2016-10-08 03:05:42 +01:00
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Phaser.Renderer.WebGL.GameObjects.Image = {
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TYPES: [
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2016-10-09 22:27:58 +01:00
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Phaser.GameObject.Image.prototype
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2016-10-08 03:05:42 +01:00
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],
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render: function (renderer, src)
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{
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2016-10-18 17:03:25 +01:00
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var frame = src.frame;
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2016-10-24 17:14:10 +01:00
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var alpha = src.color.worldAlpha * 255 << 24;
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2016-10-18 17:03:25 +01:00
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// Skip rendering?
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2016-10-24 17:14:10 +01:00
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if (src.skipRender || !src.visible || alpha === 0 || !frame.cutWidth || !frame.cutHeight)
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2016-10-08 03:05:42 +01:00
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{
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return;
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}
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2016-10-24 17:14:10 +01:00
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// The below works
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2016-10-23 11:25:44 +01:00
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var uvs = frame.uvs;
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var verts = src.transform.glVertextData;
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2016-10-25 00:41:45 +01:00
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var index = src.frame.source.glTextureIndex;
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2016-10-23 11:25:44 +01:00
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var tint = src.color._glTint;
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var bg = src.color._glBg;
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2016-10-30 22:58:14 +00:00
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renderer.batch.add(frame.source, src.blendMode, verts, uvs, index, alpha, tint, bg);
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2016-10-24 17:14:10 +01:00
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/*
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// var verts = src.transform.cloneVertexData();
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var worldAlpha = 0.2;
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// 0.2, 0.4, 0.6, 0.8, 1
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// xy0 Top Left Vert
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// xy1 Top Right Vert
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// xy2 Bottom Right Vert
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// xy3 Bottom Left Vert
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// Let's just try 5 clones below the current sprite?
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verts.x0 += 8 * 5;
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verts.x1 += 8 * 5;
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verts.x2 += 8 * 5;
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verts.x3 += 8 * 5;
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verts.y0 += 8 * 5;
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verts.y1 += 8 * 5;
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verts.y2 += 8 * 5;
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verts.y3 += 8 * 5;
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for (var i = 0; i < 5; i++)
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{
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alpha = worldAlpha * 255 << 24;
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renderer.spriteBatch.addToBatch(src, verts, uvs, index, alpha, tint, bg);
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verts.x0 -= 8;
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verts.x1 -= 8;
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verts.x2 -= 8;
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verts.x3 -= 8;
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verts.y0 -= 8;
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verts.y1 -= 8;
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verts.y2 -= 8;
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verts.y3 -= 8;
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worldAlpha += 0.2;
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}
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*/
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2016-10-23 11:25:44 +01:00
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2016-10-08 03:05:42 +01:00
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}
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};
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