phaser/src/gameobjects/blitter/BlitterCanvasRenderer.js

106 lines
3.1 KiB
JavaScript
Raw Normal View History

2018-02-12 16:01:20 +00:00
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var GameObject = require('../GameObject');
2018-02-05 22:08:48 +00:00
/**
* Renders this Game Object with the Canvas Renderer to the given Camera.
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
* This method should not be called directly. It is a utility function of the Render module.
*
* @method Phaser.GameObjects.Blitter#renderCanvas
* @since 3.0.0
* @private
*
2018-03-28 14:04:09 +00:00
* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
2018-02-05 22:08:48 +00:00
* @param {Phaser.GameObjects.Blitter} src - The Game Object being rendered in this call.
* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
2018-02-05 22:08:48 +00:00
*/
var BlitterCanvasRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
{
var list = src.getRenderList();
if (GameObject.RENDER_MASK !== src.renderFlags || (src.cameraFilter > 0 && (src.cameraFilter & camera.id)) || list.length === 0)
{
return;
}
// Alpha
var alpha = camera.alpha * src.alpha;
if (alpha === 0)
{
// Nothing to see, so abort early
return;
}
else if (renderer.currentAlpha !== alpha)
{
renderer.currentAlpha = alpha;
ctx.globalAlpha = alpha;
}
// Blend Mode
renderer.setBlendMode(src.blendMode);
var ctx = renderer.gameContext;
var cameraScrollX = src.x - camera.scrollX * src.scrollFactorX;
var cameraScrollY = src.y - camera.scrollY * src.scrollFactorY;
ctx.save();
if (parentMatrix !== undefined)
{
var matrix = parentMatrix.matrix;
ctx.transform(matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5]);
}
// Render bobs
for (var i = 0; i < list.length; i++)
{
var bob = list[i];
var flip = (bob.flipX || bob.flipY);
var frame = bob.frame;
var cd = frame.canvasData;
var dx = frame.x;
var dy = frame.y;
var fx = 1;
var fy = 1;
if (!flip)
{
renderer.blitImage(dx + bob.x + cameraScrollX, dy + bob.y + cameraScrollY, bob.frame);
}
else
{
if (bob.flipX)
{
fx = -1;
dx -= cd.dWidth;
}
if (bob.flipY)
{
fy = -1;
dy -= cd.dHeight;
}
ctx.save();
ctx.translate(bob.x + cameraScrollX, bob.y + cameraScrollY);
ctx.scale(fx, fy);
ctx.drawImage(frame.source.image, cd.sx, cd.sy, cd.sWidth, cd.sHeight, dx, dy, cd.dWidth, cd.dHeight);
ctx.restore();
}
}
ctx.restore();
};
module.exports = BlitterCanvasRenderer;