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.TileSprite#renderCanvas * @since 3.0.0 * @private * * @param {Phaser.Renderer.CanvasRenderer} renderer - A reference to the current active Canvas renderer. * @param {Phaser.GameObjects.TileSprite} 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. */ var TileSpriteCanvasRenderer = function (renderer, src, interpolationPercentage, camera) { if (GameObject.RENDER_MASK !== src.renderFlags || (src.cameraFilter > 0 && (src.cameraFilter & camera._id))) { return; } var ctx = renderer.currentContext; var frame = src.frame; // Blend Mode if (renderer.currentBlendMode !== src.blendMode) { renderer.currentBlendMode = src.blendMode; ctx.globalCompositeOperation = renderer.blendModes[src.blendMode]; } // Alpha if (renderer.currentAlpha !== src.alpha) { renderer.currentAlpha = src.alpha; ctx.globalAlpha = src.alpha; } // Smoothing if (renderer.currentScaleMode !== src.scaleMode) { renderer.currentScaleMode = src.scaleMode; } var dx = frame.x - (src.originX * src.width); var dy = frame.y - (src.originY * src.height); ctx.save(); ctx.translate(dx, dy); ctx.translate(src.x - camera.scrollX * src.scrollFactorX, src.y - camera.scrollY * src.scrollFactorY); ctx.fillStyle = src.canvasPattern; ctx.translate(-this.tilePositionX, -this.tilePositionY); ctx.fillRect(this.tilePositionX, this.tilePositionY, src.width, src.height); ctx.restore(); }; module.exports = TileSpriteCanvasRenderer;