/** * @author Richard Davey * @copyright 2022 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * Renders this Game Object with the Canvas Renderer to the given Camera. * The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera. * This method should not be called directly. It is a utility function of the Render module. * * @method Phaser.GameObjects.Blitter#renderCanvas * @since 3.0.0 * @private * * @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer. * @param {Phaser.GameObjects.Blitter} src - The Game Object being rendered in this call. * @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object. * @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested */ var BlitterCanvasRenderer = function (renderer, src, camera, parentMatrix) { var list = src.getRenderList(); if (list.length === 0) { return; } var ctx = renderer.currentContext; var alpha = camera.alpha * src.alpha; if (alpha === 0) { // Nothing to see, so abort early return; } camera.addToRenderList(src); // Blend Mode + Scale Mode ctx.globalCompositeOperation = renderer.blendModes[src.blendMode]; ctx.imageSmoothingEnabled = !(!renderer.antialias || src.frame.source.scaleMode); var cameraScrollX = src.x - camera.scrollX * src.scrollFactorX; var cameraScrollY = src.y - camera.scrollY * src.scrollFactorY; ctx.save(); if (parentMatrix) { parentMatrix.copyToContext(ctx); } var roundPixels = camera.roundPixels; // Render bobs for (var i = 0; i < list.length; i++) { var bob = list[i]; var flip = (bob.flipX || bob.flipY); var frame = bob.frame; var cd = frame.canvasData; var dx = frame.x; var dy = frame.y; var fx = 1; var fy = 1; var bobAlpha = bob.alpha * alpha; if (bobAlpha === 0) { continue; } ctx.globalAlpha = bobAlpha; if (!flip) { if (roundPixels) { dx = Math.round(dx); dy = Math.round(dy); } if (cd.width > 0 && cd.height > 0) { ctx.drawImage( frame.source.image, cd.x, cd.y, cd.width, cd.height, dx + bob.x + cameraScrollX, dy + bob.y + cameraScrollY, cd.width, cd.height ); } } else { if (bob.flipX) { fx = -1; dx -= cd.width; } if (bob.flipY) { fy = -1; dy -= cd.height; } if (cd.width > 0 && cd.height > 0) { ctx.save(); ctx.translate(bob.x + cameraScrollX, bob.y + cameraScrollY); ctx.scale(fx, fy); ctx.drawImage(frame.source.image, cd.x, cd.y, cd.width, cd.height, dx, dy, cd.width, cd.height); ctx.restore(); } } } ctx.restore(); }; module.exports = BlitterCanvasRenderer;