mirror of
https://github.com/photonstorm/phaser
synced 2025-02-16 14:08:28 +00:00
Updated Game Object renderer blocks to use 'this'.
Split out the Graphics renderer to avoid being a giant if/else loop.
This commit is contained in:
parent
7b40711418
commit
40bef9543a
5 changed files with 255 additions and 231 deletions
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@ -40,7 +40,7 @@
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"consistent-this": [ "error", "_this" ],
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"eol-last": [ "error" ],
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"func-call-spacing": [ "error", "never" ],
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"indent": [ "error", 4, { "SwitchCase": 4 } ],
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"indent": [ "error", 4, { "SwitchCase": 1 } ],
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"key-spacing": [ "error", { "beforeColon": false, "afterColon": true }],
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"linebreak-style": [ "off" ],
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"lines-around-comment": [ "error", { "beforeBlockComment": true }],
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@ -181,7 +181,6 @@ Phaser.Renderer.Canvas.prototype = {
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// Add Pre-render hook
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// this.renderSession.currentBlendMode = 0;
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// this.renderSession.shakeX = this.game.camera._shake.x;
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// this.renderSession.shakeY = this.game.camera._shake.y;
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@ -1,33 +1,30 @@
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/**
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* Renders the object using the Canvas renderer
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*
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* @method _renderCanvas
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* @param renderSession {RenderSession}
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* @private
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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.Container = {
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render: function (renderer, source)
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render: function (renderer)
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{
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if (source.visible === false || source.alpha === 0)
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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._cacheAsBitmap)
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// {
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// this._renderCachedSprite(renderSession);
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// return;
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// }
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if (source._mask)
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if (this._cacheAsBitmap)
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{
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renderer.pushMask(source._mask);
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return this.renderCachedSprite(renderer);
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}
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for (var i = 0; i < source.children.length; i++)
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if (this._mask)
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{
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var child = source.children[i];
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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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@ -39,11 +36,10 @@ Phaser.Renderer.Canvas.GameObjects.Container = {
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},
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renderCache: function (renderer, source)
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renderCachedSprite: function (renderer)
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{
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// Do something
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return source;
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// TODO
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return renderer;
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}
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};
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@ -1,212 +1,245 @@
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/**
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* Renders the object using the Canvas renderer
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*
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* @method _renderCanvas
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* @param renderSession {RenderSession}
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* @private
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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.Graphics = {
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render: function (renderer, graphics)
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render: function (renderer)
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{
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var worldAlpha = graphics.worldAlpha;
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var context = renderer.context;
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if (graphics.dirty)
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if (this.dirty)
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{
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this.updateGraphicsTint(graphics);
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graphics.dirty = false;
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this.updateGraphicsTint();
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this.dirty = false;
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}
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for (var i = 0; i < graphics.graphicsData.length; i++)
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for (var i = 0; i < this.graphicsData.length; i++)
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{
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var data = graphics.graphicsData[i];
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var shape = data.shape;
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var fillColor = data._fillTint;
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var lineColor = data._lineTint;
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var data = this.graphicsData[i];
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context.lineWidth = data.lineWidth;
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if (data.type === Phaser.POLYGON)
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switch (data.type)
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{
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context.beginPath();
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case Phaser.RECTANGLE:
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this.drawRectangle(data, context);
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break;
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var points = shape.points;
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case Phaser.CIRCLE:
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this.drawCircle(data, context);
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break;
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context.moveTo(points[0], points[1]);
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case Phaser.POLYGON:
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this.drawPolygon(data, context);
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break;
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for (var j = 1; j < points.length / 2; j++)
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{
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context.lineTo(points[j * 2], points[j * 2 + 1]);
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}
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case Phaser.ELLIPSE:
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this.drawEllipse(data, context);
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break;
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if (shape.closed)
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{
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context.lineTo(points[0], points[1]);
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}
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// if the first and last point are the same close the path - much neater :)
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if (points[0] === points[points.length - 2] && points[1] === points[points.length - 1])
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{
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context.closePath();
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}
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if (data.fill)
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{
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context.globalAlpha = data.fillAlpha * worldAlpha;
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context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6);
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context.fill();
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}
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if (data.lineWidth)
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{
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context.globalAlpha = data.lineAlpha * worldAlpha;
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context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6);
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context.stroke();
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}
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}
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else if (data.type === Phaser.RECTANGLE)
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{
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if (data.fillColor || data.fillColor === 0)
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{
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context.globalAlpha = data.fillAlpha * worldAlpha;
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context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6);
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context.fillRect(shape.x, shape.y, shape.width, shape.height);
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}
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if (data.lineWidth)
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{
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context.globalAlpha = data.lineAlpha * worldAlpha;
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context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6);
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context.strokeRect(shape.x, shape.y, shape.width, shape.height);
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}
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}
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else if (data.type === Phaser.CIRCLE)
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{
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// TODO - need to be Undefined!
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context.beginPath();
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context.arc(shape.x, shape.y, shape.radius, 0, 2 * Math.PI);
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context.closePath();
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if (data.fill)
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{
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context.globalAlpha = data.fillAlpha * worldAlpha;
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context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6);
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context.fill();
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}
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if (data.lineWidth)
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{
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context.globalAlpha = data.lineAlpha * worldAlpha;
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context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6);
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context.stroke();
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}
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}
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else if (data.type === Phaser.ELLIPSE)
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{
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// ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas
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var w = shape.width * 2;
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var h = shape.height * 2;
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var x = shape.x - (w / 2);
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var y = shape.y - (h / 2);
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context.beginPath();
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var kappa = 0.5522848,
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ox = (w / 2) * kappa, // control point offset horizontal
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oy = (h / 2) * kappa, // control point offset vertical
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xe = x + w, // x-end
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ye = y + h, // y-end
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xm = x + (w / 2), // x-middle
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ym = y + (h / 2); // y-middle
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context.moveTo(x, ym);
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context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);
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context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);
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context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);
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context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);
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context.closePath();
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if (data.fill)
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{
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context.globalAlpha = data.fillAlpha * worldAlpha;
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context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6);
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context.fill();
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}
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if (data.lineWidth)
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{
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context.globalAlpha = data.lineAlpha * worldAlpha;
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context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6);
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context.stroke();
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}
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}
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else if (data.type === Phaser.ROUNDEDRECTANGLE)
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{
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var rx = shape.x;
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var ry = shape.y;
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var width = shape.width;
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var height = shape.height;
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var radius = shape.radius;
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var maxRadius = Math.min(width, height) / 2 | 0;
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radius = radius > maxRadius ? maxRadius : radius;
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context.beginPath();
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context.moveTo(rx, ry + radius);
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context.lineTo(rx, ry + height - radius);
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context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height);
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context.lineTo(rx + width - radius, ry + height);
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context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius);
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context.lineTo(rx + width, ry + radius);
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context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry);
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context.lineTo(rx + radius, ry);
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context.quadraticCurveTo(rx, ry, rx, ry + radius);
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context.closePath();
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if (data.fillColor || data.fillColor === 0)
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{
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context.globalAlpha = data.fillAlpha * worldAlpha;
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context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6);
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context.fill();
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}
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if (data.lineWidth)
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{
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context.globalAlpha = data.lineAlpha * worldAlpha;
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context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6);
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context.stroke();
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}
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case Phaser.ROUNDEDRECTANGLE:
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this.drawRoundedRectangle(data, context);
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break;
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}
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}
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},
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updateGraphicsTint: function (graphics)
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drawRectangle: function (data, context)
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{
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if (graphics.tint === 0xFFFFFF)
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var shape = data.shape;
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if (data.fillColor || data.fillColor === 0)
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{
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context.globalAlpha = data.fillAlpha * this.worldAlpha;
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context.fillStyle = '#' + ('00000' + (data._fillTint | 0).toString(16)).substr(-6);
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context.fillRect(shape.x, shape.y, shape.width, shape.height);
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}
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if (data.lineWidth)
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{
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context.globalAlpha = data.lineAlpha * this.worldAlpha;
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context.strokeStyle = '#' + ('00000' + (data._lineTint | 0).toString(16)).substr(-6);
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context.strokeRect(shape.x, shape.y, shape.width, shape.height);
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}
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},
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drawRoundedRectangle: function (data, context)
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{
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var shape = data.shape;
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var rx = shape.x;
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var ry = shape.y;
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var width = shape.width;
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var height = shape.height;
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var radius = shape.radius;
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var maxRadius = Math.min(width, height) / 2 | 0;
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radius = radius > maxRadius ? maxRadius : radius;
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context.beginPath();
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context.moveTo(rx, ry + radius);
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context.lineTo(rx, ry + height - radius);
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context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height);
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context.lineTo(rx + width - radius, ry + height);
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context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius);
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context.lineTo(rx + width, ry + radius);
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context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry);
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context.lineTo(rx + radius, ry);
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context.quadraticCurveTo(rx, ry, rx, ry + radius);
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context.closePath();
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if (data.fillColor || data.fillColor === 0)
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{
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context.globalAlpha = data.fillAlpha * this.worldAlpha;
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context.fillStyle = '#' + ('00000' + (data._fillTint | 0).toString(16)).substr(-6);
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context.fill();
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}
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if (data.lineWidth)
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{
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context.globalAlpha = data.lineAlpha * this.worldAlpha;
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context.strokeStyle = '#' + ('00000' + (data._lineTint | 0).toString(16)).substr(-6);
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context.stroke();
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}
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},
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drawEllipse: function (data, context)
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{
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var shape = data.shape;
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// ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas
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var w = shape.width * 2;
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var h = shape.height * 2;
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var x = shape.x - (w / 2);
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var y = shape.y - (h / 2);
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context.beginPath();
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var kappa = 0.5522848;
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var ox = (w / 2) * kappa; // control point offset horizontal
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var oy = (h / 2) * kappa; // control point offset vertical
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var xe = x + w; // x-end
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var ye = y + h; // y-end
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var xm = x + (w / 2); // x-middle
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var ym = y + (h / 2); // y-middle
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context.moveTo(x, ym);
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context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);
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context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);
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context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);
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context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);
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context.closePath();
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if (data.fill)
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{
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context.globalAlpha = data.fillAlpha * this.worldAlpha;
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context.fillStyle = '#' + ('00000' + (data._fillTint | 0).toString(16)).substr(-6);
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context.fill();
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}
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if (data.lineWidth)
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{
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context.globalAlpha = data.lineAlpha * this.worldAlpha;
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context.strokeStyle = '#' + ('00000' + (data._lineTint | 0).toString(16)).substr(-6);
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context.stroke();
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}
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},
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drawCircle: function (data, context)
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{
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var shape = data.shape;
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context.beginPath();
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context.arc(shape.x, shape.y, shape.radius, 0, 2 * Math.PI);
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context.closePath();
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if (data.fill)
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{
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context.globalAlpha = data.fillAlpha * this.worldAlpha;
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context.fillStyle = '#' + ('00000' + (data._fillTint | 0).toString(16)).substr(-6);
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context.fill();
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}
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if (data.lineWidth)
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{
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context.globalAlpha = data.lineAlpha * this.worldAlpha;
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context.strokeStyle = '#' + ('00000' + (data._lineTint | 0).toString(16)).substr(-6);
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context.stroke();
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}
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},
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drawPolygon: function (data, context)
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{
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var shape = data.shape;
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context.beginPath();
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var points = shape.points;
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context.moveTo(points[0], points[1]);
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for (var j = 1; j < points.length / 2; j++)
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{
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context.lineTo(points[j * 2], points[j * 2 + 1]);
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}
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if (shape.closed)
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{
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context.lineTo(points[0], points[1]);
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}
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// if the first and last point are the same close the path - much neater :)
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if (points[0] === points[points.length - 2] && points[1] === points[points.length - 1])
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{
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context.closePath();
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}
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if (data.fill)
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{
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context.globalAlpha = data.fillAlpha * this.worldAlpha;
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context.fillStyle = '#' + ('00000' + (data._fillTint | 0).toString(16)).substr(-6);
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context.fill();
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}
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if (data.lineWidth)
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{
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context.globalAlpha = data.lineAlpha * this.worldAlpha;
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context.strokeStyle = '#' + ('00000' + (data._lineTint | 0).toString(16)).substr(-6);
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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 = (graphics.tint >> 16 & 0xFF) / 255;
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var tintG = (graphics.tint >> 8 & 0xFF) / 255;
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var tintB = (graphics.tint & 0xFF)/ 255;
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var tintR = (this.tint >> 16 & 0xFF) / 255;
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var tintG = (this.tint >> 8 & 0xFF) / 255;
|
||||
var tintB = (this.tint & 0xFF) / 255;
|
||||
|
||||
for (var i = 0; i < graphics.graphicsData.length; i++)
|
||||
for (var i = 0; i < this.graphicsData.length; i++)
|
||||
{
|
||||
var data = graphics.graphicsData[i];
|
||||
var data = this.graphicsData[i];
|
||||
|
||||
var fillColor = data.fillColor | 0;
|
||||
var lineColor = data.lineColor | 0;
|
||||
|
||||
data._fillTint = (((fillColor >> 16 & 0xFF) / 255 * tintR * 255 << 16) + ((fillColor >> 8 & 0xFF) / 255 * tintG * 255 << 8) + (fillColor & 0xFF) / 255 * tintB * 255);
|
||||
data._lineTint = (((lineColor >> 16 & 0xFF) / 255 * tintR * 255 << 16) + ((lineColor >> 8 & 0xFF) / 255 * tintG * 255 << 8) + (lineColor & 0xFF) / 255 * tintB * 255);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -1,40 +1,36 @@
|
|||
/**
|
||||
* Renders the object using the Canvas renderer
|
||||
*
|
||||
* @method _renderCanvas
|
||||
* @param renderSession {RenderSession}
|
||||
* @param {Matrix} [matrix] - Optional matrix. If provided the Display Object will be rendered using this matrix, otherwise it will use its worldTransform.
|
||||
* @private
|
||||
* 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.Canvas.GameObjects.Sprite = {
|
||||
|
||||
render: function (renderer, source, matrix)
|
||||
render: function (renderer)
|
||||
{
|
||||
// If the sprite is not visible or the alpha is 0 then no need to render this element
|
||||
if (!source.visible || source.alpha === 0 || !source.renderable)
|
||||
if (!this.visible || this.alpha === 0 || !this.renderable)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Add back in: || src.texture.crop.width <= 0 || src.texture.crop.height <= 0
|
||||
|
||||
// If they provided an alternative rendering matrix then use it
|
||||
var wt = (matrix) ? matrix : source.worldTransform;
|
||||
var wt = this.worldTransform;
|
||||
|
||||
if (source.blendMode !== renderer.currentBlendMode)
|
||||
if (this.blendMode !== renderer.currentBlendMode)
|
||||
{
|
||||
renderer.currentBlendMode = source.blendMode;
|
||||
renderer.currentBlendMode = this.blendMode;
|
||||
renderer.context.globalCompositeOperation = Phaser.blendModesCanvas[renderer.currentBlendMode];
|
||||
}
|
||||
|
||||
// Check if the texture can be rendered
|
||||
|
||||
if (source._mask)
|
||||
if (this._mask)
|
||||
{
|
||||
renderer.pushMask(source._mask);
|
||||
renderer.pushMask(this._mask);
|
||||
}
|
||||
|
||||
// Ignore null sources
|
||||
// Ignore null thiss
|
||||
/*
|
||||
if (!src.texture.valid)
|
||||
{
|
||||
|
@ -53,28 +49,28 @@ Phaser.Renderer.Canvas.GameObjects.Sprite = {
|
|||
}
|
||||
*/
|
||||
|
||||
var resolution = source.texture.baseTexture.resolution / renderer.game.resolution;
|
||||
var resolution = this.texture.baseTexture.resolution / renderer.game.resolution;
|
||||
|
||||
renderer.context.globalAlpha = source.worldAlpha;
|
||||
renderer.context.globalAlpha = this.worldAlpha;
|
||||
|
||||
// If smoothingEnabled is supported and we need to change the smoothing property for src texture
|
||||
if (renderer.smoothProperty && renderer.currentScaleMode !== source.texture.baseTexture.scaleMode)
|
||||
if (renderer.smoothProperty && renderer.currentScaleMode !== this.texture.baseTexture.scaleMode)
|
||||
{
|
||||
renderer.currentScaleMode = source.texture.baseTexture.scaleMode;
|
||||
renderer.currentScaleMode = this.texture.baseTexture.scaleMode;
|
||||
renderer.context[renderer.smoothProperty] = (renderer.currentScaleMode === Phaser.scaleModes.LINEAR);
|
||||
}
|
||||
|
||||
// If the texture is trimmed we offset by the trim x/y, otherwise we use the frame dimensions
|
||||
var dx = (source.texture.trim) ? source.texture.trim.x - source.anchor.x * source.texture.trim.width : source.anchor.x * -source.texture.frame.width;
|
||||
var dy = (source.texture.trim) ? source.texture.trim.y - source.anchor.y * source.texture.trim.height : source.anchor.y * -source.texture.frame.height;
|
||||
var dx = (this.texture.trim) ? this.texture.trim.x - this.anchor.x * this.texture.trim.width : this.anchor.x * -this.texture.frame.width;
|
||||
var dy = (this.texture.trim) ? this.texture.trim.y - this.anchor.y * this.texture.trim.height : this.anchor.y * -this.texture.frame.height;
|
||||
|
||||
var tx = (wt.tx * renderer.game.resolution) + renderer.game.camera._shake.x;
|
||||
var ty = (wt.ty * renderer.game.resolution) + renderer.game.camera._shake.y;
|
||||
|
||||
var cw = source.texture.crop.width;
|
||||
var ch = source.texture.crop.height;
|
||||
var cw = this.texture.crop.width;
|
||||
var ch = this.texture.crop.height;
|
||||
|
||||
if (source.texture.rotated)
|
||||
if (this.texture.rotated)
|
||||
{
|
||||
var a = wt.a;
|
||||
var b = wt.b;
|
||||
|
@ -113,34 +109,34 @@ Phaser.Renderer.Canvas.GameObjects.Sprite = {
|
|||
dx /= resolution;
|
||||
dy /= resolution;
|
||||
|
||||
if (source.tint !== 0xFFFFFF)
|
||||
if (this.tint !== 0xFFFFFF)
|
||||
{
|
||||
if (source.texture.requiresReTint || source.cachedTint !== source.tint)
|
||||
if (this.texture.requiresReTint || this.cachedTint !== this.tint)
|
||||
{
|
||||
source.tintedTexture = PIXI.CanvasTinter.getTintedTexture(source, source.tint);
|
||||
this.tintedTexture = PIXI.CanvasTinter.getTintedTexture(this, this.tint);
|
||||
|
||||
source.cachedTint = source.tint;
|
||||
source.texture.requiresReTint = false;
|
||||
this.cachedTint = this.tint;
|
||||
this.texture.requiresReTint = false;
|
||||
}
|
||||
|
||||
renderer.context.drawImage(source.tintedTexture, 0, 0, cw, ch, dx, dy, cw / resolution, ch / resolution);
|
||||
renderer.context.drawImage(this.tintedTexture, 0, 0, cw, ch, dx, dy, cw / resolution, ch / resolution);
|
||||
}
|
||||
else
|
||||
{
|
||||
var cx = source.texture.crop.x;
|
||||
var cy = source.texture.crop.y;
|
||||
var cx = this.texture.crop.x;
|
||||
var cy = this.texture.crop.y;
|
||||
|
||||
renderer.context.drawImage(source.texture.baseTexture.source, cx, cy, cw, ch, dx, dy, cw / resolution, ch / resolution);
|
||||
renderer.context.drawImage(this.texture.baseTexture.this, cx, cy, cw, ch, dx, dy, cw / resolution, ch / resolution);
|
||||
}
|
||||
|
||||
for (var i = 0; i < source.children.length; i++)
|
||||
for (var i = 0; i < this.children.length; i++)
|
||||
{
|
||||
var child = source.children[i];
|
||||
var child = this.children[i];
|
||||
|
||||
child.render(renderer, child);
|
||||
}
|
||||
|
||||
if (source._mask)
|
||||
if (this._mask)
|
||||
{
|
||||
renderer.popMask();
|
||||
}
|
||||
|
|
Loading…
Add table
Reference in a new issue