var CONST = require('../const'); var CanvasPool = require('../dom/CanvasPool'); var Features = require('../device/Features'); var CanvasRenderer = require('../renderer/canvas/CanvasRenderer'); var WebGLRenderer = require('../renderer/webgl/WebGLRenderer'); var CanvasInterpolation = require('../dom/CanvasInterpolation'); var CreateRenderer = function (game) { var config = game.config; // Game either requested Canvas, // or requested AUTO or WEBGL but the browser doesn't support it, so fall back to Canvas if (config.renderType === CONST.CANVAS || (config.renderType !== CONST.CANVAS && !Features.webGL)) { if (Features.canvas) { // They requested Canvas and their browser supports it config.renderType = CONST.CANVAS; } else { throw new Error('Cannot create Canvas or WebGL context, aborting.'); } } else { // Game requested WebGL and browser says it supports it config.renderType = CONST.WEBGL; } // Pixel Art mode? if (config.pixelArt) { CanvasPool.disableSmoothing(); } // Does the game config provide its own canvas element to use? if (config.canvas) { game.canvas = config.canvas; } else { game.canvas = CanvasPool.create(game, config.width, config.height, config.renderType); } // Does the game config provide some canvas css styles to use? if (config.canvasStyle) { game.canvas.style = config.canvasStyle; } // Pixel Art mode? if (config.pixelArt) { CanvasInterpolation.setCrisp(game.canvas); } // Zoomed? if (config.zoom !== 1) { game.canvas.style.width = (config.width * config.zoom).toString() + 'px'; game.canvas.style.height = (config.height * config.zoom).toString() + 'px'; } // Create the renderer if (config.renderType === CONST.WEBGL) { game.renderer = new WebGLRenderer(game); game.context = null; } else { game.renderer = new CanvasRenderer(game); game.context = game.renderer.gameContext; // debug game.canvas.id = 'game'; } }; module.exports = CreateRenderer;