Files
phaser/Phaser/system/Camera.js
T
2013-08-12 00:52:35 +01:00

354 lines
16 KiB
JavaScript

/// <reference path="../gameobjects/Sprite.ts" />
/// <reference path="../Game.ts" />
/**
* Phaser - Camera
*
* A Camera is your view into the game world. It has a position, size, scale and rotation and renders only those objects
* within its field of view. The game automatically creates a single Stage sized camera on boot, but it can be changed and
* additional cameras created via the CameraManager.
*/
var Phaser;
(function (Phaser) {
var Camera = (function () {
/**
* Instantiates a new camera at the specified location, with the specified size and zoom level.
*
* @param X X location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom.
* @param Y Y location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom.
* @param Width The width of the camera display in pixels.
* @param Height The height of the camera display in pixels.
* @param Zoom The initial zoom level of the camera. A zoom level of 2 will make all pixels display at 2x resolution.
*/
function Camera(game, id, x, y, width, height) {
this._clip = false;
this._rotation = 0;
this._target = null;
this._sx = 0;
this._sy = 0;
this.scale = new Phaser.MicroPoint(1, 1);
this.scroll = new Phaser.MicroPoint(0, 0);
this.bounds = null;
this.deadzone = null;
// Camera Border
this.disableClipping = false;
this.showBorder = false;
this.borderColor = 'rgb(255,255,255)';
// Camera Background Color
this.opaque = true;
this._bgColor = 'rgb(0,0,0)';
this._bgTextureRepeat = 'repeat';
// Camera Shadow
this.showShadow = false;
this.shadowColor = 'rgb(0,0,0)';
this.shadowBlur = 10;
this.shadowOffset = new Phaser.MicroPoint(4, 4);
this.visible = true;
this.alpha = 1;
// The x/y position of the current input event in world coordinates
this.inputX = 0;
this.inputY = 0;
this._game = game;
this.ID = id;
this._stageX = x;
this._stageY = y;
this.fx = new Phaser.FXManager(this._game, this);
// The view into the world canvas we wish to render
this.worldView = new Phaser.Rectangle(0, 0, width, height);
this.checkClip();
}
Camera.STYLE_LOCKON = 0;
Camera.STYLE_PLATFORMER = 1;
Camera.STYLE_TOPDOWN = 2;
Camera.STYLE_TOPDOWN_TIGHT = 3;
Camera.prototype.follow = function (target, style) {
if (typeof style === "undefined") { style = Camera.STYLE_LOCKON; }
this._target = target;
var helper;
switch(style) {
case Camera.STYLE_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 Camera.STYLE_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 Camera.STYLE_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 Camera.STYLE_LOCKON:
default:
this.deadzone = null;
break;
}
};
Camera.prototype.focusOnXY = function (x, y) {
x += (x > 0) ? 0.0000001 : -0.0000001;
y += (y > 0) ? 0.0000001 : -0.0000001;
this.scroll.x = Math.round(x - this.worldView.halfWidth);
this.scroll.y = Math.round(y - this.worldView.halfHeight);
};
Camera.prototype.focusOn = function (point) {
point.x += (point.x > 0) ? 0.0000001 : -0.0000001;
point.y += (point.y > 0) ? 0.0000001 : -0.0000001;
this.scroll.x = Math.round(point.x - this.worldView.halfWidth);
this.scroll.y = Math.round(point.y - this.worldView.halfHeight);
};
Camera.prototype.setBounds = /**
* Specify the boundaries of the world or where the camera is allowed to move.
*
* @param x The smallest X value of your world (usually 0).
* @param y The smallest Y value of your world (usually 0).
* @param width The largest X value of your world (usually the world width).
* @param height The largest Y value of your world (usually the world height).
*/
function (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; }
if(this.bounds == null) {
this.bounds = new Phaser.Rectangle();
}
this.bounds.setTo(x, y, width, height);
this.scroll.setTo(0, 0);
this.update();
};
Camera.prototype.update = function () {
this.fx.preUpdate();
if(this._target !== null) {
if(this.deadzone == null) {
this.focusOnXY(this._target.x + this._target.origin.x, this._target.y + this._target.origin.y);
} else {
var edge;
var targetX = this._target.x + ((this._target.x > 0) ? 0.0000001 : -0.0000001);
var targetY = this._target.y + ((this._target.y > 0) ? 0.0000001 : -0.0000001);
edge = targetX - this.deadzone.x;
if(this.scroll.x > edge) {
this.scroll.x = edge;
}
edge = targetX + this._target.width - this.deadzone.x - this.deadzone.width;
if(this.scroll.x < edge) {
this.scroll.x = edge;
}
edge = targetY - this.deadzone.y;
if(this.scroll.y > edge) {
this.scroll.y = edge;
}
edge = targetY + this._target.height - this.deadzone.y - this.deadzone.height;
if(this.scroll.y < edge) {
this.scroll.y = edge;
}
}
}
// Make sure we didn't go outside the cameras bounds
if(this.bounds !== null) {
if(this.scroll.x < this.bounds.left) {
this.scroll.x = this.bounds.left;
}
if(this.scroll.x > this.bounds.right - this.width) {
this.scroll.x = (this.bounds.right - this.width) + 1;
}
if(this.scroll.y < this.bounds.top) {
this.scroll.y = this.bounds.top;
}
if(this.scroll.y > this.bounds.bottom - this.height) {
this.scroll.y = (this.bounds.bottom - this.height) + 1;
}
}
this.worldView.x = this.scroll.x;
this.worldView.y = this.scroll.y;
// Input values
this.inputX = this.worldView.x + this._game.input.x;
this.inputY = this.worldView.y + this._game.input.y;
this.fx.postUpdate();
};
Camera.prototype.render = function () {
if(this.visible === false || this.alpha < 0.1) {
return;
}
//if (this._rotation !== 0 || this._clip || this.scale.x !== 1 || this.scale.y !== 1)
//{
//this._game.stage.context.save();
//}
// It may be safer/quicker to just save the context every frame regardless (needs testing on mobile)
this._game.stage.context.save();
this.fx.preRender(this, this._stageX, this._stageY, this.worldView.width, this.worldView.height);
if(this.alpha !== 1) {
this._game.stage.context.globalAlpha = this.alpha;
}
this._sx = this._stageX;
this._sy = this._stageY;
// Shadow
if(this.showShadow) {
this._game.stage.context.shadowColor = this.shadowColor;
this._game.stage.context.shadowBlur = this.shadowBlur;
this._game.stage.context.shadowOffsetX = this.shadowOffset.x;
this._game.stage.context.shadowOffsetY = this.shadowOffset.y;
}
// Scale on
if(this.scale.x !== 1 || this.scale.y !== 1) {
this._game.stage.context.scale(this.scale.x, this.scale.y);
this._sx = this._sx / this.scale.x;
this._sy = this._sy / this.scale.y;
}
// Rotation - translate to the mid-point of the camera
if(this._rotation !== 0) {
this._game.stage.context.translate(this._sx + this.worldView.halfWidth, this._sy + this.worldView.halfHeight);
this._game.stage.context.rotate(this._rotation * (Math.PI / 180));
// now shift back to where that should actually render
this._game.stage.context.translate(-(this._sx + this.worldView.halfWidth), -(this._sy + this.worldView.halfHeight));
}
// Background
if(this.opaque == true) {
if(this._bgTexture) {
this._game.stage.context.fillStyle = this._bgTexture;
this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height);
} else {
this._game.stage.context.fillStyle = this._bgColor;
this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height);
}
}
// Shadow off
if(this.showShadow) {
this._game.stage.context.shadowBlur = 0;
this._game.stage.context.shadowOffsetX = 0;
this._game.stage.context.shadowOffsetY = 0;
}
this.fx.render(this, this._stageX, this._stageY, this.worldView.width, this.worldView.height);
// Clip the camera so we don't get sprites appearing outside the edges
if(this._clip && this.disableClipping == false) {
this._game.stage.context.beginPath();
this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height);
this._game.stage.context.closePath();
this._game.stage.context.clip();
}
this._game.world.group.render(this, this._sx, this._sy);
if(this.showBorder) {
this._game.stage.context.strokeStyle = this.borderColor;
this._game.stage.context.lineWidth = 1;
this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height);
this._game.stage.context.stroke();
}
// Scale off
if(this.scale.x !== 1 || this.scale.y !== 1) {
this._game.stage.context.scale(1, 1);
}
this.fx.postRender(this, this._sx, this._sy, this.worldView.width, this.worldView.height);
if(this._rotation !== 0 || (this._clip && this.disableClipping == false)) {
this._game.stage.context.translate(0, 0);
}
this._game.stage.context.restore();
if(this.alpha !== 1) {
this._game.stage.context.globalAlpha = 1;
}
};
Object.defineProperty(Camera.prototype, "backgroundColor", {
get: function () {
return this._bgColor;
},
set: function (color) {
this._bgColor = color;
},
enumerable: true,
configurable: true
});
Camera.prototype.setTexture = function (key, repeat) {
if (typeof repeat === "undefined") { repeat = 'repeat'; }
this._bgTexture = this._game.stage.context.createPattern(this._game.cache.getImage(key), repeat);
this._bgTextureRepeat = repeat;
};
Camera.prototype.setPosition = function (x, y) {
this._stageX = x;
this._stageY = y;
this.checkClip();
};
Camera.prototype.setSize = function (width, height) {
this.worldView.width = width;
this.worldView.height = height;
this.checkClip();
};
Camera.prototype.renderDebugInfo = function (x, y, color) {
if (typeof color === "undefined") { color = 'rgb(255,255,255)'; }
this._game.stage.context.fillStyle = color;
this._game.stage.context.fillText('Camera ID: ' + this.ID + ' (' + this.worldView.width + ' x ' + this.worldView.height + ')', x, y);
this._game.stage.context.fillText('X: ' + this._stageX + ' Y: ' + this._stageY + ' Rotation: ' + this._rotation, x, y + 14);
this._game.stage.context.fillText('World X: ' + this.scroll.x.toFixed(1) + ' World Y: ' + this.scroll.y.toFixed(1), x, y + 28);
if(this.bounds) {
this._game.stage.context.fillText('Bounds: ' + this.bounds.width + ' x ' + this.bounds.height, x, y + 56);
}
};
Object.defineProperty(Camera.prototype, "x", {
get: function () {
return this._stageX;
},
set: function (value) {
this._stageX = value;
this.checkClip();
},
enumerable: true,
configurable: true
});
Object.defineProperty(Camera.prototype, "y", {
get: function () {
return this._stageY;
},
set: function (value) {
this._stageY = value;
this.checkClip();
},
enumerable: true,
configurable: true
});
Object.defineProperty(Camera.prototype, "width", {
get: function () {
return this.worldView.width;
},
set: function (value) {
if(value > this._game.stage.width) {
value = this._game.stage.width;
}
this.worldView.width = value;
this.checkClip();
},
enumerable: true,
configurable: true
});
Object.defineProperty(Camera.prototype, "height", {
get: function () {
return this.worldView.height;
},
set: function (value) {
if(value > this._game.stage.height) {
value = this._game.stage.height;
}
this.worldView.height = value;
this.checkClip();
},
enumerable: true,
configurable: true
});
Object.defineProperty(Camera.prototype, "rotation", {
get: function () {
return this._rotation;
},
set: function (value) {
this._rotation = this._game.math.wrap(value, 360, 0);
},
enumerable: true,
configurable: true
});
Camera.prototype.checkClip = function () {
if(this._stageX !== 0 || this._stageY !== 0 || this.worldView.width < this._game.stage.width || this.worldView.height < this._game.stage.height) {
this._clip = true;
} else {
this._clip = false;
}
};
return Camera;
})();
Phaser.Camera = Camera;
})(Phaser || (Phaser = {}));