phaser/wip/CameraFX/Shake.ts
2013-09-13 16:24:01 +01:00

114 lines
4.1 KiB
TypeScript

/// <reference path="../../Phaser/Game.ts" />
/// <reference path="../../Phaser/core/Plugin.ts" />
/**
* Phaser - Plugins - Camera FX - Shake
*
* A simple camera shake effect.
*/
module Phaser.Plugins.CameraFX {
export class Shake extends Phaser.Plugin {
constructor(game: Phaser.Game, parent) {
super(game, parent);
this.camera = parent;
}
public camera: Phaser.Camera;
private _fxShakeIntensity: number = 0;
private _fxShakeDuration: number = 0;
private _fxShakeComplete = null;
private _fxShakeOffset: Point = new Point(0, 0);
private _fxShakeDirection: number = 0;
private _fxShakePrevX: number = 0;
private _fxShakePrevY: number = 0;
public static SHAKE_BOTH_AXES: number = 0;
public static SHAKE_HORIZONTAL_ONLY: number = 1;
public static SHAKE_VERTICAL_ONLY: number = 2;
/**
* A simple camera shake effect.
*
* @param Intensity Percentage of screen size representing the maximum distance that the screen can move while shaking.
* @param Duration The length in seconds that the shaking effect should last.
* @param OnComplete A function you want to run when the shake effect finishes.
* @param Force Force the effect to reset (default = true, unlike flash() and fade()!).
* @param Direction Whether to shake on both axes, just up and down, or just side to side (use class constants SHAKE_BOTH_AXES, SHAKE_VERTICAL_ONLY, or SHAKE_HORIZONTAL_ONLY).
*/
public start(intensity: number = 0.05, duration: number = 0.5, onComplete = null, force: bool = true, direction: number = Shake.SHAKE_BOTH_AXES) {
if (!force && ((this._fxShakeOffset.x != 0) || (this._fxShakeOffset.y != 0)))
{
return;
}
// If a shake is not already running we need to store the offsets here
if (this._fxShakeOffset.x == 0 && this._fxShakeOffset.y == 0)
{
this._fxShakePrevX = this.camera.x;
this._fxShakePrevY = this.camera.y;
}
this._fxShakeIntensity = intensity;
this._fxShakeDuration = duration;
this._fxShakeComplete = onComplete;
this._fxShakeDirection = direction;
this._fxShakeOffset.setTo(0, 0);
}
public postUpdate() {
// Update the "shake" special effect
if (this._fxShakeDuration > 0)
{
this._fxShakeDuration -= this.game.time.elapsed;
if (this.game.math.roundTo(this._fxShakeDuration, -2) <= 0)
{
this._fxShakeDuration = 0;
this._fxShakeOffset.setTo(0, 0);
this.camera.x = this._fxShakePrevX;
this.camera.y = this._fxShakePrevY;
if (this._fxShakeComplete != null)
{
this._fxShakeComplete();
}
}
else
{
if ((this._fxShakeDirection == Shake.SHAKE_BOTH_AXES) || (this._fxShakeDirection == Shake.SHAKE_HORIZONTAL_ONLY))
{
this._fxShakeOffset.x = (this.game.rnd.integer * this._fxShakeIntensity * this.camera.worldView.width * 2 - this._fxShakeIntensity * this.camera.worldView.width);
}
if ((this._fxShakeDirection == Shake.SHAKE_BOTH_AXES) || (this._fxShakeDirection == Shake.SHAKE_VERTICAL_ONLY))
{
this._fxShakeOffset.y = (this.game.rnd.integer * this._fxShakeIntensity * this.camera.worldView.height * 2 - this._fxShakeIntensity * this.camera.worldView.height);
}
}
}
}
public preRender() {
if ((this._fxShakeOffset.x != 0) || (this._fxShakeOffset.y != 0))
{
this.camera.x = this._fxShakePrevX + this._fxShakeOffset.x;
this.camera.y = this._fxShakePrevY + this._fxShakeOffset.y;
}
}
}
}