/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Renders this Game Object with the Canvas Renderer to the given Camera. * The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera. * This method should not be called directly. It is a utility function of the Render module. * * @method Phaser.Tilemaps.DynamicTilemapLayer#renderCanvas * @since 3.0.0 * @private * * @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer. * @param {Phaser.Tilemaps.DynamicTilemapLayer} src - The Game Object being rendered in this call. * @param {number} interpolationPercentage - Reserved for future use and custom pipelines. * @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object. * @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested */ var DynamicTilemapLayerCanvasRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix) { src.cull(camera); var renderTiles = src.culledTiles; var tileCount = renderTiles.length; if (tileCount === 0) { return; } var camMatrix = renderer._tempMatrix1; var layerMatrix = renderer._tempMatrix2; var calcMatrix = renderer._tempMatrix3; layerMatrix.applyITRS(src.x, src.y, src.rotation, src.scaleX, src.scaleY); camMatrix.copyFrom(camera.matrix); if (parentMatrix) { // Multiply the camera by the parent matrix camMatrix.multiplyWithOffset(parentMatrix, -camera.scrollX * src.scrollFactorX, -camera.scrollY * src.scrollFactorY); // Undo the camera scroll layerMatrix.e = src.x; layerMatrix.f = src.y; // Multiply by the Sprite matrix, store result in calcMatrix camMatrix.multiply(layerMatrix, calcMatrix); } else { layerMatrix.e -= camera.scrollX * src.scrollFactorX; layerMatrix.f -= camera.scrollY * src.scrollFactorY; // Multiply by the Sprite matrix, store result in calcMatrix camMatrix.multiply(layerMatrix, calcMatrix); } var ctx = renderer.currentContext; var gidMap = src.gidMap; ctx.save(); calcMatrix.copyToContext(ctx); var alpha = camera.alpha * src.alpha; for (var i = 0; i < tileCount; i++) { var tile = renderTiles[i]; var tileset = gidMap[tile.index]; if (!tileset) { continue; } var image = tileset.image.getSourceImage(); var tileTexCoords = tileset.getTileTextureCoordinates(tile.index); if (tileTexCoords) { var halfWidth = tile.width / 2; var halfHeight = tile.height / 2; ctx.save(); ctx.translate(tile.pixelX + halfWidth, tile.pixelY + halfHeight); if (tile.rotation !== 0) { ctx.rotate(tile.rotation); } if (tile.flipX || tile.flipY) { ctx.scale((tile.flipX) ? -1 : 1, (tile.flipY) ? -1 : 1); } ctx.globalAlpha = alpha * tile.alpha; ctx.drawImage( image, tileTexCoords.x, tileTexCoords.y, tile.width, tile.height, -halfWidth, -halfHeight, tile.width, tile.height ); ctx.restore(); } } ctx.restore(); }; module.exports = DynamicTilemapLayerCanvasRenderer;