mirror of
https://github.com/photonstorm/phaser
synced 2024-11-30 16:39:34 +00:00
522 lines
15 KiB
JavaScript
522 lines
15 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @author Mat Groves (@Doormat23)
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* @copyright 2016 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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/**
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* A Canvas based renderer.
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*
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* @class Phaser.Renderer.Canvas
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* @constructor
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* @param {Phaser.Game} game - Game reference to the currently running game.
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*/
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Phaser.Renderer.Canvas = function (game)
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{
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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this.type = Phaser.CANVAS;
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/**
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* This sets if the CanvasRenderer will clear the canvas or not before the new render pass.
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* If the Stage is NOT transparent Pixi will use a canvas sized fillRect operation every frame to set the canvas background color.
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* If the Stage is transparent Pixi will use clearRect to clear the canvas every frame.
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* Disable this by setting this to false. For example if your game has a canvas filling background image you often don't need this set.
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*
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* @property clearBeforeRender
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* @type Boolean
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* @default
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*/
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this.clearBeforeRender = game.clearBeforeRender;
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this.dirtyRender = false;
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/**
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* Whether the render view is transparent
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*
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* @property transparent
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* @type Boolean
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*/
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this.transparent = game.transparent;
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/**
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* Whether the render view should be resized automatically
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*
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* @property autoResize
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* @type Boolean
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*/
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this.autoResize = false;
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/**
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* The width of the canvas view
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*
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* @property width
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* @type Number
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* @default 800
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*/
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this.width = game.width * game.resolution;
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/**
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* The height of the canvas view
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*
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* @property height
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* @type Number
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* @default 600
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*/
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this.height = game.height * game.resolution;
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/**
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* The canvas element that everything is drawn to.
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*
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* @property view
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* @type HTMLCanvasElement
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*/
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this.view = game.canvas;
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/**
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* The canvas 2d context that everything is drawn with
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* @property context
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* @type CanvasRenderingContext2D
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*/
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this.context = this.view.getContext('2d', { alpha: true });
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this.smoothProperty = Phaser.Canvas.getSmoothingPrefix(this.context);
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this.roundPixels = false;
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var so = 'source-over';
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this.blendModes = [ so, 'lighter', so, so, so, so, so, so, so, so, so, so, so, so, so, so, so ];
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this.currentAlpha = 1;
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this.currentBlendMode = 0;
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this.currentScaleMode = 0;
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this.tintMethod = this.tintWithPerPixel;
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this.init();
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};
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Phaser.Renderer.Canvas.GameObjects = {};
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Phaser.Renderer.Canvas.prototype.constructor = Phaser.Renderer.Canvas;
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Phaser.Renderer.Canvas.prototype = {
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init: function ()
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{
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// Mixin the renderer functions
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for (var renderer in Phaser.Renderer.Canvas.GameObjects)
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{
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var types = Phaser.Renderer.Canvas.GameObjects[renderer].TYPES;
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for (var i = 0; i < types.length; i++)
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{
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types[i].render = Phaser.Renderer.Canvas.GameObjects[renderer].render;
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}
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}
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if (this.game.device.canUseMultiply)
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{
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this.tintMethod = this.tintWithMultiply;
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this.mapBlendModes();
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}
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this.resize(this.width, this.height);
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},
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/**
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* Maps Blend modes to Canvas blend modes.
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*
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* @method mapBlendModes
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* @private
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*/
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mapBlendModes: function ()
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{
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var modes = Phaser.blendModes;
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this.blendModes[modes.MULTIPLY] = 'multiply';
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this.blendModes[modes.SCREEN] = 'screen';
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this.blendModes[modes.OVERLAY] = 'overlay';
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this.blendModes[modes.DARKEN] = 'darken';
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this.blendModes[modes.LIGHTEN] = 'lighten';
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this.blendModes[modes.COLOR_DODGE] = 'color-dodge';
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this.blendModes[modes.COLOR_BURN] = 'color-burn';
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this.blendModes[modes.HARD_LIGHT] = 'hard-light';
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this.blendModes[modes.SOFT_LIGHT] = 'soft-light';
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this.blendModes[modes.DIFFERENCE] = 'difference';
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this.blendModes[modes.EXCLUSION] = 'exclusion';
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this.blendModes[modes.HUE] = 'hue';
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this.blendModes[modes.SATURATION] = 'saturation';
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this.blendModes[modes.COLOR] = 'color';
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this.blendModes[modes.LUMINOSITY] = 'luminosity';
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},
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resize: function (width, height)
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{
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this.width = width * this.game.resolution;
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this.height = height * this.game.resolution;
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this.view.width = this.width;
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this.view.height = this.height;
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if (this.autoResize)
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{
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this.view.style.width = (this.width / this.game.resolution) + 'px';
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this.view.style.height = (this.height / this.game.resolution) + 'px';
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}
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if (this.smoothProperty)
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{
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this.context[this.smoothProperty] = (this.scaleMode === Phaser.scaleModes.LINEAR);
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}
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},
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/**
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* Renders the Phaser.Stage to the canvas view, then iterates through its children.
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*
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* @method render
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* @param stage {Phaser.Stage}
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*/
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render: function (stage)
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{
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if (this.dirtyRender && this.game.updates.processed === 0)
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{
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return;
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}
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this.context.setTransform(1, 0, 0, 1, 0, 0);
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// If the alpha or blend mode didn't change since the last render, then don't set them again
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// (saves 2 canvas ops)
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if (this.currentAlpha !== 1)
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{
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this.context.globalAlpha = 1;
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}
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if (this.currentBlendMode !== 0)
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{
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this.context.globalCompositeOperation = 'source-over';
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}
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this.currentBlendMode = 0;
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this.currentScaleMode = 0;
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this.currentAlpha = 1;
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// Add Pre-render hook
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// Is this needed any longer?
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/*
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if (navigator.isCocoonJS && this.view.screencanvas)
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{
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this.context.fillStyle = "black";
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this.context.clear();
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}
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*/
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if (this.clearBeforeRender)
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{
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this.context.clearRect(0, 0, this.width, this.height);
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}
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stage.render(this, stage);
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// console.log('render stage', this.game.updates.processed);
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// Add Post-render hook
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},
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/**
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* This method adds it to the current stack of masks.
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*
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* @method pushMask
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* @param maskData {Object} the maskData that will be pushed
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* @param renderSession {Object} The renderSession whose context will be used for this mask manager.
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*/
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pushMask: function (maskData)
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{
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this.context.save();
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var cacheAlpha = maskData.alpha;
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var transform = maskData.worldTransform;
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var resolution = this.game.resolution;
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this.context.setTransform(
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transform.a * resolution,
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transform.b * resolution,
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transform.c * resolution,
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transform.d * resolution,
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transform.tx * resolution,
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transform.ty * resolution
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);
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this.applyMask(maskData);
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this.context.clip();
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maskData.worldAlpha = cacheAlpha;
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},
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/*
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* Renders a graphics mask
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*
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* @static
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* @private
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* @method renderGraphicsMask
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* @param graphics {Graphics} the graphics which will be used as a mask
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* @param context {CanvasRenderingContext2D} the context 2d method of the canvas
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*/
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applyMask: function (graphics)
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{
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var len = graphics.graphicsData.length;
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if (len === 0)
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{
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return;
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}
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var context = this.context;
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context.beginPath();
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for (var i = 0; i < len; i++)
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{
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var data = graphics.graphicsData[i];
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var shape = data.shape;
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switch (data.type)
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{
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case Phaser.RECTANGLE:
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context.rect(shape.x, shape.y, shape.width, shape.height);
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context.closePath();
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break;
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case Phaser.CIRCLE:
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context.arc(shape.x, shape.y, shape.radius, 0, 2 * Math.PI);
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context.closePath();
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break;
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case Phaser.POLYGON:
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var points = shape.points;
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context.moveTo(points[0], points[1]);
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for (var j = 1; j < points.length / 2; j++)
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{
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context.lineTo(points[j * 2], points[j * 2 + 1]);
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}
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// If the first and last point are the same close the path - much neater :)
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if (points[0] === points[points.length - 2] && points[1] === points[points.length - 1])
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{
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context.closePath();
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}
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break;
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case Phaser.ELLIPSE:
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// ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas
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var w = shape.width * 2;
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var h = shape.height * 2;
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var x = shape.x - (w / 2);
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var y = shape.y - (h / 2);
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var kappa = 0.5522848;
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var ox = (w / 2) * kappa; // control point offset horizontal
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var oy = (h / 2) * kappa; // control point offset vertical
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var xe = x + w; // x-end
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var ye = y + h; // y-end
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var xm = x + (w / 2); // x-middle
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var ym = y + (h / 2); // y-middle
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context.moveTo(x, ym);
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context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);
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context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);
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context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);
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context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);
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context.closePath();
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break;
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case Phaser.ROUNDEDRECTANGLE:
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var rx = shape.x;
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var ry = shape.y;
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var width = shape.width;
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var height = shape.height;
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var radius = shape.radius;
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var maxRadius = Math.min(width, height) / 2 | 0;
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radius = radius > maxRadius ? maxRadius : radius;
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context.moveTo(rx, ry + radius);
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context.lineTo(rx, ry + height - radius);
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context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height);
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context.lineTo(rx + width - radius, ry + height);
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context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius);
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context.lineTo(rx + width, ry + radius);
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context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry);
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context.lineTo(rx + radius, ry);
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context.quadraticCurveTo(rx, ry, rx, ry + radius);
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context.closePath();
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break;
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}
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}
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},
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popMask: function ()
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{
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this.context.restore();
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},
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/**
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* Basically this method just needs a sprite and a color and tints the sprite with the given color.
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*
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* @method getTintedTexture
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* @static
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* @param sprite {Sprite} the sprite to tint
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* @param color {Number} the color to use to tint the sprite with
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* @return {HTMLCanvasElement} The tinted canvas
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*/
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getTintedTexture: function (sprite, color)
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{
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var canvas = sprite.tintedTexture || Phaser.CanvasPool.create(sprite);
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this.tintMethod(sprite.texture, color, canvas);
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return canvas;
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},
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/**
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* Tint a texture using the "multiply" operation.
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*
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* @method tintWithMultiply
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* @static
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* @param texture {Texture} the texture to tint
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* @param color {Number} the color to use to tint the sprite with
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* @param canvas {HTMLCanvasElement} the current canvas
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*/
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tintWithMultiply: function (texture, color, canvas)
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{
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var context = canvas.getContext('2d');
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var crop = texture.crop;
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var w = crop.width;
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var h = crop.height;
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if (texture.rotated)
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{
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w = h;
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h = crop.width;
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}
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if (canvas.width !== w || canvas.height !== h)
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{
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canvas.width = w;
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canvas.height = h;
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}
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context.clearRect(0, 0, w, h);
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context.fillStyle = '#' + ('00000' + (color | 0).toString(16)).substr(-6);
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context.fillRect(0, 0, w, h);
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context.globalCompositeOperation = 'multiply';
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context.drawImage(texture.baseTexture.source, crop.x, crop.y, w, h, 0, 0, w, h);
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context.globalCompositeOperation = 'destination-atop';
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context.drawImage(texture.baseTexture.source, crop.x, crop.y, w, h, 0, 0, w, h);
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},
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/**
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* Tint a texture pixel per pixel.
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*
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* @method tintPerPixel
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* @static
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* @param texture {Texture} the texture to tint
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* @param color {Number} the color to use to tint the sprite with
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* @param canvas {HTMLCanvasElement} the current canvas
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*/
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tintWithPerPixel: function (texture, color, canvas)
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{
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var context = canvas.getContext('2d');
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var crop = texture.crop;
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var w = crop.width;
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var h = crop.height;
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if (texture.rotated)
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{
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w = h;
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h = crop.width;
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}
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if (canvas.width !== w || canvas.height !== h)
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{
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canvas.width = w;
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canvas.height = h;
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}
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context.globalCompositeOperation = 'copy';
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context.drawImage(texture.baseTexture.source, crop.x, crop.y, w, h, 0, 0, w, h);
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var rgbValues = Phaser.Color.hexToRGBArray(color);
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var r = rgbValues[0];
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var g = rgbValues[1];
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var b = rgbValues[2];
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var pixelData = context.getImageData(0, 0, w, h);
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var pixels = pixelData.data;
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for (var i = 0; i < pixels.length; i += 4)
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{
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pixels[i + 0] *= r;
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pixels[i + 1] *= g;
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pixels[i + 2] *= b;
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if (!PIXI.CanvasTinter.canHandleAlpha)
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{
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var alpha = pixels[i + 3];
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pixels[i + 0] /= 255 / alpha;
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pixels[i + 1] /= 255 / alpha;
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pixels[i + 2] /= 255 / alpha;
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}
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}
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context.putImageData(pixelData, 0, 0);
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},
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/**
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* Removes everything from the renderer and optionally removes the Canvas DOM element.
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*
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* @method destroy
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* @param [removeView=true] {boolean} Removes the Canvas element from the DOM.
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*/
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destroy: function ()
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{
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// CanvasPool
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this.view = null;
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this.context = null;
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this.maskManager = null;
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}
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};
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