phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
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JavaScript
/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2025 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Clamp = require('../../../math/Clamp');
var Class = require('../../../utils/Class');
var Events = require('../events');
/**
* @classdesc
* A Camera Flash effect.
*
* This effect will flash the camera viewport to the given color, over the duration specified.
*
* Only the camera viewport is flashed. None of the objects it is displaying are impacted, i.e. their colors do
* not change.
*
* The effect will dispatch several events on the Camera itself and you can also specify an `onUpdate` callback,
* which is invoked each frame for the duration of the effect, if required.
*
* @class Flash
* @memberof Phaser.Cameras.Scene2D.Effects
* @constructor
* @since 3.5.0
*
* @param {Phaser.Cameras.Scene2D.Camera} camera - The camera this effect is acting upon.
*/
var Flash = new Class({
initialize:
function Flash (camera)
{
/**
* The Camera this effect belongs to.
*
* @name Phaser.Cameras.Scene2D.Effects.Flash#camera
* @type {Phaser.Cameras.Scene2D.Camera}
* @readonly
* @since 3.5.0
*/
this.camera = camera;
/**
* Is this effect actively running?
*
* @name Phaser.Cameras.Scene2D.Effects.Flash#isRunning
* @type {boolean}
* @readonly
* @default false
* @since 3.5.0
*/
this.isRunning = false;
/**
* The duration of the effect, in milliseconds.
*
* @name Phaser.Cameras.Scene2D.Effects.Flash#duration
* @type {number}
* @readonly
* @default 0
* @since 3.5.0
*/
this.duration = 0;
/**
* The value of the red color channel the camera will use for the flash effect.
* A value between 0 and 255.
*
* @name Phaser.Cameras.Scene2D.Effects.Flash#red
* @type {number}
* @private
* @since 3.5.0
*/
this.red = 0;
/**
* The value of the green color channel the camera will use for the flash effect.
* A value between 0 and 255.
*
* @name Phaser.Cameras.Scene2D.Effects.Flash#green
* @type {number}
* @private
* @since 3.5.0
*/
this.green = 0;
/**
* The value of the blue color channel the camera will use for the flash effect.
* A value between 0 and 255.
*
* @name Phaser.Cameras.Scene2D.Effects.Flash#blue
* @type {number}
* @private
* @since 3.5.0
*/
this.blue = 0;
/**
* The value of the alpha channel used during the flash effect.
* A value between 0 and 1.
*
* @name Phaser.Cameras.Scene2D.Effects.Flash#alpha
* @type {number}
* @since 3.5.0
*/
this.alpha = 1;
/**
* If this effect is running this holds the current percentage of the progress, a value between 0 and 1.
*
* @name Phaser.Cameras.Scene2D.Effects.Flash#progress
* @type {number}
* @since 3.5.0
*/
this.progress = 0;
/**
* Effect elapsed timer.
*
* @name Phaser.Cameras.Scene2D.Effects.Flash#_elapsed
* @type {number}
* @private
* @since 3.5.0
*/
this._elapsed = 0;
/**
* This is an internal copy of the initial value of `this.alpha`, used to calculate the current alpha value of the fade effect.
*
* @name Phaser.Cameras.Scene2D.Effects.Flash#_alpha
* @type {number}
* @private
* @readonly
* @since 3.60.0
*/
this._alpha;
/**
* This callback is invoked every frame for the duration of the effect.
*
* @name Phaser.Cameras.Scene2D.Effects.Flash#_onUpdate
* @type {?Phaser.Types.Cameras.Scene2D.CameraFlashCallback}
* @private
* @default null
* @since 3.5.0
*/
this._onUpdate;
/**
* On Complete callback scope.
*
* @name Phaser.Cameras.Scene2D.Effects.Flash#_onUpdateScope
* @type {any}
* @private
* @since 3.5.0
*/
this._onUpdateScope;
},
/**
* Flashes the Camera to or from the given color over the duration specified.
*
* @method Phaser.Cameras.Scene2D.Effects.Flash#start
* @fires Phaser.Cameras.Scene2D.Events#FLASH_START
* @fires Phaser.Cameras.Scene2D.Events#FLASH_COMPLETE
* @since 3.5.0
*
* @param {number} [duration=250] - The duration of the effect in milliseconds.
* @param {number} [red=255] - The amount to flash the red channel towards. A value between 0 and 255.
* @param {number} [green=255] - The amount to flash the green channel towards. A value between 0 and 255.
* @param {number} [blue=255] - The amount to flash the blue channel towards. A value between 0 and 255.
* @param {boolean} [force=false] - Force the effect to start immediately, even if already running.
* @param {Phaser.Types.Cameras.Scene2D.CameraFlashCallback} [callback] - This callback will be invoked every frame for the duration of the effect.
* It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
* @param {any} [context] - The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.
*
* @return {Phaser.Cameras.Scene2D.Camera} The Camera on which the effect was started.
*/
start: function (duration, red, green, blue, force, callback, context)
{
if (duration === undefined) { duration = 250; }
if (red === undefined) { red = 255; }
if (green === undefined) { green = 255; }
if (blue === undefined) { blue = 255; }
if (force === undefined) { force = false; }
if (callback === undefined) { callback = null; }
if (context === undefined) { context = this.camera.scene; }
if (!force && this.isRunning)
{
return this.camera;
}
this.isRunning = true;
this.duration = duration;
this.progress = 0;
this.red = red;
this.green = green;
this.blue = blue;
this._alpha = this.alpha;
this._elapsed = 0;
this._onUpdate = callback;
this._onUpdateScope = context;
this.camera.emit(Events.FLASH_START, this.camera, this, duration, red, green, blue);
return this.camera;
},
/**
* The main update loop for this effect. Called automatically by the Camera.
*
* @method Phaser.Cameras.Scene2D.Effects.Flash#update
* @since 3.5.0
*
* @param {number} time - The current timestamp as generated by the Request Animation Frame or SetTimeout.
* @param {number} delta - The delta time, in ms, elapsed since the last frame.
*/
update: function (time, delta)
{
if (!this.isRunning)
{
return;
}
this._elapsed += delta;
this.progress = Clamp(this._elapsed / this.duration, 0, 1);
if (this._onUpdate)
{
this._onUpdate.call(this._onUpdateScope, this.camera, this.progress);
}
if (this._elapsed < this.duration)
{
this.alpha = this._alpha * (1 - this.progress);
}
else
{
this.effectComplete();
}
},
/**
* Called internally by the Canvas Renderer.
*
* @method Phaser.Cameras.Scene2D.Effects.Flash#postRenderCanvas
* @since 3.5.0
*
* @param {CanvasRenderingContext2D} ctx - The Canvas context to render to.
*
* @return {boolean} `true` if the effect drew to the renderer, otherwise `false`.
*/
postRenderCanvas: function (ctx)
{
if (!this.isRunning)
{
return false;
}
var camera = this.camera;
ctx.fillStyle = 'rgba(' + this.red + ',' + this.green + ',' + this.blue + ',' + this.alpha + ')';
ctx.fillRect(camera.x, camera.y, camera.width, camera.height);
return true;
},
/**
* Called internally by the WebGL Renderer.
*
* @method Phaser.Cameras.Scene2D.Effects.Flash#postRenderWebGL
* @since 3.5.0
*
* @param {Phaser.Renderer.WebGL.Pipelines.MultiPipeline} pipeline - The WebGL Pipeline to render to. Must provide the `drawFillRect` method.
* @param {function} getTintFunction - A function that will return the gl safe tint colors.
*
* @return {boolean} `true` if the effect drew to the renderer, otherwise `false`.
*/
postRenderWebGL: function (pipeline, getTintFunction)
{
if (!this.isRunning)
{
return false;
}
var camera = this.camera;
var red = this.red / 255;
var green = this.green / 255;
var blue = this.blue / 255;
pipeline.drawFillRect(
camera.x, camera.y, camera.width, camera.height,
getTintFunction(blue, green, red, 1),
this.alpha
);
return true;
},
/**
* Called internally when the effect completes.
*
* @method Phaser.Cameras.Scene2D.Effects.Flash#effectComplete
* @fires Phaser.Cameras.Scene2D.Events#FLASH_COMPLETE
* @since 3.5.0
*/
effectComplete: function ()
{
this.alpha = this._alpha;
this._onUpdate = null;
this._onUpdateScope = null;
this.isRunning = false;
this.camera.emit(Events.FLASH_COMPLETE, this.camera, this);
},
/**
* Resets this camera effect.
* If it was previously running, it stops instantly without calling its onComplete callback or emitting an event.
*
* @method Phaser.Cameras.Scene2D.Effects.Flash#reset
* @since 3.5.0
*/
reset: function ()
{
this.isRunning = false;
this._onUpdate = null;
this._onUpdateScope = null;
},
/**
* Destroys this effect, releasing it from the Camera.
*
* @method Phaser.Cameras.Scene2D.Effects.Flash#destroy
* @since 3.5.0
*/
destroy: function ()
{
this.reset();
this.camera = null;
}
});
module.exports = Flash;