phaser/src/gameobjects/tilesprite/TileSpriteCanvasRenderer.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var GameObject = require('../GameObject');
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/**
* Renders this Game Object with the Canvas Renderer to the given Camera.
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
* This method should not be called directly. It is a utility function of the Render module.
*
* @method Phaser.GameObjects.TileSprite#renderCanvas
* @since 3.0.0
* @private
*
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* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
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* @param {Phaser.GameObjects.TileSprite} src - The Game Object being rendered in this call.
* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
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*/
var TileSpriteCanvasRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
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{
if (GameObject.RENDER_MASK !== src.renderFlags || (src.cameraFilter > 0 && (src.cameraFilter & camera._id)))
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{
return;
}
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var ctx = renderer.currentContext;
var frame = src.frame;
src.updateTileTexture();
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// Blend Mode
if (renderer.currentBlendMode !== src.blendMode)
{
renderer.currentBlendMode = src.blendMode;
ctx.globalCompositeOperation = renderer.blendModes[src.blendMode];
}
// Alpha
if (renderer.currentAlpha !== src.alpha)
{
renderer.currentAlpha = src.alpha;
ctx.globalAlpha = src.alpha;
}
// Smoothing
if (renderer.currentScaleMode !== src.scaleMode)
{
renderer.currentScaleMode = src.scaleMode;
}
var dx = frame.x - (src.originX * src.width);
var dy = frame.y - (src.originY * src.height);
var tx = src.x - camera.scrollX * src.scrollFactorX;
var ty = src.y - camera.scrollY * src.scrollFactorY;
var fx = 1;
var fy = 1;
// Flipping
if (src.flipX)
{
fx = -1;
dx += src.width;
}
if (src.flipY)
{
fy = -1;
dy += src.height;
}
if (renderer.config.roundPixels)
{
dx |= 0;
dy |= 0;
tx |= 0;
ty |= 0;
}
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ctx.save();
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ctx.translate(dx, dy);
ctx.translate(tx, ty);
// Flip
ctx.scale(fx, fy);
// Rotate and scale around center
ctx.translate((src.originX * src.width), (src.originY * src.height));
ctx.rotate(fx * fy * src.rotation);
ctx.scale(this.scaleX, this.scaleY);
ctx.translate(-(src.originX * src.width), -(src.originY * src.height));
// Draw
ctx.translate(-this.tilePositionX, -this.tilePositionY);
ctx.fillStyle = src.canvasPattern;
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ctx.fillRect(this.tilePositionX, this.tilePositionY, src.width, src.height);
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ctx.restore();
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};
module.exports = TileSpriteCanvasRenderer;