"use strict";
var Entity = require("./entity");
/**
* A basic camera. It's really an {@link Splat.Entity}, so you can control it in the same way.
* By changing {@link Splat.Entity#x} and {@link Splat.Entity#y} you control what portion of the canvas is viewable.
* For example, if the Camera is at 50,50, and you draw a rectangle at 200,200,
* it will appear on the screen at 150,150.
* @constructor
* @augments Splat.Entity
* @alias Splat.Camera
* @param {number} x The top-left x coordinate
* @param {number} y The top-left y coordinate
* @param {number} width The width on the x-axis. Currently doesn't do anything.
* @param {number} height The height on the y-axis. Currently doesn't do anything.
*/
function Camera(x, y, width, height) {
Entity.call(this, x, y, width, height);
}
Camera.prototype = Object.create(Entity.prototype);
/**
* Offset all following draw operations on the canvas.
* This is automatically called for you by {@link Splat.Scene}.
* @param {external:CanvasRendingContext2D} context The context to offset
*/
Camera.prototype.draw = function(context) {
context.translate(-(this.x|0), -(this.y|0));
};
/**
* Draw on the canvas at not-offset coordinates.
* For example, if the camera is at 50,50 and you draw a rectangle at 200,200
* it will appear on the screen at 200,200.
* @param {external:CanvasRendingContext2D} context The context to offset
* @param {drawCallback} drawFunc The callback the performs the non-offset drawing.
*/
Camera.prototype.drawAbsolute = function(context, drawFunc) {
context.save();
context.translate(this.x|0, this.y|0);
drawFunc();
context.restore();
};
module.exports = Camera;