phaser/src/renderer/canvas/CanvasRenderer.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @author Mat Groves (@Doormat23)
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A Camera is your view into the game world. It has a position and size and renders only those objects within its field of view.
* The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y
*
* @class Phaser.Camera
* @constructor
* @param {Phaser.Game} game - Game reference to the currently running game.
*/
Phaser.Renderer.Canvas = function (game)
{
console.log('CanvasRenderer Alive');
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
this.type = Phaser.CANVAS;
// this.resolution = game.resolution;
/**
* This sets if the CanvasRenderer will clear the canvas or not before the new render pass.
* If the Stage is NOT transparent Pixi will use a canvas sized fillRect operation every frame to set the canvas background color.
* If the Stage is transparent Pixi will use clearRect to clear the canvas every frame.
* Disable this by setting this to false. For example if your game has a canvas filling background image you often don't need this set.
*
* @property clearBeforeRender
* @type Boolean
* @default
*/
this.clearBeforeRender = game.clearBeforeRender;
/**
* Whether the render view is transparent
*
* @property transparent
* @type Boolean
*/
this.transparent = game.transparent;
/**
* Whether the render view should be resized automatically
*
* @property autoResize
* @type Boolean
*/
this.autoResize = false;
/**
* The width of the canvas view
*
* @property width
* @type Number
* @default 800
*/
this.width = game.width * game.resolution;
/**
* The height of the canvas view
*
* @property height
* @type Number
* @default 600
*/
this.height = game.height * game.resolution;
/**
* The canvas element that everything is drawn to.
*
* @property view
* @type HTMLCanvasElement
*/
this.view = game.canvas;
/**
* The canvas 2d context that everything is drawn with
* @property context
* @type CanvasRenderingContext2D
*/
this.context = this.view.getContext('2d', {
alpha: this.transparent
});
this.smoothProperty = Phaser.Canvas.getSmoothingPrefix(this.context);
this.roundPixels = false;
var so = 'source-over';
this.blendModes = [ so, 'lighter', so, so, so, so, so, so, so, so, so, so, so, so, so, so, so ];
this.currentBlendMode = 0;
this.currentScaleMode = 0;
if (this.game.device.canUseMultiply)
{
this.mapBlendModes();
}
this.resize(this.width, this.height);
// this.renderTypes = [];
// this.renderTypes[Phaser.GROUP] = Phaser.Renderer.Canvas.GameObjects.Container;
// this.renderTypes[Phaser.SPRITE] = Phaser.Renderer.Canvas.GameObjects.Sprite;
};
Phaser.Renderer.Canvas.GameObjects = {
// Populated by the GameObjects classes
};
Phaser.Renderer.Canvas.prototype.constructor = Phaser.Renderer.Canvas;
Phaser.Renderer.Canvas.prototype = {
/**
* Maps Blend modes to Canvas blend modes.
*
* @method mapBlendModes
* @private
*/
mapBlendModes: function ()
{
var modes = Phaser.blendModes;
this.blendModes[modes.MULTIPLY] = 'multiply';
this.blendModes[modes.SCREEN] = 'screen';
this.blendModes[modes.OVERLAY] = 'overlay';
this.blendModes[modes.DARKEN] = 'darken';
this.blendModes[modes.LIGHTEN] = 'lighten';
this.blendModes[modes.COLOR_DODGE] = 'color-dodge';
this.blendModes[modes.COLOR_BURN] = 'color-burn';
this.blendModes[modes.HARD_LIGHT] = 'hard-light';
this.blendModes[modes.SOFT_LIGHT] = 'soft-light';
this.blendModes[modes.DIFFERENCE] = 'difference';
this.blendModes[modes.EXCLUSION] = 'exclusion';
this.blendModes[modes.HUE] = 'hue';
this.blendModes[modes.SATURATION] = 'saturation';
this.blendModes[modes.COLOR] = 'color';
this.blendModes[modes.LUMINOSITY] = 'luminosity';
},
resize: function (width, height)
{
this.width = width * this.game.resolution;
this.height = height * this.game.resolution;
this.view.width = this.width;
this.view.height = this.height;
if (this.autoResize)
{
this.view.style.width = (this.width / this.game.resolution) + 'px';
this.view.style.height = (this.height / this.game.resolution) + 'px';
}
if (this.smoothProperty)
{
this.context[this.smoothProperty] = (this.scaleMode === Phaser.scaleModes.LINEAR);
}
},
/**
* Renders the Phaser.Stage to the canvas view, then iterates through its children.
*
* @method render
* @param stage {Phaser.Stage}
*/
render: function (stage)
{
this.context.setTransform(1, 0, 0, 1, 0, 0);
this.context.globalAlpha = 1;
this.context.globalCompositeOperation = 'source-over';
this.currentBlendMode = 0;
this.currentScaleMode = 0;
// Add Pre-render hook
// this.renderSession.currentBlendMode = 0;
// this.renderSession.shakeX = this.game.camera._shake.x;
// this.renderSession.shakeY = this.game.camera._shake.y;
// Is this needed any longer?
/*
if (navigator.isCocoonJS && this.view.screencanvas)
{
this.context.fillStyle = "black";
this.context.clear();
}
*/
if (this.clearBeforeRender)
{
if (this.transparent)
{
this.context.clearRect(0, 0, this.width, this.height);
}
else if (stage._bgColor)
{
this.context.fillStyle = stage._bgColor.rgba;
this.context.fillRect(0, 0, this.width , this.height);
}
}
stage.render(this, stage);
// Add Post-render hook
},
/**
* This method adds it to the current stack of masks.
*
* @method pushMask
* @param maskData {Object} the maskData that will be pushed
* @param renderSession {Object} The renderSession whose context will be used for this mask manager.
*/
pushMask: function (maskData)
{
this.context.save();
var cacheAlpha = maskData.alpha;
var transform = maskData.worldTransform;
var resolution = this.game.resolution;
this.context.setTransform(
transform.a * resolution,
transform.b * resolution,
transform.c * resolution,
transform.d * resolution,
transform.tx * resolution,
transform.ty * resolution
);
// PIXI.CanvasGraphics.renderGraphicsMask(maskData, context);
this.context.clip();
maskData.worldAlpha = cacheAlpha;
},
popMask: function ()
{
this.context.restore();
},
/**
* Removes everything from the renderer and optionally removes the Canvas DOM element.
*
* @method destroy
* @param [removeView=true] {boolean} Removes the Canvas element from the DOM.
*/
destroy: function ()
{
// CanvasPool
this.view = null;
this.context = null;
this.maskManager = null;
}
};