/** * @author Richard Davey * @author Mat Groves (@Doormat23) * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ Phaser.Renderer.Canvas.GameObjects.Sprite = { TYPES: [ Phaser.GameObject.Sprite.prototype ], render: function (renderer, src) { var color = src.color; var frame = src.frame; var source = frame.source; // Skip rendering? if (src.skipRender || !src.visible || color.worldAlpha <= 0 || !frame.cutWidth || !frame.cutHeight) { return; } // Blend Mode if (renderer.currentBlendMode !== color.blendMode) { renderer.currentBlendMode = color.blendMode; renderer.context.globalCompositeOperation = renderer.blendModes[renderer.currentBlendMode]; } // Alpha if (renderer.currentAlpha !== color.worldAlpha) { renderer.currentAlpha = color.worldAlpha; renderer.context.globalAlpha = color.worldAlpha; } // Smoothing (should this be a Game Object, or Frame / Texture level property?) if (renderer.currentScaleMode !== source.scaleMode) { renderer.currentScaleMode = source.scaleMode; renderer.context[renderer.smoothProperty] = (source.scaleMode === Phaser.scaleModes.LINEAR); } var wt = src.transform.world; var resolution = source.resolution / renderer.game.resolution; var dx = frame.x - (src.anchorX * frame.width); var dy = frame.y - (src.anchorY * frame.height); var tx = (wt.tx * renderer.game.resolution) + renderer.game.camera._shake.x; var ty = (wt.ty * renderer.game.resolution) + renderer.game.camera._shake.y; // Round Pixels if (renderer.roundPixels) { tx |= 0; ty |= 0; dx |= 0; dy |= 0; } var cw = frame.cutWidth; var ch = frame.cutHeight; var cwr = cw / resolution; var chr = ch / resolution; renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx, ty); // Does this Sprite have a mask? if (src._mask) { renderer.pushMask(src._mask); } // Color Component if (color._hasBackground) { renderer.context.fillStyle = color._rgba; renderer.context.fillRect(dx, dy, cwr, chr); } renderer.context.drawImage(source.image, frame.cutX, frame.cutY, cw, ch, dx, dy, cwr, chr); for (var i = 0; i < src.children.list.length; i++) { var child = src.children.list[i]; child.render(renderer, child); } /* // Move this to either the Renderer, or the Texture Manager, but not here (as it's repeated all over the place) if (src.texture.rotated) { var a = wt.a; var b = wt.b; var c = wt.c; var d = wt.d; var e = cw; // Offset before rotating tx = wt.c * ch + tx; ty = wt.d * ch + ty; // Rotate matrix by 90 degrees // We use precalculated values for sine and cosine of rad(90) wt.a = a * 6.123233995736766e-17 + -c; wt.b = b * 6.123233995736766e-17 + -d; wt.c = a + c * 6.123233995736766e-17; wt.d = b + d * 6.123233995736766e-17; // Update cropping dimensions. cw = ch; ch = e; } if (src.tint !== 0xFFFFFF) { if (src.texture.requiresReTint || src.cachedTint !== src.tint) { src.tintedTexture = PIXI.CanvasTinter.getTintedTexture(src, src.tint); src.cachedTint = src.tint; src.texture.requiresReTint = false; } renderer.context.drawImage(src.tintedTexture, 0, 0, cw, ch, dx, dy, cw / resolution, ch / resolution); } */ if (src._mask) { renderer.popMask(); } } };