var Commands = require('./Commands'); var Earcut = require('./earcut'); var pathArray = []; var cos = Math.cos; var sin = Math.sin; var sqrt = Math.sqrt; var Point = function (x, y) { this.x = x; this.y = y; }; var Path = function (x, y) { this.points = []; this.pointsLength = 1; this.points[0] = new Point(x, y); }; var lerp = function (norm, min, max) { return (max - min) * norm + min; }; var renderLine = function ( /* start and end of line */ ax, ay, bx, by, /* buffers */ vertexBufferF32, vertexBufferU32, vertexDataBuffer, /* camera scroll */ cameraScrollX, cameraScrollY, /* Camera transform */ a, b, c, d, e, f, /* line properties */ lineColor, lineAlpha, lineWidth, /* vertex count and limits */ vertexCount, maxVertices, /* batch */ shapeBatch, /* Game Object transform */ srcX, srcY, srcScaleX, srcScaleY, srcRotation ) { if (vertexCount + 6 > maxVertices) { shapeBatch.flush(); vertexCount = 0; } shapeBatch.vertexCount = vertexCount + 6; ax -= cameraScrollX; bx -= cameraScrollX; ay -= cameraScrollY; by -= cameraScrollY; var vertexOffset = vertexDataBuffer.allocate(9 * 6); var dx = bx - ax; var dy = by - ay; var len = sqrt(dx * dx + dy * dy); var l0 = lineWidth * (by - ay) / len; var l1 = lineWidth * (ax - bx) / len; var lx0 = bx - l0; var ly0 = by - l1; var lx1 = ax - l0; var ly1 = ay - l1; var lx2 = bx + l0; var ly2 = by + l1; var lx3 = ax + l0; var ly3 = ay + l1; var x0 = lx0 * a + ly0 * c + e; var y0 = lx0 * b + ly0 * d + f; var x1 = lx1 * a + ly1 * c + e; var y1 = lx1 * b + ly1 * d + f; var x2 = lx2 * a + ly2 * c + e; var y2 = lx2 * b + ly2 * d + f; var x3 = lx3 * a + ly3 * c + e; var y3 = lx3 * b + ly3 * d + f; vertexBufferF32[vertexOffset++] = x0; vertexBufferF32[vertexOffset++] = y0; vertexBufferU32[vertexOffset++] = lineColor; vertexBufferF32[vertexOffset++] = lineAlpha; vertexBufferF32[vertexOffset++] = srcX; vertexBufferF32[vertexOffset++] = srcY; vertexBufferF32[vertexOffset++] = srcScaleX; vertexBufferF32[vertexOffset++] = srcScaleY; vertexBufferF32[vertexOffset++] = srcRotation; vertexBufferF32[vertexOffset++] = x1; vertexBufferF32[vertexOffset++] = y1; vertexBufferU32[vertexOffset++] = lineColor; vertexBufferF32[vertexOffset++] = lineAlpha; vertexBufferF32[vertexOffset++] = srcX; vertexBufferF32[vertexOffset++] = srcY; vertexBufferF32[vertexOffset++] = srcScaleX; vertexBufferF32[vertexOffset++] = srcScaleY; vertexBufferF32[vertexOffset++] = srcRotation; vertexBufferF32[vertexOffset++] = x2; vertexBufferF32[vertexOffset++] = y2; vertexBufferU32[vertexOffset++] = lineColor; vertexBufferF32[vertexOffset++] = lineAlpha; vertexBufferF32[vertexOffset++] = srcX; vertexBufferF32[vertexOffset++] = srcY; vertexBufferF32[vertexOffset++] = srcScaleX; vertexBufferF32[vertexOffset++] = srcScaleY; vertexBufferF32[vertexOffset++] = srcRotation; vertexBufferF32[vertexOffset++] = x1; vertexBufferF32[vertexOffset++] = y1; vertexBufferU32[vertexOffset++] = lineColor; vertexBufferF32[vertexOffset++] = lineAlpha; vertexBufferF32[vertexOffset++] = srcX; vertexBufferF32[vertexOffset++] = srcY; vertexBufferF32[vertexOffset++] = srcScaleX; vertexBufferF32[vertexOffset++] = srcScaleY; vertexBufferF32[vertexOffset++] = srcRotation; vertexBufferF32[vertexOffset++] = x3; vertexBufferF32[vertexOffset++] = y3; vertexBufferU32[vertexOffset++] = lineColor; vertexBufferF32[vertexOffset++] = lineAlpha; vertexBufferF32[vertexOffset++] = srcX; vertexBufferF32[vertexOffset++] = srcY; vertexBufferF32[vertexOffset++] = srcScaleX; vertexBufferF32[vertexOffset++] = srcScaleY; vertexBufferF32[vertexOffset++] = srcRotation; vertexBufferF32[vertexOffset++] = x2; vertexBufferF32[vertexOffset++] = y2; vertexBufferU32[vertexOffset++] = lineColor; vertexBufferF32[vertexOffset++] = lineAlpha; vertexBufferF32[vertexOffset++] = srcX; vertexBufferF32[vertexOffset++] = srcY; vertexBufferF32[vertexOffset++] = srcScaleX; vertexBufferF32[vertexOffset++] = srcScaleY; vertexBufferF32[vertexOffset++] = srcRotation; return [ x0, y0, x1, y1, x2, y2, x3, y3 ]; }; var GraphicsWebGLRenderer = function (renderer, src, interpolationPercentage, camera) { if (this.renderMask !== this.renderFlags) { return; } var shapeBatch = renderer.shapeBatch; var vertexDataBuffer = shapeBatch.vertexDataBuffer; var vertexBufferF32 = vertexDataBuffer.floatView; var vertexBufferU32 = vertexDataBuffer.uintView; var vertexOffset = 0; var cameraScrollX = camera.scrollX; var cameraScrollY = camera.scrollY; var srcX = src.x; var srcY = src.y; var srcScaleX = src.scaleX; var srcScaleY = src.scaleY; var srcRotation = src.rotation; var commandBuffer = src.commandBuffer; var value; var lineAlpha = 1.0; var fillAlpha = 1.0; var lineColor = 0; var fillColor = 0; var lineWidth = 1.0; var cameraMatrix = camera.matrix.matrix; var a = cameraMatrix[0]; var b = cameraMatrix[1]; var c = cameraMatrix[2]; var d = cameraMatrix[3]; var e = cameraMatrix[4]; var f = cameraMatrix[5]; var lastPath = null; var iteration = 0; var iterStep = 0.01; var tx = 0; var ty = 0; var ta = 0; var x, y, radius, startAngle, endAngle, anticlockwise; var width, height, txw, tyh; var vertexCount = shapeBatch.vertexCount; var polygon = []; var x0, y0, x1, y1, x2, y2; var tx0, ty0, tx1, ty1, tx2, ty2; var v0, v1, v2; var polygonIndex; var path; var pathLength; var point; var maxVertices = shapeBatch.maxVertices; renderer.setBatch(shapeBatch, null); for (var cmdIndex = 0, cmdLength = commandBuffer.length; cmdIndex < cmdLength; ++cmdIndex) { var cmd = commandBuffer[cmdIndex]; switch(cmd) { case Commands.ARC: x = commandBuffer[cmdIndex + 1]; y = commandBuffer[cmdIndex + 2]; radius = commandBuffer[cmdIndex + 3]; startAngle = commandBuffer[cmdIndex + 4]; endAngle = commandBuffer[cmdIndex + 5]; anticlockwise = commandBuffer[cmdIndex + 6]; while (iteration < 1) { ta = lerp(iteration, startAngle, endAngle); tx = x + cos(ta) * radius; ty = y + sin(ta) * radius; if (iteration === 0) { lastPath = new Path(tx, ty); pathArray.push(lastPath); } else { lastPath.points.push(new Point(tx, ty)); } iteration += iterStep; } cmdIndex += 6; break; case Commands.LINE_STYLE: lineWidth = commandBuffer[cmdIndex + 1]; lineColor = commandBuffer[cmdIndex + 2]; lineAlpha = commandBuffer[cmdIndex + 3]; cmdIndex += 3; break; case Commands.FILL_STYLE: fillColor = commandBuffer[cmdIndex + 1]; fillAlpha = commandBuffer[cmdIndex + 2]; cmdIndex += 2; break; case Commands.BEGIN_PATH: pathArray.length = 0; break; case Commands.CLOSE_PATH: if (lastPath !== null && lastPath.points.length > 0) { var firstPoint = lastPath.points[0]; // var lastPoint = lastPath.points[lastPath.points.length - 1]; lastPath.points.push(firstPoint); lastPath = new Path(x, y); pathArray.push(lastPath); } break; case Commands.FILL_PATH: for (var pathArrayIndex = 0, pathArrayLength = pathArray.length; pathArrayIndex < pathArrayLength; ++pathArrayIndex) { path = pathArray[pathArrayIndex].points; pathLength = path.length; for (var pathIndex = 0; pathIndex < pathLength; ++pathIndex) { point = path[pathIndex]; polygon.push(point.x, point.y); } polygonIndex = Earcut(polygon); for (var index = 0, length = polygonIndex.length; index < length; index += 3) { v0 = polygonIndex[index + 0] * 2; v1 = polygonIndex[index + 1] * 2; v2 = polygonIndex[index + 2] * 2; if (vertexCount + 3 > maxVertices) { shapeBatch.flush(); vertexCount = 0; } vertexOffset = vertexDataBuffer.allocate(9 * 3); vertexCount += 3; x0 = polygon[v0 + 0] - cameraScrollX; y0 = polygon[v0 + 1] - cameraScrollY; x1 = polygon[v1 + 0] - cameraScrollX; y1 = polygon[v1 + 1] - cameraScrollY; x2 = polygon[v2 + 0] - cameraScrollX; y2 = polygon[v2 + 1] - cameraScrollY; tx0 = x0 * a + y0 * c + e; ty0 = x0 * b + y0 * d + f; tx1 = x1 * a + y1 * c + e; ty1 = x1 * b + y1 * d + f; tx2 = x2 * a + y2 * c + e; ty2 = x2 * b + y2 * d + f; vertexBufferF32[vertexOffset++] = tx0; vertexBufferF32[vertexOffset++] = ty0; vertexBufferU32[vertexOffset++] = fillColor; vertexBufferF32[vertexOffset++] = fillAlpha; vertexBufferF32[vertexOffset++] = srcX; vertexBufferF32[vertexOffset++] = srcY; vertexBufferF32[vertexOffset++] = srcScaleX; vertexBufferF32[vertexOffset++] = srcScaleY; vertexBufferF32[vertexOffset++] = srcRotation; vertexBufferF32[vertexOffset++] = tx1; vertexBufferF32[vertexOffset++] = ty1; vertexBufferU32[vertexOffset++] = fillColor; vertexBufferF32[vertexOffset++] = fillAlpha; vertexBufferF32[vertexOffset++] = srcX; vertexBufferF32[vertexOffset++] = srcY; vertexBufferF32[vertexOffset++] = srcScaleX; vertexBufferF32[vertexOffset++] = srcScaleY; vertexBufferF32[vertexOffset++] = srcRotation; vertexBufferF32[vertexOffset++] = tx2; vertexBufferF32[vertexOffset++] = ty2; vertexBufferU32[vertexOffset++] = fillColor; vertexBufferF32[vertexOffset++] = fillAlpha; vertexBufferF32[vertexOffset++] = srcX; vertexBufferF32[vertexOffset++] = srcY; vertexBufferF32[vertexOffset++] = srcScaleX; vertexBufferF32[vertexOffset++] = srcScaleY; vertexBufferF32[vertexOffset++] = srcRotation; } polygon.length = 0; } break; case Commands.STROKE_PATH: // All of these vars are already defined (except polylines, last, curr, point0 and point1) var pathArrayLength = pathArray.length; var lineWidth = lineWidth * 0.5; var pathArrayIndex, path, pathLength, pathIndex, point0, point1; var polylines = []; var lineColor = lineColor; var index, length, last, curr; var x0, y0, x1, y1, x2, y2, offset, position, color; for (pathArrayIndex = 0; pathArrayIndex < pathArrayLength; ++pathArrayIndex) { path = pathArray[pathArrayIndex].points; pathLength = path.length; for (pathIndex = 0; pathIndex + 1 < pathLength; pathIndex += 1) { point0 = path[pathIndex]; point1 = path[pathIndex + 1]; polylines.push(renderLine( point0.x, point0.y, point1.x, point1.y, vertexBufferF32, vertexBufferU32, vertexDataBuffer, cameraScrollX, cameraScrollY, a, b, c, d, e, f, lineColor, lineAlpha, lineWidth, vertexCount, maxVertices, shapeBatch, srcX, srcY, srcScaleX, srcScaleY, srcRotation )); vertexCount = shapeBatch.vertexCount; } if (pathArray[pathArrayIndex] === this._lastPath) { for (index = 1, length = polylines.length; index < length; ++index) { last = polylines[index - 1]; curr = polylines[index]; if (vertexCount + 6 > maxVertices) { shapeBatch.flush(); vertexCount = 0; } vertexOffset = vertexDataBuffer.allocate(9 * 6); vertexCount += 6; x0 = last[2 * 2 + 0] - cameraScrollX; y0 = last[2 * 2 + 1] - cameraScrollY; x1 = last[2 * 0 + 0] - cameraScrollX; y1 = last[2 * 0 + 1] - cameraScrollY; x2 = curr[2 * 3 + 0] - cameraScrollX; y2 = curr[2 * 3 + 1] - cameraScrollY; vertexBufferF32[vertexOffset++] = x0; vertexBufferF32[vertexOffset++] = y0; vertexBufferU32[vertexOffset++] = lineColor; vertexBufferF32[vertexOffset++] = lineAlpha; vertexBufferF32[vertexOffset++] = srcX; vertexBufferF32[vertexOffset++] = srcY; vertexBufferF32[vertexOffset++] = srcScaleX; vertexBufferF32[vertexOffset++] = srcScaleY; vertexBufferF32[vertexOffset++] = srcRotation; vertexBufferF32[vertexOffset++] = x1; vertexBufferF32[vertexOffset++] = y1; vertexBufferU32[vertexOffset++] = lineColor; vertexBufferF32[vertexOffset++] = lineAlpha; vertexBufferF32[vertexOffset++] = srcX; vertexBufferF32[vertexOffset++] = srcY; vertexBufferF32[vertexOffset++] = srcScaleX; vertexBufferF32[vertexOffset++] = srcScaleY; vertexBufferF32[vertexOffset++] = srcRotation; vertexBufferF32[vertexOffset++] = x2; vertexBufferF32[vertexOffset++] = y2; vertexBufferU32[vertexOffset++] = lineColor; vertexBufferF32[vertexOffset++] = lineAlpha; vertexBufferF32[vertexOffset++] = srcX; vertexBufferF32[vertexOffset++] = srcY; vertexBufferF32[vertexOffset++] = srcScaleX; vertexBufferF32[vertexOffset++] = srcScaleY; vertexBufferF32[vertexOffset++] = srcRotation; x0 = last[2 * 0 + 0] - cameraScrollX; y0 = last[2 * 0 + 1] - cameraScrollY; x1 = last[2 * 2 + 0] - cameraScrollX; y1 = last[2 * 2 + 1] - cameraScrollY; x2 = curr[2 * 1 + 0] - cameraScrollX; y2 = curr[2 * 1 + 1] - cameraScrollY; vertexBufferF32[vertexOffset++] = x0; vertexBufferF32[vertexOffset++] = y0; vertexBufferU32[vertexOffset++] = lineColor; vertexBufferF32[vertexOffset++] = lineAlpha; vertexBufferF32[vertexOffset++] = srcX; vertexBufferF32[vertexOffset++] = srcY; vertexBufferF32[vertexOffset++] = srcScaleX; vertexBufferF32[vertexOffset++] = srcScaleY; vertexBufferF32[vertexOffset++] = srcRotation; vertexBufferF32[vertexOffset++] = x1; vertexBufferF32[vertexOffset++] = y1; vertexBufferU32[vertexOffset++] = lineColor; vertexBufferF32[vertexOffset++] = lineAlpha; vertexBufferF32[vertexOffset++] = srcX; vertexBufferF32[vertexOffset++] = srcY; vertexBufferF32[vertexOffset++] = srcScaleX; vertexBufferF32[vertexOffset++] = srcScaleY; vertexBufferF32[vertexOffset++] = srcRotation; vertexBufferF32[vertexOffset++] = x2; vertexBufferF32[vertexOffset++] = y2; vertexBufferU32[vertexOffset++] = lineColor; vertexBufferF32[vertexOffset++] = lineAlpha; vertexBufferF32[vertexOffset++] = srcX; vertexBufferF32[vertexOffset++] = srcY; vertexBufferF32[vertexOffset++] = srcScaleX; vertexBufferF32[vertexOffset++] = srcScaleY; vertexBufferF32[vertexOffset++] = srcRotation; vertexCount += 6; } } else { for (index = 0, length = polylines.length; index < length; ++index) { last = polylines[index - 1] || polylines[polylines.length - 1]; curr = polylines[index]; if (vertexCount + 6 > maxVertices) { shapeBatch.flush(); vertexCount = 0; } vertexOffset = vertexDataBuffer.allocate(9 * 6); vertexCount += 6; x0 = last[2 * 2 + 0] - cameraScrollX; y0 = last[2 * 2 + 1] - cameraScrollY; x1 = last[2 * 0 + 0] - cameraScrollX; y1 = last[2 * 0 + 1] - cameraScrollY; x2 = curr[2 * 3 + 0] - cameraScrollX; y2 = curr[2 * 3 + 1] - cameraScrollY; vertexBufferF32[vertexOffset++] = x0; vertexBufferF32[vertexOffset++] = y0; vertexBufferU32[vertexOffset++] = lineColor; vertexBufferF32[vertexOffset++] = lineAlpha; vertexBufferF32[vertexOffset++] = srcX; vertexBufferF32[vertexOffset++] = srcY; vertexBufferF32[vertexOffset++] = srcScaleX; vertexBufferF32[vertexOffset++] = srcScaleY; vertexBufferF32[vertexOffset++] = srcRotation; vertexBufferF32[vertexOffset++] = x1; vertexBufferF32[vertexOffset++] = y1; vertexBufferU32[vertexOffset++] = lineColor; vertexBufferF32[vertexOffset++] = lineAlpha; vertexBufferF32[vertexOffset++] = srcX; vertexBufferF32[vertexOffset++] = srcY; vertexBufferF32[vertexOffset++] = srcScaleX; vertexBufferF32[vertexOffset++] = srcScaleY; vertexBufferF32[vertexOffset++] = srcRotation; vertexBufferF32[vertexOffset++] = x2; vertexBufferF32[vertexOffset++] = y2; vertexBufferU32[vertexOffset++] = lineColor; vertexBufferF32[vertexOffset++] = lineAlpha; vertexBufferF32[vertexOffset++] = srcX; vertexBufferF32[vertexOffset++] = srcY; vertexBufferF32[vertexOffset++] = srcScaleX; vertexBufferF32[vertexOffset++] = srcScaleY; vertexBufferF32[vertexOffset++] = srcRotation; x0 = last[2 * 0 + 0] - cameraScrollX; y0 = last[2 * 0 + 1] - cameraScrollY; x1 = last[2 * 2 + 0] - cameraScrollX; y1 = last[2 * 2 + 1] - cameraScrollY; x2 = curr[2 * 1 + 0] - cameraScrollX; y2 = curr[2 * 1 + 1] - cameraScrollY; vertexBufferF32[vertexOffset++] = x0; vertexBufferF32[vertexOffset++] = y0; vertexBufferU32[vertexOffset++] = lineColor; vertexBufferF32[vertexOffset++] = lineAlpha; vertexBufferF32[vertexOffset++] = srcX; vertexBufferF32[vertexOffset++] = srcY; vertexBufferF32[vertexOffset++] = srcScaleX; vertexBufferF32[vertexOffset++] = srcScaleY; vertexBufferF32[vertexOffset++] = srcRotation; vertexBufferF32[vertexOffset++] = x1; vertexBufferF32[vertexOffset++] = y1; vertexBufferU32[vertexOffset++] = lineColor; vertexBufferF32[vertexOffset++] = lineAlpha; vertexBufferF32[vertexOffset++] = srcX; vertexBufferF32[vertexOffset++] = srcY; vertexBufferF32[vertexOffset++] = srcScaleX; vertexBufferF32[vertexOffset++] = srcScaleY; vertexBufferF32[vertexOffset++] = srcRotation; vertexBufferF32[vertexOffset++] = x2; vertexBufferF32[vertexOffset++] = y2; vertexBufferU32[vertexOffset++] = lineColor; vertexBufferF32[vertexOffset++] = lineAlpha; vertexBufferF32[vertexOffset++] = srcX; vertexBufferF32[vertexOffset++] = srcY; vertexBufferF32[vertexOffset++] = srcScaleX; vertexBufferF32[vertexOffset++] = srcScaleY; vertexBufferF32[vertexOffset++] = srcRotation; vertexCount += 6; } } polylines.length = 0; } break; case Commands.FILL_RECT: if (vertexCount + 6 > maxVertices) { shapeBatch.flush(); vertexCount = 0; } vertexOffset = vertexDataBuffer.allocate(9 * 6); vertexCount += 6; x = commandBuffer[cmdIndex + 1] - cameraScrollX; y = commandBuffer[cmdIndex + 2] - cameraScrollY; var xw = x + commandBuffer[cmdIndex + 3]; var yh = y + commandBuffer[cmdIndex + 4]; tx = x * a + y * c + e; ty = x * b + y * d + f; txw = xw * a + yh * c + e; tyh = xw * b + yh * d + f; vertexBufferF32[vertexOffset++] = tx; vertexBufferF32[vertexOffset++] = ty; vertexBufferU32[vertexOffset++] = fillColor; vertexBufferF32[vertexOffset++] = fillAlpha; vertexBufferF32[vertexOffset++] = srcX; vertexBufferF32[vertexOffset++] = srcY; vertexBufferF32[vertexOffset++] = srcScaleX; vertexBufferF32[vertexOffset++] = srcScaleY; vertexBufferF32[vertexOffset++] = srcRotation; vertexBufferF32[vertexOffset++] = tx; vertexBufferF32[vertexOffset++] = tyh; vertexBufferU32[vertexOffset++] = fillColor; vertexBufferF32[vertexOffset++] = fillAlpha; vertexBufferF32[vertexOffset++] = srcX; vertexBufferF32[vertexOffset++] = srcY; vertexBufferF32[vertexOffset++] = srcScaleX; vertexBufferF32[vertexOffset++] = srcScaleY; vertexBufferF32[vertexOffset++] = srcRotation; vertexBufferF32[vertexOffset++] = txw; vertexBufferF32[vertexOffset++] = tyh; vertexBufferU32[vertexOffset++] = fillColor; vertexBufferF32[vertexOffset++] = fillAlpha; vertexBufferF32[vertexOffset++] = srcX; vertexBufferF32[vertexOffset++] = srcY; vertexBufferF32[vertexOffset++] = srcScaleX; vertexBufferF32[vertexOffset++] = srcScaleY; vertexBufferF32[vertexOffset++] = srcRotation; vertexBufferF32[vertexOffset++] = tx; vertexBufferF32[vertexOffset++] = ty; vertexBufferU32[vertexOffset++] = fillColor; vertexBufferF32[vertexOffset++] = fillAlpha; vertexBufferF32[vertexOffset++] = srcX; vertexBufferF32[vertexOffset++] = srcY; vertexBufferF32[vertexOffset++] = srcScaleX; vertexBufferF32[vertexOffset++] = srcScaleY; vertexBufferF32[vertexOffset++] = srcRotation; vertexBufferF32[vertexOffset++] = txw; vertexBufferF32[vertexOffset++] = tyh; vertexBufferU32[vertexOffset++] = fillColor; vertexBufferF32[vertexOffset++] = fillAlpha; vertexBufferF32[vertexOffset++] = srcX; vertexBufferF32[vertexOffset++] = srcY; vertexBufferF32[vertexOffset++] = srcScaleX; vertexBufferF32[vertexOffset++] = srcScaleY; vertexBufferF32[vertexOffset++] = srcRotation; vertexBufferF32[vertexOffset++] = txw; vertexBufferF32[vertexOffset++] = ty; vertexBufferU32[vertexOffset++] = fillColor; vertexBufferF32[vertexOffset++] = fillAlpha; vertexBufferF32[vertexOffset++] = srcX; vertexBufferF32[vertexOffset++] = srcY; vertexBufferF32[vertexOffset++] = srcScaleX; vertexBufferF32[vertexOffset++] = srcScaleY; vertexBufferF32[vertexOffset++] = srcRotation; cmdIndex += 4; break; case Commands.LINE_TO: if (lastPath !== null) { lastPath.points.push(new Point(commandBuffer[cmdIndex + 1], commandBuffer[cmdIndex + 2])); } else { lastPath = new Path(commandBuffer[cmdIndex + 1], commandBuffer[cmdIndex + 2]); pathArray.push(lastPath); } cmdIndex += 2; break; case Commands.MOVE_TO: lastPath = new Path(commandBuffer[cmdIndex + 1], commandBuffer[cmdIndex + 2]); pathArray.push(lastPath); cmdIndex += 2; break; default: console.error('Phaser: Invalid Graphics Command ID ' + cmd); break; } } shapeBatch.vertexCount = vertexCount; pathArray.length = 0; }; module.exports = GraphicsWebGLRenderer;