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340 lines (293 loc) · 9.64 KB
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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var BuildGameObject = require('../../../src/gameobjects/BuildGameObject');
var BuildGameObjectAnimation = require('../../../src/gameobjects/BuildGameObjectAnimation');
var Class = require('../../../src/utils/Class');
var GetAdvancedValue = require('../../../src/utils/object/GetAdvancedValue');
var OrthographicCamera = require('./OrthographicCamera');
var PerspectiveCamera = require('./PerspectiveCamera');
var ScenePlugin = require('../../../src/plugins/ScenePlugin');
var Sprite3D = require('./sprite3d/Sprite3D');
/**
* @classdesc
* The Camera 3D Plugin adds a new Camera type to Phaser that allows for movement and rendering
* in 3D space. It displays a special type of Sprite called a Sprite3D that is a billboard sprite,
* with a z-axis allowing for perspective depth.
*
* This is an external plugin which you can include in your game by preloading it:
*
* ```javascript
* this.load.scenePlugin({
* key: 'Camera3DPlugin',
* url: 'plugins/camera3d.min.js',
* sceneKey: 'cameras3d'
* });
* ```
*
* Once loaded you can create a 3D Camera using the `camera3d` property of a Scene:
*
* `var camera = this.cameras3d.add(85).setZ(500).setPixelScale(128);`
*
* See the examples for more information.
*
* @class Camera3DPlugin
* @constructor
*
* @param {Phaser.Scene} scene - The Scene to which this plugin is being installed.
* @param {Phaser.Plugins.PluginManager} pluginManager - A reference to the Phaser Plugin Manager.
*/
var Camera3DPlugin = new Class({
Extends: ScenePlugin,
initialize:
function Camera3DPlugin (scene, pluginManager)
{
ScenePlugin.call(this, scene, pluginManager);
/**
* An Array of the Camera objects being managed by this Camera Manager.
*
* @name Camera3DPlugin#cameras
* @type {Phaser.Cameras.Sprite3D.Camera[]}
* @since 3.0.0
*/
this.cameras = [];
// Register the Sprite3D Game Object
pluginManager.registerGameObject('sprite3D', this.sprite3DFactory, this.sprite3DCreator);
},
/**
* Creates a new Sprite3D Game Object and adds it to the Scene.
*
* @method Phaser.GameObjects.GameObjectFactory#sprite3D
* @since 3.0.0
*
* @param {number} x - The horizontal position of this Game Object.
* @param {number} y - The vertical position of this Game Object.
* @param {number} z - The z position of this Game Object.
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
*
* @return {Phaser.GameObjects.Sprite3D} The Game Object that was created.
*/
sprite3DFactory: function (x, y, z, key, frame)
{
var sprite = new Sprite3D(this.scene, x, y, z, key, frame);
this.displayList.add(sprite.gameObject);
this.updateList.add(sprite.gameObject);
return sprite;
},
/**
* Creates a new Sprite3D Game Object and returns it.
*
* @method Phaser.GameObjects.GameObjectCreator#sprite3D
* @since 3.0.0
*
* @param {object} config - The configuration object this Game Object will use to create itself.
* @param {boolean} [addToScene] - Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object.
*
* @return {Phaser.GameObjects.Sprite3D} The Game Object that was created.
*/
sprite3DCreator: function (config, addToScene)
{
if (config === undefined) { config = {}; }
var key = GetAdvancedValue(config, 'key', null);
var frame = GetAdvancedValue(config, 'frame', null);
var sprite = new Sprite3D(this.scene, 0, 0, key, frame);
if (addToScene !== undefined)
{
config.add = addToScene;
}
BuildGameObject(this.scene, sprite, config);
// Sprite specific config options:
BuildGameObjectAnimation(sprite, config);
return sprite;
},
/**
* This method is called automatically, only once, when the Scene is first created.
* Do not invoke it directly.
*
* @method Phaser.Cameras.Scene3D.CameraManager#boot
* @private
* @since 3.5.1
*/
boot: function ()
{
this.systems.events.once('destroy', this.destroy, this);
},
/**
* This method is called automatically by the Scene when it is starting up.
* It is responsible for creating local systems, properties and listening for Scene events.
* Do not invoke it directly.
*
* @method Camera3DPlugin#start
* @private
* @since 3.5.0
*/
start: function ()
{
var eventEmitter = this.systems.events;
eventEmitter.on('update', this.update, this);
eventEmitter.once('shutdown', this.shutdown, this);
},
/**
* [description]
*
* @method Camera3DPlugin#add
* @since 3.0.0
*
* @param {number} [fieldOfView=80] - [description]
* @param {number} [width] - [description]
* @param {number} [height] - [description]
*
* @return {Phaser.Cameras.Sprite3D.PerspectiveCamera} [description]
*/
add: function (fieldOfView, width, height)
{
return this.addPerspectiveCamera(fieldOfView, width, height);
},
/**
* [description]
*
* @method Camera3DPlugin#addOrthographicCamera
* @since 3.0.0
*
* @param {number} width - [description]
* @param {number} height - [description]
*
* @return {Phaser.Cameras.Sprite3D.OrthographicCamera} [description]
*/
addOrthographicCamera: function (width, height)
{
var config = this.scene.sys.game.config;
if (width === undefined) { width = config.width; }
if (height === undefined) { height = config.height; }
var camera = new OrthographicCamera(this.scene, width, height);
this.cameras.push(camera);
return camera;
},
/**
* [description]
*
* @method Camera3DPlugin#addPerspectiveCamera
* @since 3.0.0
*
* @param {number} [fieldOfView=80] - [description]
* @param {number} [width] - [description]
* @param {number} [height] - [description]
*
* @return {Phaser.Cameras.Sprite3D.PerspectiveCamera} [description]
*/
addPerspectiveCamera: function (fieldOfView, width, height)
{
var config = this.scene.sys.game.config;
if (fieldOfView === undefined) { fieldOfView = 80; }
if (width === undefined) { width = config.width; }
if (height === undefined) { height = config.height; }
var camera = new PerspectiveCamera(this.scene, fieldOfView, width, height);
this.cameras.push(camera);
return camera;
},
/**
* [description]
*
* @method Camera3DPlugin#getCamera
* @since 3.0.0
*
* @param {string} name - [description]
*
* @return {(Phaser.Cameras.Sprite3D.OrthographicCamera|Phaser.Cameras.Sprite3D.PerspectiveCamera)} [description]
*/
getCamera: function (name)
{
for (var i = 0; i < this.cameras.length; i++)
{
if (this.cameras[i].name === name)
{
return this.cameras[i];
}
}
return null;
},
/**
* [description]
*
* @method Camera3DPlugin#removeCamera
* @since 3.0.0
*
* @param {(Phaser.Cameras.Sprite3D.OrthographicCamera|Phaser.Cameras.Sprite3D.PerspectiveCamera)} camera - [description]
*/
removeCamera: function (camera)
{
var cameraIndex = this.cameras.indexOf(camera);
if (cameraIndex !== -1)
{
this.cameras.splice(cameraIndex, 1);
}
},
/**
* [description]
*
* @method Camera3DPlugin#removeAll
* @since 3.0.0
*
* @return {(Phaser.Cameras.Sprite3D.OrthographicCamera|Phaser.Cameras.Sprite3D.PerspectiveCamera)} [description]
*/
removeAll: function ()
{
while (this.cameras.length > 0)
{
var camera = this.cameras.pop();
camera.destroy();
}
return this.main;
},
/**
* [description]
*
* @method Camera3DPlugin#update
* @since 3.0.0
*
* @param {number} timestep - [description]
* @param {number} delta - [description]
*/
update: function (timestep, delta)
{
for (var i = 0, l = this.cameras.length; i < l; ++i)
{
this.cameras[i].update(timestep, delta);
}
},
/**
* The Scene that owns this plugin is shutting down.
* We need to kill and reset all internal properties as well as stop listening to Scene events.
*
* @method Camera3DPlugin#shutdown
* @private
* @since 3.0.0
*/
shutdown: function ()
{
var eventEmitter = this.systems.events;
eventEmitter.off('update', this.update, this);
eventEmitter.off('shutdown', this.shutdown, this);
this.removeAll();
},
/**
* The Scene that owns this plugin is being destroyed.
* We need to shutdown and then kill off all external references.
*
* @method Camera3DPlugin#destroy
* @private
* @since 3.0.0
*/
destroy: function ()
{
this.shutdown();
this.pluginManager = null;
this.game = null;
this.scene = null;
this.systems = null;
}
});
module.exports = Camera3DPlugin;