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641 lines
15 KiB
HTML
641 lines
15 KiB
HTML
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<h1 class="page-title">Source: core/Camera.js</h1>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 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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*
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* A Camera is your view into the game world. It has a position and size and renders only those objects within its field of view.
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* The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y
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*
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* @class Phaser.Camera
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* @constructor
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* @param {Phaser.Game} game - Game reference to the currently running game.
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* @param {number} id - Not being used at the moment, will be when Phaser supports multiple camera
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* @param {number} x - Position of the camera on the X axis
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* @param {number} y - Position of the camera on the Y axis
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* @param {number} width - The width of the view rectangle
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* @param {number} height - The height of the view rectangle
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*/
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Phaser.Camera = function (game, id, x, y, width, height) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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/**
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* @property {Phaser.World} world - A reference to the game world.
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*/
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this.world = game.world;
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/**
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* @property {number} id - Reserved for future multiple camera set-ups.
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* @default
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*/
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this.id = 0;
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/**
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* Camera view.
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* The view into the world we wish to render (by default the game dimensions).
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* The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render.
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* Objects outside of this view are not rendered (unless set to ignore the Camera, i.e. UI?).
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* @property {Phaser.Rectangle} view
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*/
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this.view = new Phaser.Rectangle(x, y, width, height);
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/**
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* @property {Phaser.Rectangle} screenView - Used by Sprites to work out Camera culling.
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*/
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this.screenView = new Phaser.Rectangle(x, y, width, height);
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/**
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* @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause camera moving.
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*/
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this.deadzone = null;
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/**
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* @property {boolean} visible - Whether this camera is visible or not.
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* @default
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*/
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this.visible = true;
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/**
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* @property {boolean} atLimit - Whether this camera is flush with the World Bounds or not.
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*/
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this.atLimit = { x: false, y: false };
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/**
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* @property {Phaser.Sprite} target - If the camera is tracking a Sprite, this is a reference to it, otherwise null.
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* @default
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*/
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this.target = null;
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/**
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* @property {number} edge - Edge property.
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* @private
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* @default
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*/
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this._edge = 0;
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};
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Camera.FOLLOW_LOCKON = 0;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Camera.FOLLOW_PLATFORMER = 1;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Camera.FOLLOW_TOPDOWN = 2;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Camera.FOLLOW_TOPDOWN_TIGHT = 3;
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Phaser.Camera.prototype = {
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/**
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* Tells this camera which sprite to follow.
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* @method Phaser.Camera#follow
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* @param {Phaser.Sprite} target - The object you want the camera to track. Set to null to not follow anything.
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* @param {number} [style] Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().
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*/
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follow: function (target, style) {
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if (typeof style === "undefined") { style = Phaser.Camera.FOLLOW_LOCKON; }
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this.target = target;
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var helper;
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switch (style) {
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case Phaser.Camera.FOLLOW_PLATFORMER:
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var w = this.width / 8;
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var h = this.height / 3;
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this.deadzone = new Phaser.Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h);
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break;
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case Phaser.Camera.FOLLOW_TOPDOWN:
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helper = Math.max(this.width, this.height) / 4;
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this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
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break;
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case Phaser.Camera.FOLLOW_TOPDOWN_TIGHT:
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helper = Math.max(this.width, this.height) / 8;
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this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
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break;
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case Phaser.Camera.FOLLOW_LOCKON:
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default:
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this.deadzone = null;
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break;
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}
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},
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/**
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* Move the camera focus to a location instantly.
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* @method Phaser.Camera#focusOnXY
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* @param {number} x - X position.
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* @param {number} y - Y position.
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*/
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focusOnXY: function (x, y) {
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this.view.x = Math.round(x - this.view.halfWidth);
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this.view.y = Math.round(y - this.view.halfHeight);
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},
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/**
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* Update focusing and scrolling.
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* @method Phaser.Camera#update
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*/
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update: function () {
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// Add dirty flag
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if (this.target !== null)
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{
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if (this.deadzone)
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{
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this._edge = this.target.x - this.deadzone.x;
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if (this.view.x > this._edge)
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{
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this.view.x = this._edge;
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}
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this._edge = this.target.x + this.target.width - this.deadzone.x - this.deadzone.width;
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if (this.view.x < this._edge)
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{
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this.view.x = this._edge;
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}
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this._edge = this.target.y - this.deadzone.y;
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if (this.view.y > this._edge)
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{
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this.view.y = this._edge;
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}
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this._edge = this.target.y + this.target.height - this.deadzone.y - this.deadzone.height;
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if (this.view.y < this._edge)
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{
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this.view.y = this._edge;
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}
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}
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else
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{
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this.focusOnXY(this.target.x, this.target.y);
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}
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}
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this.checkWorldBounds();
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},
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/**
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* Method called to ensure the camera doesn't venture outside of the game world.
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* @method Phaser.Camera#checkWorldBounds
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*/
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checkWorldBounds: function () {
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this.atLimit.x = false;
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this.atLimit.y = false;
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// Make sure we didn't go outside the cameras worldBounds
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if (this.view.x < this.world.bounds.left)
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{
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this.atLimit.x = true;
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this.view.x = this.world.bounds.left;
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}
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if (this.view.x > this.world.bounds.right - this.width)
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{
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this.atLimit.x = true;
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this.view.x = (this.world.bounds.right - this.width) + 1;
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}
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if (this.view.y < this.world.bounds.top)
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{
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this.atLimit.y = true;
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this.view.y = this.world.bounds.top;
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}
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if (this.view.y > this.world.bounds.bottom - this.height)
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{
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this.atLimit.y = true;
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this.view.y = (this.world.bounds.bottom - this.height) + 1;
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}
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this.view.floor();
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},
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/**
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* A helper function to set both the X and Y properties of the camera at once
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* without having to use game.camera.x and game.camera.y.
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*
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* @method Phaser.Camera#setPosition
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* @param {number} x - X position.
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* @param {number} y - Y position.
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*/
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setPosition: function (x, y) {
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this.view.x = x;
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this.view.y = y;
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this.checkWorldBounds();
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},
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/**
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* Sets the size of the view rectangle given the width and height in parameters.
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*
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* @method Phaser.Camera#setSize
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* @param {number} width - The desired width.
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* @param {number} height - The desired height.
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*/
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setSize: function (width, height) {
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this.view.width = width;
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this.view.height = height;
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}
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};
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/**
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* The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds.
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* @name Phaser.Camera#x
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* @property {number} x - Gets or sets the cameras x position.
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*/
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Object.defineProperty(Phaser.Camera.prototype, "x", {
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get: function () {
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return this.view.x;
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},
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set: function (value) {
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this.view.x = value;
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this.checkWorldBounds();
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}
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});
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/**
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* The Cameras y coordinate. This value is automatically clamped if it falls outside of the World bounds.
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* @name Phaser.Camera#y
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* @property {number} y - Gets or sets the cameras y position.
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*/
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Object.defineProperty(Phaser.Camera.prototype, "y", {
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get: function () {
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return this.view.y;
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},
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set: function (value) {
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this.view.y = value;
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this.checkWorldBounds();
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}
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});
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/**
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* The Cameras width. By default this is the same as the Game size and should not be adjusted for now.
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* @name Phaser.Camera#width
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* @property {number} width - Gets or sets the cameras width.
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*/
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Object.defineProperty(Phaser.Camera.prototype, "width", {
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get: function () {
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return this.view.width;
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},
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set: function (value) {
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this.view.width = value;
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}
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});
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/**
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* The Cameras height. By default this is the same as the Game size and should not be adjusted for now.
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* @name Phaser.Camera#height
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* @property {number} height - Gets or sets the cameras height.
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*/
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Object.defineProperty(Phaser.Camera.prototype, "height", {
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get: function () {
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return this.view.height;
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},
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set: function (value) {
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this.view.height = value;
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}
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});
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</pre>
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</article>
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</section>
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</div>
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<div class="clearfix"></div>
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<footer>
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<span class="copyright">
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Phaser Copyright © 2012-2013 Photon Storm Ltd.
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</span>
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