phaser/todo/TS Source/renderers/canvas/CameraRenderer.js

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var Phaser;
(function (Phaser) {
(function (Renderer) {
/// <reference path="../../_definitions.ts" />
(function (Canvas) {
var CameraRenderer = (function () {
function CameraRenderer(game) {
this._ga = 1;
this._sx = 0;
this._sy = 0;
this._sw = 0;
this._sh = 0;
this._dx = 0;
this._dy = 0;
this._dw = 0;
this._dh = 0;
this._fx = 1;
this._fy = 1;
this._tx = 0;
this._ty = 0;
this._gac = 1;
this._sin = 0;
this._cos = 1;
this.game = game;
}
CameraRenderer.prototype.preRender = function (camera) {
if(camera.visible == false || camera.transform.scale.x == 0 || camera.transform.scale.y == 0 || camera.texture.alpha < 0.1) {
return false;
}
if(this.game.device.patchAndroidClearRectBug) {
camera.texture.context.fillStyle = 'rgb(0,0,0)';
camera.texture.context.fillRect(0, 0, camera.width, camera.height);
} else {
camera.texture.context.clearRect(0, 0, camera.width, camera.height);
}
// Alpha
if(camera.texture.alpha !== 1 && camera.texture.context.globalAlpha != camera.texture.alpha) {
this._ga = camera.texture.context.globalAlpha;
camera.texture.context.globalAlpha = camera.texture.alpha;
}
if(camera.texture.opaque) {
camera.texture.context.fillStyle = camera.texture.backgroundColor;
camera.texture.context.fillRect(0, 0, camera.width, camera.height);
}
//if (camera.texture.loaded)
//{
// camera.texture.context.drawImage(
// camera.texture.texture, // Source Image
// this._sx, // Source X (location within the source image)
// this._sy, // Source Y
// this._sw, // Source Width
// this._sh, // Source Height
// 0, // Destination X (where on the canvas it'll be drawn)
// 0, // Destination Y
// this._dw, // Destination Width (always same as Source Width unless scaled)
// this._dh // Destination Height (always same as Source Height unless scaled)
// );
//}
// Global Composite Ops
if(camera.texture.globalCompositeOperation) {
camera.texture.context.globalCompositeOperation = camera.texture.globalCompositeOperation;
}
camera.plugins.preRender();
};
CameraRenderer.prototype.postRender = function (camera) {
// This could have been over-written by a sprite, need to store elsewhere
if(this._ga > -1) {
camera.texture.context.globalAlpha = this._ga;
}
camera.plugins.postRender();
// Reset our temp vars
this._ga = -1;
this._sx = 0;
this._sy = 0;
this._sw = camera.width;
this._sh = camera.height;
this._fx = camera.transform.scale.x;
this._fy = camera.transform.scale.y;
this._sin = 0;
this._cos = 1;
this._dx = camera.screenView.x;
this._dy = camera.screenView.y;
this._dw = camera.width;
this._dh = camera.height;
this.game.stage.context.save();
// Flip X
if(camera.texture.flippedX) {
this._fx = -camera.transform.scale.x;
}
// Flip Y
if(camera.texture.flippedY) {
this._fy = -camera.transform.scale.y;
}
// Rotation and Flipped
if(camera.modified) {
if(camera.transform.rotation !== 0 || camera.transform.rotationOffset !== 0) {
this._sin = Math.sin(camera.game.math.degreesToRadians(camera.transform.rotationOffset + camera.transform.rotation));
this._cos = Math.cos(camera.game.math.degreesToRadians(camera.transform.rotationOffset + camera.transform.rotation));
}
this.game.stage.context.setTransform(this._cos * this._fx, // scale x
(this._sin * this._fx) + camera.transform.skew.x, // skew x
-(this._sin * this._fy) + camera.transform.skew.y, // skew y
this._cos * this._fy, // scale y
this._dx, // translate x
this._dy);
// translate y
this._dx = camera.transform.origin.x * -this._dw;
this._dy = camera.transform.origin.y * -this._dh;
} else {
this._dx -= (this._dw * camera.transform.origin.x);
this._dy -= (this._dh * camera.transform.origin.y);
}
this._sx = Math.floor(this._sx);
this._sy = Math.floor(this._sy);
this._sw = Math.floor(this._sw);
this._sh = Math.floor(this._sh);
this._dx = Math.floor(this._dx);
this._dy = Math.floor(this._dy);
this._dw = Math.floor(this._dw);
this._dh = Math.floor(this._dh);
if(this._sw <= 0 || this._sh <= 0 || this._dw <= 0 || this._dh <= 0) {
this.game.stage.context.restore();
return false;
}
this.game.stage.context.drawImage(camera.texture.canvas, // Source Image
this._sx, // Source X (location within the source image)
this._sy, // Source Y
this._sw, // Source Width
this._sh, // Source Height
this._dx, // Destination X (where on the canvas it'll be drawn)
this._dy, // Destination Y
this._dw, // Destination Width (always same as Source Width unless scaled)
this._dh);
// Destination Height (always same as Source Height unless scaled)
this.game.stage.context.restore();
};
return CameraRenderer;
})();
Canvas.CameraRenderer = CameraRenderer;
})(Renderer.Canvas || (Renderer.Canvas = {}));
var Canvas = Renderer.Canvas;
})(Phaser.Renderer || (Phaser.Renderer = {}));
var Renderer = Phaser.Renderer;
})(Phaser || (Phaser = {}));