ScrollZone back in under the new renderer with new demos

This commit is contained in:
Richard Davey
2013-05-30 05:34:35 +01:00
parent f2054f8a2a
commit ce1523585f
28 changed files with 1582 additions and 349 deletions
+165 -13
View File
@@ -2169,12 +2169,12 @@ module Phaser.Components {
/**
* Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite.
*/
private _imageTexture;
public imageTexture;
/**
* Reference to the DynamicTexture that is used as the texture for the Sprite.
* @type {DynamicTexture}
*/
private _dynamicTexture;
public dynamicTexture: DynamicTexture;
/**
* The status of the texture image.
* @type {boolean}
@@ -2220,6 +2220,11 @@ module Phaser.Components {
*/
public flippedY: bool;
/**
* Is the texture a DynamicTexture?
* @type {boolean}
*/
public isDynamic: bool;
/**
* Updates the texture being used to render the Sprite.
* Called automatically by SpriteUtils.loadTexture and SpriteUtils.loadDynamicTexture.
*/
@@ -2300,8 +2305,6 @@ module Phaser {
*
*/
public alive: bool;
public width: number;
public height: number;
/**
* Sprite physics.
*/
@@ -2382,6 +2385,8 @@ module Phaser {
* Set the animation frame by frame name.
*/
public frameName : string;
public width : number;
public height : number;
/**
* Pre-update is called right before update() on each object in the game loop.
*/
@@ -3348,6 +3353,17 @@ module Phaser {
*/
public physicsAABB(x: number, y: number, width: number, height: number): Physics.AABB;
/**
* Create a new ScrollZone object with image key, position and size.
*
* @param key {string} Key to a image you wish this object to use.
* @param x {number} X position of this object.
* @param y {number} Y position of this object.
* @param width number} Width of this object.
* @param height {number} Height of this object.
* @returns {ScrollZone} The newly created scroll zone object.
*/
public scrollZone(key: string, x?: number, y?: number, width?: number, height?: number): ScrollZone;
/**
* Create a tween object for a specific object.
*
* @param obj Object you wish the tween will affect.
@@ -3363,6 +3379,14 @@ module Phaser {
*/
public existingSprite(sprite: Sprite): Sprite;
/**
* Add an existing ScrollZone to the current world.
* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
*
* @param scrollZone The ScrollZone to add to the Game World
* @return {Phaser.ScrollZone} The ScrollZone object
*/
public existingScrollZone(scrollZone: ScrollZone): ScrollZone;
/**
* Add an existing Tween to the current world.
* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
*
@@ -6014,6 +6038,7 @@ module Phaser {
interface IRenderer {
render();
renderSprite(camera: Camera, sprite: Sprite): bool;
renderScrollZone(camera: Camera, sprite: ScrollZone): bool;
}
}
module Phaser {
@@ -6025,6 +6050,140 @@ module Phaser {
private _game;
public render(): void;
public renderSprite(camera: Camera, sprite: Sprite): bool;
public renderScrollZone(camera: Camera, scrollZone: ScrollZone): bool;
}
}
/**
* Phaser - ScrollRegion
*
* Creates a scrolling region within a ScrollZone.
* It is scrolled via the scrollSpeed.x/y properties.
*/
module Phaser {
class ScrollRegion {
/**
* ScrollRegion constructor
* Create a new <code>ScrollRegion</code>.
*
* @param x {number} X position in world coordinate.
* @param y {number} Y position in world coordinate.
* @param width {number} Width of this object.
* @param height {number} Height of this object.
* @param speedX {number} X-axis scrolling speed.
* @param speedY {number} Y-axis scrolling speed.
*/
constructor(x: number, y: number, width: number, height: number, speedX: number, speedY: number);
private _A;
private _B;
private _C;
private _D;
private _bounds;
private _scroll;
private _anchorWidth;
private _anchorHeight;
private _inverseWidth;
private _inverseHeight;
/**
* Will this region be rendered? (default to true)
* @type {boolean}
*/
public visible: bool;
/**
* Region scrolling speed.
* @type {Vec2}
*/
public scrollSpeed: Vec2;
/**
* Update region scrolling with tick time.
* @param delta {number} Elapsed time since last update.
*/
public update(delta: number): void;
/**
* Render this region to specific context.
* @param context {CanvasRenderingContext2D} Canvas context this region will be rendered to.
* @param texture {object} The texture to be rendered.
* @param dx {number} X position in world coordinate.
* @param dy {number} Y position in world coordinate.
* @param width {number} Width of this region to be rendered.
* @param height {number} Height of this region to be rendered.
*/
public render(context: CanvasRenderingContext2D, texture, dx: number, dy: number, dw: number, dh: number): void;
/**
* Crop part of the texture and render it to the given context.
* @param context {CanvasRenderingContext2D} Canvas context the texture will be rendered to.
* @param texture {object} Texture to be rendered.
* @param srcX {number} Target region top-left x coordinate in the texture.
* @param srcX {number} Target region top-left y coordinate in the texture.
* @param srcW {number} Target region width in the texture.
* @param srcH {number} Target region height in the texture.
* @param destX {number} Render region top-left x coordinate in the context.
* @param destX {number} Render region top-left y coordinate in the context.
* @param destW {number} Target region width in the context.
* @param destH {number} Target region height in the context.
* @param offsetX {number} X offset to the context.
* @param offsetY {number} Y offset to the context.
*/
private crop(context, texture, srcX, srcY, srcW, srcH, destX, destY, destW, destH, offsetX, offsetY);
}
}
/**
* Phaser - ScrollZone
*
* Creates a scrolling region of the given width and height from an image in the cache.
* The ScrollZone can be positioned anywhere in-world like a normal game object, re-act to physics, collision, etc.
* The image within it is scrolled via ScrollRegions and their scrollSpeed.x/y properties.
* 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.
*/
module Phaser {
class ScrollZone extends Sprite {
/**
* ScrollZone constructor
* Create a new <code>ScrollZone</code>.
*
* @param game {Phaser.Game} Current game instance.
* @param key {string} Asset key for image texture of this object.
* @param x {number} X position in world coordinate.
* @param y {number} Y position in world coordinate.
* @param [width] {number} width of this object.
* @param [height] {number} height of this object.
*/
constructor(game: Game, key: string, x?: number, y?: number, width?: number, height?: number);
/**
* Current region this zone is scrolling.
* @type {ScrollRegion}
*/
public currentRegion: ScrollRegion;
/**
* Array contains all added regions.
* @type {ScrollRegion[]}
*/
public regions: ScrollRegion[];
/**
* Add a new region to this zone.
* @param x {number} X position of the new region.
* @param y {number} Y position of the new region.
* @param width {number} Width of the new region.
* @param height {number} Height of the new region.
* @param [speedX] {number} x-axis scrolling speed.
* @param [speedY] {number} y-axis scrolling speed.
* @return {ScrollRegion} The newly added region.
*/
public addRegion(x: number, y: number, width: number, height: number, speedX?: number, speedY?: number): ScrollRegion;
/**
* Set scrolling speed of current region.
* @param x {number} X speed of current region.
* @param y {number} Y speed of current region.
*/
public setSpeed(x: number, y: number): ScrollZone;
/**
* Update regions.
*/
public update(): void;
/**
* Create repeating texture with _texture, and store it into the _dynamicTexture.
* Used to create texture when texture image is small than size of the zone.
*/
private createRepeatingTexture(regionWidth, regionHeight);
}
}
module Phaser {
@@ -6057,6 +6216,7 @@ module Phaser {
* @return {boolean} Return false if not rendered, otherwise return true.
*/
public renderSprite(camera: Camera, sprite: Sprite): bool;
public renderScrollZone(camera: Camera, scrollZone: ScrollZone): bool;
}
}
/**
@@ -6434,20 +6594,12 @@ module Phaser {
}
/**
* Phaser - Components - Physics
*
*
*/
module Phaser.Components {
class Physics {
constructor(parent: Sprite);
/**
*
*/
private _game;
/**
*
*/
private _sprite;
public game: Game;
public shape: Physics.IPhysicsShape;
/**
* Whether this object will be moved by impacts with other objects or not.
+417 -56
View File
@@ -3849,12 +3849,12 @@ var Phaser;
/**
* Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite.
*/
this._imageTexture = null;
this.imageTexture = null;
/**
* Reference to the DynamicTexture that is used as the texture for the Sprite.
* @type {DynamicTexture}
*/
this._dynamicTexture = null;
this.dynamicTexture = null;
/**
* The status of the texture image.
* @type {boolean}
@@ -3876,6 +3876,11 @@ var Phaser;
* @type {boolean}
*/
this.flippedY = false;
/**
* Is the texture a DynamicTexture?
* @type {boolean}
*/
this.isDynamic = false;
this._game = parent.game;
this._sprite = parent;
this.canvas = parent.game.stage.canvas;
@@ -3896,11 +3901,13 @@ var Phaser;
if (typeof image === "undefined") { image = null; }
if (typeof dynamic === "undefined") { dynamic = null; }
if(dynamic) {
this._dynamicTexture = dynamic;
this.texture = this._dynamicTexture.canvas;
this.isDynamic = true;
this.dynamicTexture = dynamic;
this.texture = this.dynamicTexture.canvas;
} else {
this._imageTexture = image;
this.texture = this._imageTexture;
this.isDynamic = false;
this.imageTexture = image;
this.texture = this.imageTexture;
}
this.loaded = true;
return this._sprite;
@@ -3946,10 +3953,10 @@ var Phaser;
* @type {number}
*/
function () {
if(this._dynamicTexture) {
return this._dynamicTexture.width;
if(this.isDynamic) {
return this.dynamicTexture.width;
} else {
return this._imageTexture.width;
return this.imageTexture.width;
}
},
enumerable: true,
@@ -3961,10 +3968,10 @@ var Phaser;
* @type {number}
*/
function () {
if(this._dynamicTexture) {
return this._dynamicTexture.height;
if(this.isDynamic) {
return this.dynamicTexture.height;
} else {
return this._imageTexture.height;
return this.imageTexture.height;
}
},
enumerable: true,
@@ -4048,8 +4055,6 @@ var Phaser;
;
this.animations = new Phaser.Components.AnimationManager(this);
this.texture = new Phaser.Components.Texture(this, key);
this.width = this.frameBounds.width;
this.height = this.frameBounds.height;
// Transform related (if we add any more then move to a component)
this.origin = new Phaser.Vec2(0, 0);
this.scale = new Phaser.Vec2(1, 1);
@@ -4106,6 +4111,26 @@ var Phaser;
enumerable: true,
configurable: true
});
Object.defineProperty(Sprite.prototype, "width", {
get: function () {
return this.frameBounds.width;
},
set: function (value) {
this.frameBounds.width = value;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Sprite.prototype, "height", {
get: function () {
return this.frameBounds.height;
},
set: function (value) {
this.frameBounds.height = value;
},
enumerable: true,
configurable: true
});
Sprite.prototype.preUpdate = /**
* Pre-update is called right before update() on each object in the game loop.
*/
@@ -6045,7 +6070,6 @@ var Phaser;
this.physics = null;
this.scale = new Phaser.Vec2(1, 1);
}
//this.bounds = new Rectangle(x + Math.round(width / 2), y + Math.round(height / 2), width, height);
this.bounds = new Phaser.Rectangle(x + Math.round(width / 2), y + Math.round(height / 2), width, height);
this.position = new Phaser.Vec2(x + this.bounds.halfWidth, y + this.bounds.halfHeight);
this.oldPosition = new Phaser.Vec2(x + this.bounds.halfWidth, y + this.bounds.halfHeight);
@@ -6054,14 +6078,9 @@ var Phaser;
AABB.prototype.preUpdate = function () {
this.oldPosition.copyFrom(this.position);
if(this.sprite) {
// Update position to sprite value
//console.log('a', this.position.x, this.position.y);
this.position.setTo((this.sprite.x + this.bounds.halfWidth) + this.offset.x, (this.sprite.y + this.bounds.halfHeight) + this.offset.y);
//console.log('b', this.position.x, this.position.y);
//this.position.setTo(this.sprite.x, this.sprite.y);
// Update scale / dimensions
if(Phaser.Vec2Utils.equals(this.scale, this.sprite.scale) == false) {
console.log('scaled');
this.scale.copyFrom(this.sprite.scale);
this.bounds.width = this.sprite.width;
this.bounds.height = this.sprite.height;
@@ -6069,6 +6088,8 @@ var Phaser;
}
};
AABB.prototype.update = function () {
this.bounds.x = this.position.x;
this.bounds.y = this.position.y;
};
AABB.prototype.setSize = function (width, height) {
this.bounds.width = width;
@@ -6205,7 +6226,7 @@ var Phaser;
function (x, y, width, height) {
return this._world.physics.add(new Phaser.Physics.AABB(this._game, null, x, y, width, height));
};
GameObjectFactory.prototype.tween = /**
GameObjectFactory.prototype.scrollZone = /**
* Create a new Particle.
*
* @return {Particle} The newly created particle object.
@@ -6234,10 +6255,14 @@ var Phaser;
* @param height {number} Height of this object.
* @returns {ScrollZone} The newly created scroll zone object.
*/
//public scrollZone(key: string, x?: number = 0, y?: number = 0, width?: number = 0, height?: number = 0): ScrollZone {
// return <ScrollZone> this._world.group.add(new ScrollZone(this._game, key, x, y, width, height));
//}
/**
function (key, x, y, width, height) {
if (typeof x === "undefined") { x = 0; }
if (typeof y === "undefined") { y = 0; }
if (typeof width === "undefined") { width = 0; }
if (typeof height === "undefined") { height = 0; }
return this._world.group.add(new Phaser.ScrollZone(this._game, key, x, y, width, height));
};
GameObjectFactory.prototype.tween = /**
* Create a new Tilemap.
*
* @param key {string} Key for tileset image.
@@ -6270,7 +6295,7 @@ var Phaser;
function (sprite) {
return this._world.group.add(sprite);
};
GameObjectFactory.prototype.existingTween = /**
GameObjectFactory.prototype.existingScrollZone = /**
* Add an existing GeomSprite to the current world.
* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
*
@@ -6297,10 +6322,10 @@ var Phaser;
* @param scrollZone The ScrollZone to add to the Game World
* @return {Phaser.ScrollZone} The ScrollZone object
*/
//public existingScrollZone(scrollZone: ScrollZone): ScrollZone {
// return this._world.group.add(scrollZone);
//}
/**
function (scrollZone) {
return this._world.group.add(scrollZone);
};
GameObjectFactory.prototype.existingTween = /**
* Add an existing Tilemap to the current world.
* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
*
@@ -10881,19 +10906,284 @@ var Phaser;
HeadlessRenderer.prototype.render = function () {
};
HeadlessRenderer.prototype.renderSprite = function (camera, sprite) {
// Render checks (needs inCamera check added)
if(sprite.scale.x == 0 || sprite.scale.y == 0 || sprite.texture.alpha < 0.1) {
return false;
}
return true;
};
HeadlessRenderer.prototype.renderScrollZone = function (camera, scrollZone) {
return true;
};
return HeadlessRenderer;
})();
Phaser.HeadlessRenderer = HeadlessRenderer;
// Add Tilemap, ScrollZone, etc?
})(Phaser || (Phaser = {}));
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/// <reference path="../core/Rectangle.ts" />
/// <reference path="../core/Vec2.ts" />
/**
* Phaser - ScrollRegion
*
* Creates a scrolling region within a ScrollZone.
* It is scrolled via the scrollSpeed.x/y properties.
*/
var Phaser;
(function (Phaser) {
var ScrollRegion = (function () {
/**
* ScrollRegion constructor
* Create a new <code>ScrollRegion</code>.
*
* @param x {number} X position in world coordinate.
* @param y {number} Y position in world coordinate.
* @param width {number} Width of this object.
* @param height {number} Height of this object.
* @param speedX {number} X-axis scrolling speed.
* @param speedY {number} Y-axis scrolling speed.
*/
function ScrollRegion(x, y, width, height, speedX, speedY) {
this._anchorWidth = 0;
this._anchorHeight = 0;
this._inverseWidth = 0;
this._inverseHeight = 0;
/**
* Will this region be rendered? (default to true)
* @type {boolean}
*/
this.visible = true;
// Our seamless scrolling quads
this._A = new Phaser.Rectangle(x, y, width, height);
this._B = new Phaser.Rectangle(x, y, width, height);
this._C = new Phaser.Rectangle(x, y, width, height);
this._D = new Phaser.Rectangle(x, y, width, height);
this._scroll = new Phaser.Vec2();
this._bounds = new Phaser.Rectangle(x, y, width, height);
this.scrollSpeed = new Phaser.Vec2(speedX, speedY);
}
ScrollRegion.prototype.update = /**
* Update region scrolling with tick time.
* @param delta {number} Elapsed time since last update.
*/
function (delta) {
this._scroll.x += this.scrollSpeed.x;
this._scroll.y += this.scrollSpeed.y;
if(this._scroll.x > this._bounds.right) {
this._scroll.x = this._bounds.x;
}
if(this._scroll.x < this._bounds.x) {
this._scroll.x = this._bounds.right;
}
if(this._scroll.y > this._bounds.bottom) {
this._scroll.y = this._bounds.y;
}
if(this._scroll.y < this._bounds.y) {
this._scroll.y = this._bounds.bottom;
}
// Anchor Dimensions
this._anchorWidth = (this._bounds.width - this._scroll.x) + this._bounds.x;
this._anchorHeight = (this._bounds.height - this._scroll.y) + this._bounds.y;
if(this._anchorWidth > this._bounds.width) {
this._anchorWidth = this._bounds.width;
}
if(this._anchorHeight > this._bounds.height) {
this._anchorHeight = this._bounds.height;
}
this._inverseWidth = this._bounds.width - this._anchorWidth;
this._inverseHeight = this._bounds.height - this._anchorHeight;
// Rectangle A
this._A.setTo(this._scroll.x, this._scroll.y, this._anchorWidth, this._anchorHeight);
// Rectangle B
this._B.y = this._scroll.y;
this._B.width = this._inverseWidth;
this._B.height = this._anchorHeight;
// Rectangle C
this._C.x = this._scroll.x;
this._C.width = this._anchorWidth;
this._C.height = this._inverseHeight;
// Rectangle D
this._D.width = this._inverseWidth;
this._D.height = this._inverseHeight;
};
ScrollRegion.prototype.render = /**
* Render this region to specific context.
* @param context {CanvasRenderingContext2D} Canvas context this region will be rendered to.
* @param texture {object} The texture to be rendered.
* @param dx {number} X position in world coordinate.
* @param dy {number} Y position in world coordinate.
* @param width {number} Width of this region to be rendered.
* @param height {number} Height of this region to be rendered.
*/
function (context, texture, dx, dy, dw, dh) {
if(this.visible == false) {
return;
}
// dx/dy are the world coordinates to render the FULL ScrollZone into.
// This ScrollRegion may be smaller than that and offset from the dx/dy coordinates.
this.crop(context, texture, this._A.x, this._A.y, this._A.width, this._A.height, dx, dy, dw, dh, 0, 0);
this.crop(context, texture, this._B.x, this._B.y, this._B.width, this._B.height, dx, dy, dw, dh, this._A.width, 0);
this.crop(context, texture, this._C.x, this._C.y, this._C.width, this._C.height, dx, dy, dw, dh, 0, this._A.height);
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);
//context.fillStyle = 'rgb(255,255,255)';
//context.font = '18px Arial';
//context.fillText('RectangleA: ' + this._A.toString(), 32, 450);
//context.fillText('RectangleB: ' + this._B.toString(), 32, 480);
//context.fillText('RectangleC: ' + this._C.toString(), 32, 510);
//context.fillText('RectangleD: ' + this._D.toString(), 32, 540);
};
ScrollRegion.prototype.crop = /**
* Crop part of the texture and render it to the given context.
* @param context {CanvasRenderingContext2D} Canvas context the texture will be rendered to.
* @param texture {object} Texture to be rendered.
* @param srcX {number} Target region top-left x coordinate in the texture.
* @param srcX {number} Target region top-left y coordinate in the texture.
* @param srcW {number} Target region width in the texture.
* @param srcH {number} Target region height in the texture.
* @param destX {number} Render region top-left x coordinate in the context.
* @param destX {number} Render region top-left y coordinate in the context.
* @param destW {number} Target region width in the context.
* @param destH {number} Target region height in the context.
* @param offsetX {number} X offset to the context.
* @param offsetY {number} Y offset to the context.
*/
function (context, texture, srcX, srcY, srcW, srcH, destX, destY, destW, destH, offsetX, offsetY) {
offsetX += destX;
offsetY += destY;
if(srcW > (destX + destW) - offsetX) {
srcW = (destX + destW) - offsetX;
}
if(srcH > (destY + destH) - offsetY) {
srcH = (destY + destH) - offsetY;
}
srcX = Math.floor(srcX);
srcY = Math.floor(srcY);
srcW = Math.floor(srcW);
srcH = Math.floor(srcH);
offsetX = Math.floor(offsetX + this._bounds.x);
offsetY = Math.floor(offsetY + this._bounds.y);
if(srcW > 0 && srcH > 0) {
context.drawImage(texture, srcX, srcY, srcW, srcH, offsetX, offsetY, srcW, srcH);
}
};
return ScrollRegion;
})();
Phaser.ScrollRegion = ScrollRegion;
})(Phaser || (Phaser = {}));
var __extends = this.__extends || function (d, b) {
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
/// <reference path="../Game.ts" />
/// <reference path="../core/Rectangle.ts" />
/// <reference path="../components/ScrollRegion.ts" />
/**
* Phaser - ScrollZone
*
* Creates a scrolling region of the given width and height from an image in the cache.
* The ScrollZone can be positioned anywhere in-world like a normal game object, re-act to physics, collision, etc.
* The image within it is scrolled via ScrollRegions and their scrollSpeed.x/y properties.
* 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.
*/
var Phaser;
(function (Phaser) {
var ScrollZone = (function (_super) {
__extends(ScrollZone, _super);
/**
* ScrollZone constructor
* Create a new <code>ScrollZone</code>.
*
* @param game {Phaser.Game} Current game instance.
* @param key {string} Asset key for image texture of this object.
* @param x {number} X position in world coordinate.
* @param y {number} Y position in world coordinate.
* @param [width] {number} width of this object.
* @param [height] {number} height of this object.
*/
function ScrollZone(game, key, x, y, width, height) {
if (typeof x === "undefined") { x = 0; }
if (typeof y === "undefined") { y = 0; }
if (typeof width === "undefined") { width = 0; }
if (typeof height === "undefined") { height = 0; }
_super.call(this, game, x, y, key, width, height);
this.type = Phaser.Types.SCROLLZONE;
this.render = game.renderer.renderScrollZone;
this.physics.moves = false;
this.regions = [];
if(this.texture.loaded) {
if(width > this.width || height > this.height) {
// Create our repeating texture (as the source image wasn't large enough for the requested size)
this.createRepeatingTexture(width, height);
this.width = width;
this.height = height;
}
// Create a default ScrollRegion at the requested size
this.addRegion(0, 0, this.width, this.height);
// If the zone is smaller than the image itself then shrink the bounds
if((width < this.width || height < this.height) && width !== 0 && height !== 0) {
this.width = width;
this.height = height;
}
}
}
ScrollZone.prototype.addRegion = /**
* Add a new region to this zone.
* @param x {number} X position of the new region.
* @param y {number} Y position of the new region.
* @param width {number} Width of the new region.
* @param height {number} Height of the new region.
* @param [speedX] {number} x-axis scrolling speed.
* @param [speedY] {number} y-axis scrolling speed.
* @return {ScrollRegion} The newly added region.
*/
function (x, y, width, height, speedX, speedY) {
if (typeof speedX === "undefined") { speedX = 0; }
if (typeof speedY === "undefined") { speedY = 0; }
if(x > this.width || y > this.height || x < 0 || y < 0 || (x + width) > this.width || (y + height) > this.height) {
throw Error('Invalid ScrollRegion defined. Cannot be larger than parent ScrollZone');
return;
}
this.currentRegion = new Phaser.ScrollRegion(x, y, width, height, speedX, speedY);
this.regions.push(this.currentRegion);
return this.currentRegion;
};
ScrollZone.prototype.setSpeed = /**
* Set scrolling speed of current region.
* @param x {number} X speed of current region.
* @param y {number} Y speed of current region.
*/
function (x, y) {
if(this.currentRegion) {
this.currentRegion.scrollSpeed.setTo(x, y);
}
return this;
};
ScrollZone.prototype.update = /**
* Update regions.
*/
function () {
for(var i = 0; i < this.regions.length; i++) {
this.regions[i].update(this.game.time.delta);
}
};
ScrollZone.prototype.createRepeatingTexture = /**
* Create repeating texture with _texture, and store it into the _dynamicTexture.
* Used to create texture when texture image is small than size of the zone.
*/
function (regionWidth, regionHeight) {
console.log('create repeat');
// Work out how many we'll need of the source image to make it tile properly
var tileWidth = Math.ceil(this.width / regionWidth) * regionWidth;
var tileHeight = Math.ceil(this.height / regionHeight) * regionHeight;
var dt = new Phaser.DynamicTexture(this.game, tileWidth, tileHeight);
dt.context.rect(0, 0, tileWidth, tileHeight);
dt.context.fillStyle = dt.context.createPattern(this.texture.imageTexture, "repeat");
dt.context.fill();
this.texture.loadDynamicTexture(dt);
};
return ScrollZone;
})(Phaser.Sprite);
Phaser.ScrollZone = ScrollZone;
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/// <reference path="../gameobjects/Sprite.ts" />
/// <reference path="../gameobjects/ScrollZone.ts" />
/// <reference path="../cameras/Camera.ts" />
/// <reference path="IRenderer.ts" />
var Phaser;
@@ -11034,6 +11324,89 @@ var Phaser;
}
return true;
};
CanvasRenderer.prototype.renderScrollZone = function (camera, scrollZone) {
// Render checks (needs inCamera check added)
if(scrollZone.scale.x == 0 || scrollZone.scale.y == 0 || scrollZone.texture.alpha < 0.1) {
return false;
}
// Reset our temp vars
this._ga = -1;
this._sx = 0;
this._sy = 0;
this._sw = scrollZone.frameBounds.width;
this._sh = scrollZone.frameBounds.height;
this._fx = scrollZone.scale.x;
this._fy = scrollZone.scale.y;
this._sin = 0;
this._cos = 1;
this._dx = (camera.scaledX * scrollZone.scrollFactor.x) + scrollZone.frameBounds.x - (camera.worldView.x * scrollZone.scrollFactor.x);
this._dy = (camera.scaledY * scrollZone.scrollFactor.y) + scrollZone.frameBounds.y - (camera.worldView.y * scrollZone.scrollFactor.y);
this._dw = scrollZone.frameBounds.width;
this._dh = scrollZone.frameBounds.height;
// Alpha
if(scrollZone.texture.alpha !== 1) {
this._ga = scrollZone.texture.context.globalAlpha;
scrollZone.texture.context.globalAlpha = scrollZone.texture.alpha;
}
// Sprite Flip X
if(scrollZone.texture.flippedX) {
this._fx = -scrollZone.scale.x;
}
// Sprite Flip Y
if(scrollZone.texture.flippedY) {
this._fy = -scrollZone.scale.y;
}
// Rotation and Flipped
if(scrollZone.modified) {
if(scrollZone.texture.renderRotation == true && (scrollZone.rotation !== 0 || scrollZone.rotationOffset !== 0)) {
this._sin = Math.sin(scrollZone.game.math.degreesToRadians(scrollZone.rotationOffset + scrollZone.rotation));
this._cos = Math.cos(scrollZone.game.math.degreesToRadians(scrollZone.rotationOffset + scrollZone.rotation));
}
// setTransform(a, b, c, d, e, f);
// a = scale x
// b = skew x
// c = skew y
// d = scale y
// e = translate x
// f = translate y
scrollZone.texture.context.save();
scrollZone.texture.context.setTransform(this._cos * this._fx, (this._sin * this._fx) + scrollZone.skew.x, -(this._sin * this._fy) + scrollZone.skew.y, this._cos * this._fy, this._dx, this._dy);
this._dx = -scrollZone.origin.x;
this._dy = -scrollZone.origin.y;
} else {
if(!scrollZone.origin.equals(0)) {
this._dx -= scrollZone.origin.x;
this._dy -= scrollZone.origin.y;
}
}
this._sx = Math.round(this._sx);
this._sy = Math.round(this._sy);
this._sw = Math.round(this._sw);
this._sh = Math.round(this._sh);
this._dx = Math.round(this._dx);
this._dy = Math.round(this._dy);
this._dw = Math.round(this._dw);
this._dh = Math.round(this._dh);
for(var i = 0; i < scrollZone.regions.length; i++) {
if(scrollZone.texture.isDynamic) {
scrollZone.regions[i].render(scrollZone.texture.context, scrollZone.texture.texture, this._dx, this._dy, this._dw, this._dh);
} else {
scrollZone.regions[i].render(scrollZone.texture.context, scrollZone.texture.texture, this._dx, this._dy, this._dw, this._dh);
}
}
if(scrollZone.modified) {
scrollZone.texture.context.restore();
}
//if (this.renderDebug)
//{
// this.renderBounds(camera, cameraOffsetX, cameraOffsetY);
//this.collisionMask.render(camera, cameraOffsetX, cameraOffsetY);
//}
if(this._ga > -1) {
scrollZone.texture.context.globalAlpha = this._ga;
}
return true;
};
return CanvasRenderer;
})();
Phaser.CanvasRenderer = CanvasRenderer;
@@ -11685,11 +12058,10 @@ var Phaser;
(function (Phaser) {
/// <reference path="../../core/Vec2.ts" />
/// <reference path="../../core/Point.ts" />
/// <reference path="../../math/Vec2Utils.ts" />
/// <reference path="../../physics/AABB.ts" />
/**
* Phaser - Components - Physics
*
*
*/
(function (Components) {
var Physics = (function () {
@@ -11699,17 +12071,15 @@ var Phaser;
* @type {boolean}
*/
this.moves = true;
this._game = parent.game;
this.game = parent.game;
this._sprite = parent;
// Copy from PhysicsManager?
this.gravity = new Phaser.Vec2();
this.drag = new Phaser.Vec2();
this.bounce = new Phaser.Vec2();
this.friction = new Phaser.Vec2();
this.gravity = Phaser.Vec2Utils.clone(this.game.world.physics.gravity);
this.drag = Phaser.Vec2Utils.clone(this.game.world.physics.drag);
this.bounce = Phaser.Vec2Utils.clone(this.game.world.physics.bounce);
this.friction = Phaser.Vec2Utils.clone(this.game.world.physics.friction);
this.velocity = new Phaser.Vec2();
this.acceleration = new Phaser.Vec2();
//this.AABB = new Phaser.Physics.AABB(this._game, this._sprite, this._sprite.x, this._sprite.y, this._sprite.width, this._sprite.height);
this.shape = this._game.world.physics.add(new Phaser.Physics.AABB(this._game, this._sprite, this._sprite.x, this._sprite.y, this._sprite.width, this._sprite.height));
this.shape = this.game.world.physics.add(new Phaser.Physics.AABB(this.game, this._sprite, this._sprite.x, this._sprite.y, this._sprite.width, this._sprite.height));
}
Physics.prototype.update = /**
* Internal function for updating the position and speed of this object.
@@ -11718,11 +12088,7 @@ var Phaser;
if(this.moves) {
this._sprite.x = (this.shape.position.x - this.shape.bounds.halfWidth) - this.shape.offset.x;
this._sprite.y = (this.shape.position.y - this.shape.bounds.halfHeight) - this.shape.offset.y;
//this._sprite.x = (this.shape.position.x - this.shape.bounds.halfWidth);
//this._sprite.y = (this.shape.position.y - this.shape.bounds.halfHeight);
//this._sprite.x = (this.shape.position.x);
//this._sprite.y = (this.shape.position.y);
}
}
};
Physics.prototype.renderDebugInfo = /**
* Render debug infos. (including name, bounds info, position and some other properties)
@@ -11896,11 +12262,6 @@ var Phaser;
})();
Phaser.LinkedList = LinkedList;
})(Phaser || (Phaser = {}));
var __extends = this.__extends || function (d, b) {
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
/// <reference path="../Game.ts" />
/// <reference path="LinkedList.ts" />
/// <reference path="../gameobjects/IGameObject.ts" />