Camera Class
A basic Camera object that provides some effects. It also will contain the GUI to ensure they are using "screen-coords".
Constructor
Item Index
Methods
- _fxCallback
- _outsideBounds
- addChild
- addChildAt
- bringChildToTop
- close
- constrain
- destroy
- destroyAllChildren
- disablePhysics
- emit
- enablePhysics
- fade
- flash
- focus
- focusSprite
- follow
- hide
- off
- on
- once
- onCollide
- pan
- removeAllChildren
- removeChild
- resize
- scanlines - color, axis, spacing, thickness, alpha, cb
- setMass
- setPosition
- setRotation
- setVelocity
- shake
- show
- unconstrain
- unfollow
- update
Properties
Methods
_fxCallback
-
fx
-
type
-
[callback]
The base callback for camera FX. This is called at the end of each aniamtion to free the FX class back into the pool.
Parameters:
-
fx
MixedThe FX instance to free
-
type
StringThe name of the instance type
-
[callback]
Function optionalThe user callback to call.
_outsideBounds
-
x
-
y
Checks if a point is outside the bounds of the camera constraints.
Parameters:
-
x
NumberThe new X position to test
-
y
NumberThe new Y position to test
Returns:
true if the camera will move outside bounds to go to this point
addChildAt
-
child
-
index
Adds a child to the object at a specified index. If the index is out of bounds an error will be thrown
close
-
[shape='circle']
-
[duration=1000]
-
[position]
-
[callback]
Performs a "close" animation that will cover the screen with a color.
Parameters:
-
[shape='circle']
String optionalThe shape to close with, can be either 'ellipse', 'circle', or 'rectangle'
-
[duration=1000]
Number optionalNumber of milliseconds for the animation to complete
-
[position]
Vector optionalThe position for the animation to close in on, defaults to camera center
-
[callback]
Function optionalA callback to call once the animation completes.
Returns:
The close effect that was created.
constrain
-
shape
Sets the bounds the camera is allowed to go. Usually this is the world's size unless you set it manually.
Returns:
Returns itself.
destroy
()
Destroys this object.
destroyAllChildren
()
Container
chainable
Destroys all the children of the object.
Returns:
Returns itself.
disablePhysics
()
Mixed
chainable
async
Disbales physics for this sprite
Returns:
Returns itself.
emit
-
type
-
data
Emits an event which will run all registered listeners for the event type
Parameters:
-
type
StringThe event name to emit
-
data
MixedAny data you want passed along with the event
Returns:
Returns itself.
enablePhysics
-
system
Enables physics for this sprite
Parameters:
-
system
PhysicsSystemThe system for the sprite to be in
Returns:
Returns itself.
fade
-
[color=0xFFFFFF]
-
[duration=1000]
-
[alpha=1]
-
[callback]
Fade the screen into a color. This will fade into a color that will eventually cover the screen.
Parameters:
-
[color=0xFFFFFF]
Number optionalThe color to fade into
-
[duration=1000]
Number optionalThe time it should take (in milliseconds) to fade in
-
[alpha=1]
Number optionalThe opacity to fade into (final opacity)
-
[callback]
Function optionalA callback to call once the animation completes.
Returns:
The close effect that was created.
flash
-
[color=0xFFFFFF]
-
[duration=1000]
-
[alpha=1]
-
[callback]
Flash the screen with a color. This will cover the screen in a color then fade it out.
Parameters:
-
[color=0xFFFFFF]
Number optionalThe color to flash the screen with
-
[duration=1000]
Number optionalThe time it should take (in milliseconds) to fade out
-
[alpha=1]
Number optionalThe opacity of the initial flash of color (start opacity)
-
[callback]
Function optionalA callback to call once the animation completes.
Returns:
The close effect that was created.
focus
-
x
-
y
Focuses the camera on an x,y position. Ensures that the camera does not go outside the bounds set with setBounds()
Parameters:
-
x
Number | VectorThe x coord to focus on, if a Vector is passed the y param is ignored
-
y
NumberThe y coord to focus on
Returns:
Returns itself.
focusSprite
-
sprite
Focuses the camera on a sprite.
Parameters:
-
sprite
SpriteThe sprite to focus on
Returns:
Returns itself.
follow
-
sprite
-
[style=CAMERA_FOLLOW.LOCKON]
Follows an sprite with the camera, ensuring they are always center view. You can pass a follow style to change the area an sprite can move around in before we start to move with them.
Parameters:
-
sprite
SpriteThe sprite to follow
-
[style=CAMERA_FOLLOW.LOCKON]
CAMERA_FOLLOW optionalThe style of following
Returns:
Returns itself.
hide
()
Container
chainable
Sets the container to visible = false
Returns:
Returns itself.
off
-
type
-
listener
Removes a listener function for an event type
Parameters:
-
type
StringThe event name to emit
-
listener
FunctionThe function to remove
Returns:
Returns itself.
on
-
type
-
listener
Registers a listener function to be run on an event occurance
Parameters:
-
type
StringThe event name to listen for
-
listener
FunctionThe function to execute when the event happens
Returns:
Returns itself.
once
-
type
-
listener
Registers a one-time callback for an event
Parameters:
-
type
StringThe event name to listen for
-
listener
Functionthe callback to call when the event occurs
Returns:
Returns itself.
onCollide
-
obj
-
collision
Called whenever a collision occurs
Parameters:
Returns:
If you return false
explicitly the engine will not
solve the collision. In this way you can make thing "not collide" if
you don't want their types to collide.
pan
-
x
-
y
Pans the camera around by the x,y amount. Ensures that the camera does not go outside the bounds set with setBounds()
Parameters:
-
x
Number | VectorThe x amount to pan, if a Point is passed the y param is ignored
-
y
NumberThe y ammount to pan
Returns:
Returns itself.
removeAllChildren
()
Container
chainable
Removes all children from the object.
Returns:
Returns itself.
resize
-
w
-
h
Resizes the viewing area, this is called internally by your game instance when you call mygame.resize(). DO NOT CALL THIS DIRECTLY
Parameters:
-
w
NumberThe new width
-
h
NumberThe new height
Returns:
Returns itself.
scanlines - color, axis, spacing, thickness, alpha, cb
-
[color=0x000000]
-
[axis=gf.AXIS.HORIZONTAL]
-
[spacing=4]
-
[thickness=1]
-
[alpha=0.3]
-
[callback]
Adds arcade-style scanlines to the camera viewport.
Parameters:
-
[color=0x000000]
Number optionalThe color for the scanlines to be
-
[axis=gf.AXIS.HORIZONTAL]
gf.AXIS optionalThe axis to draw the lines on
-
[spacing=4]
Number optionalNumber of pixels between each line
-
[thickness=1]
Number optionalNumber of pixels thick each line is
-
[alpha=0.3]
Number optionalThe opacity of the lines
-
[callback]
Function optionalA callback to call once the animation completes.
Returns:
The close effect that was created.
setMass
-
mass
Sets the mass of this sprite
Parameters:
-
mass
NumberThe new mass of the object
Returns:
Returns itself.
setPosition
-
x
-
y
Sets the position of this sprite
Parameters:
-
x
Number -
y
Number
Returns:
Returns itself.
setRotation
-
rotation
Sets the rotation of this sprite
Parameters:
-
rotation
NumberThe new rotation of the object in radians
Returns:
Returns itself.
setVelocity
-
velocity
Sets the velocity of this sprite
Parameters:
-
velocity
VectorThe new velocity of the object
Returns:
Returns itself.
shake
-
[intensity=0.01]
-
[duration=1000]
-
[direction=gf.AXIS.BOTH]
-
[callback]
Shakes the camera around a bit.
Parameters:
-
[intensity=0.01]
Number optionalThe intensity of the shaking
-
[duration=1000]
Number optionalThe amount of time the screen shakes for (in milliseconds)
-
[direction=gf.AXIS.BOTH]
gf.AXIS optionalThe axis to shake on
-
[callback]
Function optionalA callback to call once the animation completes.
Returns:
The close effect that was created.
show
()
Container
chainable
Sets the container to visible = true
Returns:
Returns itself.
Properties
_deadzone
Rectangle
private
When following a sprite this is the space within the camera that it can move around before the camera moves to track it.
_phys
Object
private
The physics namespace that all physics properties go into. Those properties are:
- system {PhysicsSystem} PhysicsSystem that this object is a part of.
- active {Boolean} Whether or not this target is actively having physics simulated.
Default: {}
_targetPos
Vector
private
The target's last position, to cache if we should try to move the camera or not
alpha
Number
The opacity of the object.
children
Array
[read-only] The of children of this object.
fxpools
Object
private
The fxpools for doing camera effects
hitArea
Rectangle | Polygon | Circle | Ellipse
This is the defined area that will pick up mouse / touch events. It is null by default. Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)
inertia
Number
The moment of inertia of this object, only set this before enabling physics (has no effect after enabling)
Default: 0
interactive
Boolean
Wether or not the object will handle mouse events
Default: false
mass
Number
The mass of this object, please use setMass to set this value
Default: 0
parent
DisplayObject
[read-only] The display object that contains this display object.
position
Point
The coordinate of the object relative to the local coordinates of the parent.
rotation
Number
The rotation of the object in radians.
scale
Point
The scale factor of the object.
stage
Stage
[read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
visible
Boolean
The visibility of the object.
Events
click
A callback that is used when the users clicks on the displayObject with their mouse
Event Payload:
-
interactionData
InteractionData
collision
On Collision Event called when this sprite collides into another, or is being collided into by another. By default if something collides with a collectable sprite we destroy the collectable and if we collide with a solid tile we kill our velocity. This method will emit a 'collision' event that you can listen for
mousedown
A callback that is used when the user clicks the mouse down over the displayObject
Event Payload:
-
interactionData
InteractionData
mousemove
A callback that is used when the user moves the mouse while over the displayObject
Event Payload:
-
interactionData
InteractionData
mouseout
A callback that is used when the users mouse leaves the displayObject
Event Payload:
-
interactionData
InteractionData
mouseover
A callback that is used when the users mouse rolls over the displayObject
Event Payload:
-
interactionData
InteractionData
mouseup
A callback that is used when the user releases the mouse that was over the displayObject for this callback to be fired the mouse must have been pressed down over the displayObject
Event Payload:
-
interactionData
InteractionData
mouseupoutside
A callback that is used when the user releases the mouse that was over the displayObject but is no longer over the displayObject for this callback to be fired, The touch must have started over the displayObject
Event Payload:
-
interactionData
InteractionData
separate
On Seperate Event called when this sprite collides into another, or is being collided into by another. By default if something collides with a collectable sprite we destroy the collectable and if we collide with a solid tile we kill our velocity. This method will emit a 'collision' event that you can listen for
Event Payload:
-
obj
SpriteColliding sprite
-
colShape
cp.ShapeThe colliding physics shape
-
myShape
cp.ShapeYour physics shape that caused the collision
tap
A callback that is used when the users taps on the displayObject with their finger basically a touch version of click
Event Payload:
-
interactionData
InteractionData
touchend
A callback that is used when the user releases a touch over the displayObject
Event Payload:
-
interactionData
InteractionData
touchendoutside
A callback that is used when the user releases the touch that was over the displayObject for this callback to be fired, The touch must have started over the displayObject
Event Payload:
-
interactionData
InteractionData
touchstart
A callback that is used when the user touch's over the displayObject
Event Payload:
-
interactionData
InteractionData