/// module Phaser.Renderer.Canvas { export class CameraRenderer { constructor(game: Phaser.Game) { this.game = game; } /** * The essential reference to the main game object */ public game: Phaser.Game; 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 _gac: number = 1; private _sin: number = 0; private _cos: number = 1; public preRender(camera: Phaser.Camera): bool { if (camera.visible == false || camera.transform.scale.x == 0 || camera.transform.scale.y == 0 || camera.texture.alpha < 0.1) { return false; } if (this.game.device.patchAndroidClearRectBug) { camera.texture.context.fillStyle = 'rgb(0,0,0)'; camera.texture.context.fillRect(0, 0, camera.width, camera.height); } else { camera.texture.context.clearRect(0, 0, camera.width, camera.height); } // 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; } if (camera.texture.opaque) { camera.texture.context.fillStyle = camera.texture.backgroundColor; camera.texture.context.fillRect(0, 0, camera.width, camera.height); } //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 // 0, // Destination X (where on the canvas it'll be drawn) // 0, // Destination Y // this._dw, // Destination Width (always same as Source Width unless scaled) // this._dh // Destination Height (always same as Source Height unless scaled) // ); //} // Global Composite Ops if (camera.texture.globalCompositeOperation) { camera.texture.context.globalCompositeOperation = camera.texture.globalCompositeOperation; } camera.plugins.preRender(); } public postRender(camera: Phaser.Camera) { // 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(); // 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; this.game.stage.context.save(); // Flip X if (camera.texture.flippedX) { this._fx = -camera.transform.scale.x; } // 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)); } this.game.stage.context.setTransform( this._cos * this._fx, // scale x (this._sin * this._fx) + camera.transform.skew.x, // skew x -(this._sin * this._fy) + camera.transform.skew.y, // skew y this._cos * this._fy, // scale y this._dx, // translate x this._dy // translate y ); this._dx = camera.transform.origin.x * -this._dw; this._dy = camera.transform.origin.y * -this._dh; } else { this._dx -= (this._dw * camera.transform.origin.x); this._dy -= (this._dh * 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); if (this._sw <= 0 || this._sh <= 0 || this._dw <= 0 || this._dh <= 0) { this.game.stage.context.restore(); return false; } this.game.stage.context.drawImage( camera.texture.canvas, // 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) ); this.game.stage.context.restore(); } } }