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196 lines
5.1 KiB
JavaScript
196 lines
5.1 KiB
JavaScript
/*
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* GDevelop JS Platform
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* Copyright 2013-2016 Florian Rival (Florian.Rival@gmail.com). All rights reserved.
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* This project is released under the MIT License.
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*/
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/**
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* Represents a layer used to display objects.
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*
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* The layer connects its Pixi container to the Pixi stage during its construction,
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* but then it is objects responsibility to connect themselves to the layer's container
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* (see addChildToPIXIContainer method).
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*
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* Layers do not provide direct access to their pixi container as they do some extra work
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* to ensure that z orders remains correct.
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*
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* *Not yet implemented:* Viewports and support for multiple cameras
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*
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* @class Layer
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* @namespace gdjs
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* @constructor
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*/
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gdjs.Layer = function(layerData, runtimeScene)
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{
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this._name = layerData.name;
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this._cameraRotation = 0;
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this._zoomFactor = 1;
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this._hidden = !layerData.visibility;
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this._cameraX = runtimeScene.getGame().getDefaultWidth()/2;
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this._cameraY = runtimeScene.getGame().getDefaultHeight()/2;
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this._width = runtimeScene.getGame().getDefaultWidth();
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this._height = runtimeScene.getGame().getDefaultHeight();
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this._renderer = new gdjs.LayerPixiRenderer(this, runtimeScene.getRenderer());
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this.show(!this._hidden);
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};
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gdjs.Layer.prototype.getRenderer = function() {
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return this._renderer;
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};
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/**
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* Get the name of the layer
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* @method getName
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* @return {String} The name of the layer
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*/
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gdjs.Layer.prototype.getName = function() {
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return this._name;
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};
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/**
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* Change the camera center X position.
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*
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* @method getCameraX
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* @param cameraId The camera number. Currently ignored.
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* @return The x position of the camera
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*/
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gdjs.Layer.prototype.getCameraX = function(cameraId) {
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return this._cameraX;
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};
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/**
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* Change the camera center Y position.
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*
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* @method getCameraY
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* @param cameraId The camera number. Currently ignored.
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* @return The y position of the camera
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*/
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gdjs.Layer.prototype.getCameraY = function(cameraId) {
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return this._cameraY;
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};
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/**
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* Set the camera center X position.
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*
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* @method setCameraX
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* @param x {Number} The new x position
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* @param cameraId The camera number. Currently ignored.
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*/
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gdjs.Layer.prototype.setCameraX = function(x, cameraId) {
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this._cameraX = x;
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this._renderer.updatePosition();
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};
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/**
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* Set the camera center Y position.
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*
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* @method setCameraY
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* @param y {Number} The new y position
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* @param cameraId The camera number. Currently ignored.
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*/
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gdjs.Layer.prototype.setCameraY = function(y, cameraId) {
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this._cameraY = y;
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this._renderer.updatePosition();
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};
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gdjs.Layer.prototype.getCameraWidth = function(cameraId) {
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return (+this._width)*1/this._zoomFactor;
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};
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gdjs.Layer.prototype.getCameraHeight = function(cameraId) {
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return (+this._height)*1/this._zoomFactor;
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};
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gdjs.Layer.prototype.show = function(enable) {
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this._hidden = !enable;
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this._renderer.updateVisibility(enable);
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};
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/**
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* Check if the layer is visible.
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*
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* @method isVisible
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* @return true if the layer is visible.
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*/
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gdjs.Layer.prototype.isVisible = function() {
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return !this._hidden;
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};
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/**
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* Set the zoom of a camera.
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*
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* @method setCameraZoom
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* @param The new zoom. Must be superior to 0. 1 is the default zoom.
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* @param cameraId The camera number. Currently ignored.
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*/
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gdjs.Layer.prototype.setCameraZoom = function(newZoom, cameraId) {
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this._zoomFactor = newZoom;
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this._renderer.updatePosition();
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};
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/**
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* Get the zoom of a camera.
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*
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* @method getZoom
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* @param cameraId The camera number. Currently ignored.
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* @return The zoom.
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*/
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gdjs.Layer.prototype.getCameraZoom = function(cameraId) {
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return this._zoomFactor;
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};
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/**
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* Get the rotation of the camera, expressed in degrees.
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*
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* @method getCameraRotation
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* @param cameraId The camera number. Currently ignored.
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* @return The rotation, in degrees.
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*/
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gdjs.Layer.prototype.getCameraRotation = function(cameraId) {
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return this._cameraRotation;
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};
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/**
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* Set the rotation of the camera, expressed in degrees.
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* The rotation is made around the camera center.
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*
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* @method setCameraRotation
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* @param rotation {Number} The new rotation, in degrees.
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* @param cameraId The camera number. Currently ignored.
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*/
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gdjs.Layer.prototype.setCameraRotation = function(rotation, cameraId) {
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this._cameraRotation = rotation;
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this._renderer.updatePosition();
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};
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/**
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* Convert a point from the canvas coordinates (For example, the mouse position) to the
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* "world" coordinates.
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*
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* @method convertCoords
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* @param x {Number} The x position, in canvas coordinates.
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* @param y {Number} The y position, in canvas coordinates.
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* @param cameraId The camera number. Currently ignored.
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*/
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gdjs.Layer.prototype.convertCoords = function(x,y, cameraId) {
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x -= this._width/2;
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y -= this._height/2;
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x /= Math.abs(this._zoomFactor);
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y /= Math.abs(this._zoomFactor);
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var tmp = x;
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x = Math.cos(this._cameraRotation/180*3.14159)*x - Math.sin(this._cameraRotation/180*3.14159)*y;
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y = Math.sin(this._cameraRotation/180*3.14159)*tmp + Math.cos(this._cameraRotation/180*3.14159)*y;
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return [x+this.getCameraX(cameraId), y+this.getCameraY(cameraId)];
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};
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gdjs.Layer.prototype.getWidth = function() {
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return this._width;
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};
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gdjs.Layer.prototype.getHeight = function() {
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return this._height;
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};
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