phaser/Phaser/cameras/Camera.ts

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19 KiB
TypeScript

/// <reference path="../core/Point.ts" />
/// <reference path="../core/Rectangle.ts" />
/// <reference path="../core/Vec2.ts" />
/// <reference path="../gameobjects/Sprite.ts" />
/// <reference path="../Game.ts" />
/// <reference path="../components/camera/CameraFX.ts" />
/**
* Phaser - Camera
*
* A Camera is your view into the game world. It has a position, size, scale and rotation and renders only those objects
* within its field of view. The game automatically creates a single Stage sized camera on boot, but it can be changed and
* additional cameras created via the CameraManager.
*/
module Phaser {
export class Camera {
/**
* Instantiates a new camera at the specified location, with the specified size and zoom level.
*
* @param game {Phaser.Game} Current game instance.
* @param id {number} Unique identity.
* @param x {number} X location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom.
* @param y {number} Y location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom.
* @param width {number} The width of the camera display in pixels.
* @param height {number} The height of the camera display in pixels.
*/
constructor(game: Game, id: number, x: number, y: number, width: number, height: number) {
this._game = game;
this.ID = id;
this._stageX = x;
this._stageY = y;
this.scaledX = x;
this.scaledY = x;
this.fx = new CameraFX(this._game, this);
// The view into the world canvas we wish to render
this.worldView = new Rectangle(0, 0, width, height);
this.checkClip();
}
/**
* Local private reference to Game.
*/
private _game: Game;
private _clip: bool = false;
private _stageX: number;
private _stageY: number;
private _rotation: number = 0;
private _target: Sprite = null;
//private _sx: number = 0;
//private _sy: number = 0;
public scaledX: number;
public scaledY: number;
/**
* Camera "follow" style preset: camera has no deadzone, just tracks the focus object directly.
* @type {number}
*/
public static STYLE_LOCKON: number = 0;
/**
* Camera "follow" style preset: camera deadzone is narrow but tall.
* @type {number}
*/
public static STYLE_PLATFORMER: number = 1;
/**
* Camera "follow" style preset: camera deadzone is a medium-size square around the focus object.
* @type {number}
*/
public static STYLE_TOPDOWN: number = 2;
/**
* Camera "follow" style preset: camera deadzone is a small square around the focus object.
* @type {number}
*/
public static STYLE_TOPDOWN_TIGHT: number = 3;
/**
* Identity of this camera.
*/
public ID: number;
/**
* Camera view rectangle in world coordinate.
* @type {Rectangle}
*/
public worldView: Rectangle;
/**
* Scale factor of the camera.
* @type {Vec2}
*/
public scale: Vec2 = new Vec2(1, 1);
/**
* Scrolling factor.
* @type {MicroPoint}
*/
public scroll: Vec2 = new Vec2(0, 0);
/**
* Camera bounds.
* @type {Rectangle}
*/
public bounds: Rectangle = null;
/**
* Sprite moving inside this rectangle will not cause camera moving.
* @type {Rectangle}
*/
public deadzone: Rectangle = null;
/**
* Disable the automatic camera canvas clipping when Camera is non-Stage sized.
* @type {Boolean}
*/
public disableClipping: bool = false;
/**
* Whether the camera background is opaque or not. If set to true the Camera is filled with
* the value of Camera.backgroundColor every frame. Normally you wouldn't enable this if the
* Camera is the full Stage size, as the Stage.backgroundColor has the same effect. But for
* multiple or mini cameras it can be very useful.
* @type {boolean}
*/
public opaque: bool = false;
/**
* The Background Color of the camera in css color string format, i.e. 'rgb(0,0,0)' or '#ff0000'.
* Not used if the Camera.opaque property is false.
* @type {string}
*/
public backgroundColor: string = 'rgb(0,0,0)';
/**
* Whether this camera visible or not. (default is true)
* @type {boolean}
*/
public visible: bool = true;
/**
* Alpha of the camera. (everything rendered to this camera will be affected)
* @type {number}
*/
public alpha: number = 1;
/**
* The x position of the current input event in world coordinates.
* @type {number}
*/
public inputX: number = 0;
/**
* The y position of the current input event in world coordinates.
* @type {number}
*/
public inputY: number = 0;
/**
* Effects manager.
* @type {CameraFX}
*/
public fx: CameraFX;
/**
* Hides an object from this Camera. Hidden objects are not rendered.
* The object must implement a public cameraBlacklist property.
*
* @param object {Sprite/Group} The object this camera should ignore.
*/
public hide(object) {
if (this.isHidden(object) == false)
{
object['cameraBlacklist'].push(this.ID);
}
}
/**
* Returns true if the object is hidden from this Camera.
*
* @param object {Sprite/Group} The object to check.
*/
public isHidden(object): bool {
if (object['cameraBlacklist'] && object['cameraBlacklist'].length > 0 && object['cameraBlacklist'].indexOf(this.ID) == -1)
{
return true;
}
return false;
}
/**
* Un-hides an object previously hidden to this Camera.
* The object must implement a public cameraBlacklist property.
*
* @param object {Sprite/Group} The object this camera should display.
*/
public show(object) {
if (this.isHidden(object) == true)
{
object['cameraBlacklist'].slice(object['cameraBlacklist'].indexOf(this.ID), 1);
}
}
/**
* Tells this camera object what sprite to track.
* @param target {Sprite} The object you want the camera to track. Set to null to not follow anything.
* @param [style] {number} Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().
*/
public follow(target: Sprite, style?: number = Camera.STYLE_LOCKON) {
this._target = target;
var helper: number;
switch (style)
{
case Camera.STYLE_PLATFORMER:
var w: number = this.width / 8;
var h: number = this.height / 3;
this.deadzone = new Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h);
break;
case Camera.STYLE_TOPDOWN:
helper = Math.max(this.width, this.height) / 4;
this.deadzone = new Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
break;
case Camera.STYLE_TOPDOWN_TIGHT:
helper = Math.max(this.width, this.height) / 8;
this.deadzone = new Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
break;
case Camera.STYLE_LOCKON:
default:
this.deadzone = null;
break;
}
}
/**
* Move the camera focus to this location instantly.
* @param x {number} X position.
* @param y {number} Y position.
*/
public focusOnXY(x: number, y: number) {
x += (x > 0) ? 0.0000001 : -0.0000001;
y += (y > 0) ? 0.0000001 : -0.0000001;
this.scroll.x = Math.round(x - this.worldView.halfWidth);
this.scroll.y = Math.round(y - this.worldView.halfHeight);
}
/**
* Move the camera focus to this location instantly.
* @param point {any} Point you want to focus.
*/
public focusOn(point) {
point.x += (point.x > 0) ? 0.0000001 : -0.0000001;
point.y += (point.y > 0) ? 0.0000001 : -0.0000001;
this.scroll.x = Math.round(point.x - this.worldView.halfWidth);
this.scroll.y = Math.round(point.y - this.worldView.halfHeight);
}
/**
* Specify the boundaries of the world or where the camera is allowed to move.
*
* @param x {number} The smallest X value of your world (usually 0).
* @param y {number} The smallest Y value of your world (usually 0).
* @param width {number} The largest X value of your world (usually the world width).
* @param height {number} The largest Y value of your world (usually the world height).
*/
public setBounds(x: number = 0, y: number = 0, width: number = 0, height: number = 0) {
if (this.bounds == null)
{
this.bounds = new Rectangle();
}
this.bounds.setTo(x, y, width, height);
this.scroll.setTo(0, 0);
this.update();
}
/**
* Update focusing and scrolling.
*/
public update() {
this.fx.preUpdate();
if (this._target !== null)
{
if (this.deadzone == null)
{
this.focusOnXY(this._target.x, this._target.y);
}
else
{
var edge: number;
var targetX: number = this._target.x + ((this._target.x > 0) ? 0.0000001 : -0.0000001);
var targetY: number = this._target.y + ((this._target.y > 0) ? 0.0000001 : -0.0000001);
edge = targetX - this.deadzone.x;
if (this.scroll.x > edge)
{
this.scroll.x = edge;
}
edge = targetX + this._target.width - this.deadzone.x - this.deadzone.width;
if (this.scroll.x < edge)
{
this.scroll.x = edge;
}
edge = targetY - this.deadzone.y;
if (this.scroll.y > edge)
{
this.scroll.y = edge;
}
edge = targetY + this._target.height - this.deadzone.y - this.deadzone.height;
if (this.scroll.y < edge)
{
this.scroll.y = edge;
}
}
}
// Make sure we didn't go outside the cameras bounds
if (this.bounds !== null)
{
if (this.scroll.x < this.bounds.left)
{
this.scroll.x = this.bounds.left;
}
if (this.scroll.x > this.bounds.right - this.width)
{
this.scroll.x = (this.bounds.right - this.width) + 1;
}
if (this.scroll.y < this.bounds.top)
{
this.scroll.y = this.bounds.top;
}
if (this.scroll.y > this.bounds.bottom - this.height)
{
this.scroll.y = (this.bounds.bottom - this.height) + 1;
}
}
this.worldView.x = this.scroll.x;
this.worldView.y = this.scroll.y;
// Input values
this.inputX = this.worldView.x + this._game.input.x;
this.inputY = this.worldView.y + this._game.input.y;
this.fx.postUpdate();
}
/**
* Camera preRender
*/
public preRender() {
if (this.visible === false || this.alpha < 0.1)
{
return;
}
if (this._rotation !== 0 || this._clip || this.scale.x !== 1 || this.scale.y !== 1)
{
this._game.stage.context.save();
}
this.fx.preRender(this, this._stageX, this._stageY, this.worldView.width, this.worldView.height);
if (this.alpha !== 1)
{
this._game.stage.context.globalAlpha = this.alpha;
}
this.scaledX = this._stageX;
this.scaledY = this._stageY;
// Scale on
if (this.scale.x !== 1 || this.scale.y !== 1)
{
this._game.stage.context.scale(this.scale.x, this.scale.y);
this.scaledX = this.scaledX / this.scale.x;
this.scaledY = this.scaledY / this.scale.y;
}
// Rotation - translate to the mid-point of the camera
if (this._rotation !== 0)
{
this._game.stage.context.translate(this.scaledX + this.worldView.halfWidth, this.scaledY + this.worldView.halfHeight);
this._game.stage.context.rotate(this._rotation * (Math.PI / 180));
// now shift back to where that should actually render
this._game.stage.context.translate(-(this.scaledX + this.worldView.halfWidth), -(this.scaledY + this.worldView.halfHeight));
}
// Background
if (this.opaque)
{
this._game.stage.context.fillStyle = this.backgroundColor;
this._game.stage.context.fillRect(this.scaledX, this.scaledY, this.worldView.width, this.worldView.height);
}
this.fx.render(this, this._stageX, this._stageY, this.worldView.width, this.worldView.height);
// Clip the camera so we don't get sprites appearing outside the edges
if (this._clip == true && this.disableClipping == false)
{
this._game.stage.context.beginPath();
this._game.stage.context.rect(this.scaledX, this.scaledY, this.worldView.width, this.worldView.height);
this._game.stage.context.closePath();
this._game.stage.context.clip();
}
}
/**
* Camera postRender
*/
public postRender() {
// Scale off
if (this.scale.x !== 1 || this.scale.y !== 1)
{
this._game.stage.context.scale(1, 1);
}
this.fx.postRender(this, this.scaledX, this.scaledY, this.worldView.width, this.worldView.height);
if (this._rotation !== 0 || (this._clip && this.disableClipping == false))
{
this._game.stage.context.translate(0, 0);
}
if (this._rotation !== 0 || this._clip || this.scale.x !== 1 || this.scale.y !== 1)
{
this._game.stage.context.restore();
}
if (this.alpha !== 1)
{
this._game.stage.context.globalAlpha = 1;
}
}
/**
* Set position of this camera.
* @param x {number} X position.
* @param y {number} Y position.
*/
public setPosition(x: number, y: number) {
this._stageX = x;
this._stageY = y;
this.checkClip();
}
/**
* Give this camera a new size.
* @param width {number} Width of new size.
* @param height {number} Height of new size.
*/
public setSize(width: number, height: number) {
this.worldView.width = width;
this.worldView.height = height;
this.checkClip();
}
/**
* Render debug infos. (including id, position, rotation, scrolling factor, bounds and some other properties)
* @param x {number} X position of the debug info to be rendered.
* @param y {number} Y position of the debug info to be rendered.
* @param [color] {number} color of the debug info to be rendered. (format is css color string)
*/
public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
this._game.stage.context.fillStyle = color;
this._game.stage.context.fillText('Camera ID: ' + this.ID + ' (' + this.worldView.width + ' x ' + this.worldView.height + ')', x, y);
this._game.stage.context.fillText('X: ' + this._stageX + ' Y: ' + this._stageY + ' Rotation: ' + this._rotation, x, y + 14);
this._game.stage.context.fillText('World X: ' + this.scroll.x.toFixed(1) + ' World Y: ' + this.scroll.y.toFixed(1), x, y + 28);
if (this.bounds)
{
this._game.stage.context.fillText('Bounds: ' + this.bounds.width + ' x ' + this.bounds.height, x, y + 42);
}
}
/**
* Destroys this camera, associated FX and removes itself from the CameraManager.
*/
public destroy() {
this._game.world.cameras.removeCamera(this.ID);
this.fx.destroy();
}
public get x(): number {
return this._stageX;
}
public set x(value: number) {
this._stageX = value;
this.checkClip();
}
public get y(): number {
return this._stageY;
}
public set y(value: number) {
this._stageY = value;
this.checkClip();
}
public get width(): number {
return this.worldView.width;
}
public set width(value: number) {
if (value > this._game.stage.width)
{
value = this._game.stage.width;
}
this.worldView.width = value;
this.checkClip();
}
public get height(): number {
return this.worldView.height;
}
public set height(value: number) {
if (value > this._game.stage.height)
{
value = this._game.stage.height;
}
this.worldView.height = value;
this.checkClip();
}
public get rotation(): number {
return this._rotation;
}
public set rotation(value: number) {
this._rotation = this._game.math.wrap(value, 360, 0);
}
private checkClip() {
if (this._stageX !== 0 || this._stageY !== 0 || this.worldView.width < this._game.stage.width || this.worldView.height < this._game.stage.height)
{
this._clip = true;
}
else
{
this._clip = false;
}
}
}
}