2016-10-03 11:44:54 +00:00
|
|
|
/**
|
|
|
|
* @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 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);
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
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.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
|
|
|
|
);
|
|
|
|
|
2016-10-03 16:14:44 +00:00
|
|
|
this.applyMask(maskData);
|
2016-10-03 11:44:54 +00:00
|
|
|
|
|
|
|
this.context.clip();
|
|
|
|
|
|
|
|
maskData.worldAlpha = cacheAlpha;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2016-10-03 16:14:44 +00:00
|
|
|
/*
|
|
|
|
* Renders a graphics mask
|
|
|
|
*
|
|
|
|
* @static
|
|
|
|
* @private
|
|
|
|
* @method renderGraphicsMask
|
|
|
|
* @param graphics {Graphics} the graphics which will be used as a mask
|
|
|
|
* @param context {CanvasRenderingContext2D} the context 2d method of the canvas
|
|
|
|
*/
|
|
|
|
applyMask: function (graphics)
|
|
|
|
{
|
|
|
|
var len = graphics.graphicsData.length;
|
|
|
|
|
|
|
|
if (len === 0)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
var context = this.context;
|
|
|
|
|
|
|
|
context.beginPath();
|
|
|
|
|
|
|
|
for (var i = 0; i < len; i++)
|
|
|
|
{
|
|
|
|
var data = graphics.graphicsData[i];
|
|
|
|
var shape = data.shape;
|
|
|
|
|
|
|
|
switch (data.type)
|
|
|
|
{
|
|
|
|
case Phaser.RECTANGLE:
|
|
|
|
|
|
|
|
context.rect(shape.x, shape.y, shape.width, shape.height);
|
|
|
|
context.closePath();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case Phaser.CIRCLE:
|
|
|
|
|
|
|
|
context.arc(shape.x, shape.y, shape.radius, 0, 2 * Math.PI);
|
|
|
|
context.closePath();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case Phaser.POLYGON:
|
|
|
|
|
|
|
|
var points = shape.points;
|
|
|
|
|
|
|
|
context.moveTo(points[0], points[1]);
|
|
|
|
|
|
|
|
for (var j = 1; j < points.length / 2; j++)
|
|
|
|
{
|
|
|
|
context.lineTo(points[j * 2], points[j * 2 + 1]);
|
|
|
|
}
|
|
|
|
|
|
|
|
// If the first and last point are the same close the path - much neater :)
|
|
|
|
if (points[0] === points[points.length - 2] && points[1] === points[points.length - 1])
|
|
|
|
{
|
|
|
|
context.closePath();
|
|
|
|
}
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
case Phaser.ELLIPSE:
|
|
|
|
|
|
|
|
// ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas
|
|
|
|
|
|
|
|
var w = shape.width * 2;
|
|
|
|
var h = shape.height * 2;
|
|
|
|
var x = shape.x - (w / 2);
|
|
|
|
var y = shape.y - (h / 2);
|
|
|
|
|
|
|
|
var kappa = 0.5522848;
|
|
|
|
var ox = (w / 2) * kappa; // control point offset horizontal
|
|
|
|
var oy = (h / 2) * kappa; // control point offset vertical
|
|
|
|
var xe = x + w; // x-end
|
|
|
|
var ye = y + h; // y-end
|
|
|
|
var xm = x + (w / 2); // x-middle
|
|
|
|
var ym = y + (h / 2); // y-middle
|
|
|
|
|
|
|
|
context.moveTo(x, ym);
|
|
|
|
context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);
|
|
|
|
context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);
|
|
|
|
context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);
|
|
|
|
context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);
|
|
|
|
context.closePath();
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
case Phaser.ROUNDEDRECTANGLE:
|
|
|
|
|
|
|
|
var rx = shape.x;
|
|
|
|
var ry = shape.y;
|
|
|
|
var width = shape.width;
|
|
|
|
var height = shape.height;
|
|
|
|
var radius = shape.radius;
|
|
|
|
|
|
|
|
var maxRadius = Math.min(width, height) / 2 | 0;
|
|
|
|
radius = radius > maxRadius ? maxRadius : radius;
|
|
|
|
|
|
|
|
context.moveTo(rx, ry + radius);
|
|
|
|
context.lineTo(rx, ry + height - radius);
|
|
|
|
context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height);
|
|
|
|
context.lineTo(rx + width - radius, ry + height);
|
|
|
|
context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius);
|
|
|
|
context.lineTo(rx + width, ry + radius);
|
|
|
|
context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry);
|
|
|
|
context.lineTo(rx + radius, ry);
|
|
|
|
context.quadraticCurveTo(rx, ry, rx, ry + radius);
|
|
|
|
context.closePath();
|
|
|
|
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2016-10-03 11:44:54 +00:00
|
|
|
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;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
};
|
|
|
|
|