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1176 lines
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HTML
1176 lines
31 KiB
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.Point.html">Point</a>
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<a href="Phaser.Pointer.html">Pointer</a>
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<a href="Phaser.Polygon.html">Polygon</a>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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<a href="Phaser.Rectangle.html">Rectangle</a>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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</li>
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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</li>
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<a href="Phaser.RetroFont.html">RetroFont</a>
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</li>
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<a href="Phaser.Rope.html">Rope</a>
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<a href="Phaser.Signal.html">Signal</a>
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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<a href="Phaser.SinglePad.html">SinglePad</a>
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<a href="Phaser.Sound.html">Sound</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SoundManager.html">SoundManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sprite.html">Sprite</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Stage.html">Stage</a>
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<a href="Phaser.State.html">State</a>
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<a href="Phaser.StateManager.html">StateManager</a>
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<a href="Phaser.Text.html">Text</a>
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<a href="Phaser.Tile.html">Tile</a>
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<li class="class-depth-1">
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<a href="Phaser.Tilemap.html">Tilemap</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tileset.html">Tileset</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TileSprite.html">TileSprite</a>
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</li>
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<a href="Phaser.Time.html">Time</a>
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<a href="Phaser.Timer.html">Timer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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</li>
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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<a href="Phaser.Tween.html">Tween</a>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<a href="Phaser.Utils.html">Utils</a>
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<li class="class-depth-2">
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<h1 class="page-title">Source: d:/wamp/www/phaser/src/pixi/display/SpriteBatch.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Mat Groves http://matgroves.com/
|
|
*/
|
|
|
|
/**
|
|
* The SpriteBatch class is a really fast version of the DisplayObjectContainer
|
|
* built solely for speed, so use when you need a lot of sprites or particles.
|
|
* And it's extremely easy to use :
|
|
|
|
var container = new PIXI.SpriteBatch();
|
|
|
|
stage.addChild(container);
|
|
|
|
for(var i = 0; i < 100; i++)
|
|
{
|
|
var sprite = new PIXI.Sprite.fromImage("myImage.png");
|
|
container.addChild(sprite);
|
|
}
|
|
* And here you have a hundred sprites that will be renderer at the speed of light
|
|
*
|
|
* @class SpriteBatch
|
|
* @constructor
|
|
* @param texture {Texture}
|
|
*/
|
|
|
|
//TODO RENAME to PARTICLE CONTAINER?
|
|
PIXI.SpriteBatch = function(texture)
|
|
{
|
|
PIXI.DisplayObjectContainer.call( this);
|
|
|
|
this.textureThing = texture;
|
|
|
|
this.ready = false;
|
|
};
|
|
|
|
PIXI.SpriteBatch.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
|
|
PIXI.SpriteBatch.prototype.constructor = PIXI.SpriteBatch;
|
|
|
|
/*
|
|
* Initialises the spriteBatch
|
|
*
|
|
* @method initWebGL
|
|
* @param gl {WebGLContext} the current WebGL drawing context
|
|
*/
|
|
PIXI.SpriteBatch.prototype.initWebGL = function(gl)
|
|
{
|
|
// TODO only one needed for the whole engine really?
|
|
this.fastSpriteBatch = new PIXI.WebGLFastSpriteBatch(gl);
|
|
|
|
this.ready = true;
|
|
};
|
|
|
|
/*
|
|
* Updates the object transform for rendering
|
|
*
|
|
* @method updateTransform
|
|
* @private
|
|
*/
|
|
PIXI.SpriteBatch.prototype.updateTransform = function()
|
|
{
|
|
// TODO don't need to!
|
|
PIXI.DisplayObject.prototype.updateTransform.call( this );
|
|
// PIXI.DisplayObjectContainer.prototype.updateTransform.call( this );
|
|
};
|
|
|
|
/**
|
|
* Renders the object using the WebGL renderer
|
|
*
|
|
* @method _renderWebGL
|
|
* @param renderSession {RenderSession}
|
|
* @private
|
|
*/
|
|
PIXI.SpriteBatch.prototype._renderWebGL = function(renderSession)
|
|
{
|
|
if(!this.visible || this.alpha <= 0 || !this.children.length)return;
|
|
|
|
if(!this.ready)this.initWebGL( renderSession.gl );
|
|
|
|
renderSession.spriteBatch.stop();
|
|
|
|
renderSession.shaderManager.setShader(renderSession.shaderManager.fastShader);
|
|
|
|
this.fastSpriteBatch.begin(this, renderSession);
|
|
this.fastSpriteBatch.render(this);
|
|
|
|
renderSession.spriteBatch.start();
|
|
|
|
};
|
|
|
|
/**
|
|
* Renders the object using the Canvas renderer
|
|
*
|
|
* @method _renderCanvas
|
|
* @param renderSession {RenderSession}
|
|
* @private
|
|
*/
|
|
PIXI.SpriteBatch.prototype._renderCanvas = function(renderSession)
|
|
{
|
|
if(!this.visible || this.alpha <= 0 || !this.children.length)return;
|
|
|
|
var context = renderSession.context;
|
|
context.globalAlpha = this.worldAlpha;
|
|
|
|
PIXI.DisplayObject.prototype.updateTransform.call(this);
|
|
|
|
var transform = this.worldTransform;
|
|
// alow for trimming
|
|
|
|
var isRotated = true;
|
|
|
|
for (var i = 0; i < this.children.length; i++) {
|
|
|
|
var child = this.children[i];
|
|
|
|
if(!child.visible)continue;
|
|
|
|
var texture = child.texture;
|
|
var frame = texture.frame;
|
|
|
|
context.globalAlpha = this.worldAlpha * child.alpha;
|
|
|
|
if(child.rotation % (Math.PI * 2) === 0)
|
|
{
|
|
if(isRotated)
|
|
{
|
|
context.setTransform(transform.a, transform.b, transform.c, transform.d, transform.tx, transform.ty);
|
|
isRotated = false;
|
|
}
|
|
|
|
// this is the fastest way to optimise! - if rotation is 0 then we can avoid any kind of setTransform call
|
|
context.drawImage(texture.baseTexture.source,
|
|
frame.x,
|
|
frame.y,
|
|
frame.width,
|
|
frame.height,
|
|
((child.anchor.x) * (-frame.width * child.scale.x) + child.position.x + 0.5) | 0,
|
|
((child.anchor.y) * (-frame.height * child.scale.y) + child.position.y + 0.5) | 0,
|
|
frame.width * child.scale.x,
|
|
frame.height * child.scale.y);
|
|
}
|
|
else
|
|
{
|
|
if(!isRotated)isRotated = true;
|
|
|
|
PIXI.DisplayObject.prototype.updateTransform.call(child);
|
|
|
|
var childTransform = child.worldTransform;
|
|
|
|
// allow for trimming
|
|
|
|
if (renderSession.roundPixels)
|
|
{
|
|
context.setTransform(childTransform.a, childTransform.b, childTransform.c, childTransform.d, childTransform.tx | 0, childTransform.ty | 0);
|
|
}
|
|
else
|
|
{
|
|
context.setTransform(childTransform.a, childTransform.b, childTransform.c, childTransform.d, childTransform.tx, childTransform.ty);
|
|
}
|
|
|
|
context.drawImage(texture.baseTexture.source,
|
|
frame.x,
|
|
frame.y,
|
|
frame.width,
|
|
frame.height,
|
|
((child.anchor.x) * (-frame.width) + 0.5) | 0,
|
|
((child.anchor.y) * (-frame.height) + 0.5) | 0,
|
|
frame.width,
|
|
frame.height);
|
|
|
|
|
|
}
|
|
|
|
// context.restore();
|
|
}
|
|
|
|
// context.restore();
|
|
};
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
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|
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</div>
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<div class="clearfix"></div>
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|
<footer>
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|
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<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
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</span>
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<br />
|
|
|
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<span class="jsdoc-message">
|
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
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on Sat Nov 15 2014 19:54:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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<br clear="both">
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</div>
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</div>
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<script src="scripts/sunlight.js"></script>
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<script src="scripts/sunlight.javascript.js"></script>
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<script src="scripts/sunlight-plugin.doclinks.js"></script>
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<script src="scripts/bootstrap-dropdown.js"></script>
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<script src="scripts/toc.js"></script>
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<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
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<script>
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$( function () {
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$( "#toc" ).toc( {
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anchorName : function(i, heading, prefix) {
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return $(heading).attr("id") || ( prefix + i );
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},
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selectors : "h1,h2,h3,h4",
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showAndHide : false,
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scrollTo : 60
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} );
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$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
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$( "#main span[id^='toc']" ).addClass( "toc-shim" );
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} );
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