phaser/Phaser/renderers/canvas/GeometryRenderer.js

86 lines
3.5 KiB
JavaScript
Raw Normal View History

var Phaser;
(function (Phaser) {
(function (Renderer) {
/// <reference path="../../_definitions.ts" />
(function (Canvas) {
var GeometryRenderer = (function () {
function GeometryRenderer(game) {
// Local rendering related temp vars to help avoid gc spikes through constant var creation
this._ga = 1;
this._sx = 0;
this._sy = 0;
this._sw = 0;
this._sh = 0;
this._dx = 0;
this._dy = 0;
this._dw = 0;
this._dh = 0;
this._fx = 1;
this._fy = 1;
this._sin = 0;
this._cos = 1;
this.game = game;
}
GeometryRenderer.prototype.renderCircle = function (camera, circle, context, outline, fill, lineColor, fillColor, lineWidth) {
if (typeof outline === "undefined") { outline = false; }
if (typeof fill === "undefined") { fill = true; }
if (typeof lineColor === "undefined") { lineColor = 'rgb(0,255,0)'; }
if (typeof fillColor === "undefined") { fillColor = 'rgba(0,100,0.0.3)'; }
if (typeof lineWidth === "undefined") { lineWidth = 1; }
// Reset our temp vars
this._sx = 0;
this._sy = 0;
this._sw = circle.diameter;
this._sh = circle.diameter;
this._fx = 1;
this._fy = 1;
this._sin = 0;
this._cos = 1;
this._dx = camera.screenView.x + circle.x - camera.worldView.x;
this._dy = camera.screenView.y + circle.y - camera.worldView.y;
this._dw = circle.diameter;
this._dh = circle.diameter;
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);
this.game.stage.saveCanvasValues();
context.save();
context.lineWidth = lineWidth;
context.strokeStyle = lineColor;
context.fillStyle = fillColor;
context.beginPath();
context.arc(this._dx, this._dy, circle.radius, 0, Math.PI * 2);
context.closePath();
if (outline) {
//context.stroke();
}
if (fill) {
context.fill();
}
context.restore();
this.game.stage.restoreCanvasValues();
return true;
};
return GeometryRenderer;
})();
Canvas.GeometryRenderer = GeometryRenderer;
})(Renderer.Canvas || (Renderer.Canvas = {}));
var Canvas = Renderer.Canvas;
})(Phaser.Renderer || (Phaser.Renderer = {}));
var Renderer = Phaser.Renderer;
})(Phaser || (Phaser = {}));