mirror of
https://github.com/photonstorm/phaser
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119 lines
3.3 KiB
JavaScript
119 lines
3.3 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.TileSprite#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.TileSprite} 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 TileSpriteCanvasRenderer = 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 ctx = renderer.currentContext;
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var frame = src.frame;
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src.updateTileTexture();
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// Blend Mode
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if (renderer.currentBlendMode !== src.blendMode)
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{
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renderer.currentBlendMode = src.blendMode;
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ctx.globalCompositeOperation = renderer.blendModes[src.blendMode];
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}
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// Alpha
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if (renderer.currentAlpha !== src.alpha)
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{
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renderer.currentAlpha = src.alpha;
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ctx.globalAlpha = src.alpha;
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}
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// Smoothing
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if (renderer.currentScaleMode !== src.scaleMode)
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{
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renderer.currentScaleMode = src.scaleMode;
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}
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var dx = frame.x - (src.originX * src.width);
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var dy = frame.y - (src.originY * src.height);
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var tx = src.x - camera.scrollX * src.scrollFactorX;
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var ty = src.y - camera.scrollY * src.scrollFactorY;
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var fx = 1;
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var fy = 1;
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// Flipping
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if (src.flipX)
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{
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fx = -1;
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dx += src.width;
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}
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if (src.flipY)
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{
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fy = -1;
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dy += src.height;
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}
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if (renderer.config.roundPixels)
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{
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dx |= 0;
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dy |= 0;
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tx |= 0;
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ty |= 0;
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}
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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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ctx.translate(dx, dy);
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ctx.translate(tx, ty);
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// Flip
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ctx.scale(fx, fy);
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// Rotate and scale around center
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ctx.translate((src.originX * src.width), (src.originY * src.height));
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ctx.rotate(fx * fy * src.rotation);
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ctx.scale(this.scaleX, this.scaleY);
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ctx.translate(-(src.originX * src.width), -(src.originY * src.height));
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// Draw
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ctx.translate(-this.tilePositionX, -this.tilePositionY);
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ctx.fillStyle = src.canvasPattern;
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ctx.fillRect(this.tilePositionX, this.tilePositionY, src.width, src.height);
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ctx.restore();
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};
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module.exports = TileSpriteCanvasRenderer;
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