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https://github.com/wassname/phaser.git
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Making some major changes to Camera and World.
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+91
-56
@@ -17,7 +17,6 @@
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* @param {number} width - The width of the view rectangle
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* @param {number} height - The height of the view rectangle
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*/
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Phaser.Camera = function (game, id, x, y, width, height) {
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/**
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@@ -50,6 +49,14 @@ Phaser.Camera = function (game, id, x, y, width, height) {
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*/
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this.screenView = new Phaser.Rectangle(x, y, width, height);
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/**
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* The Camera is bound to this Rectangle and cannot move outside of it. By default it is enabled and set to the size of the World.
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* The Rectangle can be located anywhere in the world and updated as often as you like. If you don't wish the Camera to be bound
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* at all then set this to null. The values can be anything and are in World coordinates, with 0,0 being the center of the world.
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* @property {Phaser.Rectangle} bounds - The Rectangle in which the Camera is bounded. Set to null to allow for movement anywhere.
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*/
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this.bounds = new Phaser.Rectangle(x, y, width, height);
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/**
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* @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause camera moving.
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*/
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@@ -168,49 +175,62 @@ Phaser.Camera.prototype = {
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*/
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update: function () {
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return;
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// Add dirty flag
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if (this.target !== null)
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if (this.target)
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{
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if (this.deadzone)
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{
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this._edge = this.target.x - this.deadzone.x;
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if (this.view.x > this._edge)
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{
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this.view.x = this._edge;
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}
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this._edge = this.target.x + this.target.width - this.deadzone.x - this.deadzone.width;
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if (this.view.x < this._edge)
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{
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this.view.x = this._edge;
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}
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this._edge = this.target.y - this.deadzone.y;
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if (this.view.y > this._edge)
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{
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this.view.y = this._edge;
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}
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this._edge = this.target.y + this.target.height - this.deadzone.y - this.deadzone.height;
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if (this.view.y < this._edge)
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{
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this.view.y = this._edge;
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}
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}
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else
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{
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this.focusOnXY(this.target.x, this.target.y);
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}
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this.updateTarget();
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}
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this.checkWorldBounds();
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this.updateTarget();
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if (this.bounds)
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{
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this.checkBounds();
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}
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},
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updateTarget: function () {
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if (this.deadzone)
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{
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this._edge = this.target.x - this.deadzone.x;
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if (this.view.x > this._edge)
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{
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this.view.x = this._edge;
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}
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this._edge = this.target.x + this.target.width - this.deadzone.x - this.deadzone.width;
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if (this.view.x < this._edge)
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{
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this.view.x = this._edge;
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}
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this._edge = this.target.y - this.deadzone.y;
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if (this.view.y > this._edge)
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{
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this.view.y = this._edge;
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}
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this._edge = this.target.y + this.target.height - this.deadzone.y - this.deadzone.height;
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if (this.view.y < this._edge)
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{
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this.view.y = this._edge;
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}
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}
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else
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{
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this.focusOnXY(this.target.x, this.target.y);
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}
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},
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setBoundsToWorld: function () {
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this.bounds.setTo(this.game.world.x, this.game.world.y, this.game.world.width, this.game.world.height);
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},
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@@ -218,36 +238,34 @@ Phaser.Camera.prototype = {
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* Method called to ensure the camera doesn't venture outside of the game world.
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* @method Phaser.Camera#checkWorldBounds
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*/
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checkWorldBounds: function () {
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return;
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checkBounds: function () {
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this.atLimit.x = false;
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this.atLimit.y = false;
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// Make sure we didn't go outside the cameras worldBounds
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if (this.view.x < this.world.bounds.left)
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// Make sure we didn't go outside the cameras bounds
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if (this.view.x < this.bounds.left)
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{
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this.atLimit.x = true;
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this.view.x = this.world.bounds.left;
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this.view.x = this.bounds.left;
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}
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if (this.view.x > this.world.bounds.right - this.width)
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if (this.view.x > this.bounds.right - this.width)
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{
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this.atLimit.x = true;
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this.view.x = (this.world.bounds.right - this.width) + 1;
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this.view.x = (this.bounds.right - this.width) + 1;
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}
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if (this.view.y < this.world.bounds.top)
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if (this.view.y < this.bounds.top)
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{
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this.atLimit.y = true;
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this.view.y = this.world.bounds.top;
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this.view.y = this.bounds.top;
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}
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if (this.view.y > this.world.bounds.bottom - this.height)
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if (this.view.y > this.bounds.bottom - this.height)
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{
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this.atLimit.y = true;
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this.view.y = (this.world.bounds.bottom - this.height) + 1;
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this.view.y = (this.bounds.bottom - this.height) + 1;
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}
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this.view.floor();
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@@ -266,7 +284,14 @@ Phaser.Camera.prototype = {
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this.view.x = x;
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this.view.y = y;
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this.checkWorldBounds();
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this.displayObject.x = -x;
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this.displayObject.y = -y;
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if (this.bounds)
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{
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this.checkBounds();
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}
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},
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@@ -298,9 +323,14 @@ Object.defineProperty(Phaser.Camera.prototype, "x", {
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},
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set: function (value) {
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this.view.x = value;
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this.displayObject.x = -value;
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this.checkWorldBounds();
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if (this.bounds)
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{
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this.checkBounds();
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}
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}
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});
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@@ -317,9 +347,14 @@ Object.defineProperty(Phaser.Camera.prototype, "y", {
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},
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set: function (value) {
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this.view.y = value;
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this.displayObject.y = -value;
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this.checkWorldBounds();
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if (this.bounds)
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{
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this.checkBounds();
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}
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}
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});
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