mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 21:24:09 +00:00
Adding in more renderer game objects.
This commit is contained in:
parent
482bb96056
commit
28eb7a5f40
19 changed files with 522 additions and 40 deletions
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@ -136,7 +136,10 @@ EOL;
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<script src="$path/src/renderer/canvas/CanvasRenderer.js"></script>
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<script src="$path/src/renderer/canvas/gameobjects/Container.js"></script>
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<script src="$path/src/renderer/canvas/gameobjects/Sprite.js"></script>
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<script src="$path/src/renderer/canvas/gameobjects/Graphics.js"></script>
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<script src="$path/src/renderer/canvas/gameobjects/SpriteBatch.js"></script>
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<script src="$path/src/renderer/canvas/gameobjects/Stage.js"></script>
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<script src="$path/src/renderer/canvas/gameobjects/Text.js"></script>
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<script src="$path/src/renderer/webgl/WebGLRenderer.js"></script>
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<script src="$path/src/renderer/webgl/ShaderManager.js"></script>
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@ -147,6 +150,9 @@ EOL;
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<script src="$path/src/renderer/webgl/shaders/PrimitiveGraphics.js"></script>
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<script src="$path/src/renderer/webgl/gameobjects/Container.js"></script>
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<script src="$path/src/renderer/webgl/gameobjects/Sprite.js"></script>
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<script src="$path/src/renderer/webgl/gameobjects/Stage.js"></script>
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<script src="$path/src/renderer/webgl/gameobjects/Text.js"></script>
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<script src="$path/src/renderer/webgl/gameobjects/Graphics.js"></script>
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EOL;
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@ -291,6 +291,15 @@ Phaser.Group = function (game, parent, name, addToStage, enableBody, physicsBody
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*/
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this._sortProperty = 'z';
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if (this.game.renderType === Phaser.CANVAS)
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{
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this.render = Phaser.Renderer.Canvas.GameObjects.Container.render;
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}
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else
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{
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this.render = Phaser.Renderer.WebGL.GameObjects.Container.render;
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}
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};
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Phaser.Group.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
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@ -93,6 +93,15 @@ Phaser.Stage = function (game) {
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this.parseConfig(game.config);
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}
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if (this.game.renderType === Phaser.CANVAS)
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{
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this.render = Phaser.Renderer.Canvas.GameObjects.Stage.render;
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}
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else
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{
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this.render = Phaser.Renderer.WebGL.GameObjects.Stage.render;
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}
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};
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Phaser.Stage.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
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@ -201,6 +201,15 @@ Phaser.Graphics = function (game, x, y) {
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Phaser.Component.Core.init.call(this, game, x, y, '', null);
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if (this.game.renderType === Phaser.CANVAS)
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{
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this.render = Phaser.Renderer.Canvas.GameObjects.Graphics.render;
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}
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else
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{
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this.render = Phaser.Renderer.WebGL.GameObjects.Graphics.render;
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}
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};
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Phaser.Graphics.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
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@ -1513,6 +1522,30 @@ Phaser.Graphics.prototype.drawShape = function (shape) {
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};
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Phaser.Graphics.prototype.updateGraphicsTint = function () {
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if (this.tint === 0xFFFFFF)
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{
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return;
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}
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var tintR = (this.tint >> 16 & 0xFF) / 255;
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var tintG = (this.tint >> 8 & 0xFF) / 255;
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var tintB = (this.tint & 0xFF) / 255;
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for (var i = 0; i < this.graphicsData.length; i++)
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{
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var data = this.graphicsData[i];
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var fillColor = data.fillColor | 0;
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var lineColor = data.lineColor | 0;
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data._fillTint = (((fillColor >> 16 & 0xFF) / 255 * tintR * 255 << 16) + ((fillColor >> 8 & 0xFF) / 255 * tintG * 255 << 8) + (fillColor & 0xFF) / 255 * tintB * 255);
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data._lineTint = (((lineColor >> 16 & 0xFF) / 255 * tintR * 255 << 16) + ((lineColor >> 8 & 0xFF) / 255 * tintG * 255 << 8) + (lineColor & 0xFF) / 255 * tintB * 255);
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}
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};
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/**
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* When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite.
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* This is useful if your graphics element does not change often, as it will speed up the rendering of the object in exchange for taking up texture memory.
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@ -50,6 +50,15 @@ Phaser.Image = function (game, x, y, key, frame) {
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Phaser.Component.Core.init.call(this, game, x, y, key, frame);
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if (this.game.renderType === Phaser.CANVAS)
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{
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this.render = Phaser.Renderer.Canvas.GameObjects.Sprite.render;
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}
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else
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{
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this.render = Phaser.Renderer.WebGL.GameObjects.Sprite.render;
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}
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};
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Phaser.Image.prototype = Object.create(PIXI.Sprite.prototype);
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@ -64,6 +64,15 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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Phaser.Component.Core.init.call(this, game, x, y, key, frame);
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if (this.game.renderType === Phaser.CANVAS)
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{
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this.render = Phaser.Renderer.Canvas.GameObjects.Sprite.render;
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}
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else
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{
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this.render = Phaser.Renderer.WebGL.GameObjects.Sprite.render;
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}
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};
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Phaser.Sprite.prototype = Object.create(PIXI.Sprite.prototype);
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@ -44,6 +44,15 @@ Phaser.SpriteBatch = function (game, parent, name, addToStage) {
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*/
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this.ready = false;
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if (this.game.renderType === Phaser.CANVAS)
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{
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this.render = Phaser.Renderer.Canvas.GameObjects.SpriteBatch.render;
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}
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else
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{
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this.render = Phaser.Renderer.WebGL.GameObjects.SpriteBatch.render;
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}
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};
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Phaser.SpriteBatch.prototype = Object.create(Phaser.Group.prototype);
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@ -190,6 +190,15 @@ Phaser.Text = function (game, x, y, text, style) {
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this.updateText();
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}
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if (this.game.renderType === Phaser.CANVAS)
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{
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this.render = Phaser.Renderer.Canvas.GameObjects.Text.render;
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}
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else
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{
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this.render = Phaser.Renderer.WebGL.GameObjects.Text.render;
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}
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};
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Phaser.Text.prototype = Object.create(Phaser.Sprite.prototype);
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@ -33,9 +33,6 @@ PIXI.DisplayObjectContainer = function () {
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* @default
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*/
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this.ignoreChildInput = false;
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// this.render = Phaser.Renderer.Canvas.GameObjects.Container.render;
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this.render = Phaser.Renderer.WebGL.GameObjects.Container.render;
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};
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@ -116,9 +116,6 @@ PIXI.Sprite = function (texture) {
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this.renderable = true;
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// this.render = Phaser.Renderer.Canvas.GameObjects.Sprite.render;
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this.render = Phaser.Renderer.WebGL.GameObjects.Sprite.render;
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};
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// constructor
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@ -104,9 +104,7 @@ Phaser.Renderer.Canvas = function (game)
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};
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Phaser.Renderer.Canvas.GameObjects = {
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// Populated by the GameObjects classes
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};
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Phaser.Renderer.Canvas.GameObjects = {};
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Phaser.Renderer.Canvas.prototype.constructor = Phaser.Renderer.Canvas;
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@ -8,10 +8,12 @@ Phaser.Renderer.Canvas.GameObjects.Graphics = {
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render: function (renderer)
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{
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var context = renderer.context;
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var local = Phaser.Renderer.Canvas.GameObjects.Graphics;
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if (this.dirty)
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{
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this.updateGraphicsTint();
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this.dirty = false;
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}
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@ -24,23 +26,23 @@ Phaser.Renderer.Canvas.GameObjects.Graphics = {
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switch (data.type)
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{
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case Phaser.RECTANGLE:
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this.drawRectangle(data, context);
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local.drawRectangle(data, context);
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break;
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case Phaser.CIRCLE:
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this.drawCircle(data, context);
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local.drawCircle(data, context);
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break;
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case Phaser.POLYGON:
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this.drawPolygon(data, context);
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local.drawPolygon(data, context);
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break;
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case Phaser.ELLIPSE:
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this.drawEllipse(data, context);
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local.drawEllipse(data, context);
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break;
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case Phaser.ROUNDEDRECTANGLE:
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this.drawRoundedRectangle(data, context);
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local.drawRoundedRectangle(data, context);
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break;
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}
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}
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@ -218,30 +220,6 @@ Phaser.Renderer.Canvas.GameObjects.Graphics = {
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context.stroke();
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}
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},
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updateGraphicsTint: function ()
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{
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if (this.tint === 0xFFFFFF)
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{
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return;
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}
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var tintR = (this.tint >> 16 & 0xFF) / 255;
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var tintG = (this.tint >> 8 & 0xFF) / 255;
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var tintB = (this.tint & 0xFF) / 255;
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for (var i = 0; i < this.graphicsData.length; i++)
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{
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var data = this.graphicsData[i];
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var fillColor = data.fillColor | 0;
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var lineColor = data.lineColor | 0;
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data._fillTint = (((fillColor >> 16 & 0xFF) / 255 * tintR * 255 << 16) + ((fillColor >> 8 & 0xFF) / 255 * tintG * 255 << 8) + (fillColor & 0xFF) / 255 * tintB * 255);
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data._lineTint = (((lineColor >> 16 & 0xFF) / 255 * tintR * 255 << 16) + ((lineColor >> 8 & 0xFF) / 255 * tintG * 255 << 8) + (lineColor & 0xFF) / 255 * tintB * 255);
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}
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}
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};
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@ -3,7 +3,7 @@
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* For example the Group, Stage, Sprite, etc. because the render function
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* here is mapped to the prototype for the game object.
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*/
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Phaser.Renderer.Canvas.GameObjects.Container = {
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Phaser.Renderer.Canvas.GameObjects.SpriteBatch = {
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render: function (renderer)
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{
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34
src/renderer/canvas/gameobjects/Stage.js
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34
src/renderer/canvas/gameobjects/Stage.js
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/**
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* Note that 'this' in all functions here refer to the owning object.
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* For example the Group, Stage, Sprite, etc. because the render function
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* here is mapped to the prototype for the game object.
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*/
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Phaser.Renderer.Canvas.GameObjects.Stage = {
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render: function (renderer)
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{
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if (this.visible === false || this.alpha === 0)
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{
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return;
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}
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if (this._mask)
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{
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renderer.pushMask(this._mask);
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}
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for (var i = 0; i < this.children.length; i++)
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{
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var child = this.children[i];
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child.render(renderer, child);
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}
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if (this._mask)
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{
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renderer.popMask();
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}
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}
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};
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127
src/renderer/canvas/gameobjects/Text.js
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127
src/renderer/canvas/gameobjects/Text.js
Normal file
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/**
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* Note that 'this' in all functions here refer to the owning object.
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* For example the Group, Stage, Sprite, etc. because the render function
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* here is mapped to the prototype for the game object.
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*/
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Phaser.Renderer.Canvas.GameObjects.Text = {
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render: function (renderer)
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{
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// If the sprite is not visible or the alpha is 0 then no need to render this element
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if (!this.visible || this.alpha === 0 || !this.renderable)
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{
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return;
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}
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// Add back in: || src.texture.crop.width <= 0 || src.texture.crop.height <= 0
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var wt = this.worldTransform;
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if (this.blendMode !== renderer.currentBlendMode)
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{
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renderer.currentBlendMode = this.blendMode;
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renderer.context.globalCompositeOperation = Phaser.blendModesCanvas[renderer.currentBlendMode];
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}
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// Check if the texture can be rendered
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if (this._mask)
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{
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renderer.pushMask(this._mask);
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}
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var resolution = this.texture.baseTexture.resolution / renderer.game.resolution;
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renderer.context.globalAlpha = this.worldAlpha;
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// If smoothingEnabled is supported and we need to change the smoothing property for src texture
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if (renderer.smoothProperty && renderer.currentScaleMode !== this.texture.baseTexture.scaleMode)
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{
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renderer.currentScaleMode = this.texture.baseTexture.scaleMode;
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renderer.context[renderer.smoothProperty] = (renderer.currentScaleMode === Phaser.scaleModes.LINEAR);
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}
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// If the texture is trimmed we offset by the trim x/y, otherwise we use the frame dimensions
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var dx = (this.texture.trim) ? this.texture.trim.x - this.anchor.x * this.texture.trim.width : this.anchor.x * -this.texture.frame.width;
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var dy = (this.texture.trim) ? this.texture.trim.y - this.anchor.y * this.texture.trim.height : this.anchor.y * -this.texture.frame.height;
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var tx = (wt.tx * renderer.game.resolution) + renderer.game.camera._shake.x;
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var ty = (wt.ty * renderer.game.resolution) + renderer.game.camera._shake.y;
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var cw = this.texture.crop.width;
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var ch = this.texture.crop.height;
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if (this.texture.rotated)
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{
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var a = wt.a;
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var b = wt.b;
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var c = wt.c;
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var d = wt.d;
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var e = cw;
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// Offset before rotating
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tx = wt.c * ch + tx;
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ty = wt.d * ch + ty;
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// Rotate matrix by 90 degrees
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// We use precalculated values for sine and cosine of rad(90)
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wt.a = a * 6.123233995736766e-17 + -c;
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wt.b = b * 6.123233995736766e-17 + -d;
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wt.c = a + c * 6.123233995736766e-17;
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wt.d = b + d * 6.123233995736766e-17;
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// Update cropping dimensions.
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cw = ch;
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ch = e;
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}
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// Allow for pixel rounding
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if (renderer.roundPixels)
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{
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renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx | 0, ty | 0);
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dx |= 0;
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dy |= 0;
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}
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else
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{
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renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx, ty);
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}
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dx /= resolution;
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dy /= resolution;
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if (this.tint !== 0xFFFFFF)
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{
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if (this.texture.requiresReTint || this.cachedTint !== this.tint)
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{
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this.tintedTexture = PIXI.CanvasTinter.getTintedTexture(this, this.tint);
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this.cachedTint = this.tint;
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this.texture.requiresReTint = false;
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}
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renderer.context.drawImage(this.tintedTexture, 0, 0, cw, ch, dx, dy, cw / resolution, ch / resolution);
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}
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else
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{
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var cx = this.texture.crop.x;
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var cy = this.texture.crop.y;
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renderer.context.drawImage(this.texture.baseTexture.source, cx, cy, cw, ch, dx, dy, cw / resolution, ch / resolution);
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}
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for (var i = 0; i < this.children.length; i++)
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{
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var child = this.children[i];
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child.render(renderer, child);
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}
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if (this._mask)
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{
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renderer.popMask();
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}
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}
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};
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100
src/renderer/webgl/gameobjects/Graphics.js
Normal file
100
src/renderer/webgl/gameobjects/Graphics.js
Normal file
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/**
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* Note that 'this' in all functions here refer to the owning object.
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* For example the Group, Stage, Sprite, etc. because the render function
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* here is mapped to the prototype for the game object.
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*/
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Phaser.Renderer.WebGL.GameObjects.Graphics = {
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render: function (renderer)
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{
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var local = Phaser.Renderer.Canvas.GameObjects.Graphics;
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if (this.visible === false || this.alpha === 0 || this.isMask === true)
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{
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return;
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}
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if (this._cacheAsBitmap)
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{
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if (this.dirty || this.cachedSpriteDirty)
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{
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this._generateCachedSprite();
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// we will also need to update the texture on the gpu too!
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this.updateCachedSpriteTexture();
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|
||||
this.cachedSpriteDirty = false;
|
||||
this.dirty = false;
|
||||
}
|
||||
|
||||
this._cachedSprite.worldAlpha = this.worldAlpha;
|
||||
|
||||
// PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);
|
||||
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
renderer.spriteBatch.stop();
|
||||
renderer.setBlendMode(this.blendMode);
|
||||
|
||||
if (this._mask)
|
||||
{
|
||||
renderer.pushMask(this._mask);
|
||||
}
|
||||
|
||||
if (this._filters)
|
||||
{
|
||||
renderer.filterManager.pushFilter(this._filterBlock);
|
||||
}
|
||||
|
||||
// check blend mode
|
||||
if (this.blendMode !== renderer.spriteBatch.currentBlendMode)
|
||||
{
|
||||
renderer.spriteBatch.currentBlendMode = this.blendMode;
|
||||
|
||||
var blendModeWebGL = renderer.blendModes[renderer.spriteBatch.currentBlendMode];
|
||||
|
||||
renderer.spriteBatch.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
|
||||
}
|
||||
|
||||
// check if the webgl graphic needs to be updated
|
||||
if (this.webGLDirty)
|
||||
{
|
||||
this.dirty = true;
|
||||
this.webGLDirty = false;
|
||||
}
|
||||
|
||||
// Merge with this class
|
||||
// PIXI.WebGLGraphics.renderGraphics(this, renderSession);
|
||||
|
||||
// only render if it has children!
|
||||
if (this.children.length)
|
||||
{
|
||||
renderer.spriteBatch.start();
|
||||
|
||||
for (var i = 0; i < this.children.length; i++)
|
||||
{
|
||||
this.children[i].render(renderer);
|
||||
}
|
||||
|
||||
renderer.spriteBatch.stop();
|
||||
}
|
||||
|
||||
if (this._filters)
|
||||
{
|
||||
renderer.filterManager.popFilter();
|
||||
}
|
||||
|
||||
if (this._mask)
|
||||
{
|
||||
renderer.popMask(this.mask);
|
||||
}
|
||||
|
||||
renderer.drawCount++;
|
||||
|
||||
renderer.spriteBatch.start();
|
||||
}
|
||||
}
|
||||
|
||||
};
|
|
@ -67,7 +67,7 @@ Phaser.Renderer.WebGL.GameObjects.Sprite = {
|
|||
// Render children!
|
||||
for (i = 0; i < this.children.length; i++)
|
||||
{
|
||||
this.children[i].render(renderSession);
|
||||
this.children[i].render(renderer);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
76
src/renderer/webgl/gameobjects/Stage.js
Normal file
76
src/renderer/webgl/gameobjects/Stage.js
Normal file
|
@ -0,0 +1,76 @@
|
|||
/**
|
||||
* Note that 'this' in all functions here refer to the owning object.
|
||||
* For example the Group, Stage, Sprite, etc. because the render function
|
||||
* here is mapped to the prototype for the game object.
|
||||
*/
|
||||
Phaser.Renderer.WebGL.GameObjects.Stage = {
|
||||
|
||||
render: function (renderer)
|
||||
{
|
||||
if (this.visible === false || this.alpha === 0 || this.children.length === 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var i;
|
||||
|
||||
if (this._mask || this._filters)
|
||||
{
|
||||
// push filter first as we need to ensure the stencil buffer is correct for any masking
|
||||
if (this._filters)
|
||||
{
|
||||
renderer.spriteBatch.flush();
|
||||
renderer.filterManager.pushFilter(this._filterBlock);
|
||||
}
|
||||
|
||||
if (this._mask)
|
||||
{
|
||||
renderer.spriteBatch.stop();
|
||||
renderer.pushMask(this.mask);
|
||||
renderer.spriteBatch.start();
|
||||
}
|
||||
|
||||
// simple render children!
|
||||
for (i = 0; i < this.children.length; i++)
|
||||
{
|
||||
if (!this.children[i].render)
|
||||
{
|
||||
console.dir(this.children[i]);
|
||||
debugger;
|
||||
}
|
||||
|
||||
this.children[i].render(renderer);
|
||||
}
|
||||
|
||||
renderer.spriteBatch.stop();
|
||||
|
||||
if (this._mask)
|
||||
{
|
||||
renderer.popMask(this._mask);
|
||||
}
|
||||
|
||||
if (this._filters)
|
||||
{
|
||||
renderer.filterManager.popFilter();
|
||||
}
|
||||
|
||||
renderer.spriteBatch.start();
|
||||
}
|
||||
else
|
||||
{
|
||||
// simple render children!
|
||||
for (i = 0; i < this.children.length; i++)
|
||||
{
|
||||
if (!this.children[i].render)
|
||||
{
|
||||
console.dir(this.children[i]);
|
||||
debugger;
|
||||
}
|
||||
|
||||
this.children[i].render(renderer);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
};
|
82
src/renderer/webgl/gameobjects/Text.js
Normal file
82
src/renderer/webgl/gameobjects/Text.js
Normal file
|
@ -0,0 +1,82 @@
|
|||
/**
|
||||
* Note that 'this' in all functions here refer to the owning object.
|
||||
* For example the Group, Stage, Sprite, etc. because the render function
|
||||
* here is mapped to the prototype for the game object.
|
||||
*/
|
||||
Phaser.Renderer.WebGL.GameObjects.Text = {
|
||||
|
||||
render: function (renderer)
|
||||
{
|
||||
if (this.dirty)
|
||||
{
|
||||
this.updateText();
|
||||
this.dirty = false;
|
||||
}
|
||||
|
||||
// If the sprite is not visible or the alpha is 0 then no need to render this element
|
||||
if (!this.visible || this.alpha === 0 || !this.renderable)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Add back in: || src.texture.crop.width <= 0 || src.texture.crop.height <= 0
|
||||
|
||||
var i;
|
||||
|
||||
// Would be good to get this down to 1 check, or even none.
|
||||
if (this._mask || this._filters)
|
||||
{
|
||||
var spriteBatch = renderer.spriteBatch;
|
||||
|
||||
// push filter first as we need to ensure the stencil buffer is correct for any masking
|
||||
if (this._filters)
|
||||
{
|
||||
spriteBatch.flush();
|
||||
renderer.filterManager.pushFilter(this._filterBlock);
|
||||
}
|
||||
|
||||
if (this._mask)
|
||||
{
|
||||
spriteBatch.stop();
|
||||
renderer.pushMask(this.mask);
|
||||
spriteBatch.start();
|
||||
}
|
||||
|
||||
// add this sprite to the batch
|
||||
spriteBatch.render(this);
|
||||
|
||||
// now loop through the children and make sure they get rendered
|
||||
for (i = 0; i < this.children.length; i++)
|
||||
{
|
||||
this.children[i].render(renderer);
|
||||
}
|
||||
|
||||
// time to stop the sprite batch as either a mask element or a filter draw will happen next
|
||||
spriteBatch.stop();
|
||||
|
||||
if (this._mask)
|
||||
{
|
||||
renderer.popMask(this._mask);
|
||||
}
|
||||
|
||||
if (this._filters)
|
||||
{
|
||||
renderer.filterManager.popFilter();
|
||||
}
|
||||
|
||||
spriteBatch.start();
|
||||
}
|
||||
else
|
||||
{
|
||||
renderer.spriteBatch.render(this);
|
||||
|
||||
// Render children!
|
||||
for (i = 0; i < this.children.length; i++)
|
||||
{
|
||||
this.children[i].render(renderer);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
};
|
Loading…
Reference in a new issue