/** * @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.TileSprite#renderCanvas * @since 3.0.0 * @private * * @param {Phaser.Renderer.Canvas.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. * @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested */ var TileSpriteCanvasRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix) { if (GameObject.RENDER_MASK !== src.renderFlags || (src.cameraFilter > 0 && (src.cameraFilter & camera.id))) { return; } var ctx = renderer.currentContext; var frame = src.frame; src.updateTileTexture(); // Alpha var alpha = camera.alpha * src.alpha; if (alpha === 0) { // Nothing to see, so abort early return; } else if (renderer.currentAlpha !== alpha) { renderer.currentAlpha = alpha; ctx.globalAlpha = alpha; } // Blend Mode if (renderer.currentBlendMode !== src.blendMode) { renderer.currentBlendMode = src.blendMode; ctx.globalCompositeOperation = renderer.blendModes[src.blendMode]; } // 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); var tx = src.x - camera.scrollX * src.scrollFactorX; var ty = src.y - camera.scrollY * src.scrollFactorY; var fx = 1; var fy = 1; // Flipping if (src.flipX) { fx = -1; dx += src.width; } if (src.flipY) { fy = -1; dy += src.height; } if (camera.roundPixels) { dx |= 0; dy |= 0; tx |= 0; ty |= 0; } ctx.save(); if (parentMatrix !== undefined) { var matrix = parentMatrix.matrix; ctx.transform(matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5]); } ctx.translate(dx, dy); ctx.translate(tx, ty); // Flip ctx.scale(fx, fy); // Rotate and scale around center ctx.translate((src.originX * src.width), (src.originY * src.height)); ctx.rotate(fx * fy * src.rotation); ctx.scale(this.scaleX, this.scaleY); ctx.translate(-(src.originX * src.width), -(src.originY * src.height)); // Draw ctx.translate(-this.tilePositionX, -this.tilePositionY); ctx.fillStyle = src.canvasPattern; ctx.fillRect(this.tilePositionX, this.tilePositionY, src.width, src.height); ctx.restore(); }; module.exports = TileSpriteCanvasRenderer;