2013-08-08 18:16:47 +00:00
|
|
|
/// <reference path="../../_definitions.ts" />
|
2013-08-08 00:07:22 +00:00
|
|
|
|
|
|
|
module Phaser.Renderer.Canvas {
|
|
|
|
|
|
|
|
export class GeometryRenderer {
|
|
|
|
|
|
|
|
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 constant 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;
|
|
|
|
|
2013-08-08 18:16:47 +00:00
|
|
|
public renderCircle(camera: Phaser.Camera, circle: Phaser.Circle, context, outline: boolean = false, fill: boolean = true, lineColor: string = 'rgb(0,255,0)', fillColor: string = 'rgba(0,100,0.0.3)', lineWidth: number = 1): boolean {
|
2013-08-08 00:07:22 +00:00
|
|
|
|
|
|
|
// 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;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|