangle(x, y, width, height);
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this._D = new Rectangle(x, y, width, height);
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this._scroll = new Vec2();
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this._bounds = new Rectangle(x, y, width, height);
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this.scrollSpeed = new Vec2(speedX, speedY);
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}
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private _A: Rectangle;
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private _B: Rectangle;
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private _C: Rectangle;
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private _D: Rectangle;
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private _bounds: Rectangle;
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private _scroll: Vec2;
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private _anchorWidth: number = 0;
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private _anchorHeight: number = 0;
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private _inverseWidth: number = 0;
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private _inverseHeight: number = 0;
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/**
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* Will this region be rendered? (default to true)
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* @type {boolean}
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*/
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public visible: bool = true;
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/**
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* Region scrolling speed.
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* @type {Vec2}
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*/
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public scrollSpeed: Vec2;
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/**
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* Update region scrolling with tick time.
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* @param delta {number} Elapsed time since last update.
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*/
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public update(delta: number) {
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this._scroll.x += this.scrollSpeed.x;
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this._scroll.y += this.scrollSpeed.y;
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if (this._scroll.x > this._bounds.right)
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{
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this._scroll.x = this._bounds.x;
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}
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if (this._scroll.x < this._bounds.x)
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{
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this._scroll.x = this._bounds.right;
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}
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if (this._scroll.y > this._bounds.bottom)
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{
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this._scroll.y = this._bounds.y;
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}
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if (this._scroll.y < this._bounds.y)
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{
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this._scroll.y = this._bounds.bottom;
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}
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// Anchor Dimensions
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this._anchorWidth = (this._bounds.width - this._scroll.x) + this._bounds.x;
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this._anchorHeight = (this._bounds.height - this._scroll.y) + this._bounds.y;
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if (this._anchorWidth > this._bounds.width)
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{
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this._anchorWidth = this._bounds.width;
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}
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if (this._anchorHeight > this._bounds.height)
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{
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this._anchorHeight = this._bounds.height;
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}
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this._inverseWidth = this._bounds.width - this._anchorWidth;
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this._inverseHeight = this._bounds.height - this._anchorHeight;
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// Rectangle A
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this._A.setTo(this._scroll.x, this._scroll.y, this._anchorWidth, this._anchorHeight);
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// Rectangle B
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this._B.y = this._scroll.y;
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this._B.width = this._inverseWidth;
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this._B.height = this._anchorHeight;
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// Rectangle C
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this._C.x = this._scroll.x;
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this._C.width = this._anchorWidth;
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this._C.height = this._inverseHeight;
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// Rectangle D
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this._D.width = this._inverseWidth;
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this._D.height = this._inverseHeight;
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}
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/**
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* Render this region to specific context.
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* @param context {CanvasRenderingContext2D} Canvas context this region will be rendered to.
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* @param texture {object} The texture to be rendered.
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* @param dx {number} X position in world coordinate.
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* @param dy {number} Y position in world coordinate.
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* @param width {number} Width of this region to be rendered.
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* @param height {number} Height of this region to be rendered.
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*/
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public render(context:CanvasRenderingContext2D, texture, dx: number, dy: number, dw: number, dh: number) {
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if (this.visible == false)
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{
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return;
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}
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// dx/dy are the world coordinates to render the FULL ScrollZone into.
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// This ScrollRegion may be smaller than that and offset from the dx/dy coordinates.
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this.crop(context, texture, this._A.x, this._A.y, this._A.width, this._A.height, dx, dy, dw, dh, 0, 0);
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this.crop(context, texture, this._B.x, this._B.y, this._B.width, this._B.height, dx, dy, dw, dh, this._A.width, 0);
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this.crop(context, texture, this._C.x, this._C.y, this._C.width, this._C.height, dx, dy, dw, dh, 0, this._A.height);
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this.crop(context, texture, this._D.x, this._D.y, this._D.width, this._D.height, dx, dy, dw, dh, this._C.width, this._A.height);
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//context.fillStyle = 'rgb(255,255,255)';
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//context.font = '18px Arial';
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//context.fillText('RectangleA: ' + this._A.toString(), 32, 450);
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//context.fillText('RectangleB: ' + this._B.toString(), 32, 480);
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//context.fillText('RectangleC: ' + this._C.toString(), 32, 510);
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//context.fillText('RectangleD: ' + this._D.toString(), 32, 540);
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}
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/**
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* Crop part of the texture and render it to the given context.
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* @param context {CanvasRenderingContext2D} Canvas context the texture will be rendered to.
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* @param texture {object} Texture to be rendered.
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* @param srcX {number} Target region top-left x coordinate in the texture.
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* @param srcX {number} Target region top-left y coordinate in the texture.
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* @param srcW {number} Target region width in the texture.
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* @param srcH {number} Target region height in the texture.
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* @param destX {number} Render region top-left x coordinate in the context.
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* @param destX {number} Render region top-left y coordinate in the context.
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* @param destW {number} Target region width in the context.
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* @param destH {number} Target region height in the context.
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* @param offsetX {number} X offset to the context.
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* @param offsetY {number} Y offset to the context.
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*/
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private crop(context, texture, srcX, srcY, srcW, srcH, destX, destY, destW, destH, offsetX, offsetY) {
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offsetX += destX;
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offsetY += destY;
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if (srcW > (destX + destW) - offsetX)
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{
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srcW = (destX + destW) - offsetX;
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}
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if (srcH > (destY + destH) - offsetY)
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{
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srcH = (destY + destH) - offsetY;
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}
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srcX = Math.floor(srcX);
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srcY = Math.floor(srcY);
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srcW = Math.floor(srcW);
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srcH = Math.floor(srcH);
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offsetX = Math.floor(offsetX + this._bounds.x);
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offsetY = Math.floor(offsetY + this._bounds.y);
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if (srcW > 0 && srcH > 0)
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{
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context.drawImage(texture, srcX, srcY, srcW, srcH, offsetX, offsetY, srcW, srcH);
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}
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}
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}
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}
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