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159 changes: 84 additions & 75 deletions public/src/game objects/graphics/multiple cameras.js
Original file line number Diff line number Diff line change
@@ -1,88 +1,97 @@
var config = {
type: Phaser.WEBGL,
parent: 'phaser-example',
width: 800,
height: 600,
scene: {
create: create,
update: update
},
};

var stars = [];
var cameraRotation = 0;
var camera0, camera1, camera2, camera3;
class Example extends Phaser.Scene
{
constructor ()
{
super ();
this.stars = [];
this.cameraRotation = 0;
this.camera0 = undefined;
this.camera1 = undefined;
this.camera2 = undefined;
this.camera3 = undefined;
}

var game = new Phaser.Game(config);
create ()
{
let radius = 20;
let radius2 = radius * 2;
let maxWidth = (400 / radius2)|0;

function create() {
for (let i = 0; i < 80; ++i)
{
let graphics = this.add.graphics({x: radius + (i % maxWidth) * radius2, y: radius + ((i / maxWidth)|0) * radius2});
this.drawStar(graphics, 0, 0, 5, radius, radius / 2, 0xff0000, 0xFFFF00);
graphics.fillStyle(0xFFFF00 + (i % 0xFF), 1.0);
this.stars.push(graphics);
this.stars[i].rotation += 0.1;
}

var radius = 20;
var radius2 = radius * 2;
var maxWidth = (400 / radius2)|0;
this.cameras.main.setSize(400, 300);

for (var i = 0; i < 80; ++i)
{
var graphics = this.add.graphics({x: radius + (i % maxWidth) * radius2, y: radius + ((i / maxWidth)|0) * radius2});
drawStar(graphics, 0, 0, 5, radius, radius / 2, 0xff0000, 0xFFFF00);
graphics.fillStyle(0xFFFF00 + (i % 0xFF), 1.0);
stars.push(graphics);
stars[i].rotation += 0.1;
this.camera0 = this.cameras.main;
this.camera1 = this.cameras.add(400, 0, 400, 300);
this.camera2 = this.cameras.add(0, 300, 400, 300);
this.camera3 = this.cameras.add(400, 300, 400, 300);
}

this.cameras.main.setSize(400, 300);

camera0 = this.cameras.main;
camera1 = this.cameras.add(400, 0, 400, 300);
camera2 = this.cameras.add(0, 300, 400, 300);
camera3 = this.cameras.add(400, 300, 400, 300);
}

function update() {
camera0.scrollX = Math.cos(cameraRotation) * 100;
camera0.scrollY = Math.sin(cameraRotation) * 100;
camera1.shake(100, 0.01);
camera2.flash(2000);
camera3.fade(2000);
camera3.rotation = Math.sin(cameraRotation);
camera3.zoom = 0.5 + Math.abs(Math.sin(cameraRotation));
if (camera3._fadeAlpha >= 1.0)
update ()
{
camera3._fadeAlpha = 0.0;
camera3.fade(1000);
this.camera0.scrollX = Math.cos(this.cameraRotation) * 100;
this.camera0.scrollY = Math.sin(this.cameraRotation) * 100;
this.camera1.shake(100, 0.01);
this.camera2.flash(2000);
this.camera3.fade(2000);
this.camera3.rotation = Math.sin(this.cameraRotation);
this.camera3.zoom = 0.5 + Math.abs(Math.sin(this.cameraRotation));
if (this.camera3._fadeAlpha >= 1.0)
{
this.camera3._fadeAlpha = 0.0;
this.camera3.fade(1000);
}
for (let i = 0; i < this.stars.length; ++i)
{
let star = this.stars[i];
star.rotation += 0.01;
star.scaleX = 0.5 + Math.abs(Math.sin(star.rotation));
star.scaleY = 0.5 + Math.abs(Math.sin(star.rotation));
}
this.cameraRotation += 0.01;
}
for (var i = 0; i < stars.length; ++i)

drawStar (graphics, cx, cy, spikes, outerRadius, innerRadius, color, lineColor)
{
var star = stars[i];
star.rotation += 0.01;
star.scaleX = 0.5 + Math.abs(Math.sin(star.rotation));
star.scaleY = 0.5 + Math.abs(Math.sin(star.rotation));
let rot = Math.PI / 2 * 3;
let x = cx;
let y = cy;
let step = Math.PI / spikes;
graphics.lineStyle(1, lineColor, 1.0);
graphics.fillStyle(color, 1.0);
graphics.beginPath();
graphics.moveTo(cx, cy - outerRadius);
for (let i = 0; i < spikes; i++) {
x = cx + Math.cos(rot) * outerRadius;
y = cy + Math.sin(rot) * outerRadius;
graphics.lineTo(x, y);
rot += step;

x = cx + Math.cos(rot) * innerRadius;
y = cy + Math.sin(rot) * innerRadius;
graphics.lineTo(x, y);
rot += step;
}
graphics.lineTo(cx, cy - outerRadius);
graphics.closePath();
graphics.fillPath();
graphics.strokePath();
}
cameraRotation += 0.01;
}

function drawStar (graphics, cx, cy, spikes, outerRadius, innerRadius, color, lineColor) {
var rot = Math.PI / 2 * 3;
var x = cx;
var y = cy;
var step = Math.PI / spikes;
graphics.lineStyle(1, lineColor, 1.0);
graphics.fillStyle(color, 1.0);
graphics.beginPath();
graphics.moveTo(cx, cy - outerRadius);
for (i = 0; i < spikes; i++) {
x = cx + Math.cos(rot) * outerRadius;
y = cy + Math.sin(rot) * outerRadius;
graphics.lineTo(x, y);
rot += step;
const config = {
type: Phaser.WEBGL,
parent: 'phaser-example',
width: 800,
height: 600,
scene: [ Example ]
};

x = cx + Math.cos(rot) * innerRadius;
y = cy + Math.sin(rot) * innerRadius;
graphics.lineTo(x, y);
rot += step;
}
graphics.lineTo(cx, cy - outerRadius);
graphics.closePath();
graphics.fillPath();
graphics.strokePath();
}
const game = new Phaser.Game(config);