var GameObject = require('../../GameObject'); var DynamicTilemapLayerCanvasRenderer = function (renderer, gameObject, interpolationPercentage, camera) { if (GameObject.RENDER_MASK !== gameObject.renderFlags || (gameObject.cameraFilter > 0 && (gameObject.cameraFilter & camera._id))) { return; } gameObject.cull(camera); var renderTiles = gameObject.culledTiles; var length = renderTiles.length; var image = gameObject.frame.source.image; var tileset = this.tileset; // var scrollFactorX = gameObject.scrollFactorX; // var scrollFactorY = gameObject.scrollFactorY; // var alpha = gameObject.alpha; var tx = gameObject.x - camera.scrollX * gameObject.scrollFactorX; var ty = gameObject.y - camera.scrollY * gameObject.scrollFactorY; var ctx = renderer.gameContext; ctx.save(); ctx.translate(tx, ty); ctx.rotate(gameObject.rotation); ctx.scale(gameObject.scaleX, gameObject.scaleY); ctx.scale(gameObject.flipX ? -1 : 1, gameObject.flipY ? -1 : 1); for (var index = 0; index < length; ++index) { var tile = renderTiles[index]; var tileTexCoords = tileset.getTileTextureCoordinates(tile.index); if (tileTexCoords === null) { continue; } ctx.drawImage( image, tileTexCoords.x, tileTexCoords.y, tile.width, tile.height, tile.worldX, tile.worldY, tile.width, tile.height ); } ctx.restore(); }; module.exports = DynamicTilemapLayerCanvasRenderer;