mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 07:01:20 +00:00
Removed PixiPatch as it's no longer needed. Re-worked all of the Sprite autoCull and inWorld checks and cached the bounds. Fixed the Body calculations so physics is working again.
This commit is contained in:
parent
e8b432f518
commit
4aa945f991
13 changed files with 104 additions and 378 deletions
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@ -22,7 +22,7 @@ function create() {
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var bg = game.add.sprite(0, 0, bmd);
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bg.body.moves = false;
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game.enableStep();
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// game.enableStep();
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game.physics.gravity.y = 100;
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@ -1,5 +1,5 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }, false);
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function preload() {
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@ -16,22 +16,20 @@ function create() {
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// game.stage.backgroundColor = '#ff5500';
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game.stage._stage.setBackgroundColor(0xff5500);
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sprite = game.add.sprite(0.5, 0, 'pic');
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sprite = game.add.sprite(0, 0, 'pic');
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// g = game.add.group(null, 'billy');
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g = game.add.group(null, 'billy');
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// sprite2 = g.create(0, 0, 'pic');
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sprite2 = g.create(0, 0, 'pic');
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// g.y = 200;
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// g.rotation = 0.1;
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g.y = 200;
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g.rotation = 0.1;
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sprite2 = game.add.sprite(0, 300, 'pic');
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// sprite2 = game.add.sprite(0, 300, 'pic');
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// game.input.onDown.add(tint, this);
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game.input.onDown.add(tint, this);
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game.add.tween(sprite).to({y: 500}, 3000, Phaser.Easing.Linear.None, true);
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// game.add.tween(sprite).to({y: 500}, 3000, Phaser.Easing.Linear.None, true);
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p = new PIXI.Point(43, 45);
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@ -39,7 +37,7 @@ function create() {
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function tint() {
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sprite.tint = Math.random() * 0xFFFFFF;
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// sprite.tint = Math.random() * 0xFFFFFF;
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// sprite2.tint = Math.random() * 0xFFFFFF;
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}
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@ -51,6 +49,6 @@ function update() {
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function render() {
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game.debug.renderText(sprite.position.y, 32, 32);
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// game.debug.renderText(sprite.position.y, 32, 32);
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}
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280
src/PixiPatch.js
280
src/PixiPatch.js
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@ -1,280 +0,0 @@
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/**
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* We're replacing a couple of Pixi's methods here to fix or add some vital functionality:
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*
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* 1) Added support for Trimmed sprite sheets
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* 2) Skip display objects with an alpha of zero
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* 3) Avoid Style Recalculation from the incorrect bgcolor value
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* 4) Added support for Canvas unit rounding via Phaser.CANVAS_PX_ROUND boolean (disabled by default).
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*
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* Hopefully we can remove this once Pixi has been updated to support these things.
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*/
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/**
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* Renders the stage to its canvas view
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*
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* @method render
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* @param stage {Stage} the Stage element to be rendered
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*/
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PIXI.CanvasRenderer.prototype.render = function(stage)
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{
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PIXI.texturesToUpdate.length = 0;
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PIXI.texturesToDestroy.length = 0;
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PIXI.visibleCount++;
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stage.updateTransform();
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this.context.setTransform(1, 0, 0, 1, 0, 0);
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if (Phaser.CANVAS_CLEAR_RECT)
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{
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this.context.clearRect(0, 0, this.width, this.height)
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}
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this.renderDisplayObject(stage, false);
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// Remove frame updates
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if (PIXI.Texture.frameUpdates.length > 0)
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{
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PIXI.Texture.frameUpdates.length = 0;
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}
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}
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// @param {boolean} [renderHidden=false] - If true displayObjects that have their visible property set to false will still be rendered.
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PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject, renderHidden)
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{
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// Once the display object hits this we can break the loop
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var testObject = displayObject.last._iNext;
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displayObject = displayObject.first;
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do
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{
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if (!displayObject.visible && !renderHidden)
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{
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displayObject = displayObject.last._iNext;
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continue;
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}
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if (!displayObject.renderable || displayObject.alpha === 0)
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{
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displayObject = displayObject._iNext;
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continue;
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}
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if (displayObject instanceof PIXI.Sprite)
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{
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if (displayObject.texture.frame)
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{
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this.context.globalAlpha = displayObject.worldAlpha;
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if (Phaser.CANVAS_PX_ROUND)
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{
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this.context.setTransform(
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displayObject.worldTransform[0],
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displayObject.worldTransform[3],
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displayObject.worldTransform[1],
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displayObject.worldTransform[4],
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Math.floor(displayObject.worldTransform[2]),
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Math.floor(displayObject.worldTransform[5]));
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}
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else
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{
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this.context.setTransform(
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displayObject.worldTransform[0],
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displayObject.worldTransform[3],
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displayObject.worldTransform[1],
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displayObject.worldTransform[4],
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displayObject.worldTransform[2],
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displayObject.worldTransform[5]);
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}
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if (displayObject.texture.trimmed)
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{
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this.context.transform(1, 0, 0, 1, displayObject.texture.trim.x, displayObject.texture.trim.y);
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}
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//if smoothingEnabled is supported and we need to change the smoothing property for this texture
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if (this.smoothProperty && this.scaleMode !== displayObject.texture.baseTexture.scaleMode)
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{
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this.scaleMode = displayObject.texture.baseTexture.scaleMode;
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this.context[this.smoothProperty] = (this.scaleMode === PIXI.BaseTexture.SCALE_MODE.LINEAR);
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}
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this.context.drawImage(
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displayObject.texture.baseTexture.source,
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displayObject.texture.frame.x,
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displayObject.texture.frame.y,
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displayObject.texture.frame.width,
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displayObject.texture.frame.height,
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Math.floor((displayObject.anchor.x) * -displayObject.texture.frame.width),
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Math.floor((displayObject.anchor.y) * -displayObject.texture.frame.height),
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displayObject.texture.frame.width,
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displayObject.texture.frame.height);
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}
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}
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else if (displayObject instanceof PIXI.Strip)
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{
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this.context.setTransform(displayObject.worldTransform[0], displayObject.worldTransform[3], displayObject.worldTransform[1], displayObject.worldTransform[4], displayObject.worldTransform[2], displayObject.worldTransform[5])
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this.renderStrip(displayObject);
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}
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else if (displayObject instanceof PIXI.TilingSprite)
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{
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this.context.setTransform(displayObject.worldTransform[0], displayObject.worldTransform[3], displayObject.worldTransform[1], displayObject.worldTransform[4], displayObject.worldTransform[2], displayObject.worldTransform[5])
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this.renderTilingSprite(displayObject);
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}
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else if (displayObject instanceof PIXI.CustomRenderable)
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{
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displayObject.renderCanvas(this);
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}
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else if (displayObject instanceof PIXI.Graphics)
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{
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this.context.setTransform(displayObject.worldTransform[0], displayObject.worldTransform[3], displayObject.worldTransform[1], displayObject.worldTransform[4], displayObject.worldTransform[2], displayObject.worldTransform[5])
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PIXI.CanvasGraphics.renderGraphics(displayObject, this.context);
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}
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else if (displayObject instanceof PIXI.FilterBlock)
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{
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if (displayObject.open)
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{
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this.context.save();
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var cacheAlpha = displayObject.mask.alpha;
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var maskTransform = displayObject.mask.worldTransform;
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this.context.setTransform(maskTransform[0], maskTransform[3], maskTransform[1], maskTransform[4], maskTransform[2], maskTransform[5])
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displayObject.mask.worldAlpha = 0.5;
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this.context.worldAlpha = 0;
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PIXI.CanvasGraphics.renderGraphicsMask(displayObject.mask, this.context);
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this.context.clip();
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displayObject.mask.worldAlpha = cacheAlpha;
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}
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else
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{
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this.context.restore();
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}
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}
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// count++
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displayObject = displayObject._iNext;
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}
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while(displayObject != testObject)
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}
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PIXI.WebGLBatch.prototype.update = function()
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{
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// var gl = this.gl;
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// var worldTransform, width, height, aX, aY, w0, w1, h0, h1, index, index2, index3
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var worldTransform, width, height, aX, aY, w0, w1, h0, h1, index;
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var a, b, c, d, tx, ty;
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var indexRun = 0;
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var displayObject = this.head;
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while(displayObject)
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{
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if(displayObject.vcount === PIXI.visibleCount)
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{
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width = displayObject.texture.frame.width;
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height = displayObject.texture.frame.height;
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// TODO trim??
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aX = displayObject.anchor.x;// - displayObject.texture.trim.x
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aY = displayObject.anchor.y; //- displayObject.texture.trim.y
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w0 = width * (1-aX);
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w1 = width * -aX;
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h0 = height * (1-aY);
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h1 = height * -aY;
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index = indexRun * 8;
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worldTransform = displayObject.worldTransform;
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a = worldTransform[0];
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b = worldTransform[3];
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c = worldTransform[1];
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d = worldTransform[4];
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tx = worldTransform[2];
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ty = worldTransform[5];
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if (displayObject.texture.trimmed)
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{
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tx += displayObject.texture.trim.x;
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ty += displayObject.texture.trim.y;
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}
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this.verticies[index + 0 ] = a * w1 + c * h1 + tx;
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this.verticies[index + 1 ] = d * h1 + b * w1 + ty;
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this.verticies[index + 2 ] = a * w0 + c * h1 + tx;
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this.verticies[index + 3 ] = d * h1 + b * w0 + ty;
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this.verticies[index + 4 ] = a * w0 + c * h0 + tx;
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this.verticies[index + 5 ] = d * h0 + b * w0 + ty;
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this.verticies[index + 6] = a * w1 + c * h0 + tx;
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this.verticies[index + 7] = d * h0 + b * w1 + ty;
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if(displayObject.updateFrame || displayObject.texture.updateFrame)
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{
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this.dirtyUVS = true;
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var texture = displayObject.texture;
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var frame = texture.frame;
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var tw = texture.baseTexture.width;
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var th = texture.baseTexture.height;
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this.uvs[index + 0] = frame.x / tw;
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this.uvs[index +1] = frame.y / th;
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this.uvs[index +2] = (frame.x + frame.width) / tw;
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this.uvs[index +3] = frame.y / th;
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this.uvs[index +4] = (frame.x + frame.width) / tw;
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this.uvs[index +5] = (frame.y + frame.height) / th;
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this.uvs[index +6] = frame.x / tw;
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this.uvs[index +7] = (frame.y + frame.height) / th;
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displayObject.updateFrame = false;
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}
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// TODO this probably could do with some optimisation....
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if(displayObject.cacheAlpha != displayObject.worldAlpha)
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{
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displayObject.cacheAlpha = displayObject.worldAlpha;
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var colorIndex = indexRun * 4;
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this.colors[colorIndex] = this.colors[colorIndex + 1] = this.colors[colorIndex + 2] = this.colors[colorIndex + 3] = displayObject.worldAlpha;
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this.dirtyColors = true;
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}
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}
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else
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{
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index = indexRun * 8;
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this.verticies[index + 0 ] = 0;
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this.verticies[index + 1 ] = 0;
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this.verticies[index + 2 ] = 0;
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this.verticies[index + 3 ] = 0;
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this.verticies[index + 4 ] = 0;
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this.verticies[index + 5 ] = 0;
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this.verticies[index + 6] = 0;
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this.verticies[index + 7] = 0;
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}
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indexRun++;
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displayObject = displayObject.__next;
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}
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}
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@ -340,8 +340,8 @@ Phaser.Camera.prototype = {
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reset: function () {
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this.target = null;
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this.camera.x = 0;
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this.camera.y = 0;
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this.view.x = 0;
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this.view.y = 0;
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}
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@ -175,7 +175,7 @@ Phaser.Stage.prototype = {
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Phaser.Canvas.setUserSelect(this.canvas, 'none');
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Phaser.Canvas.setTouchAction(this.canvas, 'none');
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this.backgroundColor = '#000';
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this.backgroundColor = '#000000';
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document.addEventListener('visibilitychange', this._onChange, false);
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document.addEventListener('webkitvisibilitychange', this._onChange, false);
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@ -130,11 +130,20 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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this.lifespan = 0;
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/**
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* @property {boolean} outOfBoundsKill - If true the Sprite is killed as soon as Sprite.inWorld is false.
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* If true the Sprite checks if it is still within the world each frame, when it leaves the world it dispatches Sprite.events.onOutOfBounds
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* and optionally kills the sprite (if Sprite.outOfBoundsKill is true). By default this is disabled because the Sprite has to calculate its
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* bounds every frame to support it, and not all games need it. Enable it by setting the value to true.
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* @property {boolean} checkWorldBounds
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* @default
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*/
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this.checkWorldBounds = false;
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/**
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* @property {boolean} outOfBoundsKill - If true Sprite.kill is called as soon as Sprite.inWorld returns false, as long as Sprite.checkWorldBounds is true.
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* @default
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*/
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this.outOfBoundsKill = false;
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/**
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* @property {boolean} debug - Handy flag to use with Game.enableStep
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* @default
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@ -142,16 +151,23 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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this.debug = false;
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/**
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* @property {boolean} _outOfBoundsFired - Internal flag.
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* A small internal cache:
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* 0 = previous position.x
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* 1 = previous position.y
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* 2 = previous rotation
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* 3 = renderID
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* 4 = fresh? (0 = no, 1 = yes)
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* 5 = outOfBoundsFired (0 = no, 1 = yes)
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* @property {array} _cache
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* @private
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*/
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this._outOfBoundsFired = false;
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this._cache = [0, 0, 0, 0, 1, 0];
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/**
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* @property {array} _cache - A small cache for previous step values. 0 = x, 1 = y, 2 = rotation, 3 = renderID, 4 = fresh? (0 = no, 1 = yes)
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* @property {Phaser.Rectangle} _bounds - Internal cache var.
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* @private
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*/
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this._cache = [0, 0, 0, 0, 1];
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this._bounds = new Phaser.Rectangle();
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};
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@ -163,19 +179,18 @@ Phaser.Sprite.prototype.constructor = Phaser.Sprite;
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*
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* @method Phaser.Sprite#preUpdate
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* @memberof Phaser.Sprite
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* @return {boolean} True if the Sprite was rendered, otherwise false.
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*/
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Phaser.Sprite.prototype.preUpdate = function() {
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/*
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if (this._cache[4] === 1)
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{
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console.log('sprite cache fresh');
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this.world.setTo(this.parent.position.x + this.position.x, this.parent.position.y + this.position.y);
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this.worldTransform[2] = this.world.x;
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this.worldTransform[5] = this.world.y;
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// this._cache[0] = this.world.x;
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// this._cache[1] = this.world.y;
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// this._cache[2] = this.rotation;
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this.worldTransform.tx = this.world.x;
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this.worldTransform.ty = this.world.y;
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this._cache[0] = this.world.x;
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this._cache[1] = this.world.y;
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this._cache[2] = this.rotation;
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this._cache[4] = 0;
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if (this.body)
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@ -186,9 +201,8 @@ Phaser.Sprite.prototype.preUpdate = function() {
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this.body.preY = this.body.y;
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}
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return;
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return false;
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}
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*/
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this._cache[0] = this.world.x;
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this._cache[1] = this.world.y;
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@ -196,7 +210,8 @@ Phaser.Sprite.prototype.preUpdate = function() {
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if (!this.exists || !this.parent.exists)
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{
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this.renderOrderID = -1;
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// Reset the renderOrderID
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this._cache[3] = -1;
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return false;
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}
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@ -211,13 +226,40 @@ Phaser.Sprite.prototype.preUpdate = function() {
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}
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}
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||||
|
||||
// Cache the bounds if we need it
|
||||
if (this.autoCull || this.checkWorldBounds)
|
||||
{
|
||||
this._bounds.copyFrom(this.getBounds());
|
||||
}
|
||||
|
||||
if (this.autoCull)
|
||||
{
|
||||
// Won't get rendered but will still get its transform updated
|
||||
this.renderable = this.game.world.camera.screenView.intersects(this.getBounds());
|
||||
this.renderable = this.game.world.camera.screenView.intersects(this._bounds);
|
||||
}
|
||||
|
||||
this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
|
||||
if (this.checkWorldBounds)
|
||||
{
|
||||
// The Sprite is already out of the world bounds, so let's check to see if it has come back again
|
||||
if (this._cache[5] === 1 && this.game.world.bounds.intersects(this._bounds))
|
||||
{
|
||||
this._cache[5] = 0;
|
||||
}
|
||||
else if (this._cache[5] === 0 && !this.game.world.bounds.intersects(this._bounds))
|
||||
{
|
||||
// The Sprite WAS in the screen, but has now left.
|
||||
this._cache[5] = 1;
|
||||
this.events.onOutOfBounds.dispatch(this);
|
||||
|
||||
if (this.outOfBoundsKill)
|
||||
{
|
||||
this.kill();
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.world.setTo(this.game.camera.x + this.worldTransform.tx, this.game.camera.y + this.worldTransform.ty);
|
||||
|
||||
if (this.visible)
|
||||
{
|
||||
|
@ -226,36 +268,6 @@ Phaser.Sprite.prototype.preUpdate = function() {
|
|||
|
||||
this.animations.update();
|
||||
|
||||
if (!this.inWorld && Phaser.Rectangle.intersects(this.getBounds(), this.game.world.bounds, this.inWorldThreshold))
|
||||
{
|
||||
// It's back again, reset the OOB check
|
||||
this._outOfBoundsFired = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Sprite WAS in the screen, has it now left?
|
||||
this.inWorld = Phaser.Rectangle.intersects(this.getBounds(), this.game.world.bounds, this.inWorldThreshold);
|
||||
|
||||
if (this.inWorld === false)
|
||||
{
|
||||
this.events.onOutOfBounds.dispatch(this);
|
||||
this._outOfBoundsFired = true;
|
||||
|
||||
if (this.outOfBoundsKill)
|
||||
{
|
||||
this.kill();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this._cache.cameraVisible = Phaser.Rectangle.intersects(this.game.world.camera.screenView, this.getBounds(), 0);
|
||||
|
||||
if (this.autoCull)
|
||||
{
|
||||
// Won't get rendered but will still get its transform updated
|
||||
this.renderable = this._cache.cameraVisible;
|
||||
}
|
||||
|
||||
if (this.body)
|
||||
{
|
||||
this.body.preUpdate();
|
||||
|
|
|
@ -73,7 +73,7 @@ Phaser.Physics.Arcade.Body = function (sprite) {
|
|||
* @property {number} deltaCap - The maximum a delta is allowed to reach before its capped.
|
||||
* @default
|
||||
*/
|
||||
this.deltaCap = 2;
|
||||
this.deltaCap = 10;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Point} gravity - The gravity applied to the motion of the Body. This works in addition to any gravity set on the world.
|
||||
|
@ -387,8 +387,6 @@ Phaser.Physics.Arcade.Body.prototype = {
|
|||
this.x = (this.sprite.world.x - (this.sprite.anchor.x * this.sprite.width)) + this.offset.x;
|
||||
this.y = (this.sprite.world.y - (this.sprite.anchor.y * this.sprite.height)) + this.offset.y;
|
||||
|
||||
// console.log('body pre', this.preX, this.preY, 'now', this.x, this.y);
|
||||
|
||||
// This covers any motion that happens during this frame, not since the last frame
|
||||
this.preX = this.x;
|
||||
this.preY = this.y;
|
||||
|
|
|
@ -44,15 +44,15 @@ PIXI.scaleModes = {
|
|||
// Canvas specific controls
|
||||
PIXI.canvas = {
|
||||
|
||||
// If the Stage is transparent Pixi will use a canvas sized fillRect operation every frame to set the canvas background color.
|
||||
// Setting this to false forces Pixi to update the view.style.backgroundColor instead.
|
||||
// If the Stage is NOT transparent Pixi will use a canvas sized fillRect operation every frame to set the canvas background color.
|
||||
// Disable this by setting this to false. For example if your game has a canvas filling background image you often don't need this set.
|
||||
FILL_RECT: true,
|
||||
|
||||
// If the Stage is transparent Pixi will use clearRect to clear the canvas unless you set this to false.
|
||||
// You often don't need clearRect if you've got a large background image fully covering your canvas.
|
||||
// If the Stage is transparent Pixi will use clearRect to clear the canvas every frame.
|
||||
// Disable this by setting this to false. For example if your game has a canvas filling background image you often don't need this set.
|
||||
CLEAR_RECT: true,
|
||||
|
||||
// If true Pixi will round all x/y values for rendering only, stopping pixel interpolation. Handy for crisp pixel art.
|
||||
// If true Pixi will Math.floor() x/y values when rendering, stopping pixel interpolation. Handy for crisp pixel art and speed on legacy devices.
|
||||
PX_ROUND: false
|
||||
}
|
||||
|
||||
|
|
|
@ -196,8 +196,6 @@ PIXI.DisplayObject = function()
|
|||
*/
|
||||
this._mask = null;
|
||||
|
||||
this.x = this.position.x;
|
||||
this.y = this.position.y;
|
||||
|
||||
/*
|
||||
* MOUSE Callbacks
|
||||
|
@ -395,8 +393,6 @@ PIXI.DisplayObject.prototype.updateTransform = function()
|
|||
// TODO OPTIMIZE THIS!! with dirty
|
||||
if(this.rotation !== this.rotationCache)
|
||||
{
|
||||
if(isNaN(parseFloat(this.rotation)))
|
||||
throw new Error('DisplayObject rotation values must be numeric.');
|
||||
|
||||
this.rotationCache = this.rotation;
|
||||
this._sr = Math.sin(this.rotation);
|
||||
|
|
|
@ -345,7 +345,15 @@ PIXI.Sprite.prototype._renderCanvas = function(renderSession)
|
|||
|
||||
// allow for trimming
|
||||
|
||||
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
|
||||
if (PIXI.canvas.PX_ROUND)
|
||||
{
|
||||
context.setTransform(transform.a, transform.c, transform.b, transform.d, Math.floor(transform.tx), Math.floor(transform.ty));
|
||||
}
|
||||
else
|
||||
{
|
||||
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
|
||||
}
|
||||
|
||||
|
||||
//if smoothingEnabled is supported and we need to change the smoothing property for this texture
|
||||
if(renderSession.smoothProperty && renderSession.scaleMode !== this.texture.baseTexture.scaleMode) {
|
||||
|
|
|
@ -91,7 +91,15 @@ PIXI.SpriteBatch.prototype._renderCanvas = function(renderSession)
|
|||
|
||||
// alow for trimming
|
||||
|
||||
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
|
||||
if (PIXI.canvas.PX_ROUND)
|
||||
{
|
||||
context.setTransform(transform.a, transform.c, transform.b, transform.d, Math.floor(transform.tx), Math.floor(transform.ty));
|
||||
}
|
||||
else
|
||||
{
|
||||
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
|
||||
}
|
||||
|
||||
context.save();
|
||||
|
||||
for (var i = 0; i < this.children.length; i++) {
|
||||
|
|
|
@ -63,8 +63,6 @@ PIXI.Stage = function(backgroundColor)
|
|||
//optimize hit detection a bit
|
||||
this.stage.hitArea = new PIXI.Rectangle(0,0,100000, 100000);
|
||||
|
||||
this.resetBackgroundColor = false;
|
||||
|
||||
this.setBackgroundColor(backgroundColor);
|
||||
};
|
||||
|
||||
|
@ -123,7 +121,6 @@ PIXI.Stage.prototype.setBackgroundColor = function(backgroundColor)
|
|||
var hex = this.backgroundColor.toString(16);
|
||||
hex = '000000'.substr(0, 6 - hex.length) + hex;
|
||||
this.backgroundColorString = '#' + hex;
|
||||
this.resetBackgroundColor = true;
|
||||
};
|
||||
|
||||
/**
|
||||
|
|
|
@ -165,27 +165,16 @@ PIXI.CanvasRenderer.prototype.render = function(stage)
|
|||
this.context.setTransform(1,0,0,1,0,0);
|
||||
this.context.globalAlpha = 1;
|
||||
|
||||
// Update the background color / cls
|
||||
if (!this.transparent)
|
||||
if (!this.transparent && PIXI.canvas.FILL_RECT)
|
||||
{
|
||||
if (PIXI.canvas.FILL_RECT)
|
||||
{
|
||||
this.context.fillStyle = stage.backgroundColorString;
|
||||
this.context.fillRect(0, 0, this.width, this.height);
|
||||
}
|
||||
else if (stage.resetBackgroundColor)
|
||||
{
|
||||
this.view.style.backgroundColor = stage.backgroundColorString;
|
||||
stage.resetBackgroundColor = false;
|
||||
console.log('bgcolor reset', this.view.style.backgroundColor);
|
||||
}
|
||||
this.context.fillStyle = stage.backgroundColorString;
|
||||
this.context.fillRect(0, 0, this.width, this.height);
|
||||
}
|
||||
|
||||
if (PIXI.canvas.CLEAR_RECT && !PIXI.canvas.FILL_RECT)
|
||||
else if (this.transparent && PIXI.canvas.CLEAR_RECT)
|
||||
{
|
||||
this.context.clearRect(0, 0, this.width, this.height);
|
||||
}
|
||||
|
||||
|
||||
this.renderDisplayObject(stage);
|
||||
|
||||
// run interaction!
|
||||
|
|
Loading…
Reference in a new issue