mirror of
https://github.com/photonstorm/phaser
synced 2024-12-22 02:53:27 +00:00
111 lines
5.2 KiB
JavaScript
111 lines
5.2 KiB
JavaScript
var __extends = this.__extends || function (d, b) {
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function __() { this.constructor = d; }
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__.prototype = b.prototype;
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d.prototype = new __();
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};
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/// <reference path="../_definitions.ts" />
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/**
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* Phaser - ScrollZone
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*
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* Creates a scrolling region of the given width and height from an image in the cache.
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* The ScrollZone can be positioned anywhere in-world like a normal game object, re-act to physics, collision, etc.
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* The image within it is scrolled via ScrollRegions and their scrollSpeed.x/y properties.
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* If you create a scroll zone larger than the given source image it will create a DynamicTexture and fill it with a pattern of the source image.
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*/
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var Phaser;
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(function (Phaser) {
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var ScrollZone = (function (_super) {
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__extends(ScrollZone, _super);
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/**
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* ScrollZone constructor
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* Create a new <code>ScrollZone</code>.
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*
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* @param game {Phaser.Game} Current game instance.
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* @param key {string} Asset key for image texture of this object.
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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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*/
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function ScrollZone(game, key, 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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_super.call(this, game, x, y, key);
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this.type = Phaser.Types.SCROLLZONE;
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this.regions = [];
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if(this.texture.loaded) {
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if(width > this.width || height > this.height) {
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// Create our repeating texture (as the source image wasn't large enough for the requested size)
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this.createRepeatingTexture(width, height);
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this.width = width;
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this.height = height;
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}
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// Create a default ScrollRegion at the requested size
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this.addRegion(0, 0, this.width, this.height);
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// If the zone is smaller than the image itself then shrink the bounds
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if((width < this.width || height < this.height) && width !== 0 && height !== 0) {
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this.width = width;
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this.height = height;
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}
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}
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}
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ScrollZone.prototype.addRegion = /**
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* Add a new region to this zone.
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* @param x {number} X position of the new region.
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* @param y {number} Y position of the new region.
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* @param width {number} Width of the new region.
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* @param height {number} Height of the new region.
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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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* @return {ScrollRegion} The newly added region.
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*/
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function (x, y, width, height, speedX, speedY) {
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if (typeof speedX === "undefined") { speedX = 0; }
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if (typeof speedY === "undefined") { speedY = 0; }
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if(x > this.width || y > this.height || x < 0 || y < 0 || (x + width) > this.width || (y + height) > this.height) {
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throw Error('Invalid ScrollRegion defined. Cannot be larger than parent ScrollZone');
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return null;
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}
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this.currentRegion = new Phaser.ScrollRegion(x, y, width, height, speedX, speedY);
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this.regions.push(this.currentRegion);
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return this.currentRegion;
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};
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ScrollZone.prototype.setSpeed = /**
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* Set scrolling speed of current region.
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* @param x {number} X speed of current region.
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* @param y {number} Y speed of current region.
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*/
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function (x, y) {
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if(this.currentRegion) {
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this.currentRegion.scrollSpeed.setTo(x, y);
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}
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return this;
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};
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ScrollZone.prototype.update = /**
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* Update regions.
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*/
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function () {
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for(var i = 0; i < this.regions.length; i++) {
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this.regions[i].update(this.game.time.delta);
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}
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};
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ScrollZone.prototype.createRepeatingTexture = /**
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* Create repeating texture with _texture, and store it into the _dynamicTexture.
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* Used to create texture when texture image is small than size of the zone.
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*/
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function (regionWidth, regionHeight) {
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// Work out how many we'll need of the source image to make it tile properly
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var tileWidth = Math.ceil(this.width / regionWidth) * regionWidth;
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var tileHeight = Math.ceil(this.height / regionHeight) * regionHeight;
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var dt = new Phaser.Display.DynamicTexture(this.game, tileWidth, tileHeight);
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dt.context.rect(0, 0, tileWidth, tileHeight);
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dt.context.fillStyle = dt.context.createPattern(this.texture.imageTexture, "repeat");
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dt.context.fill();
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this.texture.loadDynamicTexture(dt);
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};
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return ScrollZone;
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})(Phaser.Sprite);
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Phaser.ScrollZone = ScrollZone;
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})(Phaser || (Phaser = {}));
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