1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* WARNING: This is an EXPERIMENTAL class. The API will change significantly in the coming versions and is incomplete.
* Please try to avoid using in production games with a long time to build.
* This is also why the documentation is incomplete.
*
* FlexGrid is a a responsive grid manager that works in conjunction with the ScaleManager RESIZE scaling mode and FlexLayers
* to provide for game object positioning in a responsive manner.
*
* @class Phaser.FlexGrid
* @constructor
* @param {Phaser.ScaleManager} manager - The ScaleManager.
* @param {number} width - The width of the game.
* @param {number} height - The height of the game.
*/
Phaser.FlexGrid = function (manager, width, height) {
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = manager.game;
/**
* @property {Phaser.ScaleManager} scale - A reference to the ScaleManager.
*/
this.manager = manager;
// The perfect dimensions on which everything else is based
this.width = width;
this.height = height;
this.boundsCustom = new Phaser.Rectangle(0, 0, width, height);
this.boundsFluid = new Phaser.Rectangle(0, 0, width, height);
this.boundsFull = new Phaser.Rectangle(0, 0, width, height);
this.boundsNone = new Phaser.Rectangle(0, 0, width, height);
/**
* @property {Phaser.Point} position -
* @readonly
*/
this.positionCustom = new Phaser.Point(0, 0);
this.positionFluid = new Phaser.Point(0, 0);
this.positionFull = new Phaser.Point(0, 0);
this.positionNone = new Phaser.Point(0, 0);
/**
* @property {Phaser.Point} scaleFactor - The scale factor based on the game dimensions vs. the scaled dimensions.
* @readonly
*/
this.scaleCustom = new Phaser.Point(1, 1);
this.scaleFluid = new Phaser.Point(1, 1);
this.scaleFluidInversed = new Phaser.Point(1, 1);
this.scaleFull = new Phaser.Point(1, 1);
this.scaleNone = new Phaser.Point(1, 1);
this.customWidth = 0;
this.customHeight = 0;
this.customOffsetX = 0;
this.customOffsetY = 0;
this.ratioH = width / height;
this.ratioV = height / width;
this.multiplier = 0;
this.layers = [];
};
Phaser.FlexGrid.prototype = {
/**
* Sets the core game size. This resets the w/h parameters and bounds.
*
* @method setSize
* @param {number} width - The new dimensions.
* @param {number} height - The new dimensions.
*/
setSize: function (width, height) {
// These are locked and don't change until setSize is called again
this.width = width;
this.height = height;
this.ratioH = width / height;
this.ratioV = height / width;
this.scaleNone = new Phaser.Point(1, 1);
this.boundsNone.width = this.width;
this.boundsNone.height = this.height;
this.refresh();
},
// Need ability to create your own layers with custom scaling, etc.
/**
* A custom layer is centered on the game and maintains its aspect ratio as it scales up and down.
*
* @method createCustomLayer
* @param {number} width - Width of this layer in pixels.
* @param {number} height - Height of this layer in pixels.
* @param {array} [children] - An array of children that are used to populate the FlexLayer.
* @return {Phaser.FlexLayer} The Layer object.
*/
createCustomLayer: function (width, height, children, addToWorld) {
if (typeof addToWorld === 'undefined') { addToWorld = true; }
this.customWidth = width;
this.customHeight = height;
this.boundsCustom.width = width;
this.boundsCustom.height = height;
var layer = new Phaser.FlexLayer(this, this.positionCustom, this.boundsCustom, this.scaleCustom);
if (addToWorld)
{
this.game.world.add(layer);
}
this.layers.push(layer);
if (typeof children !== 'undefined' && typeof children !== null)
{
layer.addMultiple(children);
}
return layer;
},
/**
* A fluid layer is centered on the game and maintains its aspect ratio as it scales up and down.
*
* @method createFluidLayer
* @param {array} [children] - An array of children that are used to populate the FlexLayer.
* @return {Phaser.FlexLayer} The Layer object.
*/
createFluidLayer: function (children, addToWorld) {
if (typeof addToWorld === 'undefined') { addToWorld = true; }
var layer = new Phaser.FlexLayer(this, this.positionFluid, this.boundsFluid, this.scaleFluid);
if (addToWorld)
{
this.game.world.add(layer);
}
this.layers.push(layer);
if (typeof children !== 'undefined' && typeof children !== null)
{
layer.addMultiple(children);
}
return layer;
},
/**
* A full layer is placed at 0,0 and extends to the full size of the game. Children are scaled according to the fluid ratios.
*
* @method createFullLayer
* @param {array} [children] - An array of children that are used to populate the FlexLayer.
* @return {Phaser.FlexLayer} The Layer object.
*/
createFullLayer: function (children) {
var layer = new Phaser.FlexLayer(this, this.positionFull, this.boundsFull, this.scaleFluid);
this.game.world.add(layer);
this.layers.push(layer);
if (typeof children !== 'undefined')
{
layer.addMultiple(children);
}
return layer;
},
/**
* A fixed layer is centered on the game and is the size of the required dimensions and is never scaled.
*
* @method createFixedLayer
* @param {array} [children] - An array of children that are used to populate the FlexLayer.
* @return {Phaser.FlexLayer} The Layer object.
*/
createFixedLayer: function (children) {
var layer = new Phaser.FlexLayer(this, this.positionNone, this.boundsNone, this.scaleNone);
this.game.world.add(layer);
this.layers.push(layer);
if (typeof children !== 'undefined')
{
layer.addMultiple(children);
}
return layer;
},
/**
* Resets the layer children references
*
* @method reset
*/
reset: function () {
var i = this.layers.length;
while (i--)
{
if (!this.layers[i].persist)
{
// Remove references to this class
this.layers[i].position = null;
this.layers[i].scale = null;
this.layers.slice(i, 1);
}
}
},
/**
* Called when the game container changes dimensions.
*
* @method onResize
* @param {number} width - The new width of the game container.
* @param {number} height - The new height of the game container.
*/
onResize: function (width, height) {
this.refresh(width, height);
},
/**
* Updates all internal vars such as the bounds and scale values.
*
* @method refresh
*/
refresh: function () {
this.multiplier = Math.min((this.manager.height / this.height), (this.manager.width / this.width));
this.boundsFluid.width = Math.round(this.width * this.multiplier);
this.boundsFluid.height = Math.round(this.height * this.multiplier);
this.scaleFluid.set(this.boundsFluid.width / this.width, this.boundsFluid.height / this.height);
this.scaleFluidInversed.set(this.width / this.boundsFluid.width, this.height / this.boundsFluid.height);
this.scaleFull.set(this.boundsFull.width / this.width, this.boundsFull.height / this.height);
this.boundsFull.width = this.manager.width * this.scaleFluidInversed.x;
this.boundsFull.height = this.manager.height * this.scaleFluidInversed.y;
this.boundsFluid.centerOn(this.manager.bounds.centerX, this.manager.bounds.centerY);
this.boundsNone.centerOn(this.manager.bounds.centerX, this.manager.bounds.centerY);
this.positionFluid.set(this.boundsFluid.x, this.boundsFluid.y);
this.positionNone.set(this.boundsNone.x, this.boundsNone.y);
// Custom Layer
/*
if (this.customWidth > 0)
{
var customMultiplier = Math.min((this.manager.height / this.customHeight), (this.manager.width / this.customWidth));
this.boundsCustom.width = Math.round(this.customWidth * customMultiplier);
this.boundsCustom.height = Math.round(this.customHeight * customMultiplier);
this.boundsCustom.centerOn(this.manager.bounds.centerX, this.manager.bounds.centerY);
this.scaleCustom.set(this.boundsCustom.width / this.width, this.boundsCustom.height / this.height);
this.positionCustom.set(this.boundsCustom.x, this.boundsCustom.y);
}
*/
},
/**
* Call in the render function to output the bounds rects.
*
* @method debug
*/
debug: function () {
// for (var i = 0; i < this.layers.length; i++)
// {
// this.layers[i].debug();
// }
// this.game.debug.text(this.boundsFull.width + ' x ' + this.boundsFull.height, this.boundsFull.x + 4, this.boundsFull.y + 16);
// this.game.debug.geom(this.boundsFull, 'rgba(0,0,255,0.9', false);
this.game.debug.text(this.boundsFluid.width + ' x ' + this.boundsFluid.height, this.boundsFluid.x + 4, this.boundsFluid.y + 16);
this.game.debug.geom(this.boundsFluid, 'rgba(255,0,0,0.9', false);
// this.game.debug.text(this.boundsNone.width + ' x ' + this.boundsNone.height, this.boundsNone.x + 4, this.boundsNone.y + 16);
// this.game.debug.geom(this.boundsNone, 'rgba(0,255,0,0.9', false);
// this.game.debug.text(this.boundsCustom.width + ' x ' + this.boundsCustom.height, this.boundsCustom.x + 4, this.boundsCustom.y + 16);
// this.game.debug.geom(this.boundsCustom, 'rgba(255,255,0,0.9', false);
}
};
Phaser.FlexGrid.prototype.constructor = Phaser.FlexGrid;