mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 07:01:20 +00:00
673 lines
No EOL
24 KiB
TypeScript
673 lines
No EOL
24 KiB
TypeScript
/// <reference path="../Game.ts" />
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/// <reference path="../gameobjects/Sprite.ts" />
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/// <reference path="../gameobjects/ScrollZone.ts" />
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/// <reference path="../cameras/Camera.ts" />
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/// <reference path="IRenderer.ts" />
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module Phaser {
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export class CanvasRenderer implements Phaser.IRenderer {
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constructor(game: Phaser.Game) {
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this._game = game;
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}
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/**
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* The essential reference to the main game object
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*/
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private _game: Phaser.Game;
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// local rendering related temp vars to help avoid gc spikes with var creation
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private _ga: number = 1;
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private _sx: number = 0;
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private _sy: number = 0;
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private _sw: number = 0;
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private _sh: number = 0;
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private _dx: number = 0;
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private _dy: number = 0;
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private _dw: number = 0;
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private _dh: number = 0;
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private _fx: number = 1;
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private _fy: number = 1;
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private _sin: number = 0;
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private _cos: number = 1;
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private _cameraList;
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private _camera: Camera;
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private _groupLength: number;
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private _count: number;
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public renderTotal: number;
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public render() {
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// Get a list of all the active cameras
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this._cameraList = this._game.world.getAllCameras();
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this._count = 0;
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// Then iterate through world.group on them all (where not blacklisted, etc)
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for (var c = 0; c < this._cameraList.length; c++)
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{
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this._camera = this._cameraList[c];
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this.preRenderCamera(this._camera);
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this._game.world.group.render(this._camera);
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this.postRenderCamera(this._camera);
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}
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this.renderTotal = this._count;
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}
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public renderGameObject(object) {
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if (object.type == Types.SPRITE)
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{
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this.renderSprite(this._camera, object);
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}
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else if (object.type == Types.SCROLLZONE)
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{
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this.renderScrollZone(this._camera, object);
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}
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}
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public preRenderGroup(camera: Camera, group: Group) {
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if (camera.transform.scale.x == 0 || camera.transform.scale.y == 0 || camera.texture.alpha < 0.1 || this.inScreen(camera) == false)
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{
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return false;
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}
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// Reset our temp vars
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this._ga = -1;
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this._sx = 0;
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this._sy = 0;
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this._sw = group.texture.width;
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this._sh = group.texture.height;
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this._fx = group.transform.scale.x;
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this._fy = group.transform.scale.y;
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this._sin = 0;
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this._cos = 1;
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//this._dx = (camera.screenView.x * camera.scrollFactor.x) + camera.frameBounds.x - (camera.worldView.x * camera.scrollFactor.x);
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//this._dy = (camera.screenView.y * camera.scrollFactor.y) + camera.frameBounds.y - (camera.worldView.y * camera.scrollFactor.y);
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this._dx = 0;
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this._dy = 0;
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this._dw = group.texture.width;
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this._dh = group.texture.height;
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// Global Composite Ops
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if (group.texture.globalCompositeOperation)
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{
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group.texture.context.save();
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group.texture.context.globalCompositeOperation = group.texture.globalCompositeOperation;
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}
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// Alpha
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if (group.texture.alpha !== 1 && group.texture.context.globalAlpha !== group.texture.alpha)
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{
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this._ga = group.texture.context.globalAlpha;
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group.texture.context.globalAlpha = group.texture.alpha;
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}
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// Flip X
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if (group.texture.flippedX)
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{
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this._fx = -group.transform.scale.x;
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}
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// Flip Y
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if (group.texture.flippedY)
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{
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this._fy = -group.transform.scale.y;
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}
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// Rotation and Flipped
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if (group.modified)
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{
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if (group.transform.rotation !== 0 || group.transform.rotationOffset !== 0)
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{
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this._sin = Math.sin(group.game.math.degreesToRadians(group.transform.rotationOffset + group.transform.rotation));
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this._cos = Math.cos(group.game.math.degreesToRadians(group.transform.rotationOffset + group.transform.rotation));
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}
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// setTransform(a, b, c, d, e, f);
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// a = scale x
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// b = skew x
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// c = skew y
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// d = scale y
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// e = translate x
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// f = translate y
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group.texture.context.save();
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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);
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this._dx = -group.transform.origin.x;
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this._dy = -group.transform.origin.y;
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}
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else
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{
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if (!group.transform.origin.equals(0))
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{
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this._dx -= group.transform.origin.x;
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this._dy -= group.transform.origin.y;
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}
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}
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this._sx = Math.round(this._sx);
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this._sy = Math.round(this._sy);
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this._sw = Math.round(this._sw);
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this._sh = Math.round(this._sh);
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this._dx = Math.round(this._dx);
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this._dy = Math.round(this._dy);
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this._dw = Math.round(this._dw);
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this._dh = Math.round(this._dh);
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if (group.texture.opaque)
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{
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group.texture.context.fillStyle = group.texture.backgroundColor;
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group.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh);
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}
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if (group.texture.loaded)
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{
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group.texture.context.drawImage(
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group.texture.texture, // Source Image
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this._sx, // Source X (location within the source image)
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this._sy, // Source Y
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this._sw, // Source Width
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this._sh, // Source Height
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this._dx, // Destination X (where on the canvas it'll be drawn)
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this._dy, // Destination Y
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this._dw, // Destination Width (always same as Source Width unless scaled)
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this._dh // Destination Height (always same as Source Height unless scaled)
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);
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}
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return true;
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}
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public postRenderGroup(camera: Camera, group: Group) {
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if (group.modified || group.texture.globalCompositeOperation)
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{
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group.texture.context.restore();
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}
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// This could have been over-written by a sprite, need to store elsewhere
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if (this._ga > -1)
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{
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group.texture.context.globalAlpha = this._ga;
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}
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}
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/**
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* Check whether this object is visible in a specific camera Rectangle.
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* @param camera {Rectangle} The Rectangle you want to check.
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* @return {boolean} Return true if bounds of this sprite intersects the given Rectangle, otherwise return false.
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*/
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public inCamera(camera: Camera, sprite: Sprite): bool {
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// Object fixed in place regardless of the camera scrolling? Then it's always visible
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if (sprite.transform.scrollFactor.equals(0))
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{
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return true;
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}
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return RectangleUtils.intersects(sprite.cameraView, camera.screenView);
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}
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public inScreen(camera: Camera): bool {
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return true;
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}
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/**
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* Render this sprite to specific camera. Called by game loop after update().
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* @param camera {Camera} Camera this sprite will be rendered to.
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* @return {boolean} Return false if not rendered, otherwise return true.
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*/
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public preRenderCamera(camera: Camera): bool {
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if (camera.transform.scale.x == 0 || camera.transform.scale.y == 0 || camera.texture.alpha < 0.1 || this.inScreen(camera) == false)
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{
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return false;
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}
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// Reset our temp vars
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this._ga = -1;
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this._sx = 0;
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this._sy = 0;
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this._sw = camera.width;
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this._sh = camera.height;
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this._fx = camera.transform.scale.x;
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this._fy = camera.transform.scale.y;
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this._sin = 0;
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this._cos = 1;
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this._dx = camera.screenView.x;
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this._dy = camera.screenView.y;
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this._dw = camera.width;
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this._dh = camera.height;
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// Global Composite Ops
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if (camera.texture.globalCompositeOperation)
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{
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camera.texture.context.save();
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camera.texture.context.globalCompositeOperation = camera.texture.globalCompositeOperation;
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}
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// Alpha
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if (camera.texture.alpha !== 1 && camera.texture.context.globalAlpha != camera.texture.alpha)
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{
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this._ga = camera.texture.context.globalAlpha;
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camera.texture.context.globalAlpha = camera.texture.alpha;
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}
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// Sprite Flip X
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if (camera.texture.flippedX)
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{
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this._fx = -camera.transform.scale.x;
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}
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// Sprite Flip Y
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if (camera.texture.flippedY)
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{
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this._fy = -camera.transform.scale.y;
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}
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// Rotation and Flipped
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if (camera.modified)
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{
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if (camera.transform.rotation !== 0 || camera.transform.rotationOffset !== 0)
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{
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this._sin = Math.sin(camera.game.math.degreesToRadians(camera.transform.rotationOffset + camera.transform.rotation));
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this._cos = Math.cos(camera.game.math.degreesToRadians(camera.transform.rotationOffset + camera.transform.rotation));
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}
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// setTransform(a, b, c, d, e, f);
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// a = scale x
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// b = skew x
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// c = skew y
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// d = scale y
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// e = translate x
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// f = translate y
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camera.texture.context.save();
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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);
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this._dx = -camera.transform.origin.x;
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this._dy = -camera.transform.origin.y;
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}
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else
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{
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if (!camera.transform.origin.equals(0))
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{
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this._dx -= camera.transform.origin.x;
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this._dy -= camera.transform.origin.y;
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}
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}
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this._sx = Math.round(this._sx);
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this._sy = Math.round(this._sy);
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this._sw = Math.round(this._sw);
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this._sh = Math.round(this._sh);
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this._dx = Math.round(this._dx);
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this._dy = Math.round(this._dy);
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this._dw = Math.round(this._dw);
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this._dh = Math.round(this._dh);
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// Clip the camera so we don't get sprites appearing outside the edges
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if (camera.clip == true && camera.disableClipping == false)
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{
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camera.texture.context.beginPath();
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camera.texture.context.rect(camera.screenView.x, camera.screenView.x, camera.screenView.width, camera.screenView.height);
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camera.texture.context.closePath();
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camera.texture.context.clip();
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}
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if (camera.texture.opaque)
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{
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camera.texture.context.fillStyle = camera.texture.backgroundColor;
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camera.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh);
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}
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//camera.fx.render(camera);
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if (camera.texture.loaded)
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{
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camera.texture.context.drawImage(
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camera.texture.texture, // Source Image
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this._sx, // Source X (location within the source image)
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this._sy, // Source Y
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this._sw, // Source Width
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this._sh, // Source Height
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this._dx, // Destination X (where on the canvas it'll be drawn)
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this._dy, // Destination Y
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this._dw, // Destination Width (always same as Source Width unless scaled)
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this._dh // Destination Height (always same as Source Height unless scaled)
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);
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}
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return true;
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}
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public postRenderCamera(camera: Camera) {
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//camera.fx.postRender(camera);
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if (camera.modified || camera.texture.globalCompositeOperation)
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{
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camera.texture.context.restore();
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}
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// This could have been over-written by a sprite, need to store elsewhere
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if (this._ga > -1)
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{
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camera.texture.context.globalAlpha = this._ga;
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}
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}
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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 {
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this._count++;
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// Reset our temp vars
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this._sx = 0;
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this._sy = 0;
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this._sw = circle.diameter;
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this._sh = circle.diameter;
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this._fx = 1;
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this._fy = 1;
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this._sin = 0;
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this._cos = 1;
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this._dx = camera.screenView.x + circle.x - camera.worldView.x;
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this._dy = camera.screenView.y + circle.y - camera.worldView.y;
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this._dw = circle.diameter;
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this._dh = circle.diameter;
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this._sx = Math.round(this._sx);
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this._sy = Math.round(this._sy);
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this._sw = Math.round(this._sw);
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this._sh = Math.round(this._sh);
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this._dx = Math.round(this._dx);
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this._dy = Math.round(this._dy);
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this._dw = Math.round(this._dw);
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this._dh = Math.round(this._dh);
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this._game.stage.saveCanvasValues();
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context.save();
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context.lineWidth = lineWidth;
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context.strokeStyle = lineColor;
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context.fillStyle = fillColor;
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context.beginPath();
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context.arc(this._dx, this._dy, circle.radius, 0, Math.PI * 2);
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context.closePath();
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if (outline)
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{
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//context.stroke();
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}
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if (fill)
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{
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context.fill();
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}
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context.restore();
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this._game.stage.restoreCanvasValues();
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return true;
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}
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/**
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* Render this sprite to specific camera. Called by game loop after update().
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* @param camera {Camera} Camera this sprite will be rendered to.
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* @return {boolean} Return false if not rendered, otherwise return true.
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*/
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public renderSprite(camera: Camera, sprite: Sprite): bool {
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Phaser.SpriteUtils.updateCameraView(camera, sprite);
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if (sprite.transform.scale.x == 0 || sprite.transform.scale.y == 0 || sprite.texture.alpha < 0.1 || this.inCamera(camera, sprite) == false)
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{
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return false;
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}
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sprite.renderOrderID = this._count;
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this._count++;
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// Reset our temp vars
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this._ga = -1;
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this._sx = 0;
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this._sy = 0;
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this._sw = sprite.texture.width;
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this._sh = sprite.texture.height;
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this._dx = camera.screenView.x + sprite.x - (camera.worldView.x * sprite.transform.scrollFactor.x);
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this._dy = camera.screenView.y + sprite.y - (camera.worldView.y * sprite.transform.scrollFactor.y);
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this._dw = sprite.texture.width;
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this._dh = sprite.texture.height;
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// Global Composite Ops
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if (sprite.texture.globalCompositeOperation)
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{
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sprite.texture.context.save();
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sprite.texture.context.globalCompositeOperation = sprite.texture.globalCompositeOperation;
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}
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// Alpha
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if (sprite.texture.alpha !== 1 && sprite.texture.context.globalAlpha != sprite.texture.alpha)
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{
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this._ga = sprite.texture.context.globalAlpha;
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sprite.texture.context.globalAlpha = sprite.texture.alpha;
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}
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if (sprite.animations.currentFrame !== null)
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{
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this._sx = sprite.animations.currentFrame.x;
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this._sy = sprite.animations.currentFrame.y;
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if (sprite.animations.currentFrame.trimmed)
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{
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this._dx += sprite.animations.currentFrame.spriteSourceSizeX;
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this._dy += sprite.animations.currentFrame.spriteSourceSizeY;
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this._sw = sprite.animations.currentFrame.spriteSourceSizeW;
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this._sh = sprite.animations.currentFrame.spriteSourceSizeH;
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this._dw = sprite.animations.currentFrame.spriteSourceSizeW;
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this._dh = sprite.animations.currentFrame.spriteSourceSizeH;
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}
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}
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if (sprite.modified)
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{
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sprite.texture.context.save();
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sprite.texture.context.setTransform(
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sprite.transform.local.data[0], // scale x
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sprite.transform.local.data[3], // skew x
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sprite.transform.local.data[1], // skew y
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sprite.transform.local.data[4], // scale y
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this._dx, // translate x
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this._dy // translate y
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);
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this._dx = sprite.transform.origin.x * -this._dw;
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this._dy = sprite.transform.origin.y * -this._dh;
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}
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else
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{
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this._dx -= (this._dw * sprite.transform.origin.x);
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this._dy -= (this._dh * sprite.transform.origin.y);
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}
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this._sx = Math.round(this._sx);
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this._sy = Math.round(this._sy);
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this._sw = Math.round(this._sw);
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this._sh = Math.round(this._sh);
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this._dx = Math.round(this._dx);
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this._dy = Math.round(this._dy);
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this._dw = Math.round(this._dw);
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this._dh = Math.round(this._dh);
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if (sprite.texture.opaque)
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{
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sprite.texture.context.fillStyle = sprite.texture.backgroundColor;
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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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} |