mirror of
https://github.com/photonstorm/phaser
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148 lines
7.1 KiB
JavaScript
148 lines
7.1 KiB
JavaScript
/// <reference path="../_definitions.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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var Phaser;
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(function (Phaser) {
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var ScrollRegion = (function () {
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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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function ScrollRegion(x, y, width, height, speedX, speedY) {
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this._anchorWidth = 0;
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this._anchorHeight = 0;
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this._inverseWidth = 0;
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this._inverseHeight = 0;
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/**
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* Will this region be rendered? (default to true)
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* @type {bool}
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*/
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this.visible = true;
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// Our seamless scrolling quads
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this._A = new Phaser.Rectangle(x, y, width, height);
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this._B = new Phaser.Rectangle(x, y, width, height);
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this._C = new Phaser.Rectangle(x, y, width, height);
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this._D = new Phaser.Rectangle(x, y, width, height);
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this._scroll = new Phaser.Vec2();
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this._bounds = new Phaser.Rectangle(x, y, width, height);
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this.scrollSpeed = new Phaser.Vec2(speedX, speedY);
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}
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ScrollRegion.prototype.update = /**
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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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function (delta) {
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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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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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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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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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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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this._anchorWidth = this._bounds.width;
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}
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if(this._anchorHeight > this._bounds.height) {
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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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ScrollRegion.prototype.render = /**
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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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function (context, texture, dx, dy, dw, dh) {
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if(this.visible == false) {
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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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ScrollRegion.prototype.crop = /**
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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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function (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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srcW = (destX + destW) - offsetX;
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}
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if(srcH > (destY + destH) - offsetY) {
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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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context.drawImage(texture, srcX, srcY, srcW, srcH, offsetX, offsetY, srcW, srcH);
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}
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};
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return ScrollRegion;
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})();
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Phaser.ScrollRegion = ScrollRegion;
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})(Phaser || (Phaser = {}));
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