/** * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License * @module Phaser.Camera */ /** * * A Camera is your view into the game world. It has a position and size and renders only those objects within its field of view. * The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y * * @class Camera * @constructor * @param {Phaser.Game} game game reference to the currently running game. * @param {number} id not being used at the moment, will be when Phaser supports multiple camera * @param {number} x position of the camera on the X axis * @param {number} y position of the camera on the Y axis * @param {number} width the width of the view rectangle * @param {number} height the height of the view rectangle */ Phaser.Camera = function (game, id, x, y, width, height) { /** * A reference to the currently running Game. * @property game * @public * @type {Phaser.Game} */ this.game = game; /** * A reference to the game world * @property world * @public * @type {Phaser.World} */ this.world = game.world; /** * reserved for future multiple camera set-ups * @property id * @public * @type {number} */ this.id = 0; /** * Camera view. * The view into the world we wish to render (by default the game dimensions) * The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render * Objects outside of this view are not rendered (unless set to ignore the Camera, i.e. UI?) * @property view * @public * @type {Phaser.Rectangle} */ this.view = new Phaser.Rectangle(x, y, width, height); /** * Used by Sprites to work out Camera culling. * @property screenView * @public * @type {Phaser.Rectangle} */ this.screenView = new Phaser.Rectangle(x, y, width, height); /** * Sprite moving inside this Rectangle will not cause camera moving. * @property deadzone * @type {Phaser.Rectangle} */ this.deadzone = null; /** * Whether this camera is visible or not. (default is true) * @property visible * @public * @default true * @type {bool} */ this.visible = true; /** * Whether this camera is flush with the World Bounds or not. * @property atLimit * @type {bool} */ this.atLimit = { x: false, y: false }; /** * If the camera is tracking a Sprite, this is a reference to it, otherwise null * @property target * @public * @type {Phaser.Sprite} */ this.target = null; /** * Edge property * @property edge * @private * @type {number} */ this._edge = 0; }; // Consts Phaser.Camera.FOLLOW_LOCKON = 0; Phaser.Camera.FOLLOW_PLATFORMER = 1; Phaser.Camera.FOLLOW_TOPDOWN = 2; Phaser.Camera.FOLLOW_TOPDOWN_TIGHT = 3; Phaser.Camera.prototype = { /** * Tells this camera which sprite to follow. * @method follow * @param {Phaser.Sprite} target The object you want the camera to track. Set to null to not follow anything. * @param {number} [style] Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow(). */ follow: function (target, style) { if (typeof style === "undefined") { style = Phaser.Camera.FOLLOW_LOCKON; } this.target = target; var helper; switch (style) { case Phaser.Camera.FOLLOW_PLATFORMER: var w = this.width / 8; var h = this.height / 3; this.deadzone = new Phaser.Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h); break; case Phaser.Camera.FOLLOW_TOPDOWN: helper = Math.max(this.width, this.height) / 4; this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper); break; case Phaser.Camera.FOLLOW_TOPDOWN_TIGHT: helper = Math.max(this.width, this.height) / 8; this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper); break; case Phaser.Camera.FOLLOW_LOCKON: default: this.deadzone = null; break; } }, /** * Move the camera focus to a location instantly. * @method focusOnXY * @param {number} x X position. * @param {number} y Y position. */ focusOnXY: function (x, y) { this.view.x = Math.round(x - this.view.halfWidth); this.view.y = Math.round(y - this.view.halfHeight); }, /** * Update focusing and scrolling. * @method update */ update: function () { // Add dirty flag if (this.target !== null) { if (this.deadzone) { this._edge = this.target.x - this.deadzone.x; if (this.view.x > this._edge) { this.view.x = this._edge; } this._edge = this.target.x + this.target.width - this.deadzone.x - this.deadzone.width; if (this.view.x < this._edge) { this.view.x = this._edge; } this._edge = this.target.y - this.deadzone.y; if (this.view.y > this._edge) { this.view.y = this._edge; } this._edge = this.target.y + this.target.height - this.deadzone.y - this.deadzone.height; if (this.view.y < this._edge) { this.view.y = this._edge; } } else { this.focusOnXY(this.target.x, this.target.y); } } this.checkWorldBounds(); }, /** * Method called to ensure the camera doesn't venture outside of the game world * @method checkWorldBounds */ checkWorldBounds: function () { this.atLimit.x = false; this.atLimit.y = false; // Make sure we didn't go outside the cameras worldBounds if (this.view.x < this.world.bounds.left) { this.atLimit.x = true; this.view.x = this.world.bounds.left; } if (this.view.x > this.world.bounds.right - this.width) { this.atLimit.x = true; this.view.x = (this.world.bounds.right - this.width) + 1; } if (this.view.y < this.world.bounds.top) { this.atLimit.y = true; this.view.y = this.world.bounds.top; } if (this.view.y > this.world.bounds.bottom - this.height) { this.atLimit.y = true; this.view.y = (this.world.bounds.bottom - this.height) + 1; } this.view.floor(); }, /** * A helper function to set both the X and Y properties of the camera at once * without having to use game.camera.x and game.camera.y * * @method setPosition * @param {number} x X position. * @param {number} y Y position. */ setPosition: function (x, y) { this.view.x = x; this.view.y = y; this.checkWorldBounds(); }, /** * Sets the size of the view rectangle given the width and height in parameters * * @method setSize * @param {number} width The desired width. * @param {number} height The desired height. */ setSize: function (width, height) { this.view.width = width; this.view.height = height; } }; Object.defineProperty(Phaser.Camera.prototype, "x", { /** * @method x * @return {Number} The x position */ get: function () { return this.view.x; }, /** * @method x * @return {Number} Sets the camera's x position and clamp it if it's outside the world bounds */ set: function (value) { this.view.x = value; this.checkWorldBounds(); } }); Object.defineProperty(Phaser.Camera.prototype, "y", { /** * @method y * @return {Number} The y position */ get: function () { return this.view.y; }, /** * @method y * @return {Number} Sets the camera's y position and clamp it if it's outside the world bounds */ set: function (value) { this.view.y = value; this.checkWorldBounds(); } }); Object.defineProperty(Phaser.Camera.prototype, "width", { /** * @method width * @return {Number} The width of the view rectangle, in pixels */ get: function () { return this.view.width; }, /** * @method width * @return {Number} Sets the width of the view rectangle */ set: function (value) { this.view.width = value; } }); Object.defineProperty(Phaser.Camera.prototype, "height", { /** * @method height * @return {Number} The height of the view rectangle, in pixels */ get: function () { return this.view.height; }, /** * @method height * @return {Number} Sets the height of the view rectangle */ set: function (value) { this.view.height = value; } });