Created
March 1, 2013 20:27
A simple camera for ImpactJS. Also allows for a mask overlay for simple lighting effects.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
ig.module( | |
'game.plugins.camera' | |
) | |
.requires( | |
'impact.game', | |
'impact.image' | |
) | |
.defines(function () { | |
ig.Game.inject({ | |
cameraFollow:null, | |
lightOffset:{ x:0, y:0 }, | |
lightMask:new ig.Image("media/sprites/lighting-effect.png"), | |
quakeTimer: new ig.Timer(), | |
duration: 1, | |
loadLevel:function (data) { | |
this.parent(data); | |
this.mainMap = ig.game.getMapByName("main"); | |
var tileSize = this.mainMap.tilesize; | |
this.screenBoundary = { | |
min:{ x:0, y:-tileSize * .5 }, | |
max:{ x:(this.mainMap.width * tileSize) - ig.system.width, y:(this.mainMap.height * tileSize) - (tileSize) - ig.system.height } | |
}; | |
}, | |
update:function () { | |
// Update all entities and backgroundMaps | |
this.parent(); | |
if (this.cameraFollow) { | |
this.screen.x = this.cameraFollow.pos.x - (ig.system.width * .5) + this.cameraFollow.size.x * .5; | |
this.screen.y = this.cameraFollow.pos.y - (ig.system.height * .5) - this.screenBoundary.min.y + this.cameraYOffset - 100; | |
if (this.screen.x < this.screenBoundary.min.x) | |
this.screen.x = this.screenBoundary.min.x; | |
else if (this.screen.x > this.screenBoundary.max.x) | |
this.screen.x = this.screenBoundary.max.x; | |
if (this.screen.y < 0) | |
this.screen.y = 0; | |
//TODO make sure this is good here | |
if (this.lightMask) { | |
this.lightOffset.x = (this.cameraFollow.pos.x - this.screen.x) - this.lightMask.width * .5; | |
this.lightOffset.y = (this.cameraFollow.pos.y - this.screen.y) - this.lightMask.height * .5; | |
} | |
} | |
if (!this.paused) { | |
// Handle screen shake | |
var delta = this.quakeTimer.delta(); | |
if (delta < -0.1) { | |
this.quakeRunning = true; | |
var s = this.strength * Math.pow(-delta / this.duration, 2); | |
if (s > 0.5) { | |
ig.game.screen.x += Math.random().map(0, 1, -s, s); | |
ig.game.screen.y += Math.random().map(0, 1, -s, s); | |
} | |
} else { | |
this.quakeRunning = false; | |
} | |
} | |
}, | |
draw:function () { | |
this.parent(); | |
if (this.cameraFollow) { | |
// Draw light mask | |
if (this.lightMask) | |
this.lightMask.draw(this.lightOffset.x, this.lightOffset.y); | |
} | |
}, | |
shake: function (duration, strength, ignoreShakeLock) { | |
this.duration = duration ? duration : 1; | |
this.strength = strength ? strength : 3; | |
if (!ignoreShakeLock && this.quakeRunning) { | |
return; | |
} | |
//this.enterSFX.play(); | |
this.quakeTimer.set(this.duration); | |
} | |
}) | |
}); |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment