mirror of
https://github.com/photonstorm/phaser
synced 2024-12-26 13:03:36 +00:00
137 lines
4 KiB
JavaScript
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;
|