var Phaser; (function (Phaser) { (function (Renderer) { /// (function (Canvas) { var ScrollZoneRenderer = (function () { function ScrollZoneRenderer(game) { // Local rendering related temp vars to help avoid gc spikes through constant var creation this._ga = 1; this._sx = 0; this._sy = 0; this._sw = 0; this._sh = 0; this._dx = 0; this._dy = 0; this._dw = 0; this._dh = 0; this._fx = 1; this._fy = 1; this._sin = 0; this._cos = 1; this.game = game; } ScrollZoneRenderer.prototype.inCamera = /** * Check whether this object is visible in a specific camera Rectangle. * @param camera {Rectangle} The Rectangle you want to check. * @return {bool} Return true if bounds of this sprite intersects the given Rectangle, otherwise return false. */ function (camera, scrollZone) { // Object fixed in place regardless of the camera scrolling? Then it's always visible if(scrollZone.transform.scrollFactor.equals(0)) { return true; } //return RectangleUtils.intersects(sprite.cameraView, camera.screenView); return true; }; ScrollZoneRenderer.prototype.render = function (camera, scrollZone) { if(scrollZone.transform.scale.x == 0 || scrollZone.transform.scale.y == 0 || scrollZone.texture.alpha < 0.1 || this.inCamera(camera, scrollZone) == false) { return false; } // Reset our temp vars this._ga = -1; this._sx = 0; this._sy = 0; this._sw = scrollZone.width; this._sh = scrollZone.height; this._fx = scrollZone.transform.scale.x; this._fy = scrollZone.transform.scale.y; this._sin = 0; this._cos = 1; this._dx = (camera.screenView.x * scrollZone.transform.scrollFactor.x) + scrollZone.x - (camera.worldView.x * scrollZone.transform.scrollFactor.x); this._dy = (camera.screenView.y * scrollZone.transform.scrollFactor.y) + scrollZone.y - (camera.worldView.y * scrollZone.transform.scrollFactor.y); this._dw = scrollZone.width; this._dh = scrollZone.height; // Alpha if(scrollZone.texture.alpha !== 1) { this._ga = scrollZone.texture.context.globalAlpha; scrollZone.texture.context.globalAlpha = scrollZone.texture.alpha; } // Sprite Flip X if(scrollZone.texture.flippedX) { this._fx = -scrollZone.transform.scale.x; } // Sprite Flip Y if(scrollZone.texture.flippedY) { this._fy = -scrollZone.transform.scale.y; } // Rotation and Flipped if(scrollZone.modified) { if(scrollZone.texture.renderRotation == true && (scrollZone.rotation !== 0 || scrollZone.transform.rotationOffset !== 0)) { this._sin = Math.sin(scrollZone.game.math.degreesToRadians(scrollZone.transform.rotationOffset + scrollZone.rotation)); this._cos = Math.cos(scrollZone.game.math.degreesToRadians(scrollZone.transform.rotationOffset + scrollZone.rotation)); } scrollZone.texture.context.save(); scrollZone.texture.context.setTransform(this._cos * this._fx, // scale x (this._sin * this._fx) + scrollZone.transform.skew.x, // skew x -(this._sin * this._fy) + scrollZone.transform.skew.y, // skew y this._cos * this._fy, // scale y this._dx, // translate x this._dy); // translate y this._dx = -scrollZone.transform.origin.x; this._dy = -scrollZone.transform.origin.y; } else { if(!scrollZone.transform.origin.equals(0)) { this._dx -= scrollZone.transform.origin.x; this._dy -= scrollZone.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); for(var i = 0; i < scrollZone.regions.length; i++) { if(scrollZone.texture.isDynamic) { scrollZone.regions[i].render(scrollZone.texture.context, scrollZone.texture.texture, this._dx, this._dy, this._dw, this._dh); } else { scrollZone.regions[i].render(scrollZone.texture.context, scrollZone.texture.texture, this._dx, this._dy, this._dw, this._dh); } } if(scrollZone.modified) { scrollZone.texture.context.restore(); } if(this._ga > -1) { scrollZone.texture.context.globalAlpha = this._ga; } this.game.renderer.renderCount++; return true; }; return ScrollZoneRenderer; })(); Canvas.ScrollZoneRenderer = ScrollZoneRenderer; })(Renderer.Canvas || (Renderer.Canvas = {})); var Canvas = Renderer.Canvas; })(Phaser.Renderer || (Phaser.Renderer = {})); var Renderer = Phaser.Renderer; })(Phaser || (Phaser = {}));