2016-10-04 14:39:54 +00:00
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/**
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* Note that 'this' in all functions here refer to the owning object.
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* For example the Group, Stage, Sprite, etc. because the render function
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* here is mapped to the prototype for the game object.
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*/
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Phaser.Renderer.WebGL.GameObjects.Sprite = {
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render: function (renderer)
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{
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// If the sprite is not visible or the alpha is 0 then no need to render this element
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if (!this.visible || this.alpha === 0 || !this.renderable)
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{
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return;
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}
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// Add back in: || src.texture.crop.width <= 0 || src.texture.crop.height <= 0
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var i;
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// Would be good to get this down to 1 check, or even none.
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if (this._mask || this._filters)
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{
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var spriteBatch = renderer.spriteBatch;
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// push filter first as we need to ensure the stencil buffer is correct for any masking
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if (this._filters)
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{
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spriteBatch.flush();
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renderer.filterManager.pushFilter(this._filterBlock);
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}
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if (this._mask)
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{
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spriteBatch.stop();
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renderer.pushMask(this.mask);
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spriteBatch.start();
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}
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// add this sprite to the batch
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spriteBatch.render(this);
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// now loop through the children and make sure they get rendered
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for (i = 0; i < this.children.length; i++)
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{
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this.children[i].render(renderer);
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}
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// time to stop the sprite batch as either a mask element or a filter draw will happen next
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spriteBatch.stop();
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if (this._mask)
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{
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renderer.popMask(this._mask);
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}
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if (this._filters)
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{
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renderer.filterManager.popFilter();
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}
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spriteBatch.start();
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}
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else
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{
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renderer.spriteBatch.render(this);
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// Render children!
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for (i = 0; i < this.children.length; i++)
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{
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2016-10-04 21:36:07 +00:00
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this.children[i].render(renderer);
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2016-10-04 14:39:54 +00:00
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}
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}
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}
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};
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