mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 19:43:28 +00:00
187 lines
No EOL
6.7 KiB
TypeScript
187 lines
No EOL
6.7 KiB
TypeScript
/// <reference path="../../_definitions.ts" />
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module Phaser.Renderer.Canvas {
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export class CameraRenderer {
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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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public game: Phaser.Game;
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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 _tx: number = 0;
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private _ty: number = 0;
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private _gac: number = 1;
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private _sin: number = 0;
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private _cos: number = 1;
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public preRender(camera: Phaser.Camera): bool {
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if (camera.visible == false || camera.transform.scale.x == 0 || camera.transform.scale.y == 0 || camera.texture.alpha < 0.1)
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{
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return false;
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}
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if (this.game.device.patchAndroidClearRectBug)
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{
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camera.texture.context.fillStyle = 'rgb(0,0,0)';
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camera.texture.context.fillRect(0, 0, camera.width, camera.height);
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}
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else
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{
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camera.texture.context.clearRect(0, 0, camera.width, camera.height);
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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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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(0, 0, camera.width, camera.height);
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}
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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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// 0, // Destination X (where on the canvas it'll be drawn)
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// 0, // 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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// Global Composite Ops
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if (camera.texture.globalCompositeOperation)
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{
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camera.texture.context.globalCompositeOperation = camera.texture.globalCompositeOperation;
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}
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camera.plugins.preRender();
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}
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public postRender(camera: Phaser.Camera) {
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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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camera.plugins.postRender();
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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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this.game.stage.context.save();
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// 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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// 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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this.game.stage.context.setTransform(
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this._cos * this._fx, // scale x
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(this._sin * this._fx) + camera.transform.skew.x, // skew x
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-(this._sin * this._fy) + camera.transform.skew.y, // skew y
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this._cos * this._fy, // 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 = camera.transform.origin.x * -this._dw;
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this._dy = camera.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 * camera.transform.origin.x);
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this._dy -= (this._dh * camera.transform.origin.y);
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}
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this._sx = Math.floor(this._sx);
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this._sy = Math.floor(this._sy);
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this._sw = Math.floor(this._sw);
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this._sh = Math.floor(this._sh);
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this._dx = Math.floor(this._dx);
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this._dy = Math.floor(this._dy);
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this._dw = Math.floor(this._dw);
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this._dh = Math.floor(this._dh);
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if (this._sw <= 0 || this._sh <= 0 || this._dw <= 0 || this._dh <= 0)
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{
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this.game.stage.context.restore();
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return false;
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}
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this.game.stage.context.drawImage(
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camera.texture.canvas, // 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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this.game.stage.context.restore();
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}
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}
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} |