phaser/v3/src/gameobjects/tilemap/dynamic/TilemapCanvasRenderer.js

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var TilemapCanvasRenderer = function (renderer, gameObject, interpolationPercentage, camera)
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{
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if (gameObject.renderMask !== gameObject.renderFlags || (gameObject.cameraFilter > 0 && (gameObject.cameraFilter & camera._id)))
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{
return;
}
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this.cull(camera);
var tiles = gameObject.culledTiles;
var tileCount = tiles.length;
var image = gameObject.frame.source.image;
var scrollFactorX = gameObject.scrollFactorX;
var scrollFactorY = gameObject.scrollFactorY;
var alpha = gameObject.alpha;
var tx = gameObject.x - camera.scrollX * gameObject.scrollFactorX;
var ty = gameObject.y - camera.scrollY * gameObject.scrollFactorY;
var ctx = renderer.gameContext;
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);
for (var index = 0; index < tileCount; ++index)
{
var tile = tiles[index];
ctx.drawImage(
image,
tile.frameX, tile.frameY,
tile.frameWidth, tile.frameHeight,
tile.x, tile.y,
tile.frameWidth, tile.frameHeight
);
}
ctx.restore();
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};
module.exports = TilemapCanvasRenderer;