mirror of
https://github.com/photonstorm/phaser
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88 lines
2.8 KiB
JavaScript
88 lines
2.8 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var GameObject = require('../GameObject');
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/**
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* Renders this Game Object with the Canvas Renderer to the given Camera.
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* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
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* This method should not be called directly. It is a utility function of the Render module.
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*
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* @method Phaser.GameObjects.Blitter#renderCanvas
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* @since 3.0.0
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* @private
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*
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* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
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* @param {Phaser.GameObjects.Blitter} src - The Game Object being rendered in this call.
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* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
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* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
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*/
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var BlitterCanvasRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
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{
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if (GameObject.RENDER_MASK !== src.renderFlags || (src.cameraFilter > 0 && (src.cameraFilter & camera._id)))
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{
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return;
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}
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var list = src.getRenderList();
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renderer.setBlendMode(src.blendMode);
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var ctx = renderer.gameContext;
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var cameraScrollX = src.x - camera.scrollX * src.scrollFactorX;
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var cameraScrollY = src.y - camera.scrollY * src.scrollFactorY;
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ctx.save();
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if (parentMatrix !== undefined)
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{
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var matrix = parentMatrix.matrix;
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ctx.transform(matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5]);
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}
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// Render bobs
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for (var i = 0; i < list.length; i++)
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{
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var bob = list[i];
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var flip = (bob.flipX || bob.flipY);
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var frame = bob.frame;
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var cd = frame.canvasData;
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var dx = frame.x;
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var dy = frame.y;
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var fx = 1;
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var fy = 1;
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if (!flip)
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{
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renderer.blitImage(dx + bob.x + cameraScrollX, dy + bob.y + cameraScrollY, bob.frame);
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}
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else
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{
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if (bob.flipX)
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{
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fx = -1;
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dx -= cd.dWidth;
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}
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if (bob.flipY)
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{
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fy = -1;
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dy -= cd.dHeight;
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}
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ctx.save();
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ctx.translate(bob.x + cameraScrollX, bob.y + cameraScrollY);
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ctx.scale(fx, fy);
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ctx.drawImage(frame.source.image, cd.sx, cd.sy, cd.sWidth, cd.sHeight, dx, dy, cd.dWidth, cd.dHeight);
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ctx.restore();
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}
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}
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ctx.restore();
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};
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module.exports = BlitterCanvasRenderer;
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