phaser/src/gameobjects/tilesprite/TileSpriteCanvasRenderer.js
2018-06-23 12:26:39 +01:00

119 lines
3.3 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 GameObject = require('../GameObject');
/**
* 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.TileSprite#renderCanvas
* @since 3.0.0
* @private
*
* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
* @param {Phaser.GameObjects.TileSprite} 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 TileSpriteCanvasRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
{
if (GameObject.RENDER_MASK !== src.renderFlags || (src.cameraFilter > 0 && (src.cameraFilter & camera.id)))
{
return;
}
var ctx = renderer.currentContext;
var frame = src.frame;
src.updateTileTexture();
// Blend Mode
if (renderer.currentBlendMode !== src.blendMode)
{
renderer.currentBlendMode = src.blendMode;
ctx.globalCompositeOperation = renderer.blendModes[src.blendMode];
}
// Alpha
if (renderer.currentAlpha !== src.alpha)
{
renderer.currentAlpha = src.alpha;
ctx.globalAlpha = src.alpha;
}
// Smoothing
if (renderer.currentScaleMode !== src.scaleMode)
{
renderer.currentScaleMode = src.scaleMode;
}
var dx = frame.x - (src.originX * src.width);
var dy = frame.y - (src.originY * src.height);
var tx = src.x - camera.scrollX * src.scrollFactorX;
var ty = src.y - camera.scrollY * src.scrollFactorY;
var fx = 1;
var fy = 1;
// Flipping
if (src.flipX)
{
fx = -1;
dx += src.width;
}
if (src.flipY)
{
fy = -1;
dy += src.height;
}
if (renderer.config.roundPixels)
{
dx |= 0;
dy |= 0;
tx |= 0;
ty |= 0;
}
ctx.save();
if (parentMatrix !== undefined)
{
var matrix = parentMatrix.matrix;
ctx.transform(matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5]);
}
ctx.translate(dx, dy);
ctx.translate(tx, ty);
// Flip
ctx.scale(fx, fy);
// Rotate and scale around center
ctx.translate((src.originX * src.width), (src.originY * src.height));
ctx.rotate(fx * fy * src.rotation);
ctx.scale(this.scaleX, this.scaleY);
ctx.translate(-(src.originX * src.width), -(src.originY * src.height));
// Draw
ctx.translate(-this.tilePositionX, -this.tilePositionY);
ctx.fillStyle = src.canvasPattern;
ctx.fillRect(this.tilePositionX, this.tilePositionY, src.width, src.height);
ctx.restore();
};
module.exports = TileSpriteCanvasRenderer;