/// /// /// /// 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 with 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 _sin: number = 0; private _cos: number = 1; private _cameraList; private _camera: Camera; private _groupLength: number; public render() { // Get a list of all the active cameras this._cameraList = this._game.world.getAllCameras(); // 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._camera.preRender(); this._game.world.group.render(this, this._camera); this._camera.postRender(); } // Physics Debug layer this._game.world.physics.render(); } /** * 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 { // Render checks (needs inCamera check added) if (sprite.scale.x == 0 || sprite.scale.y == 0 || sprite.texture.alpha < 0.1) { return false; } // Reset our temp vars this._ga = -1; this._sx = 0; this._sy = 0; this._sw = sprite.frameBounds.width; this._sh = sprite.frameBounds.height; this._fx = sprite.scale.x; this._fy = sprite.scale.y; this._sin = 0; this._cos = 1; this._dx = (camera.scaledX * sprite.scrollFactor.x) + sprite.frameBounds.x - (camera.worldView.x * sprite.scrollFactor.x); this._dy = (camera.scaledY * sprite.scrollFactor.y) + sprite.frameBounds.y - (camera.worldView.y * sprite.scrollFactor.y); this._dw = sprite.frameBounds.width; this._dh = sprite.frameBounds.height; // Alpha if (sprite.texture.alpha !== 1) { this._ga = sprite.texture.context.globalAlpha; sprite.texture.context.globalAlpha = sprite.texture.alpha; } // Sprite Flip X if (sprite.texture.flippedX) { this._fx = -sprite.scale.x; } // Sprite Flip Y if (sprite.texture.flippedY) { this._fy = -sprite.scale.y; } 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; } } // Rotation and Flipped if (sprite.modified) { if (sprite.texture.renderRotation == true && (sprite.rotation !== 0 || sprite.rotationOffset !== 0)) { this._sin = Math.sin(sprite.game.math.degreesToRadians(sprite.rotationOffset + sprite.rotation)); this._cos = Math.cos(sprite.game.math.degreesToRadians(sprite.rotationOffset + sprite.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 sprite.texture.context.save(); sprite.texture.context.setTransform(this._cos * this._fx, (this._sin * this._fx) + sprite.skew.x, -(this._sin * this._fy) + sprite.skew.y, this._cos * this._fy, this._dx, this._dy); this._dx = -sprite.origin.x; this._dy = -sprite.origin.y; } else { if (!sprite.origin.equals(0)) { this._dx -= sprite.origin.x; this._dy -= sprite.origin.y; } } this._sx = Math.round(this._sx); this._sy = Math.round(this._sy); this._sw = Math.round(this._sw); this._sh = Math.round(this._sh); this._dx = Math.round(this._dx); this._dy = Math.round(this._dy); this._dw = Math.round(this._dw); this._dh = Math.round(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) ); } else { //sprite.texture.context.fillStyle = this.fillColor; sprite.texture.context.fillStyle = 'rgb(255,255,255)'; sprite.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh); } if (sprite.modified) { sprite.texture.context.restore(); } //if (this.renderDebug) //{ // this.renderBounds(camera, cameraOffsetX, cameraOffsetY); //this.collisionMask.render(camera, cameraOffsetX, cameraOffsetY); //} if (this._ga > -1) { sprite.texture.context.globalAlpha = this._ga; } return true; } } }