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https://github.com/photonstorm/phaser
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- Particle Emitter canvas renderer
- Camera Effects resets blend mode to avoid bug when dealing with custom blended game objects
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4 changed files with 57 additions and 5 deletions
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@ -1,6 +1,55 @@
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var ParticleEmitterCanvasRenderer = function (renderer, src, interpolationPercentage, camera)
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{
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var GameObject = require('../GameObject');
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var ParticleEmitterCanvasRenderer = function (renderer, emitter, interpolationPercentage, camera)
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{
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var particles = emitter.alive;
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var length = particles.length;
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var ctx = renderer.currentContext;
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var frame = emitter.frame;
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var dx = frame.x;
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var dy = frame.y;
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var width = frame.width;
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var height = frame.height;
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var ox = width * 0.5;
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var oy = height * 0.5;
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var lastAlpha = ctx.globalAlpha;
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var cd = frame.canvasData;
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var cameraScrollX = camera.scrollX * emitter.scrollFactorX;
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var cameraScrollY = camera.scrollY * emitter.scrollFactorY;
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if (length === 0 || GameObject.RENDER_MASK !== emitter.renderFlags || (emitter.cameraFilter > 0 && (emitter.cameraFilter & camera._id)))
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{
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return;
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}
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if (renderer.currentBlendMode !== emitter.blendMode)
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{
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renderer.currentBlendMode = emitter.blendMode;
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ctx.globalCompositeOperation = renderer.blendModes[emitter.blendMode];
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}
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for (var index = 0; index < length; ++index)
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{
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var particle = particles[index];
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var x = -ox;
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var y = -oy;
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var scaleX = particle.scaleX;
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var scaleY = particle.scaleY;
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var rotation = particle.rotation;
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var color = particle.color;
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var alpha = ((color >> 24) & 0xFF) / 255.0;
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ctx.globalAlpha = alpha;
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ctx.save();
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ctx.translate(particle.x - cameraScrollX, particle.y - cameraScrollY);
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ctx.rotate(rotation);
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ctx.scale(scaleX, scaleY);
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ctx.drawImage(frame.source.image, cd.sx, cd.sy, cd.sWidth, cd.sHeight, x, y, cd.dWidth, cd.dHeight);
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ctx.restore();
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}
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ctx.globalAlpha = lastAlpha;
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};
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module.exports = ParticleEmitterCanvasRenderer;
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@ -227,6 +227,8 @@ var CanvasRenderer = new Class({
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if (camera._fadeAlpha > 0 || camera._flashAlpha > 0)
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{
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ctx.globalCompositeOperation = 'source-over';
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// fade rendering
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ctx.fillStyle = 'rgb(' + (camera._fadeRed * 255) + ',' + (camera._fadeGreen * 255) + ',' + (camera._fadeBlue * 255) + ')';
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ctx.globalAlpha = camera._fadeAlpha;
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@ -500,8 +500,7 @@ var WebGLRenderer = new Class({
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if (camera._fadeAlpha > 0 || camera._flashAlpha > 0)
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{
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this.setRenderTarget(null);
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quadBatch.bind();
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this.setBlendMode(BlendModes.NORMAL);
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// fade rendering
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quadBatch.add(
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@ -215,6 +215,8 @@ var ParticleRenderer = new Class({
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var tempMatrix = this.tempMatrix;
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var tempMatrixMatrix = tempMatrix.matrix;
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var particleOffset = 0;
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var cameraScrollX = camera.scrollX * emitter.scrollFactorX;
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var cameraScrollY = camera.scrollY * emitter.scrollFactorY;
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if (length === 0) return;
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@ -235,7 +237,7 @@ var ParticleRenderer = new Class({
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var xw = x + width;
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var yh = y + height;
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tempMatrix.applyITRS(particle.x, particle.y, rotation, scaleX, scaleY);
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tempMatrix.applyITRS(particle.x - cameraScrollX, particle.y - cameraScrollY, rotation, scaleX, scaleY);
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var sra = tempMatrixMatrix[0];
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var srb = tempMatrixMatrix[1];
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