/// module Phaser.Renderer.Canvas { export class GroupRenderer { constructor(game: Phaser.Game) { this.game = game; } /** * The essential reference to the main game object */ public game: Phaser.Game; // Local rendering related temp vars to help avoid gc spikes through 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; public preRender(camera: Phaser.Camera, group: Phaser.Group) { if (group.visible == false || camera.transform.scale.x == 0 || camera.transform.scale.y == 0 || camera.texture.alpha < 0.1) { return false; } // Reset our temp vars this._ga = -1; this._sx = 0; this._sy = 0; this._sw = group.texture.width; this._sh = group.texture.height; this._fx = group.transform.scale.x; this._fy = group.transform.scale.y; this._sin = 0; this._cos = 1; //this._dx = (camera.screenView.x * camera.scrollFactor.x) + camera.frameBounds.x - (camera.worldView.x * camera.scrollFactor.x); //this._dy = (camera.screenView.y * camera.scrollFactor.y) + camera.frameBounds.y - (camera.worldView.y * camera.scrollFactor.y); this._dx = 0; this._dy = 0; this._dw = group.texture.width; this._dh = group.texture.height; // Global Composite Ops if (group.texture.globalCompositeOperation) { group.texture.context.save(); group.texture.context.globalCompositeOperation = group.texture.globalCompositeOperation; } // Alpha if (group.texture.alpha !== 1 && group.texture.context.globalAlpha !== group.texture.alpha) { this._ga = group.texture.context.globalAlpha; group.texture.context.globalAlpha = group.texture.alpha; } // Flip X if (group.texture.flippedX) { this._fx = -group.transform.scale.x; } // Flip Y if (group.texture.flippedY) { this._fy = -group.transform.scale.y; } // Rotation and Flipped if (group.modified) { if (group.transform.rotation !== 0 || group.transform.rotationOffset !== 0) { this._sin = Math.sin(group.game.math.degreesToRadians(group.transform.rotationOffset + group.transform.rotation)); this._cos = Math.cos(group.game.math.degreesToRadians(group.transform.rotationOffset + group.transform.rotation)); } group.texture.context.save(); group.texture.context.setTransform( this._cos * this._fx, // scale x (this._sin * this._fx) + group.transform.skew.x, // skew x -(this._sin * this._fy) + group.transform.skew.y, // skew y this._cos * this._fy, // scale y this._dx, // translate x this._dy // translate y ); this._dx = -group.transform.origin.x; this._dy = -group.transform.origin.y; } else { if (!group.transform.origin.equals(0)) { this._dx -= group.transform.origin.x; this._dy -= group.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 (group.texture.opaque) { group.texture.context.fillStyle = group.texture.backgroundColor; group.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh); } if (group.texture.loaded) { group.texture.context.drawImage( group.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) ); } return true; } public postRender(camera: Phaser.Camera, group: Phaser.Group) { if (group.modified || group.texture.globalCompositeOperation) { group.texture.context.restore(); } if (this._ga > -1) { group.texture.context.globalAlpha = this._ga; } } } }