phaser/src/renderer/webgl/gameobjects/Container.js

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/**
* 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.WebGL.GameObjects.Container = {
render: function (renderer)
{
if (this.visible === false || this.alpha === 0 || this.children.length === 0)
{
return;
}
if (this._cacheAsBitmap)
{
return this.renderCachedSprite(renderer);
}
var i;
if (this._mask || this._filters)
{
// push filter first as we need to ensure the stencil buffer is correct for any masking
if (this._filters)
{
renderer.spriteBatch.flush();
renderer.filterManager.pushFilter(this._filterBlock);
}
if (this._mask)
{
renderer.spriteBatch.stop();
renderer.pushMask(this.mask);
renderer.spriteBatch.start();
}
// simple render children!
for (i = 0; i < this.children.length; i++)
{
this.children[i].render(renderer);
}
renderer.spriteBatch.stop();
if (this._mask)
{
renderer.popMask(this._mask);
}
if (this._filters)
{
renderer.filterManager.popFilter();
}
renderer.spriteBatch.start();
}
else
{
// simple render children!
for (i = 0; i < this.children.length; i++)
{
this.children[i].render(renderer);
}
}
},
renderCachedSprite: function (renderer)
{
// TODO
return renderer;
}
};