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Updated to work with new Image properties.

This commit is contained in:
Richard Davey 2016-10-13 01:54:40 +01:00
parent 6373d8ebb3
commit 483c3eb34b

View file

@ -16,9 +16,9 @@ Phaser.Renderer.Canvas.GameObjects.Image = {
var frame = src.frame; var frame = src.frame;
var source = frame.source; var source = frame.source;
// Skip render? // Skip rendering?
if (!src.visible || !src.alpha || !src.renderable || !frame.cutWidth || !frame.cutHeight) if (src.skipRender || !src.visible || !src.alpha || !frame.cutWidth || !frame.cutHeight)
{ {
return; return;
} }
@ -31,14 +31,14 @@ Phaser.Renderer.Canvas.GameObjects.Image = {
renderer.context.globalCompositeOperation = renderer.blendModes[renderer.currentBlendMode]; renderer.context.globalCompositeOperation = renderer.blendModes[renderer.currentBlendMode];
} }
// Alpha // Alpha (World Alpha?)
if (src.worldAlpha !== renderer.context.globalAlpha) if (src.alpha !== renderer.context.globalAlpha)
{ {
renderer.context.globalAlpha = src.worldAlpha; renderer.context.globalAlpha = src.alpha;
} }
// Smoothing (should this be a Game Object, or Frame/Texture level property?) // Smoothing (should this be a Game Object, or Frame / Texture level property?)
if (source.scaleMode !== renderer.currentScaleMode) if (source.scaleMode !== renderer.currentScaleMode)
{ {
@ -46,12 +46,12 @@ Phaser.Renderer.Canvas.GameObjects.Image = {
renderer.context[renderer.smoothProperty] = (source.scaleMode === Phaser.scaleModes.LINEAR); renderer.context[renderer.smoothProperty] = (source.scaleMode === Phaser.scaleModes.LINEAR);
} }
var wt = src.worldTransform; var wt = src.transform.world;
var resolution = source.resolution / renderer.game.resolution; var resolution = source.resolution / renderer.game.resolution;
var dx = frame.x - (src.anchor.x * frame.width); var dx = frame.x - (src.anchorX * frame.width);
var dy = frame.y - (src.anchor.y * frame.height); var dy = frame.y - (src.anchorY * frame.height);
var tx = (wt.tx * renderer.game.resolution) + renderer.game.camera._shake.x; 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 ty = (wt.ty * renderer.game.resolution) + renderer.game.camera._shake.y;