phaser/Phaser/renderers/canvas/GroupRenderer.ts

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/// <reference path="../../Game.ts" />
/// <reference path="../../gameobjects/Sprite.ts" />
/// <reference path="../../cameras/Camera.ts" />
module Phaser.Renderer.Canvas {
export class GroupRenderer {
constructor(game: Phaser.Game) {
this.game = game;
}
/**
* The essential reference to the main game object
*/
public game: Phaser.Game;
// Local rendering related temp vars to help avoid gc spikes through var creation
private _ga: number = 1;
private _sx: number = 0;
private _sy: number = 0;
private _sw: number = 0;
private _sh: number = 0;
private _dx: number = 0;
private _dy: number = 0;
private _dw: number = 0;
private _dh: number = 0;
private _fx: number = 1;
private _fy: number = 1;
private _sin: number = 0;
private _cos: number = 1;
public preRender(camera: Camera, group: Group) {
if (group.visible == false || camera.transform.scale.x == 0 || camera.transform.scale.y == 0 || camera.texture.alpha < 0.1)
{
return false;
}
// Reset our temp vars
this._ga = -1;
this._sx = 0;
this._sy = 0;
this._sw = group.texture.width;
this._sh = group.texture.height;
this._fx = group.transform.scale.x;
this._fy = group.transform.scale.y;
this._sin = 0;
this._cos = 1;
//this._dx = (camera.screenView.x * camera.scrollFactor.x) + camera.frameBounds.x - (camera.worldView.x * camera.scrollFactor.x);
//this._dy = (camera.screenView.y * camera.scrollFactor.y) + camera.frameBounds.y - (camera.worldView.y * camera.scrollFactor.y);
this._dx = 0;
this._dy = 0;
this._dw = group.texture.width;
this._dh = group.texture.height;
// Global Composite Ops
if (group.texture.globalCompositeOperation)
{
group.texture.context.save();
group.texture.context.globalCompositeOperation = group.texture.globalCompositeOperation;
}
// Alpha
if (group.texture.alpha !== 1 && group.texture.context.globalAlpha !== group.texture.alpha)
{
this._ga = group.texture.context.globalAlpha;
group.texture.context.globalAlpha = group.texture.alpha;
}
// Flip X
if (group.texture.flippedX)
{
this._fx = -group.transform.scale.x;
}
// Flip Y
if (group.texture.flippedY)
{
this._fy = -group.transform.scale.y;
}
// Rotation and Flipped
if (group.modified)
{
if (group.transform.rotation !== 0 || group.transform.rotationOffset !== 0)
{
this._sin = Math.sin(group.game.math.degreesToRadians(group.transform.rotationOffset + group.transform.rotation));
this._cos = Math.cos(group.game.math.degreesToRadians(group.transform.rotationOffset + group.transform.rotation));
}
group.texture.context.save();
group.texture.context.setTransform(
this._cos * this._fx, // scale x
(this._sin * this._fx) + group.transform.skew.x, // skew x
-(this._sin * this._fy) + group.transform.skew.y, // skew y
this._cos * this._fy, // scale y
this._dx, // translate x
this._dy // translate y
);
this._dx = -group.transform.origin.x;
this._dy = -group.transform.origin.y;
}
else
{
if (!group.transform.origin.equals(0))
{
this._dx -= group.transform.origin.x;
this._dy -= group.transform.origin.y;
}
}
this._sx = Math.floor(this._sx);
this._sy = Math.floor(this._sy);
this._sw = Math.floor(this._sw);
this._sh = Math.floor(this._sh);
this._dx = Math.floor(this._dx);
this._dy = Math.floor(this._dy);
this._dw = Math.floor(this._dw);
this._dh = Math.floor(this._dh);
if (group.texture.opaque)
{
group.texture.context.fillStyle = group.texture.backgroundColor;
group.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh);
}
if (group.texture.loaded)
{
group.texture.context.drawImage(
group.texture.texture, // Source Image
this._sx, // Source X (location within the source image)
this._sy, // Source Y
this._sw, // Source Width
this._sh, // Source Height
this._dx, // Destination X (where on the canvas it'll be drawn)
this._dy, // Destination Y
this._dw, // Destination Width (always same as Source Width unless scaled)
this._dh // Destination Height (always same as Source Height unless scaled)
);
}
return true;
}
public postRender(camera: Camera, group: Group) {
if (group.modified || group.texture.globalCompositeOperation)
{
group.texture.context.restore();
}
if (this._ga > -1)
{
group.texture.context.globalAlpha = this._ga;
}
}
}
}