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Camera effect rendering for canvas
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2 changed files with 18 additions and 3 deletions
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@ -1,4 +1,4 @@
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var CHECKSUM = {
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build: '692fe170-f870-11e6-8132-938c0b25d0cb'
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build: '6393ce50-f872-11e6-ba94-79064404f409'
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};
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module.exports = CHECKSUM;
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@ -215,14 +215,29 @@ CanvasRenderer.prototype = {
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// Call the State.render function
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state.render.call(state, ctx, interpolationPercentage);
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ctx.setTransform(1, 0, 0, 1, 0, 0);
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if (camera._fadeAlpha > 0 || camera._flashAlpha > 0)
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{
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// fade rendering
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ctx.fillStyle = 'rgb(' + (camera._fadeRed * 255) + ',' + (camera._fadeGreen * 255) + ',' + (camera._fadeBlue * 255) + ')';
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ctx.globalAlpha = camera._fadeAlpha;
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ctx.fillRect(camera.x, camera.y, camera.width, camera.height);
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// flash rendering
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ctx.fillStyle = 'rgb(' + (camera._flashRed * 255) + ',' + (camera._flashGreen * 255) + ',' + (camera._flashBlue * 255) + ')';
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ctx.globalAlpha = camera._flashAlpha;
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ctx.fillRect(camera.x, camera.y, camera.width, camera.height);
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ctx.globalAlpha = 1.0;
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}
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// Reset the camera scissor
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if (scissor)
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{
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ctx.restore();
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}
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ctx.setTransform(1, 0, 0, 1, 0, 0);
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// Blast it to the Game Canvas (if needed)
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if (settings.renderToTexture)
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{
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