mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 19:43:28 +00:00
370 lines
16 KiB
JavaScript
370 lines
16 KiB
JavaScript
/// <reference path="../_definitions.ts" />
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/**
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* Phaser - Camera
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*
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* A Camera is your view into the game world. It has a position, size, scale and rotation and renders only those objects
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* within its field of view. The game automatically creates a single Stage sized camera on boot, but it can be changed and
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* additional cameras created via the CameraManager.
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*/
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var Phaser;
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(function (Phaser) {
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var Camera = (function () {
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/**
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* Instantiates a new camera at the specified location, with the specified size and zoom level.
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*
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* @param game {Phaser.Game} Current game instance.
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* @param id {number} Unique identity.
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* @param x {number} X location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom.
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* @param y {number} Y location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom.
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* @param width {number} The width of the camera display in pixels.
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* @param height {number} The height of the camera display in pixels.
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*/
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function Camera(game, id, x, y, width, height) {
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this._target = null;
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/**
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* Camera worldBounds.
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* @type {Rectangle}
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*/
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this.worldBounds = null;
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/**
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* A bool representing if the Camera has been modified in any way via a scale, rotate, flip or skew.
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*/
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this.modified = false;
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/**
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* Sprite moving inside this Rectangle will not cause camera moving.
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* @type {Rectangle}
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*/
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this.deadzone = null;
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/**
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* Whether this camera is visible or not. (default is true)
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* @type {bool}
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*/
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this.visible = true;
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/**
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* The z value of this Camera. Cameras are rendered in z-index order by the Renderer.
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*/
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this.z = -1;
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this.game = game;
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this.ID = id;
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this.z = id;
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width = this.game.math.clamp(width, this.game.stage.width, 1);
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height = this.game.math.clamp(height, this.game.stage.height, 1);
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// The view into the world we wish to render (by default the full game world size)
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// The size of this Rect is the same as screenView, but the values are all in world coordinates instead of screen coordinates
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this.worldView = new Phaser.Rectangle(0, 0, width, height);
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// The rect of the area being rendered in stage/screen coordinates
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this.screenView = new Phaser.Rectangle(x, y, width, height);
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this.plugins = new Phaser.PluginManager(this.game, this);
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this.transform = new Phaser.Components.TransformManager(this);
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this.texture = new Phaser.Display.Texture(this);
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// We create a hidden canvas for our camera the size of the game (we use the screenView to clip the render to the camera size)
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this._canvas = document.createElement('canvas');
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this._canvas.width = width;
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this._canvas.height = height;
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this._renderLocal = true;
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this.texture.canvas = this._canvas;
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this.texture.context = this.texture.canvas.getContext('2d');
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this.texture.backgroundColor = this.game.stage.backgroundColor;
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// Handy proxies
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this.scale = this.transform.scale;
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this.alpha = this.texture.alpha;
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this.origin = this.transform.origin;
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this.crop = this.texture.crop;
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}
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Object.defineProperty(Camera.prototype, "alpha", {
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get: /**
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* The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque.
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*/
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function () {
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return this.texture.alpha;
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},
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set: /**
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* The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque.
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*/
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function (value) {
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this.texture.alpha = value;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Camera.prototype, "directToStage", {
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set: function (value) {
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if(value) {
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this._renderLocal = false;
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this.texture.canvas = this.game.stage.canvas;
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Phaser.CanvasUtils.setBackgroundColor(this.texture.canvas, this.game.stage.backgroundColor);
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} else {
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this._renderLocal = true;
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this.texture.canvas = this._canvas;
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Phaser.CanvasUtils.setBackgroundColor(this.texture.canvas, this.texture.backgroundColor);
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}
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this.texture.context = this.texture.canvas.getContext('2d');
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},
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enumerable: true,
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configurable: true
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});
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Camera.prototype.hide = /**
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* Hides an object from this Camera. Hidden objects are not rendered.
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* The object must implement a public cameraBlacklist property.
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*
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* @param object {Sprite/Group} The object this camera should ignore.
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*/
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function (object) {
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object.texture.hideFromCamera(this);
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};
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Camera.prototype.isHidden = /**
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* Returns true if the object is hidden from this Camera.
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*
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* @param object {Sprite/Group} The object to check.
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*/
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function (object) {
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return object.texture.isHidden(this);
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};
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Camera.prototype.show = /**
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* Un-hides an object previously hidden to this Camera.
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* The object must implement a public cameraBlacklist property.
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*
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* @param object {Sprite/Group} The object this camera should display.
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*/
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function (object) {
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object.texture.showToCamera(this);
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};
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Camera.prototype.follow = /**
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* Tells this camera object what sprite to track.
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* @param target {Sprite} The object you want the camera to track. Set to null to not follow anything.
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* @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().
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*/
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function (target, style) {
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if (typeof style === "undefined") { style = Phaser.Types.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.Types.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.Types.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.Types.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.Types.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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Camera.prototype.focusOnXY = /**
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* Move the camera focus to this location instantly.
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* @param x {number} X position.
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* @param y {number} Y position.
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*/
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function (x, y) {
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x += (x > 0) ? 0.0000001 : -0.0000001;
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y += (y > 0) ? 0.0000001 : -0.0000001;
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this.worldView.x = Math.round(x - this.worldView.halfWidth);
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this.worldView.y = Math.round(y - this.worldView.halfHeight);
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};
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Camera.prototype.focusOn = /**
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* Move the camera focus to this location instantly.
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* @param point {any} Point you want to focus.
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*/
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function (point) {
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point.x += (point.x > 0) ? 0.0000001 : -0.0000001;
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point.y += (point.y > 0) ? 0.0000001 : -0.0000001;
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this.worldView.x = Math.round(point.x - this.worldView.halfWidth);
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this.worldView.y = Math.round(point.y - this.worldView.halfHeight);
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};
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Camera.prototype.setBounds = /**
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* Specify the boundaries of the world or where the camera is allowed to move.
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*
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* @param x {number} The smallest X value of your world (usually 0).
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* @param y {number} The smallest Y value of your world (usually 0).
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* @param width {number} The largest X value of your world (usually the world width).
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* @param height {number} The largest Y value of your world (usually the world height).
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*/
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function (x, y, width, height) {
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if (typeof x === "undefined") { x = 0; }
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if (typeof y === "undefined") { y = 0; }
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if (typeof width === "undefined") { width = 0; }
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if (typeof height === "undefined") { height = 0; }
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if(this.worldBounds == null) {
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this.worldBounds = new Phaser.Rectangle();
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}
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this.worldBounds.setTo(x, y, width, height);
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this.worldView.x = x;
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this.worldView.y = y;
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this.update();
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};
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Camera.prototype.update = /**
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* Update focusing and scrolling.
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*/
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function () {
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if(this.modified == false && (!this.transform.scale.equals(1) || !this.transform.skew.equals(0) || this.transform.rotation != 0 || this.transform.rotationOffset != 0 || this.texture.flippedX || this.texture.flippedY)) {
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this.modified = true;
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}
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this.plugins.preUpdate();
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if(this._target !== null) {
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if(this.deadzone == null) {
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this.focusOnXY(this._target.x, this._target.y);
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} else {
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var edge;
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var targetX = this._target.x + ((this._target.x > 0) ? 0.0000001 : -0.0000001);
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var targetY = this._target.y + ((this._target.y > 0) ? 0.0000001 : -0.0000001);
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edge = targetX - this.deadzone.x;
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if(this.worldView.x > edge) {
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this.worldView.x = edge;
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}
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edge = targetX + this._target.width - this.deadzone.x - this.deadzone.width;
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if(this.worldView.x < edge) {
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this.worldView.x = edge;
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}
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edge = targetY - this.deadzone.y;
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if(this.worldView.y > edge) {
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this.worldView.y = edge;
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}
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edge = targetY + this._target.height - this.deadzone.y - this.deadzone.height;
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if(this.worldView.y < edge) {
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this.worldView.y = edge;
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}
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}
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}
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// Make sure we didn't go outside the cameras worldBounds
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if(this.worldBounds !== null) {
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if(this.worldView.x < this.worldBounds.left) {
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this.worldView.x = this.worldBounds.left;
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}
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if(this.worldView.x > this.worldBounds.right - this.width) {
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this.worldView.x = (this.worldBounds.right - this.width) + 1;
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}
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if(this.worldView.y < this.worldBounds.top) {
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this.worldView.y = this.worldBounds.top;
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}
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if(this.worldView.y > this.worldBounds.bottom - this.height) {
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this.worldView.y = (this.worldBounds.bottom - this.height) + 1;
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}
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}
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this.worldView.floor();
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this.plugins.update();
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};
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Camera.prototype.postUpdate = /**
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* Update focusing and scrolling.
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*/
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function () {
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if(this.modified == true && this.transform.scale.equals(1) && this.transform.skew.equals(0) && this.transform.rotation == 0 && this.transform.rotationOffset == 0 && this.texture.flippedX == false && this.texture.flippedY == false) {
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this.modified = false;
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}
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// Make sure we didn't go outside the cameras worldBounds
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if(this.worldBounds !== null) {
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if(this.worldView.x < this.worldBounds.left) {
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this.worldView.x = this.worldBounds.left;
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}
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if(this.worldView.x > this.worldBounds.right - this.width) {
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this.worldView.x = this.worldBounds.right - this.width;
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}
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if(this.worldView.y < this.worldBounds.top) {
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this.worldView.y = this.worldBounds.top;
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}
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if(this.worldView.y > this.worldBounds.bottom - this.height) {
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this.worldView.y = this.worldBounds.bottom - this.height;
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}
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}
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this.worldView.floor();
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this.plugins.postUpdate();
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};
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Camera.prototype.destroy = /**
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* Destroys this camera, associated FX and removes itself from the CameraManager.
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*/
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function () {
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this.game.world.cameras.removeCamera(this.ID);
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this.plugins.destroy();
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};
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Object.defineProperty(Camera.prototype, "x", {
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get: function () {
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return this.worldView.x;
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},
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set: function (value) {
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this.worldView.x = value;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Camera.prototype, "y", {
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get: function () {
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return this.worldView.y;
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},
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set: function (value) {
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this.worldView.y = value;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Camera.prototype, "width", {
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get: function () {
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return this.screenView.width;
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},
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set: function (value) {
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this.screenView.width = value;
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this.worldView.width = value;
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if(value !== this.texture.canvas.width) {
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this.texture.canvas.width = value;
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}
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Camera.prototype, "height", {
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get: function () {
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return this.screenView.height;
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},
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set: function (value) {
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this.screenView.height = value;
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this.worldView.height = value;
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if(value !== this.texture.canvas.height) {
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this.texture.canvas.height = value;
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}
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},
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enumerable: true,
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configurable: true
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});
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Camera.prototype.setPosition = function (x, y) {
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this.screenView.x = x;
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this.screenView.y = y;
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};
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Camera.prototype.setSize = function (width, height) {
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this.screenView.width = width * this.transform.scale.x;
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this.screenView.height = height * this.transform.scale.y;
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this.worldView.width = width;
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this.worldView.height = height;
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if(width !== this.texture.canvas.width) {
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this.texture.canvas.width = width;
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}
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if(height !== this.texture.canvas.height) {
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this.texture.canvas.height = height;
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}
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};
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Object.defineProperty(Camera.prototype, "rotation", {
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get: /**
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* The angle of the Camera in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
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*/
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function () {
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return this.transform.rotation;
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},
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set: /**
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* Set the angle of the Camera in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
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* The value is automatically wrapped to be between 0 and 360.
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*/
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function (value) {
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this.transform.rotation = this.game.math.wrap(value, 360, 0);
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},
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enumerable: true,
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configurable: true
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});
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return Camera;
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})();
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Phaser.Camera = Camera;
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})(Phaser || (Phaser = {}));
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