puzzle/game/Camera.js

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2.7 KiB
JavaScript
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export default class Camera {
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constructor(canvas) {
this.x = 0
this.y = 0
// TODO: when canvas resizes, this should
// syncronize with the cam
this.width = canvas.width
this.height = canvas.height
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this.zoom = 1
this.minZoom = .1
this.maxZoom = 6
this.zoomStep = .05
}
rect() {
return {
x: -this.x,
y: -this.y,
w: this.width / this.zoom,
h: this.height / this.zoom,
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}
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}
move(x, y) {
this.x += x / this.zoom
this.y += y / this.zoom
}
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setZoom(newzoom) {
const zoom = Math.min(Math.max(newzoom, this.minZoom), this.maxZoom)
if (zoom == this.zoom) {
return false
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}
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// centered zoom
// TODO: mouse-centered-zoom
this.x -= Math.round(((this.width / this.zoom) - (this.width / zoom)) / 2)
this.y -= Math.round(((this.height / this.zoom) - (this.height / zoom)) / 2)
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this.zoom = zoom
return true
}
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zoomOut() {
return this.setZoom(this.zoom - this.zoomStep * this.zoom)
}
zoomIn() {
return this.setZoom(this.zoom + this.zoomStep * this.zoom)
}
/**
* Translate a coordinate in the viewport to a
* coordinate in the world, rounded
* @param {x, y} coord
*/
viewportToWorld(coord) {
const worldCoord = this.viewportToWorldRaw(coord)
return {
x: Math.round(worldCoord.x),
y: Math.round(worldCoord.y),
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}
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}
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/**
* Translate a coordinate in the viewport to a
* coordinate in the world, not rounded
* @param {x, y} coord
*/
viewportToWorldRaw(coord) {
return {
x: (coord.x / this.zoom) - this.x,
y: (coord.y / this.zoom) - this.y,
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}
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}
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/**
* Translate a coordinate in the world to a
* coordinate in the viewport, rounded
* @param {x, y} coord
*/
worldToViewport(coord) {
const viewportCoord = this.worldToViewportRaw(coord)
return {
x: Math.round(viewportCoord.x),
y: Math.round(viewportCoord.y),
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}
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}
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/**
* Translate a coordinate in the world to a
* coordinate in the viewport, not rounded
* @param {x, y} coord
*/
worldToViewportRaw(coord) {
return {
x: (coord.x + this.x) * this.zoom,
y: (coord.y + this.y) * this.zoom,
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}
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}
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/**
* Translate a 2d dimension (width/height) in the world to
* one in the viewport, rounded
* @param {x, y} coord
*/
worldDimToViewport(dim) {
const viewportDim = this.worldDimToViewportRaw(dim)
return {
w: Math.round(viewportDim.w),
h: Math.round(viewportDim.h),
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}
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}
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/**
* Translate a 2d dimension (width/height) in the world to
* one in the viewport, not rounded
* @param {x, y} coord
*/
worldDimToViewportRaw(dim) {
return {
w: dim.w * this.zoom,
h: dim.h * this.zoom,
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}
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}
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}