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<!DOCTYPE html>
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<title>JSDoc: Source: camera/CameraShake.js</title>
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<h1 class="page-title">Source: camera/CameraShake.js</h1>
<section>
<article>
<pre class="prettyprint source linenums"><code>//------------------------------------------------------------------------------
// Constructor scope
//------------------------------------------------------------------------------
/**
* Creates a new instance of CameraShake.
*
* @constructor
*
* @class
* @classdesc
*
* The CameraShake class represents a subsystem for applying a shake effect to
* camera objects.
*/
rune.camera.CameraShake = function() {
//--------------------------------------------------------------------------
// Private properties
//--------------------------------------------------------------------------
/**
* Shake amount in x and y axis.
*
* @type {rune.geom.Point}
* @private
*/
this.m_ammount = new rune.geom.Point(0, 0);
/**
* Method to call when the effect is over.
*
* @type {Function}
* @private
*/
this.m_callback = null;
/**
* How long the camera should shake. Time is given in milliseconds.
*
* @type {number}
* @private
*/
this.m_duration = 0.0;
/**
* Whether the effect should gradually diminish.
*
* @type {boolean}
* @private
*/
this.m_easing = false;
/**
* Elapsed time in milliseconds.
*
* @type {number}
* @private
*/
this.m_elapsed = 0.0;
/**
* Shake offset.
*
* @type {rune.geom.Point}
* @private
*/
this.m_offset = new rune.geom.Point();
/**
* Remaining time in milliseconds.
*
* @type {number}
* @private
*/
this.m_remaining = 0;
/**
* Execution scope for possible callback method.
*
* @type {Object}
* @private
*/
this.m_scope = null;
};
//------------------------------------------------------------------------------
// Public getter and setter methods
//------------------------------------------------------------------------------
/**
* Current offset in the x axis.
*
* @member {number} x
* @memberof rune.camera.CameraShake
* @instance
* @readonly
*/
Object.defineProperty(rune.camera.CameraShake.prototype, "x", {
/**
* @this rune.camera.CameraShake
* @ignore
*/
get : function() {
return this.m_offset.x;
}
});
/**
* Current offset in the y axis.
*
* @member {number} y
* @memberof rune.camera.CameraShake
* @instance
* @readonly
*/
Object.defineProperty(rune.camera.CameraShake.prototype, "y", {
/**
* @this rune.camera.CameraShake
* @ignore
*/
get : function() {
return this.m_offset.y;
}
});
//------------------------------------------------------------------------------
// Public prototype methods (API)
//------------------------------------------------------------------------------
/**
* Activates the shake effect according to specified parameters.
*
* @param {number} duration Shake duration (in milliseconds).
* @param {number} [ammountX=5] Shake offset in x axis.
* @param {number} [ammountY=5] Shake offset in y axis.
* @param {boolean} [easing=false] Shake easing.
* @param {Function} [callback] Callback function.
* @param {Object} [scope] Scope of execution.
*
* @returns {undefined}
*/
rune.camera.CameraShake.prototype.start = function(duration, ammountX, ammountY, easing, callback, scope) {
this.m_elapsed = 0.0;
this.m_duration = duration;
this.m_remaining = this.m_duration;
this.m_ammount.x = parseInt(ammountX, 10) || 5;
this.m_ammount.y = parseInt(ammountY, 10) || 5;
this.m_easing = Boolean(easing);
this.m_callback = callback || null;
this.m_scope = scope || window;
};
/**
* Stops ongoing effect.
*
* @param {boolean} [triggerCallback=false] If the callback is to be activated.
*
* @returns {undefined}
*/
rune.camera.CameraShake.prototype.stop = function(triggerCallback) {
this.m_active = false;
this.m_ammount.x = 0.0;
this.m_ammount.y = 0.0;
this.m_offset.x = 0.0;
this.m_offset.y = 0.0;
if (triggerCallback === true && typeof this.m_callback === "function") {
this.m_callback.call(this.m_scope);
}
};
//------------------------------------------------------------------------------
// Internal prototype methods
//------------------------------------------------------------------------------
/**
* Updates the logic of the effect. This method is called automatically by the
* current camera and thus should not be called manually.
*
* @param {number} step Current time step.
*
* @returns {undefined}
* @package
* @ignore
*/
rune.camera.CameraShake.prototype.update = function(step) {
if (this.m_remaining > 0) {
this.m_remaining -= step;
var e = (this.m_easing) ? this.m_remaining / this.m_duration : 1.0;
var x = this.m_ammount.x * e;
var y = this.m_ammount.y * e;
this.m_offset.x = rune.util.Math.random(-x, x);
this.m_offset.y = rune.util.Math.random(-y, y);
if (this.m_remaining <= 0) {
this.stop(true);
}
}
};
/**
* Removes the subsystem (CameraShake).
*
* @returns {undefined}
* @package
* @ignore
*/
rune.camera.CameraShake.prototype.dispose = function() {
this.m_offset = null;
this.m_ammount = null;
this.m_callback = null;
};</code></pre>
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