mirror of
https://github.com/photonstorm/phaser
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140 lines
4 KiB
TypeScript
140 lines
4 KiB
TypeScript
/// <reference path="../../Game.ts" />
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/**
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* Phaser - PauseScreen
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*
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* The PauseScreen is displayed whenever the game loses focus or the player switches to another browser tab.
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*/
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module Phaser {
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export class PauseScreen {
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/**
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* PauseScreen constructor
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* Create a new <code>PauseScreen</code> with specific width and height.
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*
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* @param width {number} Screen canvas width.
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* @param height {number} Screen canvas height.
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*/
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constructor(game: Game, width: number, height: number) {
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this._game = game;
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this._canvas = <HTMLCanvasElement> document.createElement('canvas');
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this._canvas.width = width;
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this._canvas.height = height;
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this._context = this._canvas.getContext('2d');
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}
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/**
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* Local private reference to game.
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*/
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private _game: Game;
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/**
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* Canvas element used by engine.
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* @type {HTMLCanvasElement}
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*/
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private _canvas: HTMLCanvasElement;
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/**
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* Render context of stage's canvas.
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* @type {CanvasRenderingContext2D}
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*/
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private _context: CanvasRenderingContext2D;
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/**
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* Background color.
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*/
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private _color;
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/**
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* Fade effect tween.
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* @type {Phaser.Tween}
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*/
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private _fade: Phaser.Tween;
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/**
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* Called when the game enters pause mode.
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*/
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public onPaused() {
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// Take a grab of the current canvas to our temporary one
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this._context.clearRect(0, 0, this._canvas.width, this._canvas.height);
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this._context.drawImage(this._game.stage.canvas, 0, 0);
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this._color = { r: 255, g: 255, b: 255 };
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this.fadeOut();
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}
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/**
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* Called when the game resume from pause mode.
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*/
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public onResume() {
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this._fade.stop();
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this._game.tweens.remove(this._fade);
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}
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/**
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* Update background color.
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*/
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public update() {
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this._color.r = Math.round(this._color.r);
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this._color.g = Math.round(this._color.g);
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this._color.b = Math.round(this._color.b);
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}
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/**
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* Render PauseScreen.
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*/
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public render() {
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this._game.stage.context.drawImage(this._canvas, 0, 0);
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this._game.stage.context.fillStyle = 'rgba(0, 0, 0, 0.4)';
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this._game.stage.context.fillRect(0, 0, this._game.stage.width, this._game.stage.height);
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// Draw a 'play' arrow
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var arrowWidth = Math.round(this._game.stage.width / 2);
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var arrowHeight = Math.round(this._game.stage.height / 2);
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var sx = this._game.stage.centerX - arrowWidth / 2;
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var sy = this._game.stage.centerY - arrowHeight / 2;
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this._game.stage.context.beginPath();
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this._game.stage.context.moveTo(sx, sy);
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this._game.stage.context.lineTo(sx, sy + arrowHeight);
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this._game.stage.context.lineTo(sx + arrowWidth, this._game.stage.centerY);
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this._game.stage.context.fillStyle = 'rgba(' + this._color.r + ', ' + this._color.g + ', ' + this._color.b + ', 0.8)';
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this._game.stage.context.fill();
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this._game.stage.context.closePath();
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}
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/**
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* Start fadeOut effect.
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*/
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private fadeOut() {
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this._fade = this._game.createTween(this._color);
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this._fade.to({ r: 50, g: 50, b: 50 }, 1000, Phaser.Easing.Linear.None);
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this._fade.onComplete.add(this.fadeIn, this);
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this._fade.start();
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}
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/**
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* Start fadeIn effect.
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*/
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private fadeIn() {
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this._fade = this._game.createTween(this._color);
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this._fade.to({ r: 255, g: 255, b: 255 }, 1000, Phaser.Easing.Linear.None);
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this._fade.onComplete.add(this.fadeOut, this);
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this._fade.start();
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}
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}
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}
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