The CanvasRenderer.BlitImage function has been removed, as has the associated blitImage property from the Canvas Renderer as they're no longer used.

This commit is contained in:
Richard Davey 2018-08-06 15:29:27 +01:00
parent fbb67ac201
commit 26cc84522d
4 changed files with 20 additions and 60 deletions

View file

@ -140,6 +140,7 @@ The Tile Sprite Game Object has been given an internal overhaul to make it more
* You can now specify the `lineHeight` of a Retro Font in the Retro Font Config object (thanks @FelixNemis) * You can now specify the `lineHeight` of a Retro Font in the Retro Font Config object (thanks @FelixNemis)
* When a Static Tilemap Layer is generated in WebGL it will use the Cameras `roundPixels` value to clamp the tile coordinates. * When a Static Tilemap Layer is generated in WebGL it will use the Cameras `roundPixels` value to clamp the tile coordinates.
* The `CanvasRenderer.DrawImage` function has been removed, as has the associated `drawImage` property from the Canvas Renderer as they're no longer used. * The `CanvasRenderer.DrawImage` function has been removed, as has the associated `drawImage` property from the Canvas Renderer as they're no longer used.
* The `CanvasRenderer.BlitImage` function has been removed, as has the associated `blitImage` property from the Canvas Renderer as they're no longer used.
### Game Config Resolution Specific Bug Fixes ### Game Config Resolution Specific Bug Fixes

View file

@ -51,6 +51,8 @@ var BlitterCanvasRenderer = function (renderer, src, interpolationPercentage, ca
parentMatrix.copyToContext(ctx); parentMatrix.copyToContext(ctx);
} }
var roundPixels = camera.roundPixels;
// Render bobs // Render bobs
for (var i = 0; i < list.length; i++) for (var i = 0; i < list.length; i++)
{ {
@ -74,7 +76,23 @@ var BlitterCanvasRenderer = function (renderer, src, interpolationPercentage, ca
if (!flip) if (!flip)
{ {
renderer.blitImage(dx + bob.x + cameraScrollX, dy + bob.y + cameraScrollY, bob.frame); if (roundPixels)
{
dx |= 0;
dy |= 0;
}
ctx.drawImage(
frame.source.image,
cd.x,
cd.y,
cd.width,
cd.height,
dx + bob.x + cameraScrollX,
dy + bob.y + cameraScrollY,
cd.width,
cd.height
);
} }
else else
{ {

View file

@ -129,15 +129,6 @@ var CanvasRenderer = new Class({
*/ */
this.currentContext = this.gameContext; this.currentContext = this.gameContext;
/**
* [description]
*
* @name Phaser.Renderer.Canvas.CanvasRenderer#blitImage
* @type {function}
* @since 3.0.0
*/
this.blitImage = BlitImage(this.config.roundPixels);
/** /**
* [description] * [description]
* *

View file

@ -1,50 +0,0 @@
/**
* @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 roundPixels = false;
/**
* No scaling, anchor, rotation or effects, literally draws the frame directly to the canvas.
*
* @function Phaser.Renderer.Canvas.BlitImage
* @since 3.0.0
*
* @param {number} dx - The x coordinate to render the Frame to.
* @param {number} dy - The y coordinate to render the Frame to.
* @param {Phaser.Textures.Frame} frame - The Frame to render.
*/
var BlitImage = function (dx, dy, frame)
{
var ctx = this.currentContext;
var cd = frame.canvasData;
if (roundPixels)
{
dx |= 0;
dy |= 0;
}
ctx.drawImage(
frame.source.image,
cd.x,
cd.y,
cd.width,
cd.height,
dx,
dy,
cd.width,
cd.height
);
};
// Special return so we can store the config value locally
module.exports = function (configRoundPixels)
{
roundPixels = configRoundPixels;
return BlitImage;
};