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Camera for Phaser
var game = require('../common/game');
class Camera extends Phaser.Group {
constructor({x = 0, y = 0}) {
super(game);
var {world, physics, camera} = game;
var {centerX, centerY, bounds} = world;
this.scale.setTo(1, 1);
this.position.setTo(x, y);
this.bounds = Phaser.Rectangle.clone(bounds);
this.stalker = game.add.sprite(0, 0, null);
this.stalker.position.setTo(centerX, centerY);
physics.arcade.enable(this.stalker);
camera.follow(this.stalker);
this.nullTarget = game.add.sprite(centerX, centerY, null);
this.target = this.nullTarget;
this.secondsToTarget = 0.5;
this.safeDistance = 3;
return this;
}
removeTarget(){
this.target = this.nullTarget;
}
follow(target){
this.target = target.world;
}
get speed(){
var distance = this.stalker.position.distance(this.target);
if (distance < this.safeDistance) return 0;
else return distance/this.secondsToTarget;
}
update(){
super.update();
if (this.target) {
var {stalker, target, speed} = this;
var position = stalker.position;
var arcade = game.physics.arcade;
if (!speed) position.copyFrom(target);
else arcade.moveToObject(stalker, target, speed);
}
}
zoomTo(scale, duration){
var bounds = this.bounds;
var cameraBounds = game.camera.bounds;
var postionScale = (1 - scale) / 2;
var x = bounds.width * postionScale,
y = bounds.height * postionScale,
width = bounds.width * scale,
height = bounds.height * scale;
if (!duration) {
cameraBounds.x = x;
cameraBounds.y = y;
cameraBounds.width = width;
cameraBounds.height = height;
this.scale.setTo(scale);
} else {
game.add.tween(cameraBounds)
.to({x, y, width, height}, duration).start();
return game.add.tween(this.scale)
.to({x: scale, y: scale}, duration).start();
}
}
};
module.exports = Camera;
@yougotashovel

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commented Dec 2, 2015

Do you have an ES5 version of this available? My game is not currently in ES6, but i would love to use this.

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