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249 lines
7.4 KiB
JavaScript
249 lines
7.4 KiB
JavaScript
/*
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* Game Develop JS Platform
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* Copyright 2013-2014 Florian Rival (Florian.Rival@gmail.com). All rights reserved.
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* This project is released under the GNU Lesser General Public License.
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*/
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/**
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* Represents a layer used to display objects.<br>
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* The layer connects its Pixi container to the Pixi stage during its construction,
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* but then it is objects responsibility to connect themselves to the layer's container
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* ( See addChildToPIXIContainer method ).<br>
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* Layers do not provide direct access to their pixi container as they do some extra work
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* to ensure that z orders remains correct.
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*
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* <b>TODO:</b> Viewports and support for multiple cameras
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*
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* @class Layer
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* @namespace gdjs
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* @constructor
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*/
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gdjs.Layer = function(name, runtimeScene)
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{
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this._name = name;
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this._cameraRotation = 0;
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this._zoomFactor = 1;
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this._hidden = false;
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this._pixiRenderer = runtimeScene.getPIXIRenderer();
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this._pixiContainer = new PIXI.DisplayObjectContainer(); //The container of the layer
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this._cameraX = runtimeScene.getGame().getDefaultWidth()/2;
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this._cameraY = runtimeScene.getGame().getDefaultHeight()/2;
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this._defaultWidth = runtimeScene.getGame().getDefaultWidth();
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this._defaultHeight = runtimeScene.getGame().getDefaultHeight();
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runtimeScene.getPIXIContainer().addChild(this._pixiContainer);
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};
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/**
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* Update the position of the PIXI container. To be called after each change
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* made to position, zoom or rotation of the camera.
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* @private
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*/
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gdjs.Layer.prototype._updatePixiContainerPosition = function() {
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var angle = -gdjs.toRad(this._cameraRotation);
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this._pixiContainer.rotation = angle;
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this._pixiContainer.scale.x = this._zoomFactor;
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this._pixiContainer.scale.y = this._zoomFactor;
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var centerX = (this._cameraX*this._zoomFactor)*Math.cos(angle)-(this._cameraY*this._zoomFactor)*Math.sin(angle);
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var centerY = (this._cameraX*this._zoomFactor)*Math.sin(angle)+(this._cameraY*this._zoomFactor)*Math.cos(angle);
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this._pixiContainer.position.x = -centerX;
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this._pixiContainer.position.y = -centerY;
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this._pixiContainer.position.x += this._defaultWidth/2;
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this._pixiContainer.position.y += this._defaultHeight/2;
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};
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/**
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* Get the name of the layer
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* @method getName
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* @return {String} The name of the layer
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*/
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gdjs.Layer.prototype.getName = function() {
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return this._name;
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};
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/**
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* Add a child to the pixi container associated to the layer.<br>
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* All objects which are on this layer must be children of this container.<br>
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*
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* @method addChildToPIXIContainer
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* @param child The child ( PIXI object ) to be added.
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* @param zOrder The z order of the associated object.
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*/
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gdjs.Layer.prototype.addChildToPIXIContainer = function(child, zOrder) {
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child.zOrder = zOrder; //Extend the pixi object with a z order.
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for( var i = 0, len = this._pixiContainer.children.length; i < len;++i) {
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if ( this._pixiContainer.children[i].zOrder >= zOrder ) { //TODO : Dichotomic search
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this._pixiContainer.addChildAt(child, i);
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return;
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}
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}
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this._pixiContainer.addChild(child);
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};
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/**
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* Change the z order of a child associated to an object.
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*
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* @method changePIXIContainerChildZOrder
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* @param child The child ( PIXI object ) to be modified.
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* @param newZOrder The z order of the associated object.
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*/
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gdjs.Layer.prototype.changePIXIContainerChildZOrder = function(child, newZOrder) {
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this._pixiContainer.removeChild(child);
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this.addChildToPIXIContainer(child, newZOrder);
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};
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/**
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* Remove a child from the internal pixi container.<br>
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* Should be called when an object is deleted or removed from the layer.
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*
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* @method removePIXIContainerChild
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* @param child The child ( PIXI object ) to be removed.
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*/
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gdjs.Layer.prototype.removePIXIContainerChild = function(child) {
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this._pixiContainer.removeChild(child);
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};
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/**
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* Change the camera center X position.<br>
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*
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* @method getCameraX
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* @param cameraId The camera number. Currently ignored.
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* @return The x position of the camera
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*/
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gdjs.Layer.prototype.getCameraX = function(cameraId) {
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return this._cameraX;
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};
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/**
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* Change the camera center Y position.<br>
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*
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* @method getCameraY
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* @param cameraId The camera number. Currently ignored.
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* @return The y position of the camera
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*/
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gdjs.Layer.prototype.getCameraY = function(cameraId) {
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return this._cameraY;
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};
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/**
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* Set the camera center X position.<br>
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*
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* @method setCameraX
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* @param x {Number} The new x position
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* @param cameraId The camera number. Currently ignored.
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*/
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gdjs.Layer.prototype.setCameraX = function(x, cameraId) {
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this._cameraX = x;
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this._updatePixiContainerPosition();
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};
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/**
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* Set the camera center Y position.<br>
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*
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* @method setCameraY
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* @param y {Number} The new y position
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* @param cameraId The camera number. Currently ignored.
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*/
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gdjs.Layer.prototype.setCameraY = function(y, cameraId) {
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this._cameraY = y;
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this._updatePixiContainerPosition();
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};
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gdjs.Layer.prototype.getCameraWidth = function(cameraId) {
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return (+this._defaultWidth)*1/this._pixiContainer.scale.x;
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};
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gdjs.Layer.prototype.getCameraHeight = function(cameraId) {
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return (+this._defaultHeight)*1/this._pixiContainer.scale.y;
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};
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gdjs.Layer.prototype.show = function(enable) {
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this._hidden = !enable;
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this._pixiContainer.visible = !!enable;
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};
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/**
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* Check if the layer is visible.<br>
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*
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* @method isVisible
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* @return true if the layer is visible.
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*/
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gdjs.Layer.prototype.isVisible = function() {
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return !this._hidden;
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};
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/**
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* Set the zoom of a camera.<br>
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*
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* @method setCameraZoom
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* @param The new zoom. Must be superior to 0. 1 is the default zoom.
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* @param cameraId The camera number. Currently ignored.
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*/
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gdjs.Layer.prototype.setCameraZoom = function(newZoom, cameraId) {
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this._zoomFactor = newZoom;
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this._updatePixiContainerPosition();
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};
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/**
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* Get the zoom of a camera.<br>
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*
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* @method getZoom
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* @param cameraId The camera number. Currently ignored.
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* @return The zoom.
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*/
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gdjs.Layer.prototype.getCameraZoom = function(cameraId) {
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return this._zoomFactor;
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};
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/**
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* Get the rotation of the camera, expressed in degrees.<br>
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*
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* @method getCameraRotation
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* @param cameraId The camera number. Currently ignored.
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* @return The rotation, in degrees.
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*/
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gdjs.Layer.prototype.getCameraRotation = function(cameraId) {
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return this._cameraRotation;
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};
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/**
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* Set the rotation of the camera, expressed in degrees.<br>
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* The rotation is made around the camera center.
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*
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* @method setCameraRotation
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* @param rotation {Number} The new rotation, in degrees.
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* @param cameraId The camera number. Currently ignored.
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*/
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gdjs.Layer.prototype.setCameraRotation = function(rotation, cameraId) {
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this._cameraRotation = rotation;
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this._updatePixiContainerPosition();
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};
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/**
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* Convert a point from the canvas coordinates (For example, the mouse position) to the
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* "world" coordinates.
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*
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* @method convertCoords
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* @param x {Number} The x position, in canvas coordinates.
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* @param y {Number} The y position, in canvas coordinates.
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* @param cameraId The camera number. Currently ignored.
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*/
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gdjs.Layer.prototype.convertCoords = function(x,y, cameraId) {
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x -= this._defaultWidth/2;
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y -= this._defaultHeight/2;
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x /= Math.abs(this._pixiContainer.scale.x);
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y /= Math.abs(this._pixiContainer.scale.y);
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var tmp = x;
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x = Math.cos(this._cameraRotation/180*3.14159)*x - Math.sin(this._cameraRotation/180*3.14159)*y;
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y = Math.sin(this._cameraRotation/180*3.14159)*tmp + Math.cos(this._cameraRotation/180*3.14159)*y;
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return [x+this.getCameraX(cameraId), y+this.getCameraY(cameraId)];
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};
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