phaser/v3/src/gameobjects/tilemap/staticlayer/StaticTilemapLayerCanvasRenderer.js

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var GameObject = require('../../GameObject');
var StaticTilemapLayerCanvasRenderer = function (renderer, gameObject, interpolationPercentage, camera)
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{
if (GameObject.RENDER_MASK !== gameObject.renderFlags || (gameObject.cameraFilter > 0 && (gameObject.cameraFilter & camera._id)))
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{
return;
}
gameObject.cull(camera);
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var renderTiles = gameObject.culledTiles;
var tileset = this.tileset;
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var frame = gameObject.frame;
var ctx = renderer.gameContext;
var tileCount = renderTiles.length;
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var image = frame.source.image;
var tx = gameObject.x - camera.scrollX * gameObject.scrollFactorX;
var ty = gameObject.y - camera.scrollY * gameObject.scrollFactorY;
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ctx.save();
ctx.translate(tx, ty);
ctx.rotate(gameObject.rotation);
ctx.scale(gameObject.scaleX, gameObject.scaleY);
ctx.scale(gameObject.flipX ? -1 : 1, gameObject.flipY ? -1 : 1);
renderer.setAlpha(gameObject.alpha);
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for (var index = 0; index < tileCount; ++index)
{
var tile = renderTiles[index];
var tileTexCoords = tileset.getTileTextureCoordinates(tile.index);
if (tileTexCoords === null) { continue; }
ctx.drawImage(
image,
tileTexCoords.x, tileTexCoords.y,
tile.width, tile.height,
tile.pixelX, tile.pixelY,
tile.width, tile.height
);
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}
ctx.restore();
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};
module.exports = StaticTilemapLayerCanvasRenderer;