phaser/src/tilemaps/dynamiclayer/DynamicTilemapLayerCanvasRenderer.js
2020-02-06 11:02:44 +01:00

137 lines
4 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Renders this Game Object with the Canvas Renderer to the given Camera.
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
* This method should not be called directly. It is a utility function of the Render module.
*
* @method Phaser.Tilemaps.DynamicTilemapLayer#renderCanvas
* @since 3.0.0
* @private
*
* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
* @param {Phaser.Tilemaps.DynamicTilemapLayer} src - The Game Object being rendered in this call.
* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
*/
var DynamicTilemapLayerCanvasRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
{
src.cull(camera);
var renderTiles = src.culledTiles;
var tileCount = renderTiles.length;
if (tileCount === 0)
{
return;
}
var camMatrix = renderer._tempMatrix1;
var layerMatrix = renderer._tempMatrix2;
var calcMatrix = renderer._tempMatrix3;
layerMatrix.applyITRS(src.x, src.y, src.rotation, src.scaleX, src.scaleY);
camMatrix.copyFrom(camera.matrix);
var ctx = renderer.currentContext;
var gidMap = src.gidMap;
ctx.save();
if (parentMatrix)
{
// Multiply the camera by the parent matrix
camMatrix.multiplyWithOffset(parentMatrix, -camera.scrollX * src.scrollFactorX, -camera.scrollY * src.scrollFactorY);
// Undo the camera scroll
layerMatrix.e = src.x;
layerMatrix.f = src.y;
// Multiply by the Sprite matrix, store result in calcMatrix
camMatrix.multiply(layerMatrix, calcMatrix);
calcMatrix.copyToContext(ctx);
}
else
{
layerMatrix.e -= camera.scrollX * src.scrollFactorX;
layerMatrix.f -= camera.scrollY * src.scrollFactorY;
layerMatrix.copyToContext(ctx);
}
var alpha = camera.alpha * src.alpha;
if (!renderer.antialias || src.scaleX > 1 || src.scaleY > 1)
{
ctx.imageSmoothingEnabled = false;
}
for (var i = 0; i < tileCount; i++)
{
var tile = renderTiles[i];
var tileset = gidMap[tile.index];
if (!tileset)
{
continue;
}
var image = tileset.image.getSourceImage();
var tileTexCoords = tileset.getTileTextureCoordinates(tile.index);
if (tileTexCoords)
{
var width = tile.width;
var height = tile.width;
if (src.layer.orientation === 'isometric')
{
// we use the tileset width and height because in isometric maps the tileset's height is often different from the tilemap's.
width = tileset.tileWidth;
width = tileset.tileHeight;
}
var halfWidth = width / 2;
var halfHeight = height / 2;
ctx.save();
ctx.translate(tile.pixelX + halfWidth, tile.pixelY + halfHeight);
if (tile.rotation !== 0)
{
ctx.rotate(tile.rotation);
}
if (tile.flipX || tile.flipY)
{
ctx.scale((tile.flipX) ? -1 : 1, (tile.flipY) ? -1 : 1);
}
ctx.globalAlpha = alpha * tile.alpha;
ctx.drawImage(
image,
tileTexCoords.x, tileTexCoords.y,
tileset.tileWidth, tileset.tileHeight,
-halfWidth, -halfHeight,
width, height
);
ctx.restore();
}
}
ctx.restore();
};
module.exports = DynamicTilemapLayerCanvasRenderer;