phaser/src/gameobjects/blitter/BlitterCanvasRenderer.js
2018-03-28 15:04:09 +01:00

77 lines
2.5 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.Blitter#renderCanvas
* @since 3.0.0
* @private
*
* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
* @param {Phaser.GameObjects.Blitter} 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.
*/
var BlitterCanvasRenderer = function (renderer, src, interpolationPercentage, camera)
{
if (GameObject.RENDER_MASK !== src.renderFlags || (src.cameraFilter > 0 && (src.cameraFilter & camera._id)))
{
return;
}
var list = src.getRenderList();
renderer.setBlendMode(src.blendMode);
var ctx = renderer.gameContext;
var cameraScrollX = src.x - camera.scrollX * src.scrollFactorX;
var cameraScrollY = src.y - camera.scrollY * src.scrollFactorY;
// Render bobs
for (var i = 0; i < list.length; i++)
{
var bob = list[i];
var flip = (bob.flipX || bob.flipY);
var frame = bob.frame;
var cd = frame.canvasData;
var dx = frame.x;
var dy = frame.y;
var fx = 1;
var fy = 1;
if (!flip)
{
renderer.blitImage(dx + bob.x + cameraScrollX, dy + bob.y + cameraScrollY, bob.frame);
}
else
{
if (bob.flipX)
{
fx = -1;
dx -= cd.dWidth;
}
if (bob.flipY)
{
fy = -1;
dy -= cd.dHeight;
}
ctx.save();
ctx.translate(bob.x + cameraScrollX, bob.y + cameraScrollY);
ctx.scale(fx, fy);
ctx.drawImage(frame.source.image, cd.sx, cd.sy, cd.sWidth, cd.sHeight, dx, dy, cd.dWidth, cd.dHeight);
ctx.restore();
}
}
};
module.exports = BlitterCanvasRenderer;