mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 03:53:28 +00:00
149 lines
4.1 KiB
JavaScript
149 lines
4.1 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @author Mat Groves (@Doormat23)
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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Phaser.Renderer.Canvas.GameObjects.Sprite = {
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TYPES: [
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Phaser.GameObject.Sprite.prototype
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],
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render: function (renderer, src)
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{
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var color = src.color;
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var frame = src.frame;
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var source = frame.source;
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// Skip rendering?
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if (src.skipRender || !src.visible || color.worldAlpha <= 0 || !frame.cutWidth || !frame.cutHeight)
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{
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return;
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}
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// Blend Mode
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if (renderer.currentBlendMode !== color.blendMode)
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{
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renderer.currentBlendMode = color.blendMode;
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renderer.context.globalCompositeOperation = renderer.blendModes[renderer.currentBlendMode];
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}
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// Alpha
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if (renderer.currentAlpha !== color.worldAlpha)
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{
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renderer.currentAlpha = color.worldAlpha;
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renderer.context.globalAlpha = color.worldAlpha;
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}
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// Smoothing (should this be a Game Object, or Frame / Texture level property?)
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if (renderer.currentScaleMode !== source.scaleMode)
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{
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renderer.currentScaleMode = source.scaleMode;
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renderer.context[renderer.smoothProperty] = (source.scaleMode === Phaser.scaleModes.LINEAR);
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}
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var wt = src.transform.world;
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var resolution = source.resolution / renderer.game.resolution;
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var dx = frame.x - (src.anchorX * frame.width);
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var dy = frame.y - (src.anchorY * frame.height);
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var tx = (wt.tx * renderer.game.resolution) + renderer.game.camera._shake.x;
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var ty = (wt.ty * renderer.game.resolution) + renderer.game.camera._shake.y;
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// Round Pixels
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if (renderer.roundPixels)
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{
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tx |= 0;
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ty |= 0;
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dx |= 0;
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dy |= 0;
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}
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var cw = frame.cutWidth;
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var ch = frame.cutHeight;
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var cwr = cw / resolution;
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var chr = ch / resolution;
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renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx, ty);
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// Does this Sprite have a mask?
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if (src._mask)
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{
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renderer.pushMask(src._mask);
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}
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// Color Component
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if (color._hasBackground)
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{
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renderer.context.fillStyle = color._rgba;
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renderer.context.fillRect(dx, dy, cwr, chr);
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}
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renderer.context.drawImage(source.image, frame.cutX, frame.cutY, cw, ch, dx, dy, cwr, chr);
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for (var i = 0; i < src.children.list.length; i++)
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{
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var child = src.children.list[i];
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child.render(renderer, child);
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}
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/*
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// Move this to either the Renderer, or the Texture Manager, but not here (as it's repeated all over the place)
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if (src.texture.rotated)
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{
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var a = wt.a;
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var b = wt.b;
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var c = wt.c;
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var d = wt.d;
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var e = cw;
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// Offset before rotating
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tx = wt.c * ch + tx;
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ty = wt.d * ch + ty;
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// Rotate matrix by 90 degrees
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// We use precalculated values for sine and cosine of rad(90)
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wt.a = a * 6.123233995736766e-17 + -c;
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wt.b = b * 6.123233995736766e-17 + -d;
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wt.c = a + c * 6.123233995736766e-17;
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wt.d = b + d * 6.123233995736766e-17;
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// Update cropping dimensions.
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cw = ch;
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ch = e;
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}
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if (src.tint !== 0xFFFFFF)
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{
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if (src.texture.requiresReTint || src.cachedTint !== src.tint)
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{
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src.tintedTexture = PIXI.CanvasTinter.getTintedTexture(src, src.tint);
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src.cachedTint = src.tint;
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src.texture.requiresReTint = false;
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}
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renderer.context.drawImage(src.tintedTexture, 0, 0, cw, ch, dx, dy, cw / resolution, ch / resolution);
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}
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*/
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if (src._mask)
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{
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renderer.popMask();
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}
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}
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};
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