///
///
///
///
///
module Phaser {
export class CanvasRenderer implements Phaser.IRenderer {
constructor(game: Phaser.Game) {
this._game = game;
}
/**
* The essential reference to the main game object
*/
private _game: Phaser.Game;
// Local rendering related temp vars to help avoid gc spikes through var creation
private _ga: number = 1;
private _sx: number = 0;
private _sy: number = 0;
private _sw: number = 0;
private _sh: number = 0;
private _dx: number = 0;
private _dy: number = 0;
private _dw: number = 0;
private _dh: number = 0;
private _fx: number = 1;
private _fy: number = 1;
private _tx: number = 0;
private _ty: number = 0;
private _sin: number = 0;
private _cos: number = 1;
private _maxX: number = 0;
private _maxY: number = 0;
private _startX: number = 0;
private _startY: number = 0;
private _columnData;
private _cameraList;
private _camera: Camera;
private _groupLength: number;
private _count: number;
public renderTotal: number;
public render() {
// Get a list of all the active cameras
this._cameraList = this._game.world.getAllCameras();
this._count = 0;
// Then iterate through world.group on them all (where not blacklisted, etc)
for (var c = 0; c < this._cameraList.length; c++)
{
this._camera = this._cameraList[c];
this.preRenderCamera(this._camera);
this._game.world.group.render(this._camera);
this.postRenderCamera(this._camera);
}
this.renderTotal = this._count;
}
public renderGameObject(object) {
if (object.type == Types.SPRITE || object.type == Types.BUTTON)
{
this.renderSprite(this._camera, object);
}
else if (object.type == Types.SCROLLZONE)
{
this.renderScrollZone(this._camera, object);
}
else if (object.type == Types.TILEMAP)
{
this.renderTilemap(this._camera, object);
}
}
public preRenderGroup(camera: Camera, group: Group) {
if (camera.transform.scale.x == 0 || camera.transform.scale.y == 0 || camera.texture.alpha < 0.1 || this.inScreen(camera) == false)
{
return false;
}
// Reset our temp vars
this._ga = -1;
this._sx = 0;
this._sy = 0;
this._sw = group.texture.width;
this._sh = group.texture.height;
this._fx = group.transform.scale.x;
this._fy = group.transform.scale.y;
this._sin = 0;
this._cos = 1;
//this._dx = (camera.screenView.x * camera.scrollFactor.x) + camera.frameBounds.x - (camera.worldView.x * camera.scrollFactor.x);
//this._dy = (camera.screenView.y * camera.scrollFactor.y) + camera.frameBounds.y - (camera.worldView.y * camera.scrollFactor.y);
this._dx = 0;
this._dy = 0;
this._dw = group.texture.width;
this._dh = group.texture.height;
// Global Composite Ops
if (group.texture.globalCompositeOperation)
{
group.texture.context.save();
group.texture.context.globalCompositeOperation = group.texture.globalCompositeOperation;
}
// Alpha
if (group.texture.alpha !== 1 && group.texture.context.globalAlpha !== group.texture.alpha)
{
this._ga = group.texture.context.globalAlpha;
group.texture.context.globalAlpha = group.texture.alpha;
}
// Flip X
if (group.texture.flippedX)
{
this._fx = -group.transform.scale.x;
}
// Flip Y
if (group.texture.flippedY)
{
this._fy = -group.transform.scale.y;
}
// Rotation and Flipped
if (group.modified)
{
if (group.transform.rotation !== 0 || group.transform.rotationOffset !== 0)
{
this._sin = Math.sin(group.game.math.degreesToRadians(group.transform.rotationOffset + group.transform.rotation));
this._cos = Math.cos(group.game.math.degreesToRadians(group.transform.rotationOffset + group.transform.rotation));
}
// setTransform(a, b, c, d, e, f);
// a = scale x
// b = skew x
// c = skew y
// d = scale y
// e = translate x
// f = translate y
group.texture.context.save();
group.texture.context.setTransform(this._cos * this._fx, (this._sin * this._fx) + group.transform.skew.x, -(this._sin * this._fy) + group.transform.skew.y, this._cos * this._fy, this._dx, this._dy);
this._dx = -group.transform.origin.x;
this._dy = -group.transform.origin.y;
}
else
{
if (!group.transform.origin.equals(0))
{
this._dx -= group.transform.origin.x;
this._dy -= group.transform.origin.y;
}
}
this._sx = Math.floor(this._sx);
this._sy = Math.floor(this._sy);
this._sw = Math.floor(this._sw);
this._sh = Math.floor(this._sh);
this._dx = Math.floor(this._dx);
this._dy = Math.floor(this._dy);
this._dw = Math.floor(this._dw);
this._dh = Math.floor(this._dh);
if (group.texture.opaque)
{
group.texture.context.fillStyle = group.texture.backgroundColor;
group.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh);
}
if (group.texture.loaded)
{
group.texture.context.drawImage(
group.texture.texture, // Source Image
this._sx, // Source X (location within the source image)
this._sy, // Source Y
this._sw, // Source Width
this._sh, // Source Height
this._dx, // Destination X (where on the canvas it'll be drawn)
this._dy, // Destination Y
this._dw, // Destination Width (always same as Source Width unless scaled)
this._dh // Destination Height (always same as Source Height unless scaled)
);
}
return true;
}
public postRenderGroup(camera: Camera, group: Group) {
if (group.modified || group.texture.globalCompositeOperation)
{
group.texture.context.restore();
}
// This could have been over-written by a sprite, need to store elsewhere
if (this._ga > -1)
{
group.texture.context.globalAlpha = this._ga;
}
}
/**
* Check whether this object is visible in a specific camera Rectangle.
* @param camera {Rectangle} The Rectangle you want to check.
* @return {boolean} Return true if bounds of this sprite intersects the given Rectangle, otherwise return false.
*/
public inCamera(camera: Camera, sprite: Sprite): bool {
// Object fixed in place regardless of the camera scrolling? Then it's always visible
if (sprite.transform.scrollFactor.equals(0))
{
return true;
}
return RectangleUtils.intersects(sprite.cameraView, camera.screenView);
}
public inScreen(camera: Camera): bool {
return true;
}
/**
* Render this sprite to specific camera. Called by game loop after update().
* @param camera {Camera} Camera this sprite will be rendered to.
* @return {boolean} Return false if not rendered, otherwise return true.
*/
public preRenderCamera(camera: Camera): bool {
if (camera.transform.scale.x == 0 || camera.transform.scale.y == 0 || camera.texture.alpha < 0.1 || this.inScreen(camera) == false)
{
return false;
}
camera.plugins.preRender();
// Reset our temp vars
this._ga = -1;
this._sx = 0;
this._sy = 0;
this._sw = camera.width;
this._sh = camera.height;
this._fx = camera.transform.scale.x;
this._fy = camera.transform.scale.y;
this._sin = 0;
this._cos = 1;
this._dx = camera.screenView.x;
this._dy = camera.screenView.y;
this._dw = camera.width;
this._dh = camera.height;
// Global Composite Ops
if (camera.texture.globalCompositeOperation)
{
camera.texture.context.save();
camera.texture.context.globalCompositeOperation = camera.texture.globalCompositeOperation;
}
// Alpha
if (camera.texture.alpha !== 1 && camera.texture.context.globalAlpha != camera.texture.alpha)
{
this._ga = camera.texture.context.globalAlpha;
camera.texture.context.globalAlpha = camera.texture.alpha;
}
// Sprite Flip X
if (camera.texture.flippedX)
{
this._fx = -camera.transform.scale.x;
}
// Sprite Flip Y
if (camera.texture.flippedY)
{
this._fy = -camera.transform.scale.y;
}
// Rotation and Flipped
if (camera.modified)
{
if (camera.transform.rotation !== 0 || camera.transform.rotationOffset !== 0)
{
this._sin = Math.sin(camera.game.math.degreesToRadians(camera.transform.rotationOffset + camera.transform.rotation));
this._cos = Math.cos(camera.game.math.degreesToRadians(camera.transform.rotationOffset + camera.transform.rotation));
}
// setTransform(a, b, c, d, e, f);
// a = scale x
// b = skew x
// c = skew y
// d = scale y
// e = translate x
// f = translate y
camera.texture.context.save();
camera.texture.context.setTransform(this._cos * this._fx, (this._sin * this._fx) + camera.transform.skew.x, -(this._sin * this._fy) + camera.transform.skew.y, this._cos * this._fy, this._dx, this._dy);
this._dx = -camera.transform.origin.x;
this._dy = -camera.transform.origin.y;
}
else
{
if (!camera.transform.origin.equals(0))
{
this._dx -= camera.transform.origin.x;
this._dy -= camera.transform.origin.y;
}
}
this._sx = Math.floor(this._sx);
this._sy = Math.floor(this._sy);
this._sw = Math.floor(this._sw);
this._sh = Math.floor(this._sh);
this._dx = Math.floor(this._dx);
this._dy = Math.floor(this._dy);
this._dw = Math.floor(this._dw);
this._dh = Math.floor(this._dh);
// Clip the camera so we don't get sprites appearing outside the edges
if (camera.clip == true && camera.disableClipping == false)
{
camera.texture.context.beginPath();
camera.texture.context.rect(camera.screenView.x, camera.screenView.x, camera.screenView.width, camera.screenView.height);
camera.texture.context.closePath();
camera.texture.context.clip();
}
if (camera.texture.opaque)
{
camera.texture.context.fillStyle = camera.texture.backgroundColor;
camera.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh);
}
if (camera.texture.loaded)
{
camera.texture.context.drawImage(
camera.texture.texture, // Source Image
this._sx, // Source X (location within the source image)
this._sy, // Source Y
this._sw, // Source Width
this._sh, // Source Height
this._dx, // Destination X (where on the canvas it'll be drawn)
this._dy, // Destination Y
this._dw, // Destination Width (always same as Source Width unless scaled)
this._dh // Destination Height (always same as Source Height unless scaled)
);
}
camera.plugins.render();
return true;
}
public postRenderCamera(camera: Camera) {
if (camera.modified || camera.texture.globalCompositeOperation)
{
camera.texture.context.restore();
}
// This could have been over-written by a sprite, need to store elsewhere
if (this._ga > -1)
{
camera.texture.context.globalAlpha = this._ga;
}
camera.plugins.postRender();
}
public renderCircle(camera: Camera, circle: Circle, context, outline?: bool = false, fill?: bool = true, lineColor?: string = 'rgb(0,255,0)', fillColor?: string = 'rgba(0,100,0.0.3)', lineWidth?: number = 1): bool {
this._count++;
// Reset our temp vars
this._sx = 0;
this._sy = 0;
this._sw = circle.diameter;
this._sh = circle.diameter;
this._fx = 1;
this._fy = 1;
this._sin = 0;
this._cos = 1;
this._dx = camera.screenView.x + circle.x - camera.worldView.x;
this._dy = camera.screenView.y + circle.y - camera.worldView.y;
this._dw = circle.diameter;
this._dh = circle.diameter;
this._sx = Math.floor(this._sx);
this._sy = Math.floor(this._sy);
this._sw = Math.floor(this._sw);
this._sh = Math.floor(this._sh);
this._dx = Math.floor(this._dx);
this._dy = Math.floor(this._dy);
this._dw = Math.floor(this._dw);
this._dh = Math.floor(this._dh);
this._game.stage.saveCanvasValues();
context.save();
context.lineWidth = lineWidth;
context.strokeStyle = lineColor;
context.fillStyle = fillColor;
context.beginPath();
context.arc(this._dx, this._dy, circle.radius, 0, Math.PI * 2);
context.closePath();
if (outline)
{
//context.stroke();
}
if (fill)
{
context.fill();
}
context.restore();
this._game.stage.restoreCanvasValues();
return true;
}
/**
* Render this sprite to specific camera. Called by game loop after update().
* @param camera {Camera} Camera this sprite will be rendered to.
* @return {boolean} Return false if not rendered, otherwise return true.
*/
public renderSprite(camera: Camera, sprite: Sprite): bool {
Phaser.SpriteUtils.updateCameraView(camera, sprite);
if (sprite.transform.scale.x == 0 || sprite.transform.scale.y == 0 || sprite.texture.alpha < 0.1 || this.inCamera(camera, sprite) == false)
{
return false;
}
sprite.renderOrderID = this._count;
this._count++;
// Reset our temp vars
this._ga = -1;
this._sx = 0;
this._sy = 0;
this._sw = sprite.texture.width;
this._sh = sprite.texture.height;
this._dx = camera.screenView.x + sprite.x - (camera.worldView.x * sprite.transform.scrollFactor.x);
this._dy = camera.screenView.y + sprite.y - (camera.worldView.y * sprite.transform.scrollFactor.y);
this._dw = sprite.texture.width;
this._dh = sprite.texture.height;
if (sprite.animations.currentFrame !== null)
{
this._sx = sprite.animations.currentFrame.x;
this._sy = sprite.animations.currentFrame.y;
if (sprite.animations.currentFrame.trimmed)
{
this._dx += sprite.animations.currentFrame.spriteSourceSizeX;
this._dy += sprite.animations.currentFrame.spriteSourceSizeY;
this._sw = sprite.animations.currentFrame.spriteSourceSizeW;
this._sh = sprite.animations.currentFrame.spriteSourceSizeH;
this._dw = sprite.animations.currentFrame.spriteSourceSizeW;
this._dh = sprite.animations.currentFrame.spriteSourceSizeH;
}
}
if (sprite.modified)
{
sprite.texture.context.save();
sprite.texture.context.setTransform(
sprite.transform.local.data[0], // scale x
sprite.transform.local.data[3], // skew x
sprite.transform.local.data[1], // skew y
sprite.transform.local.data[4], // scale y
this._dx, // translate x
this._dy // translate y
);
this._dx = sprite.transform.origin.x * -this._dw;
this._dy = sprite.transform.origin.y * -this._dh;
}
else
{
this._dx -= (this._dw * sprite.transform.origin.x);
this._dy -= (this._dh * sprite.transform.origin.y);
}
if (sprite.crop)
{
this._sx += sprite.crop.x * sprite.transform.scale.x;
this._sy += sprite.crop.y * sprite.transform.scale.y;
this._sw = sprite.crop.width * sprite.transform.scale.x;
this._sh = sprite.crop.height * sprite.transform.scale.y;
this._dx += sprite.crop.x * sprite.transform.scale.x;
this._dy += sprite.crop.y * sprite.transform.scale.y;
this._dw = sprite.crop.width * sprite.transform.scale.x;
this._dh = sprite.crop.height * sprite.transform.scale.y;
//this._sx += sprite.crop.x;
//this._sy += sprite.crop.y;
//this._sw = sprite.crop.width;
//this._sh = sprite.crop.height;
//this._dx += sprite.crop.x;
//this._dy += sprite.crop.y;
//this._dw = sprite.crop.width;
//this._dh = sprite.crop.height;
}
this._sx = Math.floor(this._sx);
this._sy = Math.floor(this._sy);
this._sw = Math.floor(this._sw);
this._sh = Math.floor(this._sh);
this._dx = Math.floor(this._dx);
this._dy = Math.floor(this._dy);
this._dw = Math.floor(this._dw);
this._dh = Math.floor(this._dh);
if (this._sw <= 0 || this._sh <= 0 || this._dw <= 0 || this._dh <= 0)
{
return false;
}
// Global Composite Ops
if (sprite.texture.globalCompositeOperation)
{
sprite.texture.context.save();
sprite.texture.context.globalCompositeOperation = sprite.texture.globalCompositeOperation;
}
// Alpha
if (sprite.texture.alpha !== 1 && sprite.texture.context.globalAlpha != sprite.texture.alpha)
{
this._ga = sprite.texture.context.globalAlpha;
sprite.texture.context.globalAlpha = sprite.texture.alpha;
}
if (sprite.texture.opaque)
{
sprite.texture.context.fillStyle = sprite.texture.backgroundColor;
sprite.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh);
}
if (sprite.texture.loaded)
{
sprite.texture.context.drawImage(
sprite.texture.texture, // Source Image
this._sx, // Source X (location within the source image)
this._sy, // Source Y
this._sw, // Source Width
this._sh, // Source Height
this._dx, // Destination X (where on the canvas it'll be drawn)
this._dy, // Destination Y
this._dw, // Destination Width (always same as Source Width unless scaled)
this._dh // Destination Height (always same as Source Height unless scaled)
);
}
if (sprite.modified || sprite.texture.globalCompositeOperation)
{
sprite.texture.context.restore();
}
if (this._ga > -1)
{
sprite.texture.context.globalAlpha = this._ga;
}
return true;
}
public renderScrollZone(camera: Camera, scrollZone: ScrollZone): bool {
if (scrollZone.transform.scale.x == 0 || scrollZone.transform.scale.y == 0 || scrollZone.texture.alpha < 0.1 || this.inCamera(camera, scrollZone) == false)
{
return false;
}
this._count++;
// Reset our temp vars
this._ga = -1;
this._sx = 0;
this._sy = 0;
this._sw = scrollZone.width;
this._sh = scrollZone.height;
this._fx = scrollZone.transform.scale.x;
this._fy = scrollZone.transform.scale.y;
this._sin = 0;
this._cos = 1;
this._dx = (camera.screenView.x * scrollZone.transform.scrollFactor.x) + scrollZone.x - (camera.worldView.x * scrollZone.transform.scrollFactor.x);
this._dy = (camera.screenView.y * scrollZone.transform.scrollFactor.y) + scrollZone.y - (camera.worldView.y * scrollZone.transform.scrollFactor.y);
this._dw = scrollZone.width;
this._dh = scrollZone.height;
// Alpha
if (scrollZone.texture.alpha !== 1)
{
this._ga = scrollZone.texture.context.globalAlpha;
scrollZone.texture.context.globalAlpha = scrollZone.texture.alpha;
}
// Sprite Flip X
if (scrollZone.texture.flippedX)
{
this._fx = -scrollZone.transform.scale.x;
}
// Sprite Flip Y
if (scrollZone.texture.flippedY)
{
this._fy = -scrollZone.transform.scale.y;
}
// Rotation and Flipped
if (scrollZone.modified)
{
if (scrollZone.texture.renderRotation == true && (scrollZone.rotation !== 0 || scrollZone.transform.rotationOffset !== 0))
{
this._sin = Math.sin(scrollZone.game.math.degreesToRadians(scrollZone.transform.rotationOffset + scrollZone.rotation));
this._cos = Math.cos(scrollZone.game.math.degreesToRadians(scrollZone.transform.rotationOffset + scrollZone.rotation));
}
// setTransform(a, b, c, d, e, f);
// a = scale x
// b = skew x
// c = skew y
// d = scale y
// e = translate x
// f = translate y
scrollZone.texture.context.save();
scrollZone.texture.context.setTransform(this._cos * this._fx, (this._sin * this._fx) + scrollZone.transform.skew.x, -(this._sin * this._fy) + scrollZone.transform.skew.y, this._cos * this._fy, this._dx, this._dy);
this._dx = -scrollZone.transform.origin.x;
this._dy = -scrollZone.transform.origin.y;
}
else
{
if (!scrollZone.transform.origin.equals(0))
{
this._dx -= scrollZone.transform.origin.x;
this._dy -= scrollZone.transform.origin.y;
}
}
this._sx = Math.floor(this._sx);
this._sy = Math.floor(this._sy);
this._sw = Math.floor(this._sw);
this._sh = Math.floor(this._sh);
this._dx = Math.floor(this._dx);
this._dy = Math.floor(this._dy);
this._dw = Math.floor(this._dw);
this._dh = Math.floor(this._dh);
for (var i = 0; i < scrollZone.regions.length; i++)
{
if (scrollZone.texture.isDynamic)
{
scrollZone.regions[i].render(scrollZone.texture.context, scrollZone.texture.texture, this._dx, this._dy, this._dw, this._dh);
}
else
{
scrollZone.regions[i].render(scrollZone.texture.context, scrollZone.texture.texture, this._dx, this._dy, this._dw, this._dh);
}
}
if (scrollZone.modified)
{
scrollZone.texture.context.restore();
}
if (this._ga > -1)
{
scrollZone.texture.context.globalAlpha = this._ga;
}
return true;
}
/**
* Render a tilemap to a specific camera.
* @param camera {Camera} The camera this tilemap will be rendered to.
*/
public renderTilemap(camera: Camera, tilemap: Tilemap): bool {
// Loop through the layers
for (var i = 0; i < tilemap.layers.length; i++)
{
var layer: TilemapLayer = tilemap.layers[i];
if (layer.visible == false || layer.alpha < 0.1)
{
continue;
}
// Work out how many tiles we can fit into our camera and round it up for the edges
this._maxX = this._game.math.ceil(camera.width / layer.tileWidth) + 1;
this._maxY = this._game.math.ceil(camera.height / layer.tileHeight) + 1;
// And now work out where in the tilemap the camera actually is
this._startX = this._game.math.floor(camera.worldView.x / layer.tileWidth);
this._startY = this._game.math.floor(camera.worldView.y / layer.tileHeight);
// Tilemap bounds check
if (this._startX < 0)
{
this._startX = 0;
}
if (this._startY < 0)
{
this._startY = 0;
}
if (this._maxX > layer.widthInTiles)
{
this._maxX = layer.widthInTiles;
}
if (this._maxY > layer.heightInTiles)
{
this._maxY = layer.heightInTiles;
}
if (this._startX + this._maxX > layer.widthInTiles)
{
this._startX = layer.widthInTiles - this._maxX;
}
if (this._startY + this._maxY > layer.heightInTiles)
{
this._startY = layer.heightInTiles - this._maxY;
}
// Finally get the offset to avoid the blocky movement
//this._dx = (camera.screenView.x * layer.transform.scrollFactor.x) - (camera.worldView.x * layer.transform.scrollFactor.x);
//this._dy = (camera.screenView.y * layer.transform.scrollFactor.y) - (camera.worldView.y * layer.transform.scrollFactor.y);
//this._dx = (camera.screenView.x * this.scrollFactor.x) + this.x - (camera.worldView.x * this.scrollFactor.x);
//this._dy = (camera.screenView.y * this.scrollFactor.y) + this.y - (camera.worldView.y * this.scrollFactor.y);
this._dx = 0;
this._dy = 0;
this._dx += -(camera.worldView.x - (this._startX * layer.tileWidth));
this._dy += -(camera.worldView.y - (this._startY * layer.tileHeight));
this._tx = this._dx;
this._ty = this._dy;
// Alpha
if (layer.texture.alpha !== 1)
{
this._ga = layer.texture.context.globalAlpha;
layer.texture.context.globalAlpha = layer.texture.alpha;
}
for (var row = this._startY; row < this._startY + this._maxY; row++)
{
this._columnData = layer.mapData[row];
for (var tile = this._startX; tile < this._startX + this._maxX; tile++)
{
if (layer.tileOffsets[this._columnData[tile]])
{
layer.texture.context.drawImage(
layer.texture.texture,
layer.tileOffsets[this._columnData[tile]].x,
layer.tileOffsets[this._columnData[tile]].y,
layer.tileWidth,
layer.tileHeight,
this._tx,
this._ty,
layer.tileWidth,
layer.tileHeight
);
}
this._tx += layer.tileWidth;
}
this._tx = this._dx;
this._ty += layer.tileHeight;
}
if (this._ga > -1)
{
layer.texture.context.globalAlpha = this._ga;
}
}
return true;
}
}
}