/** * Note that 'this' in all functions here refer to the owning object. * For example the Group, Stage, Sprite, etc. because the render function * here is mapped to the prototype for the game object. */ Phaser.Renderer.Canvas.GameObjects.Text = { render: function (renderer) { // If the sprite is not visible or the alpha is 0 then no need to render this element if (!this.visible || this.alpha === 0 || !this.renderable) { return; } // Add back in: || src.texture.crop.width <= 0 || src.texture.crop.height <= 0 var wt = this.worldTransform; if (this.blendMode !== renderer.currentBlendMode) { renderer.currentBlendMode = this.blendMode; renderer.context.globalCompositeOperation = Phaser.blendModesCanvas[renderer.currentBlendMode]; } // Check if the texture can be rendered if (this._mask) { renderer.pushMask(this._mask); } var resolution = this.texture.baseTexture.resolution / renderer.game.resolution; renderer.context.globalAlpha = this.worldAlpha; // If smoothingEnabled is supported and we need to change the smoothing property for src texture if (renderer.smoothProperty && renderer.currentScaleMode !== this.texture.baseTexture.scaleMode) { renderer.currentScaleMode = this.texture.baseTexture.scaleMode; renderer.context[renderer.smoothProperty] = (renderer.currentScaleMode === Phaser.scaleModes.LINEAR); } // If the texture is trimmed we offset by the trim x/y, otherwise we use the frame dimensions var dx = (this.texture.trim) ? this.texture.trim.x - this.anchor.x * this.texture.trim.width : this.anchor.x * -this.texture.frame.width; var dy = (this.texture.trim) ? this.texture.trim.y - this.anchor.y * this.texture.trim.height : this.anchor.y * -this.texture.frame.height; var tx = (wt.tx * renderer.game.resolution) + renderer.game.camera._shake.x; var ty = (wt.ty * renderer.game.resolution) + renderer.game.camera._shake.y; var cw = this.texture.crop.width; var ch = this.texture.crop.height; if (this.texture.rotated) { var a = wt.a; var b = wt.b; var c = wt.c; var d = wt.d; var e = cw; // Offset before rotating tx = wt.c * ch + tx; ty = wt.d * ch + ty; // Rotate matrix by 90 degrees // We use precalculated values for sine and cosine of rad(90) wt.a = a * 6.123233995736766e-17 + -c; wt.b = b * 6.123233995736766e-17 + -d; wt.c = a + c * 6.123233995736766e-17; wt.d = b + d * 6.123233995736766e-17; // Update cropping dimensions. cw = ch; ch = e; } // Allow for pixel rounding if (renderer.roundPixels) { renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx | 0, ty | 0); dx |= 0; dy |= 0; } else { renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx, ty); } dx /= resolution; dy /= resolution; if (this.tint !== 0xFFFFFF) { if (this.texture.requiresReTint || this.cachedTint !== this.tint) { this.tintedTexture = PIXI.CanvasTinter.getTintedTexture(this, this.tint); this.cachedTint = this.tint; this.texture.requiresReTint = false; } renderer.context.drawImage(this.tintedTexture, 0, 0, cw, ch, dx, dy, cw / resolution, ch / resolution); } else { var cx = this.texture.crop.x; var cy = this.texture.crop.y; renderer.context.drawImage(this.texture.baseTexture.source, cx, cy, cw, ch, dx, dy, cw / resolution, ch / resolution); } for (var i = 0; i < this.children.length; i++) { var child = this.children[i]; child.render(renderer, child); } if (this._mask) { renderer.popMask(); } } };