Files
phaser/Tests/camera fx/mirror.js
T

42 lines
2.1 KiB
JavaScript

/// <reference path="../../Phaser/Game.ts" />
/// <reference path="../../build/phaser-fx.d.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
// Just set the world to be the size of the image we're loading in
myGame.world.setSize(1216, 896);
myGame.loader.addImageFile('backdrop', 'assets/pics/ninja-masters2.png');
myGame.loader.load();
}
var mirror;
function create() {
// What we need is a camera 800x400 pixels in size as the mirror effect will be 200px tall and sit below it.
// So we resize our default camera to 400px
myGame.camera.height = 400;
// Because it's our default camera we need to tell it to disable clipping, otherwise we'll never see the mirror effect render.
myGame.camera.disableClipping = true;
// Add our effect to the camera
mirror = myGame.camera.fx.add(Phaser.FX.Camera.Mirror);
// The first 2 parameters are the x and y coordinates of where to display the effect. They are in STAGE coordinates, not World.
// The next is a Quad making up the rectangular region of the Camera that we'll create the effect from (in this case the whole camera).
// Finally we set the fill color that is put over the top of the mirror effect.
mirror.start(0, 400, new Phaser.Quad(0, 0, 800, 400), 'rgba(0, 0, 100, 0.7)');
// Experiment with variations on these to see the different mirror effects that can be achieved.
//mirror.flipX = true;
//mirror.flipY = true;
myGame.createSprite(0, 0, 'backdrop');
}
function update() {
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
myGame.camera.scroll.x -= 4;
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
myGame.camera.scroll.x += 4;
}
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
myGame.camera.scroll.y -= 4;
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
myGame.camera.scroll.y += 4;
}
}
})();