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https://github.com/photonstorm/phaser
synced 2024-11-22 04:33:31 +00:00
Using canvas buffer for generating tile texture
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456809e8dd
commit
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4 changed files with 29 additions and 13 deletions
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@ -3,6 +3,7 @@ var Class = require('../../utils/Class');
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var GameObject = require('../GameObject');
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var Components = require('../../components');
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var TileSpriteRender = require('./TileSpriteRender');
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var CanvasPool = require('../../dom/CanvasPool')
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var TileSprite = new Class({
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@ -25,17 +26,29 @@ var TileSprite = new Class({
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initialize:
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function TileSprite (state, x, y, texture, frame)
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function TileSprite (state, x, y, width, height, texture, frame)
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{
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var resourceManager = state.game.renderer.resourceManager;
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var gl;
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GameObject.call(this, state, 'TileSprite');
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this.tilePositionX = 0;
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this.tilePositionY = 0;
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this.canvasBuffer = CanvasPool.create2D(null, width, height);
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this.canvasBufferCtx = this.canvasBuffer.getContext('2d');
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this.dirty = false;
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this.setTexture(texture, frame);
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this.setPosition(x, y);
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this.setSizeToFrame();
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this.setOrigin();
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},
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updateTileTexture: function ()
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{
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}
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});
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@ -6,14 +6,14 @@ var TileSpriteFactory = {
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KEY: 'tileSprite',
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add: function (x, y, key, frame)
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add: function (x, y, width, height, key, frame)
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{
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return this.children.add(new TileSprite(this.state, x, y, key, frame));
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return this.children.add(new TileSprite(this.state, x, y, width, height, key, frame));
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},
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make: function (x, y, key, frame)
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make: function (x, y, width, height, key, frame)
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{
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return new TileSprite(this.state, x, y, key, frame);
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return new TileSprite(this.state, x, y, width, height, key, frame);
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}
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};
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@ -4,6 +4,7 @@ var TileSpriteWebGLRenderer = function (renderer, src, interpolationPercentage,
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{
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return;
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}
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renderer.tileBatch.addTileSprite(src, camera);
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};
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module.exports = TileSpriteWebGLRenderer;
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@ -288,6 +288,8 @@ TileBatch.prototype = {
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var mva, mvb, mvc, mvd, mve, mvf, tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3;
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var sra, srb, src, srd, sre, srf, cma, cmb, cmc, cmd, cme, cmf;
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var alpha = gameObject.alpha;
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var tilePositionX = gameObject.tilePositionX / width;
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var tilePositionY = gameObject.tilePositionY / height;
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tempMatrix.applyITRS(translateX, translateY, rotation, scaleX, scaleY);
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@ -327,29 +329,29 @@ TileBatch.prototype = {
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vertexBufferObjectF32[vertexOffset++] = tx0;
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vertexBufferObjectF32[vertexOffset++] = ty0;
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vertexBufferObjectF32[vertexOffset++] = uvs.x0;
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vertexBufferObjectF32[vertexOffset++] = uvs.y0;
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vertexBufferObjectF32[vertexOffset++] = uvs.x0 + tilePositionX;
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vertexBufferObjectF32[vertexOffset++] = uvs.y0 + tilePositionY;
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vertexBufferObjectU32[vertexOffset++] = 0xFFFFFF; //vertexColor.topLeft;
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vertexBufferObjectF32[vertexOffset++] = alpha;
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vertexBufferObjectF32[vertexOffset++] = tx1;
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vertexBufferObjectF32[vertexOffset++] = ty1;
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vertexBufferObjectF32[vertexOffset++] = uvs.x1;
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vertexBufferObjectF32[vertexOffset++] = uvs.y1;
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vertexBufferObjectF32[vertexOffset++] = uvs.x1 + tilePositionX;
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vertexBufferObjectF32[vertexOffset++] = uvs.y1 + tilePositionY;
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vertexBufferObjectU32[vertexOffset++] = 0xFFFFFF; //vertexColor.bottomLeft;
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vertexBufferObjectF32[vertexOffset++] = alpha;
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vertexBufferObjectF32[vertexOffset++] = tx2;
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vertexBufferObjectF32[vertexOffset++] = ty2;
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vertexBufferObjectF32[vertexOffset++] = uvs.x2;
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vertexBufferObjectF32[vertexOffset++] = uvs.y2;
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vertexBufferObjectF32[vertexOffset++] = uvs.x2 + tilePositionX;
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vertexBufferObjectF32[vertexOffset++] = uvs.y2 + tilePositionY;
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vertexBufferObjectU32[vertexOffset++] = 0xFFFFFF; //vertexColor.bottomRight;
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vertexBufferObjectF32[vertexOffset++] = alpha;
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vertexBufferObjectF32[vertexOffset++] = tx3;
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vertexBufferObjectF32[vertexOffset++] = ty3;
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vertexBufferObjectF32[vertexOffset++] = uvs.x3;
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vertexBufferObjectF32[vertexOffset++] = uvs.y3;
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vertexBufferObjectF32[vertexOffset++] = uvs.x3 + tilePositionX;
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vertexBufferObjectF32[vertexOffset++] = uvs.y3 + tilePositionY;
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vertexBufferObjectU32[vertexOffset++] = 0xFFFFFF; //vertexColor.topRight;
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vertexBufferObjectF32[vertexOffset++] = alpha;
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}
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