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

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var Phaser;
(function (Phaser) {
(function (Renderer) {
/// <reference path="../../_definitions.ts" />
(function (Canvas) {
var SpriteRenderer = (function () {
function SpriteRenderer(game) {
// Local rendering related temp vars to help avoid gc spikes through constant var creation
//private _c: number = 0;
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.game = game;
}
SpriteRenderer.prototype.inCamera = /**
* Check whether this object is visible in a specific camera Rectangle.
* @param camera {Rectangle} The Rectangle you want to check.
* @return {bool} Return true if bounds of this sprite intersects the given Rectangle, otherwise return false.
*/
function (camera, sprite) {
// Object fixed in place regardless of the camera scrolling? Then it's always visible
if(sprite.transform.scrollFactor.equals(0)) {
return true;
}
return Phaser.RectangleUtils.intersects(sprite.cameraView, camera.screenView);
//return true;
};
SpriteRenderer.prototype.render = /**
* Render this sprite to specific camera. Called by game loop after update().
* @param camera {Camera} Camera this sprite will be rendered to.
* @return {bool} Return false if not rendered, otherwise return true.
*/
function (camera, sprite) {
Phaser.SpriteUtils.updateCameraView(camera, sprite);
if(sprite.transform.scale.x == 0 || sprite.transform.scale.y == 0 || sprite.texture.alpha < 0.1 || this.inCamera(camera, sprite) == false) {
return false;
}
// Reset our temp vars
this._ga = -1;
this._sx = 0;
this._sy = 0;
this._sw = sprite.texture.width;
this._sh = sprite.texture.height;
//this._dx = camera.screenView.x + sprite.x - (camera.worldView.x * sprite.transform.scrollFactor.x);
//this._dy = camera.screenView.y + sprite.y - (camera.worldView.y * sprite.transform.scrollFactor.y);
this._dx = sprite.x - (camera.worldView.x * sprite.transform.scrollFactor.x);
this._dy = sprite.y - (camera.worldView.y * sprite.transform.scrollFactor.y);
this._dw = sprite.texture.width;
this._dh = sprite.texture.height;
if(sprite.animations.currentFrame !== null) {
this._sx = sprite.animations.currentFrame.x;
this._sy = sprite.animations.currentFrame.y;
if(sprite.animations.currentFrame.trimmed) {
this._dx += sprite.animations.currentFrame.spriteSourceSizeX;
this._dy += sprite.animations.currentFrame.spriteSourceSizeY;
this._sw = sprite.animations.currentFrame.spriteSourceSizeW;
this._sh = sprite.animations.currentFrame.spriteSourceSizeH;
this._dw = sprite.animations.currentFrame.spriteSourceSizeW;
this._dh = sprite.animations.currentFrame.spriteSourceSizeH;
}
}
if(sprite.modified) {
camera.texture.context.save();
camera.texture.context.setTransform(sprite.transform.local.data[0], // scale x
sprite.transform.local.data[3], // skew x
sprite.transform.local.data[1], // skew y
sprite.transform.local.data[4], // scale y
this._dx, // translate x
this._dy);
// translate y
this._dx = sprite.transform.origin.x * -this._dw;
this._dy = sprite.transform.origin.y * -this._dh;
} else {
this._dx -= (this._dw * sprite.transform.origin.x);
this._dy -= (this._dh * sprite.transform.origin.y);
}
if(sprite.crop) {
this._sx += sprite.crop.x * sprite.transform.scale.x;
this._sy += sprite.crop.y * sprite.transform.scale.y;
this._sw = sprite.crop.width * sprite.transform.scale.x;
this._sh = sprite.crop.height * sprite.transform.scale.y;
this._dx += sprite.crop.x * sprite.transform.scale.x;
this._dy += sprite.crop.y * sprite.transform.scale.y;
this._dw = sprite.crop.width * sprite.transform.scale.x;
this._dh = sprite.crop.height * sprite.transform.scale.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) {
return false;
}
// Global Composite Ops
if(sprite.texture.globalCompositeOperation) {
camera.texture.context.save();
camera.texture.context.globalCompositeOperation = sprite.texture.globalCompositeOperation;
}
// Alpha
if(sprite.texture.alpha !== 1 && camera.texture.context.globalAlpha != sprite.texture.alpha) {
this._ga = sprite.texture.context.globalAlpha;
camera.texture.context.globalAlpha = sprite.texture.alpha;
}
if(sprite.texture.opaque) {
camera.texture.context.fillStyle = sprite.texture.backgroundColor;
camera.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh);
}
if(sprite.texture.loaded) {
camera.texture.context.drawImage(sprite.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
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)
}
if(sprite.modified || sprite.texture.globalCompositeOperation) {
camera.texture.context.restore();
}
if(this._ga > -1) {
camera.texture.context.globalAlpha = this._ga;
}
sprite.renderOrderID = this.game.renderer.renderCount;
this.game.renderer.renderCount++;
return true;
};
return SpriteRenderer;
})();
Canvas.SpriteRenderer = SpriteRenderer;
})(Renderer.Canvas || (Renderer.Canvas = {}));
var Canvas = Renderer.Canvas;
})(Phaser.Renderer || (Phaser.Renderer = {}));
var Renderer = Phaser.Renderer;
})(Phaser || (Phaser = {}));