phaser/src/cameras/2d/Camera.js
2018-02-12 16:01:21 +00:00

1344 lines
33 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = require('../../utils/Class');
var DegToRad = require('../../math/DegToRad');
var Rectangle = require('../../geom/rectangle/Rectangle');
var TransformMatrix = require('../../gameobjects/components/TransformMatrix');
var ValueToColor = require('../../display/color/ValueToColor');
var Vector2 = require('../../math/Vector2');
/**
* @classdesc
* [description]
*
* @class Camera
* @memberOf Phaser.Cameras.Scene2D
* @constructor
* @since 3.0.0
*
* @param {number} x - The x position of the Camera, relative to the top-left of the game canvas.
* @param {number} y - The y position of the Camera, relative to the top-left of the game canvas.
* @param {number} width - The width of the Camera, in pixels.
* @param {number} height - The height of the Camera, in pixels.
*/
var Camera = new Class({
initialize:
function Camera (x, y, width, height)
{
/**
* A reference to the Scene this camera belongs to.
*
* @name Phaser.Cameras.Scene2D.Camera#scene
* @type {Phaser.Scene}
* @since 3.0.0
*/
this.scene;
/**
* The name of the Camera. This is left empty for your own use.
*
* @name Phaser.Cameras.Scene2D.Camera#name
* @type {string}
* @default ''
* @since 3.0.0
*/
this.name = '';
/**
* The x position of the Camera, relative to the top-left of the game canvas.
*
* @name Phaser.Cameras.Scene2D.Camera#x
* @type {number}
* @since 3.0.0
*/
this.x = x;
/**
* The y position of the Camera, relative to the top-left of the game canvas.
*
* @name Phaser.Cameras.Scene2D.Camera#y
* @type {number}
* @since 3.0.0
*/
this.y = y;
/**
* The width of the Camera, in pixels.
*
* @name Phaser.Cameras.Scene2D.Camera#width
* @type {number}
* @since 3.0.0
*/
this.width = width;
/**
* The height of the Camera, in pixels.
*
* @name Phaser.Cameras.Scene2D.Camera#height
* @type {number}
* @since 3.0.0
*/
this.height = height;
/**
* Should this camera round its pixel values to integers?
*
* @name Phaser.Cameras.Scene2D.Camera#roundPixels
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.roundPixels = false;
/**
* Is this Camera using a bounds to restrict scrolling movement?
* Set this property along with the bounds via `Camera.setBounds`.
*
* @name Phaser.Cameras.Scene2D.Camera#useBounds
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.useBounds = false;
/**
* The bounds the camera is restrained to during scrolling.
*
* @name Phaser.Cameras.Scene2D.Camera#_bounds
* @type {Phaser.Geom.Rectangle}
* @private
* @since 3.0.0
*/
this._bounds = new Rectangle();
/**
* Does this Camera allow the Game Objects it renders to receive input events?
*
* @name Phaser.Cameras.Scene2D.Camera#inputEnabled
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.inputEnabled = true;
/**
* The horizontal scroll position of this camera.
* Optionally restricted via the Camera bounds.
*
* @name Phaser.Cameras.Scene2D.Camera#scrollX
* @type {number}
* @default 0
* @since 3.0.0
*/
this.scrollX = 0;
/**
* The vertical scroll position of this camera.
* Optionally restricted via the Camera bounds.
*
* @name Phaser.Cameras.Scene2D.Camera#scrollY
* @type {number}
* @default 0
* @since 3.0.0
*/
this.scrollY = 0;
/**
* The Camera zoom value. Change this value to zoom in, or out of, a Scene.
* Set to 1 to return to the default zoom level.
*
* @name Phaser.Cameras.Scene2D.Camera#zoom
* @type {float}
* @default 1
* @since 3.0.0
*/
this.zoom = 1;
/**
* The rotation of the Camera. This influences the rendering of all Game Objects visible by this camera.
*
* @name Phaser.Cameras.Scene2D.Camera#rotation
* @type {number}
* @default 0
* @since 3.0.0
*/
this.rotation = 0;
/**
* A local transform matrix used for internal calculations.
*
* @name Phaser.Cameras.Scene2D.Camera#matrix
* @type {TransformMatrix}
* @since 3.0.0
*/
this.matrix = new TransformMatrix(1, 0, 0, 1, 0, 0);
/**
* Does this Camera have a transparent background?
*
* @name Phaser.Cameras.Scene2D.Camera#transparent
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.transparent = true;
/**
* TODO
*
* @name Phaser.Cameras.Scene2D.Camera#clearBeforeRender
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.clearBeforeRender = true;
/**
* The background color of this Camera. Only used if `transparent` is `false`.
*
* @name Phaser.Cameras.Scene2D.Camera#backgroundColor
* @type {Phaser.Display.Color}
* @since 3.0.0
*/
this.backgroundColor = ValueToColor('rgba(0,0,0,0)');
/**
* Should the camera cull Game Objects before rendering?
* In some special cases it may be beneficial to disable this.
*
* @name Phaser.Cameras.Scene2D.Camera#disableCull
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.disableCull = false;
/**
* A temporary array of culled objects.
*
* @name Phaser.Cameras.Scene2D.Camera#culledObjects
* @type {array}
* @default []
* @since 3.0.0
*/
this.culledObjects = [];
/**
* [description]
*
* @name Phaser.Cameras.Scene2D.Camera#_shakeDuration
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
this._shakeDuration = 0;
/**
* [description]
*
* @name Phaser.Cameras.Scene2D.Camera#_shakeIntensity
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
this._shakeIntensity = 0;
/**
* [description]
*
* @name Phaser.Cameras.Scene2D.Camera#_shakeOffsetX
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
this._shakeOffsetX = 0;
/**
* [description]
*
* @name Phaser.Cameras.Scene2D.Camera#_shakeOffsetY
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
this._shakeOffsetY = 0;
/**
* [description]
*
* @name Phaser.Cameras.Scene2D.Camera#_fadeDuration
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
this._fadeDuration = 0;
/**
* [description]
*
* @name Phaser.Cameras.Scene2D.Camera#_fadeRed
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
this._fadeRed = 0;
/**
* [description]
*
* @name Phaser.Cameras.Scene2D.Camera#_fadeGreen
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
this._fadeGreen = 0;
/**
* [description]
*
* @name Phaser.Cameras.Scene2D.Camera#_fadeBlue
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
this._fadeBlue = 0;
/**
* [description]
*
* @name Phaser.Cameras.Scene2D.Camera#_fadeAlpha
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
this._fadeAlpha = 0;
/**
* [description]
*
* @name Phaser.Cameras.Scene2D.Camera#_flashDuration
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
this._flashDuration = 0;
/**
* [description]
*
* @name Phaser.Cameras.Scene2D.Camera#_flashRed
* @type {number}
* @private
* @default 1
* @since 3.0.0
*/
this._flashRed = 1;
/**
* [description]
*
* @name Phaser.Cameras.Scene2D.Camera#_flashGreen
* @type {number}
* @private
* @default 1
* @since 3.0.0
*/
this._flashGreen = 1;
/**
* [description]
*
* @name Phaser.Cameras.Scene2D.Camera#_flashBlue
* @type {number}
* @private
* @default 1
* @since 3.0.0
*/
this._flashBlue = 1;
/**
* [description]
*
* @name Phaser.Cameras.Scene2D.Camera#_flashAlpha
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
this._flashAlpha = 0;
/**
* [description]
*
* @name Phaser.Cameras.Scene2D.Camera#_follow
* @type {?any}
* @private
* @default null
* @since 3.0.0
*/
this._follow = null;
/**
* [description]
*
* @name Phaser.Cameras.Scene2D.Camera#_id
* @type {integer}
* @private
* @default 0
* @since 3.0.0
*/
this._id = 0;
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#centerToBounds
* @since 3.0.0
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
centerToBounds: function ()
{
this.scrollX = (this._bounds.width * 0.5) - (this.width * 0.5);
this.scrollY = (this._bounds.height * 0.5) - (this.height * 0.5);
return this;
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#centerToSize
* @since 3.0.0
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
centerToSize: function ()
{
this.scrollX = this.width * 0.5;
this.scrollY = this.height * 0.5;
return this;
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#cull
* @since 3.0.0
*
* @param {array} renderableObjects - [description]
*
* @return {array} [description]
*/
cull: function (renderableObjects)
{
if (this.disableCull)
{
return renderableObjects;
}
var cameraMatrix = this.matrix.matrix;
var mva = cameraMatrix[0];
var mvb = cameraMatrix[1];
var mvc = cameraMatrix[2];
var mvd = cameraMatrix[3];
/* First Invert Matrix */
var determinant = (mva * mvd) - (mvb * mvc);
if (!determinant)
{
return renderableObjects;
}
var mve = cameraMatrix[4];
var mvf = cameraMatrix[5];
var scrollX = this.scrollX;
var scrollY = this.scrollY;
var cameraW = this.width;
var cameraH = this.height;
var culledObjects = this.culledObjects;
var length = renderableObjects.length;
determinant = 1 / determinant;
culledObjects.length = 0;
for (var index = 0; index < length; ++index)
{
var object = renderableObjects[index];
if (!object.hasOwnProperty('width'))
{
culledObjects.push(object);
continue;
}
var objectW = object.width;
var objectH = object.height;
var objectX = (object.x - (scrollX * object.scrollFactorX)) - (objectW * object.originX);
var objectY = (object.y - (scrollY * object.scrollFactorY)) - (objectH * object.originY);
var tx = (objectX * mva + objectY * mvc + mve);
var ty = (objectX * mvb + objectY * mvd + mvf);
var tw = ((objectX + objectW) * mva + (objectY + objectH) * mvc + mve);
var th = ((objectX + objectW) * mvb + (objectY + objectH) * mvd + mvf);
var cullW = cameraW + objectW;
var cullH = cameraH + objectH;
if (tx > -objectW || ty > -objectH || tx < cullW || ty < cullH ||
tw > -objectW || th > -objectH || tw < cullW || th < cullH)
{
culledObjects.push(object);
}
}
return culledObjects;
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#cullHitTest
* @since 3.0.0
*
* @param {array} interactiveObjects - [description]
*
* @return {array} [description]
*/
cullHitTest: function (interactiveObjects)
{
if (this.disableCull)
{
return interactiveObjects;
}
var cameraMatrix = this.matrix.matrix;
var mva = cameraMatrix[0];
var mvb = cameraMatrix[1];
var mvc = cameraMatrix[2];
var mvd = cameraMatrix[3];
/* First Invert Matrix */
var determinant = (mva * mvd) - (mvb * mvc);
if (!determinant)
{
return interactiveObjects;
}
var mve = cameraMatrix[4];
var mvf = cameraMatrix[5];
var scrollX = this.scrollX;
var scrollY = this.scrollY;
var cameraW = this.width;
var cameraH = this.height;
var length = interactiveObjects.length;
determinant = 1 / determinant;
var culledObjects = [];
for (var index = 0; index < length; ++index)
{
var object = interactiveObjects[index].gameObject;
if (!object.hasOwnProperty('width'))
{
culledObjects.push(interactiveObjects[index]);
continue;
}
var objectW = object.width;
var objectH = object.height;
var objectX = (object.x - (scrollX * object.scrollFactorX)) - (objectW * object.originX);
var objectY = (object.y - (scrollY * object.scrollFactorY)) - (objectH * object.originY);
var tx = (objectX * mva + objectY * mvc + mve);
var ty = (objectX * mvb + objectY * mvd + mvf);
var tw = ((objectX + objectW) * mva + (objectY + objectH) * mvc + mve);
var th = ((objectX + objectW) * mvb + (objectY + objectH) * mvd + mvf);
var cullW = cameraW + objectW;
var cullH = cameraH + objectH;
if (tx > -objectW || ty > -objectH || tx < cullW || ty < cullH ||
tw > -objectW || th > -objectH || tw < cullW || th < cullH)
{
culledObjects.push(interactiveObjects[index]);
}
}
return culledObjects;
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#cullTilemap
* @since 3.0.0
*
* @param {array} tilemap - [description]
*
* @return {array} [description]
*/
cullTilemap: function (tilemap)
{
var cameraMatrix = this.matrix.matrix;
var mva = cameraMatrix[0];
var mvb = cameraMatrix[1];
var mvc = cameraMatrix[2];
var mvd = cameraMatrix[3];
/* First Invert Matrix */
var determinant = (mva * mvd) - (mvb * mvc);
if (!determinant)
{
return tiles;
}
var mve = cameraMatrix[4];
var mvf = cameraMatrix[5];
var tiles = tilemap.tiles;
var scrollX = this.scrollX;
var scrollY = this.scrollY;
var cameraW = this.width;
var cameraH = this.height;
var culledObjects = this.culledObjects;
var length = tiles.length;
var tileW = tilemap.tileWidth;
var tileH = tilemap.tileHeight;
var cullW = cameraW + tileW;
var cullH = cameraH + tileH;
var scrollFactorX = tilemap.scrollFactorX;
var scrollFactorY = tilemap.scrollFactorY;
determinant = 1 / determinant;
culledObjects.length = 0;
for (var index = 0; index < length; ++index)
{
var tile = tiles[index];
var tileX = (tile.x - (scrollX * scrollFactorX));
var tileY = (tile.y - (scrollY * scrollFactorY));
var tx = (tileX * mva + tileY * mvc + mve);
var ty = (tileX * mvb + tileY * mvd + mvf);
var tw = ((tileX + tileW) * mva + (tileY + tileH) * mvc + mve);
var th = ((tileX + tileW) * mvb + (tileY + tileH) * mvd + mvf);
if (tx > -tileW && ty > -tileH && tw < cullW && th < cullH)
{
culledObjects.push(tile);
}
}
return culledObjects;
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#fade
* @since 3.0.0
*
* @param {number} duration - [description]
* @param {number} red - [description]
* @param {number} green - [description]
* @param {number} blue - [description]
* @param {number} force - [description]
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
fade: function (duration, red, green, blue, force)
{
if (red === undefined) { red = 0; }
if (green === undefined) { green = 0; }
if (blue === undefined) { blue = 0; }
if (!force && this._fadeAlpha > 0)
{
return this;
}
this._fadeRed = red;
this._fadeGreen = green;
this._fadeBlue = blue;
if (duration <= 0)
{
duration = Number.MIN_VALUE;
}
this._fadeDuration = duration;
this._fadeAlpha = Number.MIN_VALUE;
return this;
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#flash
* @since 3.0.0
*
* @param {number} duration - [description]
* @param {number} red - [description]
* @param {number} green - [description]
* @param {number} blue - [description]
* @param {number} force - [description]
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
flash: function (duration, red, green, blue, force)
{
if (!force && this._flashAlpha > 0.0)
{
return this;
}
if (red === undefined) { red = 1.0; }
if (green === undefined) { green = 1.0; }
if (blue === undefined) { blue = 1.0; }
this._flashRed = red;
this._flashGreen = green;
this._flashBlue = blue;
if (duration <= 0)
{
duration = Number.MIN_VALUE;
}
this._flashDuration = duration;
this._flashAlpha = 1.0;
return this;
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#getWorldPoint
* @since 3.0.0
*
* @param {number} x - [description]
* @param {number} y - [description]
* @param {object|Phaser.Math.Vector2} output - [description]
*
* @return {Phaser.Math.Vector2} [description]
*/
getWorldPoint: function (x, y, output)
{
if (output === undefined) { output = new Vector2(); }
var cameraMatrix = this.matrix.matrix;
var mva = cameraMatrix[0];
var mvb = cameraMatrix[1];
var mvc = cameraMatrix[2];
var mvd = cameraMatrix[3];
var mve = cameraMatrix[4];
var mvf = cameraMatrix[5];
/* First Invert Matrix */
var determinant = (mva * mvd) - (mvb * mvc);
if (!determinant)
{
output.x = x;
output.y = y;
return output;
}
determinant = 1 / determinant;
var ima = mvd * determinant;
var imb = -mvb * determinant;
var imc = -mvc * determinant;
var imd = mva * determinant;
var ime = (mvc * mvf - mvd * mve) * determinant;
var imf = (mvb * mve - mva * mvf) * determinant;
var c = Math.cos(this.rotation);
var s = Math.sin(this.rotation);
var zoom = this.zoom;
var scrollX = this.scrollX;
var scrollY = this.scrollY;
var sx = x + ((scrollX * c - scrollY * s) * zoom);
var sy = y + ((scrollX * s + scrollY * c) * zoom);
/* Apply transform to point */
output.x = (sx * ima + sy * imc + ime);
output.y = (sx * imb + sy * imd + imf);
return output;
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#ignore
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[]} gameObjectOrArray - [description]
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
ignore: function (gameObjectOrArray)
{
if (gameObjectOrArray instanceof Array)
{
for (var index = 0; index < gameObjectOrArray.length; ++index)
{
gameObjectOrArray[index].cameraFilter |= this._id;
}
}
else
{
gameObjectOrArray.cameraFilter |= this._id;
}
return this;
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#preRender
* @since 3.0.0
*
* @param {number} baseScale - [description]
*
*/
preRender: function (baseScale)
{
var width = this.width;
var height = this.height;
var zoom = this.zoom * baseScale;
var matrix = this.matrix;
var originX = width / 2;
var originY = height / 2;
var follow = this._follow;
if (follow !== null)
{
originX = follow.x;
originY = follow.y;
this.scrollX = originX - width * 0.5;
this.scrollY = originY - height * 0.5;
}
if (this.useBounds)
{
var bounds = this._bounds;
var bw = Math.max(0, bounds.right - width);
var bh = Math.max(0, bounds.bottom - height);
if (this.scrollX < bounds.x)
{
this.scrollX = bounds.x;
}
else if (this.scrollX > bw)
{
this.scrollX = bw;
}
if (this.scrollY < bounds.y)
{
this.scrollY = bounds.y;
}
else if (this.scrollY > bh)
{
this.scrollY = bh;
}
}
if (this.roundPixels)
{
this.scrollX = Math.round(this.scrollX);
this.scrollY = Math.round(this.scrollY);
}
matrix.loadIdentity();
matrix.translate(this.x + originX, this.y + originY);
matrix.rotate(this.rotation);
matrix.scale(zoom, zoom);
matrix.translate(-originX, -originY);
matrix.translate(this._shakeOffsetX, this._shakeOffsetY);
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#removeBounds
* @since 3.0.0
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
removeBounds: function ()
{
this.useBounds = false;
this._bounds.setEmpty();
return this;
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#setAngle
* @since 3.0.0
*
* @param {number} value - [description]
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
setAngle: function (value)
{
if (value === undefined) { value = 0; }
this.rotation = DegToRad(value);
return this;
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#setBackgroundColor
* @since 3.0.0
*
* @param {integer} color - [description]
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
setBackgroundColor: function (color)
{
if (color === undefined) { color = 'rgba(0,0,0,0)'; }
this.backgroundColor = ValueToColor(color);
this.transparent = (this.backgroundColor.alpha === 0);
return this;
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#setBounds
* @since 3.0.0
*
* @param {number} x - [description]
* @param {number} y - [description]
* @param {number} width - [description]
* @param {number} height - [description]
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
setBounds: function (x, y, width, height)
{
this._bounds.setTo(x, y, width, height);
this.useBounds = true;
return this;
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#setName
* @since 3.0.0
*
* @param {string} value - [description]
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
setName: function (value)
{
if (value === undefined) { value = ''; }
this.name = value;
return this;
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#setPosition
* @since 3.0.0
*
* @param {number} x - [description]
* @param {number} y - [description]
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
setPosition: function (x, y)
{
if (y === undefined) { y = x; }
this.x = x;
this.y = y;
return this;
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#setRotation
* @since 3.0.0
*
* @param {number} value - [description]
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
setRotation: function (value)
{
if (value === undefined) { value = 0; }
this.rotation = value;
return this;
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#setRoundPixels
* @since 3.0.0
*
* @param {boolean} value - [description]
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
setRoundPixels: function (value)
{
this.roundPixels = value;
return this;
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#setScene
* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
setScene: function (scene)
{
this.scene = scene;
return this;
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#setScroll
* @since 3.0.0
*
* @param {number} x - [description]
* @param {number} y - [description]
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
setScroll: function (x, y)
{
if (y === undefined) { y = x; }
this.scrollX = x;
this.scrollY = y;
return this;
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#setSize
* @since 3.0.0
*
* @param {number} width - [description]
* @param {number} height - [description]
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
setSize: function (width, height)
{
if (height === undefined) { height = width; }
this.width = width;
this.height = height;
return this;
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#setViewport
* @since 3.0.0
*
* @param {number} x - [description]
* @param {number} y - [description]
* @param {number} width - [description]
* @param {number} height - [description]
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
setViewport: function (x, y, width, height)
{
this.x = x;
this.y = y;
this.width = width;
this.height = height;
return this;
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#setZoom
* @since 3.0.0
*
* @param {float} value - [description]
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
setZoom: function (value)
{
if (value === undefined) { value = 1; }
this.zoom = value;
return this;
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#shake
* @since 3.0.0
*
* @param {number} duration - [description]
* @param {number} intensity - [description]
* @param {number} force - [description]
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
shake: function (duration, intensity, force)
{
if (intensity === undefined) { intensity = 0.05; }
if (!force && (this._shakeOffsetX !== 0 || this._shakeOffsetY !== 0))
{
return this;
}
this._shakeDuration = duration;
this._shakeIntensity = intensity;
this._shakeOffsetX = 0;
this._shakeOffsetY = 0;
return this;
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#startFollow
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject|object} gameObjectOrPoint - [description]
* @param {boolean} roundPx - [description]
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
startFollow: function (gameObjectOrPoint, roundPx)
{
this._follow = gameObjectOrPoint;
if (roundPx !== undefined)
{
this.roundPixels = roundPx;
}
return this;
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#stopFollow
* @since 3.0.0
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
stopFollow: function ()
{
this._follow = null;
return this;
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#toJSON
* @since 3.0.0
*
* @return {object} [description]
*/
toJSON: function ()
{
var output = {
name: this.name,
x: this.x,
y: this.y,
width: this.width,
height: this.height,
zoom: this.zoom,
rotation: this.rotation,
roundPixels: this.roundPixels,
scrollX: this.scrollX,
scrollY: this.scrollY,
backgroundColor: this.backgroundColor.rgba
};
if (this.useBounds)
{
output['bounds'] = {
x: this._bounds.x,
y: this._bounds.y,
width: this._bounds.width,
height: this._bounds.height
};
}
return output;
},
/**
* Resets any active FX, such as a fade, flash or shake. Useful to call after a fade in order to
* remove the fade.
*
* @method Phaser.Cameras.Scene2D.Camera#resetFX
* @since 3.0.0
*
* @return {Phaser.Cameras.Scene2D.Camera} This Camera instance.
*/
resetFX: function ()
{
this._flashAlpha = 0;
this._fadeAlpha = 0;
this._shakeOffsetX = 0.0;
this._shakeOffsetY = 0.0;
this._shakeDuration = 0;
return this;
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#update
* @since 3.0.0
*
* @param {[type]} timestep - [description]
* @param {[type]} delta - [description]
*/
update: function (timestep, delta)
{
if (this._flashAlpha > 0.0)
{
this._flashAlpha -= delta / this._flashDuration;
if (this._flashAlpha < 0.0)
{
this._flashAlpha = 0.0;
}
}
if (this._fadeAlpha > 0.0 && this._fadeAlpha < 1.0)
{
this._fadeAlpha += delta / this._fadeDuration;
if (this._fadeAlpha >= 1.0)
{
this._fadeAlpha = 1.0;
}
}
if (this._shakeDuration > 0.0)
{
var intensity = this._shakeIntensity;
this._shakeDuration -= delta;
if (this._shakeDuration <= 0.0)
{
this._shakeOffsetX = 0.0;
this._shakeOffsetY = 0.0;
}
else
{
this._shakeOffsetX = (Math.random() * intensity * this.width * 2 - intensity * this.width) * this.zoom;
this._shakeOffsetY = (Math.random() * intensity * this.height * 2 - intensity * this.height) * this.zoom;
}
}
},
/**
* [description]
*
* @method Phaser.Cameras.Scene2D.Camera#destroy
* @since 3.0.0
*/
destroy: function ()
{
this._bounds = undefined;
this.matrix = undefined;
this.culledObjects = [];
this.scene = undefined;
}
});
module.exports = Camera;