phaser/Phaser/renderers/CanvasRenderer.ts

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24 KiB
TypeScript

/// <reference path="../Game.ts" />
/// <reference path="../gameobjects/Sprite.ts" />
/// <reference path="../gameobjects/ScrollZone.ts" />
/// <reference path="../cameras/Camera.ts" />
/// <reference path="IRenderer.ts" />
module Phaser {
export class CanvasRenderer implements Phaser.IRenderer {
constructor(game: Phaser.Game) {
this._game = game;
}
/**
* The essential reference to the main game object
*/
private _game: Phaser.Game;
// local rendering related temp vars to help avoid gc spikes with var creation
private _ga: number = 1;
private _sx: number = 0;
private _sy: number = 0;
private _sw: number = 0;
private _sh: number = 0;
private _dx: number = 0;
private _dy: number = 0;
private _dw: number = 0;
private _dh: number = 0;
private _fx: number = 1;
private _fy: number = 1;
private _sin: number = 0;
private _cos: number = 1;
private _cameraList;
private _camera: Camera;
private _groupLength: number;
private _count: number;
public renderTotal: number;
public render() {
// Get a list of all the active cameras
this._cameraList = this._game.world.getAllCameras();
this._count = 0;
// Then iterate through world.group on them all (where not blacklisted, etc)
for (var c = 0; c < this._cameraList.length; c++)
{
this._camera = this._cameraList[c];
this.preRenderCamera(this._camera);
this._game.world.group.render(this._camera);
this.postRenderCamera(this._camera);
}
this.renderTotal = this._count;
}
public renderGameObject(object) {
if (object.type == Types.SPRITE)
{
this.renderSprite(this._camera, object);
}
else if (object.type == Types.SCROLLZONE)
{
this.renderScrollZone(this._camera, object);
}
}
public preRenderGroup(camera: Camera, group: Group) {
if (camera.transform.scale.x == 0 || camera.transform.scale.y == 0 || camera.texture.alpha < 0.1 || this.inScreen(camera) == false)
{
return false;
}
// Reset our temp vars
this._ga = -1;
this._sx = 0;
this._sy = 0;
this._sw = group.texture.width;
this._sh = group.texture.height;
this._fx = group.transform.scale.x;
this._fy = group.transform.scale.y;
this._sin = 0;
this._cos = 1;
//this._dx = (camera.screenView.x * camera.scrollFactor.x) + camera.frameBounds.x - (camera.worldView.x * camera.scrollFactor.x);
//this._dy = (camera.screenView.y * camera.scrollFactor.y) + camera.frameBounds.y - (camera.worldView.y * camera.scrollFactor.y);
this._dx = 0;
this._dy = 0;
this._dw = group.texture.width;
this._dh = group.texture.height;
// Global Composite Ops
if (group.texture.globalCompositeOperation)
{
group.texture.context.save();
group.texture.context.globalCompositeOperation = group.texture.globalCompositeOperation;
}
// Alpha
if (group.texture.alpha !== 1 && group.texture.context.globalAlpha !== group.texture.alpha)
{
this._ga = group.texture.context.globalAlpha;
group.texture.context.globalAlpha = group.texture.alpha;
}
// Flip X
if (group.texture.flippedX)
{
this._fx = -group.transform.scale.x;
}
// Flip Y
if (group.texture.flippedY)
{
this._fy = -group.transform.scale.y;
}
// Rotation and Flipped
if (group.modified)
{
if (group.transform.rotation !== 0 || group.transform.rotationOffset !== 0)
{
this._sin = Math.sin(group.game.math.degreesToRadians(group.transform.rotationOffset + group.transform.rotation));
this._cos = Math.cos(group.game.math.degreesToRadians(group.transform.rotationOffset + group.transform.rotation));
}
// setTransform(a, b, c, d, e, f);
// a = scale x
// b = skew x
// c = skew y
// d = scale y
// e = translate x
// f = translate y
group.texture.context.save();
group.texture.context.setTransform(this._cos * this._fx, (this._sin * this._fx) + group.transform.skew.x, -(this._sin * this._fy) + group.transform.skew.y, this._cos * this._fy, this._dx, this._dy);
this._dx = -group.transform.origin.x;
this._dy = -group.transform.origin.y;
}
else
{
if (!group.transform.origin.equals(0))
{
this._dx -= group.transform.origin.x;
this._dy -= group.transform.origin.y;
}
}
this._sx = Math.round(this._sx);
this._sy = Math.round(this._sy);
this._sw = Math.round(this._sw);
this._sh = Math.round(this._sh);
this._dx = Math.round(this._dx);
this._dy = Math.round(this._dy);
this._dw = Math.round(this._dw);
this._dh = Math.round(this._dh);
if (group.texture.opaque)
{
group.texture.context.fillStyle = group.texture.backgroundColor;
group.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh);
}
if (group.texture.loaded)
{
group.texture.context.drawImage(
group.texture.texture, // Source Image
this._sx, // Source X (location within the source image)
this._sy, // Source Y
this._sw, // Source Width
this._sh, // Source Height
this._dx, // Destination X (where on the canvas it'll be drawn)
this._dy, // Destination Y
this._dw, // Destination Width (always same as Source Width unless scaled)
this._dh // Destination Height (always same as Source Height unless scaled)
);
}
return true;
}
public postRenderGroup(camera: Camera, group: Group) {
if (group.modified || group.texture.globalCompositeOperation)
{
group.texture.context.restore();
}
// This could have been over-written by a sprite, need to store elsewhere
if (this._ga > -1)
{
group.texture.context.globalAlpha = this._ga;
}
}
/**
* Check whether this object is visible in a specific camera Rectangle.
* @param camera {Rectangle} The Rectangle you want to check.
* @return {boolean} Return true if bounds of this sprite intersects the given Rectangle, otherwise return false.
*/
public inCamera(camera: Camera, sprite: Sprite): bool {
// Object fixed in place regardless of the camera scrolling? Then it's always visible
if (sprite.transform.scrollFactor.equals(0))
{
return true;
}
return true;
//return RectangleUtils.intersects(sprite.cameraView, camera.screenView);
}
public inScreen(camera: Camera): bool {
return true;
}
/**
* Render this sprite to specific camera. Called by game loop after update().
* @param camera {Camera} Camera this sprite will be rendered to.
* @return {boolean} Return false if not rendered, otherwise return true.
*/
public preRenderCamera(camera: Camera): bool {
if (camera.transform.scale.x == 0 || camera.transform.scale.y == 0 || camera.texture.alpha < 0.1 || this.inScreen(camera) == false)
{
return false;
}
// Reset our temp vars
this._ga = -1;
this._sx = 0;
this._sy = 0;
this._sw = camera.width;
this._sh = camera.height;
this._fx = camera.transform.scale.x;
this._fy = camera.transform.scale.y;
this._sin = 0;
this._cos = 1;
this._dx = camera.screenView.x;
this._dy = camera.screenView.y;
this._dw = camera.width;
this._dh = camera.height;
// Global Composite Ops
if (camera.texture.globalCompositeOperation)
{
camera.texture.context.save();
camera.texture.context.globalCompositeOperation = camera.texture.globalCompositeOperation;
}
// Alpha
if (camera.texture.alpha !== 1 && camera.texture.context.globalAlpha != camera.texture.alpha)
{
this._ga = camera.texture.context.globalAlpha;
camera.texture.context.globalAlpha = camera.texture.alpha;
}
// Sprite Flip X
if (camera.texture.flippedX)
{
this._fx = -camera.transform.scale.x;
}
// Sprite Flip Y
if (camera.texture.flippedY)
{
this._fy = -camera.transform.scale.y;
}
// Rotation and Flipped
if (camera.modified)
{
if (camera.transform.rotation !== 0 || camera.transform.rotationOffset !== 0)
{
this._sin = Math.sin(camera.game.math.degreesToRadians(camera.transform.rotationOffset + camera.transform.rotation));
this._cos = Math.cos(camera.game.math.degreesToRadians(camera.transform.rotationOffset + camera.transform.rotation));
}
// setTransform(a, b, c, d, e, f);
// a = scale x
// b = skew x
// c = skew y
// d = scale y
// e = translate x
// f = translate y
camera.texture.context.save();
camera.texture.context.setTransform(this._cos * this._fx, (this._sin * this._fx) + camera.transform.skew.x, -(this._sin * this._fy) + camera.transform.skew.y, this._cos * this._fy, this._dx, this._dy);
this._dx = -camera.transform.origin.x;
this._dy = -camera.transform.origin.y;
}
else
{
if (!camera.transform.origin.equals(0))
{
this._dx -= camera.transform.origin.x;
this._dy -= camera.transform.origin.y;
}
}
this._sx = Math.round(this._sx);
this._sy = Math.round(this._sy);
this._sw = Math.round(this._sw);
this._sh = Math.round(this._sh);
this._dx = Math.round(this._dx);
this._dy = Math.round(this._dy);
this._dw = Math.round(this._dw);
this._dh = Math.round(this._dh);
// Clip the camera so we don't get sprites appearing outside the edges
if (camera.clip == true && camera.disableClipping == false)
{
camera.texture.context.beginPath();
camera.texture.context.rect(camera.screenView.x, camera.screenView.x, camera.screenView.width, camera.screenView.height);
camera.texture.context.closePath();
camera.texture.context.clip();
}
if (camera.texture.opaque)
{
camera.texture.context.fillStyle = camera.texture.backgroundColor;
camera.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh);
}
//camera.fx.render(camera);
if (camera.texture.loaded)
{
camera.texture.context.drawImage(
camera.texture.texture, // Source Image
this._sx, // Source X (location within the source image)
this._sy, // Source Y
this._sw, // Source Width
this._sh, // Source Height
this._dx, // Destination X (where on the canvas it'll be drawn)
this._dy, // Destination Y
this._dw, // Destination Width (always same as Source Width unless scaled)
this._dh // Destination Height (always same as Source Height unless scaled)
);
}
return true;
}
public postRenderCamera(camera: Camera) {
//camera.fx.postRender(camera);
if (camera.modified || camera.texture.globalCompositeOperation)
{
camera.texture.context.restore();
}
// This could have been over-written by a sprite, need to store elsewhere
if (this._ga > -1)
{
camera.texture.context.globalAlpha = this._ga;
}
}
public renderCircle(camera: Camera, circle: Circle, context, outline?: bool = false, fill?: bool = true, lineColor?: string = 'rgb(0,255,0)', fillColor?: string = 'rgba(0,100,0.0.3)', lineWidth?: number = 1): bool {
this._count++;
// Reset our temp vars
this._sx = 0;
this._sy = 0;
this._sw = circle.diameter;
this._sh = circle.diameter;
this._fx = 1;
this._fy = 1;
this._sin = 0;
this._cos = 1;
this._dx = camera.screenView.x + circle.x - camera.worldView.x;
this._dy = camera.screenView.y + circle.y - camera.worldView.y;
this._dw = circle.diameter;
this._dh = circle.diameter;
this._sx = Math.round(this._sx);
this._sy = Math.round(this._sy);
this._sw = Math.round(this._sw);
this._sh = Math.round(this._sh);
this._dx = Math.round(this._dx);
this._dy = Math.round(this._dy);
this._dw = Math.round(this._dw);
this._dh = Math.round(this._dh);
this._game.stage.saveCanvasValues();
context.save();
context.lineWidth = lineWidth;
context.strokeStyle = lineColor;
context.fillStyle = fillColor;
context.beginPath();
context.arc(this._dx, this._dy, circle.radius, 0, Math.PI * 2);
context.closePath();
if (outline)
{
//context.stroke();
}
if (fill)
{
context.fill();
}
context.restore();
this._game.stage.restoreCanvasValues();
return true;
}
/**
* Render this sprite to specific camera. Called by game loop after update().
* @param camera {Camera} Camera this sprite will be rendered to.
* @return {boolean} Return false if not rendered, otherwise return true.
*/
public renderSprite(camera: Camera, sprite: Sprite): bool {
Phaser.SpriteUtils.updateCameraView(camera, sprite);
if (sprite.transform.scale.x == 0 || sprite.transform.scale.y == 0 || sprite.texture.alpha < 0.1 || this.inCamera(camera, sprite) == false)
{
return false;
}
sprite.renderOrderID = this._count;
this._count++;
// Reset our temp vars
this._ga = -1;
this._sx = 0;
this._sy = 0;
this._sw = sprite.texture.width;
this._sh = sprite.texture.height;
this._dx = camera.screenView.x + sprite.x - (camera.worldView.x * sprite.transform.scrollFactor.x);
this._dy = camera.screenView.y + sprite.y - (camera.worldView.y * sprite.transform.scrollFactor.y);
this._dw = sprite.texture.width;
this._dh = sprite.texture.height;
// Global Composite Ops
if (sprite.texture.globalCompositeOperation)
{
sprite.texture.context.save();
sprite.texture.context.globalCompositeOperation = sprite.texture.globalCompositeOperation;
}
// Alpha
if (sprite.texture.alpha !== 1 && sprite.texture.context.globalAlpha != sprite.texture.alpha)
{
this._ga = sprite.texture.context.globalAlpha;
sprite.texture.context.globalAlpha = sprite.texture.alpha;
}
if (sprite.animations.currentFrame !== null)
{
this._sx = sprite.animations.currentFrame.x;
this._sy = sprite.animations.currentFrame.y;
if (sprite.animations.currentFrame.trimmed)
{
this._dx += sprite.animations.currentFrame.spriteSourceSizeX;
this._dy += sprite.animations.currentFrame.spriteSourceSizeY;
this._sw = sprite.animations.currentFrame.spriteSourceSizeW;
this._sh = sprite.animations.currentFrame.spriteSourceSizeH;
this._dw = sprite.animations.currentFrame.spriteSourceSizeW;
this._dh = sprite.animations.currentFrame.spriteSourceSizeH;
}
}
if (sprite.modified)
{
sprite.texture.context.save();
sprite.texture.context.setTransform(
sprite.transform.local.data[0], // scale x
sprite.transform.local.data[3], // skew x
sprite.transform.local.data[1], // skew y
sprite.transform.local.data[4], // scale y
this._dx, // translate x
this._dy // translate y
);
this._dx = sprite.transform.origin.x * -this._dw;
this._dy = sprite.transform.origin.y * -this._dh;
}
else
{
this._dx -= (this._dw * sprite.transform.origin.x);
this._dy -= (this._dh * sprite.transform.origin.y);
}
this._sx = Math.round(this._sx);
this._sy = Math.round(this._sy);
this._sw = Math.round(this._sw);
this._sh = Math.round(this._sh);
this._dx = Math.round(this._dx);
this._dy = Math.round(this._dy);
this._dw = Math.round(this._dw);
this._dh = Math.round(this._dh);
if (sprite.texture.opaque)
{
sprite.texture.context.fillStyle = sprite.texture.backgroundColor;
sprite.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh);
}
if (sprite.texture.loaded)
{
sprite.texture.context.drawImage(
sprite.texture.texture, // Source Image
this._sx, // Source X (location within the source image)
this._sy, // Source Y
this._sw, // Source Width
this._sh, // Source Height
this._dx, // Destination X (where on the canvas it'll be drawn)
this._dy, // Destination Y
this._dw, // Destination Width (always same as Source Width unless scaled)
this._dh // Destination Height (always same as Source Height unless scaled)
);
}
if (sprite.modified || sprite.texture.globalCompositeOperation)
{
sprite.texture.context.restore();
}
if (this._ga > -1)
{
sprite.texture.context.globalAlpha = this._ga;
}
return true;
}
public renderScrollZone(camera: Camera, scrollZone: ScrollZone): bool {
if (scrollZone.transform.scale.x == 0 || scrollZone.transform.scale.y == 0 || scrollZone.texture.alpha < 0.1 || this.inCamera(camera, scrollZone) == false)
{
return false;
}
this._count++;
// Reset our temp vars
this._ga = -1;
this._sx = 0;
this._sy = 0;
this._sw = scrollZone.width;
this._sh = scrollZone.height;
this._fx = scrollZone.transform.scale.x;
this._fy = scrollZone.transform.scale.y;
this._sin = 0;
this._cos = 1;
this._dx = (camera.screenView.x * scrollZone.transform.scrollFactor.x) + scrollZone.x - (camera.worldView.x * scrollZone.transform.scrollFactor.x);
this._dy = (camera.screenView.y * scrollZone.transform.scrollFactor.y) + scrollZone.y - (camera.worldView.y * scrollZone.transform.scrollFactor.y);
this._dw = scrollZone.width;
this._dh = scrollZone.height;
// Alpha
if (scrollZone.texture.alpha !== 1)
{
this._ga = scrollZone.texture.context.globalAlpha;
scrollZone.texture.context.globalAlpha = scrollZone.texture.alpha;
}
// Sprite Flip X
if (scrollZone.texture.flippedX)
{
this._fx = -scrollZone.transform.scale.x;
}
// Sprite Flip Y
if (scrollZone.texture.flippedY)
{
this._fy = -scrollZone.transform.scale.y;
}
// Rotation and Flipped
if (scrollZone.modified)
{
if (scrollZone.texture.renderRotation == true && (scrollZone.rotation !== 0 || scrollZone.transform.rotationOffset !== 0))
{
this._sin = Math.sin(scrollZone.game.math.degreesToRadians(scrollZone.transform.rotationOffset + scrollZone.rotation));
this._cos = Math.cos(scrollZone.game.math.degreesToRadians(scrollZone.transform.rotationOffset + scrollZone.rotation));
}
// setTransform(a, b, c, d, e, f);
// a = scale x
// b = skew x
// c = skew y
// d = scale y
// e = translate x
// f = translate y
scrollZone.texture.context.save();
scrollZone.texture.context.setTransform(this._cos * this._fx, (this._sin * this._fx) + scrollZone.transform.skew.x, -(this._sin * this._fy) + scrollZone.transform.skew.y, this._cos * this._fy, this._dx, this._dy);
this._dx = -scrollZone.transform.origin.x;
this._dy = -scrollZone.transform.origin.y;
}
else
{
if (!scrollZone.transform.origin.equals(0))
{
this._dx -= scrollZone.transform.origin.x;
this._dy -= scrollZone.transform.origin.y;
}
}
this._sx = Math.round(this._sx);
this._sy = Math.round(this._sy);
this._sw = Math.round(this._sw);
this._sh = Math.round(this._sh);
this._dx = Math.round(this._dx);
this._dy = Math.round(this._dy);
this._dw = Math.round(this._dw);
this._dh = Math.round(this._dh);
for (var i = 0; i < scrollZone.regions.length; i++)
{
if (scrollZone.texture.isDynamic)
{
scrollZone.regions[i].render(scrollZone.texture.context, scrollZone.texture.texture, this._dx, this._dy, this._dw, this._dh);
}
else
{
scrollZone.regions[i].render(scrollZone.texture.context, scrollZone.texture.texture, this._dx, this._dy, this._dw, this._dh);
}
}
if (scrollZone.modified)
{
scrollZone.texture.context.restore();
}
if (this._ga > -1)
{
scrollZone.texture.context.globalAlpha = this._ga;
}
return true;
}
}
}