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https://github.com/photonstorm/phaser
synced 2024-11-28 07:31:11 +00:00
Fixed lint errors with PR #5193
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parent
259b702df8
commit
6374da052f
2 changed files with 31 additions and 28 deletions
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@ -30,7 +30,7 @@ var ContainerCanvasRenderer = function (renderer, container, interpolationPercen
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}
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var transformMatrix = container.localTransform;
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if (parentMatrix)
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{
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transformMatrix.loadIdentity();
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@ -55,11 +55,12 @@ var ContainerCanvasRenderer = function (renderer, container, interpolationPercen
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var alpha = container._alpha;
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var scrollFactorX = container.scrollFactorX;
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var scrollFactorY = container.scrollFactorY;
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if (container.mask) {
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if (container.mask)
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{
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container.mask.preRenderCanvas(renderer, null, camera);
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}
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for (var i = 0; i < children.length; i++)
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{
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var child = children[i];
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@ -90,11 +91,11 @@ var ContainerCanvasRenderer = function (renderer, container, interpolationPercen
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child.setAlpha(childAlpha);
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child.setScrollFactor(childScrollFactorX, childScrollFactorY);
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}
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if (container.mask) {
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if (container.mask)
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{
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container.mask.postRenderCanvas(renderer);
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}
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};
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module.exports = ContainerCanvasRenderer;
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@ -145,7 +145,7 @@ var CanvasRenderer = new Class({
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/**
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* Details about the currently scheduled snapshot.
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*
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*
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* If a non-null `callback` is set in this object, a snapshot of the canvas will be taken after the current frame is fully rendered.
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*
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* @name Phaser.Renderer.Canvas.CanvasRenderer#snapshotState
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@ -489,9 +489,9 @@ var CanvasRenderer = new Class({
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/**
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* Takes a snapshot of the given area of the given canvas.
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*
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*
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* Unlike the other snapshot methods, this one is processed immediately and doesn't wait for the next render.
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*
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*
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* Snapshots work by creating an Image object from the canvas data, this is a blocking process, which gets
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* more expensive the larger the canvas size gets, so please be careful how you employ this in your game.
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*
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@ -529,12 +529,12 @@ var CanvasRenderer = new Class({
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/**
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* Schedules a snapshot of the entire game viewport to be taken after the current frame is rendered.
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*
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*
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* To capture a specific area see the `snapshotArea` method. To capture a specific pixel, see `snapshotPixel`.
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*
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*
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* Only one snapshot can be active _per frame_. If you have already called `snapshotPixel`, for example, then
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* calling this method will override it.
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*
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*
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* Snapshots work by creating an Image object from the canvas data, this is a blocking process, which gets
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* more expensive the larger the canvas size gets, so please be careful how you employ this in your game.
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*
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@ -554,12 +554,12 @@ var CanvasRenderer = new Class({
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/**
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* Schedules a snapshot of the given area of the game viewport to be taken after the current frame is rendered.
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*
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*
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* To capture the whole game viewport see the `snapshot` method. To capture a specific pixel, see `snapshotPixel`.
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*
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*
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* Only one snapshot can be active _per frame_. If you have already called `snapshotPixel`, for example, then
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* calling this method will override it.
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*
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*
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* Snapshots work by creating an Image object from the canvas data, this is a blocking process, which gets
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* more expensive the larger the canvas size gets, so please be careful how you employ this in your game.
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*
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@ -594,12 +594,12 @@ var CanvasRenderer = new Class({
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/**
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* Schedules a snapshot of the given pixel from the game viewport to be taken after the current frame is rendered.
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*
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*
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* To capture the whole game viewport see the `snapshot` method. To capture a specific area, see `snapshotArea`.
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*
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*
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* Only one snapshot can be active _per frame_. If you have already called `snapshotArea`, for example, then
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* calling this method will override it.
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*
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*
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* Unlike the other two snapshot methods, this one will return a `Color` object containing the color data for
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* the requested pixel. It doesn't need to create an internal Canvas or Image object, so is a lot faster to execute,
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* using less memory.
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@ -642,7 +642,7 @@ var CanvasRenderer = new Class({
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// Nothing to see, so abort early
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return;
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}
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var ctx = this.currentContext;
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var camMatrix = this._tempMatrix1;
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@ -676,7 +676,7 @@ var CanvasRenderer = new Class({
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frameWidth = crop.cw;
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frameHeight = crop.ch;
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frameX = crop.cx;
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frameY = crop.cy;
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@ -694,7 +694,7 @@ var CanvasRenderer = new Class({
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x = (Math.abs(x) - frameWidth);
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}
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}
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if (sprite.flipY)
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{
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if (y >= 0)
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@ -752,13 +752,13 @@ var CanvasRenderer = new Class({
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{
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spriteMatrix.e -= camera.scrollX * sprite.scrollFactorX;
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spriteMatrix.f -= camera.scrollY * sprite.scrollFactorY;
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// Multiply by the Sprite matrix, store result in calcMatrix
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camMatrix.multiply(spriteMatrix, calcMatrix);
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}
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ctx.save();
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calcMatrix.setToContext(ctx);
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ctx.globalCompositeOperation = this.blendModes[sprite.blendMode];
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@ -766,17 +766,19 @@ var CanvasRenderer = new Class({
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ctx.globalAlpha = alpha;
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ctx.imageSmoothingEnabled = !(!this.antialias || frame.source.scaleMode);
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if (sprite.mask) {
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if (sprite.mask)
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{
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sprite.mask.preRenderCanvas(this, sprite, camera);
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}
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ctx.drawImage(frame.source.image, frameX, frameY, frameWidth, frameHeight, x, y, frameWidth / res, frameHeight / res);
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if (sprite.mask) {
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if (sprite.mask)
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{
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sprite.mask.postRenderCanvas(this, sprite, camera);
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}
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ctx.restore();
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},
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