2013-08-09 02:12:33 +00:00
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var Phaser;
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(function (Phaser) {
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(function (Renderer) {
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/// <reference path="../../_definitions.ts" />
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(function (Canvas) {
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var GeometryRenderer = (function () {
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function GeometryRenderer(game) {
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// Local rendering related temp vars to help avoid gc spikes through constant var creation
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this._ga = 1;
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this._sx = 0;
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this._sy = 0;
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this._sw = 0;
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this._sh = 0;
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this._dx = 0;
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this._dy = 0;
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this._dw = 0;
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this._dh = 0;
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this._fx = 1;
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this._fy = 1;
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this._sin = 0;
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this._cos = 1;
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this.game = game;
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}
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GeometryRenderer.prototype.renderCircle = function (camera, circle, context, outline, fill, lineColor, fillColor, lineWidth) {
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if (typeof outline === "undefined") { outline = false; }
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if (typeof fill === "undefined") { fill = true; }
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if (typeof lineColor === "undefined") { lineColor = 'rgb(0,255,0)'; }
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if (typeof fillColor === "undefined") { fillColor = 'rgba(0,100,0.0.3)'; }
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if (typeof lineWidth === "undefined") { lineWidth = 1; }
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// Reset our temp vars
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this._sx = 0;
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this._sy = 0;
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this._sw = circle.diameter;
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this._sh = circle.diameter;
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this._fx = 1;
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this._fy = 1;
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this._sin = 0;
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this._cos = 1;
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this._dx = camera.screenView.x + circle.x - camera.worldView.x;
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this._dy = camera.screenView.y + circle.y - camera.worldView.y;
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this._dw = circle.diameter;
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this._dh = circle.diameter;
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this._sx = Math.floor(this._sx);
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this._sy = Math.floor(this._sy);
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this._sw = Math.floor(this._sw);
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this._sh = Math.floor(this._sh);
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this._dx = Math.floor(this._dx);
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this._dy = Math.floor(this._dy);
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this._dw = Math.floor(this._dw);
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this._dh = Math.floor(this._dh);
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this.game.stage.saveCanvasValues();
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context.save();
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context.lineWidth = lineWidth;
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context.strokeStyle = lineColor;
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context.fillStyle = fillColor;
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context.beginPath();
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context.arc(this._dx, this._dy, circle.radius, 0, Math.PI * 2);
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context.closePath();
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if (outline) {
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//context.stroke();
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}
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if (fill) {
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context.fill();
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}
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context.restore();
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this.game.stage.restoreCanvasValues();
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return true;
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};
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return GeometryRenderer;
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})();
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Canvas.GeometryRenderer = GeometryRenderer;
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})(Renderer.Canvas || (Renderer.Canvas = {}));
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var Canvas = Renderer.Canvas;
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})(Phaser.Renderer || (Phaser.Renderer = {}));
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var Renderer = Phaser.Renderer;
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})(Phaser || (Phaser = {}));
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