phaser/src/renderer/canvas/gameobjects/Graphics.js

248 lines
7.5 KiB
JavaScript
Raw Normal View History

/**
* Note that 'this' in all functions here refer to the owning object.
* For example the Group, Stage, Sprite, etc. because the render function
* here is mapped to the prototype for the game object.
*/
Phaser.Renderer.Canvas.GameObjects.Graphics = {
render: function (renderer)
{
var context = renderer.context;
if (this.dirty)
{
this.updateGraphicsTint();
this.dirty = false;
}
for (var i = 0; i < this.graphicsData.length; i++)
{
var data = this.graphicsData[i];
context.lineWidth = data.lineWidth;
switch (data.type)
{
case Phaser.RECTANGLE:
this.drawRectangle(data, context);
break;
case Phaser.CIRCLE:
this.drawCircle(data, context);
break;
case Phaser.POLYGON:
this.drawPolygon(data, context);
break;
case Phaser.ELLIPSE:
this.drawEllipse(data, context);
break;
case Phaser.ROUNDEDRECTANGLE:
this.drawRoundedRectangle(data, context);
break;
}
}
},
drawRectangle: function (data, context)
{
var shape = data.shape;
if (data.fillColor || data.fillColor === 0)
{
context.globalAlpha = data.fillAlpha * this.worldAlpha;
context.fillStyle = '#' + ('00000' + (data._fillTint | 0).toString(16)).substr(-6);
context.fillRect(shape.x, shape.y, shape.width, shape.height);
}
if (data.lineWidth)
{
context.globalAlpha = data.lineAlpha * this.worldAlpha;
context.strokeStyle = '#' + ('00000' + (data._lineTint | 0).toString(16)).substr(-6);
context.strokeRect(shape.x, shape.y, shape.width, shape.height);
}
},
drawRoundedRectangle: function (data, context)
{
var shape = data.shape;
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.beginPath();
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();
if (data.fillColor || data.fillColor === 0)
{
context.globalAlpha = data.fillAlpha * this.worldAlpha;
context.fillStyle = '#' + ('00000' + (data._fillTint | 0).toString(16)).substr(-6);
context.fill();
}
if (data.lineWidth)
{
context.globalAlpha = data.lineAlpha * this.worldAlpha;
context.strokeStyle = '#' + ('00000' + (data._lineTint | 0).toString(16)).substr(-6);
context.stroke();
}
},
drawEllipse: function (data, context)
{
var shape = data.shape;
// 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);
context.beginPath();
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();
if (data.fill)
{
context.globalAlpha = data.fillAlpha * this.worldAlpha;
context.fillStyle = '#' + ('00000' + (data._fillTint | 0).toString(16)).substr(-6);
context.fill();
}
if (data.lineWidth)
{
context.globalAlpha = data.lineAlpha * this.worldAlpha;
context.strokeStyle = '#' + ('00000' + (data._lineTint | 0).toString(16)).substr(-6);
context.stroke();
}
},
drawCircle: function (data, context)
{
var shape = data.shape;
context.beginPath();
context.arc(shape.x, shape.y, shape.radius, 0, 2 * Math.PI);
context.closePath();
if (data.fill)
{
context.globalAlpha = data.fillAlpha * this.worldAlpha;
context.fillStyle = '#' + ('00000' + (data._fillTint | 0).toString(16)).substr(-6);
context.fill();
}
if (data.lineWidth)
{
context.globalAlpha = data.lineAlpha * this.worldAlpha;
context.strokeStyle = '#' + ('00000' + (data._lineTint | 0).toString(16)).substr(-6);
context.stroke();
}
},
drawPolygon: function (data, context)
{
var shape = data.shape;
context.beginPath();
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 (shape.closed)
{
context.lineTo(points[0], points[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();
}
if (data.fill)
{
context.globalAlpha = data.fillAlpha * this.worldAlpha;
context.fillStyle = '#' + ('00000' + (data._fillTint | 0).toString(16)).substr(-6);
context.fill();
}
if (data.lineWidth)
{
context.globalAlpha = data.lineAlpha * this.worldAlpha;
context.strokeStyle = '#' + ('00000' + (data._lineTint | 0).toString(16)).substr(-6);
context.stroke();
}
},
updateGraphicsTint: function ()
{
if (this.tint === 0xFFFFFF)
{
return;
}
var tintR = (this.tint >> 16 & 0xFF) / 255;
var tintG = (this.tint >> 8 & 0xFF) / 255;
var tintB = (this.tint & 0xFF) / 255;
for (var i = 0; i < this.graphicsData.length; i++)
{
var data = this.graphicsData[i];
var fillColor = data.fillColor | 0;
var lineColor = data.lineColor | 0;
data._fillTint = (((fillColor >> 16 & 0xFF) / 255 * tintR * 255 << 16) + ((fillColor >> 8 & 0xFF) / 255 * tintG * 255 << 8) + (fillColor & 0xFF) / 255 * tintB * 255);
data._lineTint = (((lineColor >> 16 & 0xFF) / 255 * tintR * 255 << 16) + ((lineColor >> 8 & 0xFF) / 255 * tintG * 255 << 8) + (lineColor & 0xFF) / 255 * tintB * 255);
}
}
};