Class me.Viewport
Extends
me.Rect.
Defined in: <build/melonJS-0.9.3.js>.
| Constructor Attributes | Constructor Name and Description |
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me.Viewport(minX, minY, maxX, maxY, realw, realh)
a camera/viewport Object
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| Field Attributes | Field Name and Description |
|---|---|
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Axis constant
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| Method Attributes | Method Name and Description |
|---|---|
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fadeIn(color, duration, onComplete)
fadeIn effect
fade to the specified color |
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fadeOut(color, duration, onComplete)
fadeOut(flash) effect
screen is filled with the specified color and slowy goes back to normal |
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follow(Object, axis)
set the viewport to follow the specified entity
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return the viewport height
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getWidth()
return the viewport width
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isVisible(rect)
check if the specified rectange is in the viewport
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move(x, y)
move the viewport to the specified coordinates
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reset(x, y)
reset the viewport to specified coordinates
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setBounds(w, h)
set the viewport bound (real world limit)
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setDeadzone(w, h)
Change the deadzone settings
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shake(intensity, duration, axis, onComplete)
shake the camera
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Class Detail
me.Viewport(minX, minY, maxX, maxY, realw, realh)
a camera/viewport Object
- Parameters:
- {int} minX
- start x offset
- {int} minY
- start y offset
- {int} maxX
- end x offset
- {int} maxY
- end y offset
- {int} realw Optional
- real world width limit
- {int} realh Optional
- real world height limit
Field Detail
AXIS
Axis constant
Method Detail
fadeIn(color, duration, onComplete)
fadeIn effect
fade to the specified color
- Parameters:
- {string} color
- in #rrggbb format
- {int} duration Optional, Default: "1000"
- in ms
- {function} onComplete Optional
- callback once effect is over
fadeOut(color, duration, onComplete)
fadeOut(flash) effect
screen is filled with the specified color and slowy goes back to normal
- Parameters:
- {string} color
- in #rrggbb format
- {Int} duration Optional, Default: "1000"
- in ms
- {function} onComplete Optional
- callback once effect is over
follow(Object, axis)
set the viewport to follow the specified entity
- Parameters:
- {Object} Object
- ObjectEntity or Position Vector to follow
- {axis} axis Optional, Default: "AXIS.BOTH"
- AXIS.HORIZONTAL, AXIS.VERTICAL, AXIS.BOTH
{int}
getHeight()
return the viewport height
- Returns:
- {int}
{int}
getWidth()
return the viewport width
- Returns:
- {int}
{boolean}
isVisible(rect)
check if the specified rectange is in the viewport
- Parameters:
- {me.Rect} rect
- Returns:
- {boolean}
move(x, y)
move the viewport to the specified coordinates
- Parameters:
- {int} x
- {int} y
reset(x, y)
reset the viewport to specified coordinates
- Parameters:
- {int} x
- {int} y
setBounds(w, h)
set the viewport bound (real world limit)
- Parameters:
- {int} w
- real world width
- {int} h
- real world height
setDeadzone(w, h)
Change the deadzone settings
- Parameters:
- {int} w
- deadzone width
- {int} h
- deadzone height
shake(intensity, duration, axis, onComplete)
shake the camera
// shake it baby ! me.game.viewport.shake(10, 30, me.game.viewport.AXIS.BOTH);
- Parameters:
- {int} intensity
- maximum offset that the screen can be moved while shaking
- {int} duration
- expressed in frame
- {axis} axis
- specify on which axis you want the shake effect (AXIS.HORIZONTAL, AXIS.VERTICAL, AXIS.BOTH)
- {function} onComplete Optional
- callback once shaking effect is over