/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var GameObject = require('../GameObject'); /** * 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 {number} interpolationPercentage - Reserved for future use and custom pipelines. * @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, interpolationPercentage, camera, parentMatrix) { if (GameObject.RENDER_MASK !== src.renderFlags || (src.cameraFilter > 0 && (src.cameraFilter & camera._id))) { return; } var list = src.getRenderList(); renderer.setBlendMode(src.blendMode); var ctx = renderer.gameContext; var cameraScrollX = src.x - camera.scrollX * src.scrollFactorX; var cameraScrollY = src.y - camera.scrollY * src.scrollFactorY; ctx.save(); if (parentMatrix !== undefined) { var matrix = parentMatrix.matrix; ctx.transform(matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5]); } // 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; if (!flip) { renderer.blitImage(dx + bob.x + cameraScrollX, dy + bob.y + cameraScrollY, bob.frame); } else { if (bob.flipX) { fx = -1; dx -= cd.dWidth; } if (bob.flipY) { fy = -1; dy -= cd.dHeight; } ctx.save(); ctx.translate(bob.x + cameraScrollX, bob.y + cameraScrollY); ctx.scale(fx, fy); ctx.drawImage(frame.source.image, cd.sx, cd.sy, cd.sWidth, cd.sHeight, dx, dy, cd.dWidth, cd.dHeight); ctx.restore(); } } ctx.restore(); }; module.exports = BlitterCanvasRenderer;