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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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/** * @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 EaseMap = require('../../../math/easing/EaseMap'); var Events = require('../events'); var Vector2 = require('../../../math/Vector2'); /** * @classdesc * A Camera Pan effect. * * This effect will scroll the Camera so that the center of its viewport finishes at the given destination, * over the duration and with the ease specified. * * Only the camera scroll is moved. None of the objects it is displaying are impacted, i.e. their positions 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 Pan * @memberof Phaser.Cameras.Scene2D.Effects * @constructor * @since 3.11.0 * * @param {Phaser.Cameras.Scene2D.Camera} camera - The camera this effect is acting upon. */ var Pan = new Class({ initialize: function Pan (camera) { /** * The Camera this effect belongs to. * * @name Phaser.Cameras.Scene2D.Effects.Pan#camera * @type {Phaser.Cameras.Scene2D.Camera} * @readonly * @since 3.11.0 */ this.camera = camera; /** * Is this effect actively running? * * @name Phaser.Cameras.Scene2D.Effects.Pan#isRunning * @type {boolean} * @readonly * @default false * @since 3.11.0 */ this.isRunning = false; /** * The duration of the effect, in milliseconds. * * @name Phaser.Cameras.Scene2D.Effects.Pan#duration * @type {number} * @readonly * @default 0 * @since 3.11.0 */ this.duration = 0; /** * The starting scroll coordinates to pan the camera from. * * @name Phaser.Cameras.Scene2D.Effects.Pan#source * @type {Phaser.Math.Vector2} * @since 3.11.0 */ this.source = new Vector2(); /** * The constantly updated value based on zoom. * * @name Phaser.Cameras.Scene2D.Effects.Pan#current * @type {Phaser.Math.Vector2} * @since 3.11.0 */ this.current = new Vector2(); /** * The destination scroll coordinates to pan the camera to. * * @name Phaser.Cameras.Scene2D.Effects.Pan#destination * @type {Phaser.Math.Vector2} * @since 3.11.0 */ this.destination = new Vector2(); /** * The ease function to use during the pan. * * @name Phaser.Cameras.Scene2D.Effects.Pan#ease * @type {function} * @since 3.11.0 */ this.ease; /** * If this effect is running this holds the current percentage of the progress, a value between 0 and 1. * * @name Phaser.Cameras.Scene2D.Effects.Pan#progress * @type {number} * @since 3.11.0 */ this.progress = 0; /** * Effect elapsed timer. * * @name Phaser.Cameras.Scene2D.Effects.Pan#_elapsed * @type {number} * @private * @since 3.11.0 */ this._elapsed = 0; /** * This callback is invoked every frame for the duration of the effect. * * @name Phaser.Cameras.Scene2D.Effects.Pan#_onUpdate * @type {?Phaser.Types.Cameras.Scene2D.CameraPanCallback} * @private * @default null * @since 3.11.0 */ this._onUpdate; /** * On Complete callback scope. * * @name Phaser.Cameras.Scene2D.Effects.Pan#_onUpdateScope * @type {any} * @private * @since 3.11.0 */ this._onUpdateScope; }, /** * This effect will scroll the Camera so that the center of its viewport finishes at the given destination, * over the duration and with the ease specified. * * @method Phaser.Cameras.Scene2D.Effects.Pan#start * @fires Phaser.Cameras.Scene2D.Events#PAN_START * @fires Phaser.Cameras.Scene2D.Events#PAN_COMPLETE * @since 3.11.0 * * @param {number} x - The destination x coordinate to scroll the center of the Camera viewport to. * @param {number} y - The destination y coordinate to scroll the center of the Camera viewport to. * @param {number} [duration=1000] - The duration of the effect in milliseconds. * @param {(string|function)} [ease='Linear'] - The ease to use for the pan. Can be any of the Phaser Easing constants or a custom function. * @param {boolean} [force=false] - Force the pan effect to start immediately, even if already running. * @param {Phaser.Types.Cameras.Scene2D.CameraPanCallback} [callback] - This callback will be invoked every frame for the duration of the effect. * It is sent four arguments: A reference to the camera, a progress amount between 0 and 1 indicating how complete the effect is, * the current camera scroll x coordinate and the current camera scroll y coordinate. * @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 (x, y, duration, ease, force, callback, context) { if (duration === undefined) { duration = 1000; } if (ease === undefined) { ease = EaseMap.Linear; } if (force === undefined) { force = false; } if (callback === undefined) { callback = null; } if (context === undefined) { context = this.camera.scene; } var cam = this.camera; if (!force && this.isRunning) { return cam; } this.isRunning = true; this.duration = duration; this.progress = 0; // Starting from this.source.set(cam.scrollX, cam.scrollY); // Destination this.destination.set(x, y); // Zoom factored version cam.getScroll(x, y, this.current); // Using this ease if (typeof ease === 'string' && EaseMap.hasOwnProperty(ease)) { this.ease = EaseMap[ease]; } else if (typeof ease === 'function') { this.ease = ease; } this._elapsed = 0; this._onUpdate = callback; this._onUpdateScope = context; this.camera.emit(Events.PAN_START, this.camera, this, duration, x, y); return cam; }, /** * The main update loop for this effect. Called automatically by the Camera. * * @method Phaser.Cameras.Scene2D.Effects.Pan#update * @since 3.11.0 * * @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; var progress = Clamp(this._elapsed / this.duration, 0, 1); this.progress = progress; var cam = this.camera; if (this._elapsed < this.duration) { var v = this.ease(progress); cam.getScroll(this.destination.x, this.destination.y, this.current); var x = this.source.x + ((this.current.x - this.source.x) * v); var y = this.source.y + ((this.current.y - this.source.y) * v); cam.setScroll(x, y); if (this._onUpdate) { this._onUpdate.call(this._onUpdateScope, cam, progress, x, y); } } else { cam.centerOn(this.destination.x, this.destination.y); if (this._onUpdate) { this._onUpdate.call(this._onUpdateScope, cam, progress, cam.scrollX, cam.scrollY); } this.effectComplete(); } }, /** * Called internally when the effect completes. * * @method Phaser.Cameras.Scene2D.Effects.Pan#effectComplete * @fires Phaser.Cameras.Scene2D.Events#PAN_COMPLETE * @since 3.11.0 */ effectComplete: function () { this._onUpdate = null; this._onUpdateScope = null; this.isRunning = false; this.camera.emit(Events.PAN_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.Pan#reset * @since 3.11.0 */ reset: function () { this.isRunning = false; this._onUpdate = null; this._onUpdateScope = null; }, /** * Destroys this effect, releasing it from the Camera. * * @method Phaser.Cameras.Scene2D.Effects.Pan#destroy * @since 3.11.0 */ destroy: function () { this.reset(); this.camera = null; this.source = null; this.destination = null; } }); module.exports = Pan;