phaser/Phaser/renderers/canvas/GeometryRenderer.ts

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2.5 KiB
TypeScript

/// <reference path="../../_definitions.ts" />
module Phaser.Renderer.Canvas {
export class GeometryRenderer {
constructor(game: Phaser.Game) {
this.game = game;
}
/**
* The essential reference to the main game object
*/
public game: Phaser.Game;
// Local rendering related temp vars to help avoid gc spikes through constant 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;
public renderCircle(camera: Phaser.Camera, circle: Phaser.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 {
// 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.floor(this._sx);
this._sy = Math.floor(this._sy);
this._sw = Math.floor(this._sw);
this._sh = Math.floor(this._sh);
this._dx = Math.floor(this._dx);
this._dy = Math.floor(this._dy);
this._dw = Math.floor(this._dw);
this._dh = Math.floor(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;
}
}
}