phaser/plugins/spine/src/gameobject/SpineGameObjectCanvasRenderer.js

55 lines
1.9 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var SetTransform = require('../../../../src/renderer/canvas/utils/SetTransform');
/**
* 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.GameObjects.SpineGameObject#renderCanvas
* @since 3.16.0
* @private
*
* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
* @param {Phaser.GameObjects.SpineGameObject} 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 SpineGameObjectCanvasRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
{
var context = renderer.currentContext;
if (!SetTransform(renderer, context, src, camera, parentMatrix))
{
return;
}
src.plugin.skeletonRenderer.ctx = context;
context.save();
src.skeleton.updateWorldTransform();
src.plugin.skeletonRenderer.draw(src.skeleton);
if (src.renderDebug)
{
context.strokeStyle = '#00ff00';
context.beginPath();
context.moveTo(-1000, 0);
context.lineTo(1000, 0);
context.moveTo(0, -1000);
context.lineTo(0, 1000);
context.stroke();
}
context.restore();
};
module.exports = SpineGameObjectCanvasRenderer;