2020-04-10 18:55:31 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var CONST = require('../../const.js');
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/**
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* Renders this Game Object with the Canvas Renderer to the given Camera.
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* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
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* This method should not be called directly. It is a utility function of the Render module.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#renderCanvas
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* @since 3.0.0
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* @private
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*
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* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
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* @param {Phaser.Tilemaps.DynamicTilemapLayer} src - The Game Object being rendered in this call.
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* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
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* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
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*/
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var DynamicTilemapLayerCanvasRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
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{
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src.cull(camera);
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var renderTiles = src.culledTiles;
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var tileCount = renderTiles.length;
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if (tileCount === 0)
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{
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return;
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}
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var camMatrix = renderer._tempMatrix1;
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var layerMatrix = renderer._tempMatrix2;
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var calcMatrix = renderer._tempMatrix3;
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layerMatrix.applyITRS(src.x, src.y, src.rotation, src.scaleX, src.scaleY);
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camMatrix.copyFrom(camera.matrix);
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var ctx = renderer.currentContext;
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var gidMap = src.gidMap;
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ctx.save();
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if (parentMatrix)
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{
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// Multiply the camera by the parent matrix
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camMatrix.multiplyWithOffset(parentMatrix, -camera.scrollX * src.scrollFactorX, -camera.scrollY * src.scrollFactorY);
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// Undo the camera scroll
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layerMatrix.e = src.x;
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layerMatrix.f = src.y;
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// Multiply by the Sprite matrix, store result in calcMatrix
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camMatrix.multiply(layerMatrix, calcMatrix);
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calcMatrix.copyToContext(ctx);
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}
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else
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{
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layerMatrix.e -= camera.scrollX * src.scrollFactorX;
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layerMatrix.f -= camera.scrollY * src.scrollFactorY;
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layerMatrix.copyToContext(ctx);
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}
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var alpha = camera.alpha * src.alpha;
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if (!renderer.antialias || src.scaleX > 1 || src.scaleY > 1)
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{
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ctx.imageSmoothingEnabled = false;
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}
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for (var i = 0; i < tileCount; i++)
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{
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var tile = renderTiles[i];
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var tileset = gidMap[tile.index];
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if (!tileset)
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{
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continue;
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}
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var image = tileset.image.getSourceImage();
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var tileTexCoords = tileset.getTileTextureCoordinates(tile.index);
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if (tileTexCoords)
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{
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var width = tile.width;
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var height = tile.width;
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if (src.layer.orientation === CONST.ISOMETRIC || src.layer.orientation === CONST.STAGGERED || src.layer.orientation === CONST.HEXAGONAL)
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{
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// we use the tileset width and height because in isometric and hexagonal maps the tileset's height is often different from the tilemap's.
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width = tileset.tileWidth;
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height = tileset.tileHeight;
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}
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var halfWidth = width / 2;
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var halfHeight = height / 2;
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ctx.save();
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ctx.translate(tile.pixelX + halfWidth, tile.pixelY + halfHeight);
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if (tile.rotation !== 0)
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{
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ctx.rotate(tile.rotation);
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}
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if (tile.flipX || tile.flipY)
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{
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ctx.scale((tile.flipX) ? -1 : 1, (tile.flipY) ? -1 : 1);
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}
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ctx.globalAlpha = alpha * tile.alpha;
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ctx.drawImage(
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image,
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tileTexCoords.x, tileTexCoords.y,
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tileset.tileWidth, tileset.tileHeight,
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-halfWidth, -halfHeight,
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width, height
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);
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ctx.restore();
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}
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}
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ctx.restore();
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};
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module.exports = DynamicTilemapLayerCanvasRenderer;
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