mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 19:43:28 +00:00
125 lines
6.4 KiB
JavaScript
125 lines
6.4 KiB
JavaScript
var Phaser;
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(function (Phaser) {
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(function (Renderer) {
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/// <reference path="../../_definitions.ts" />
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(function (Canvas) {
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var GroupRenderer = (function () {
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function GroupRenderer(game) {
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// Local rendering related temp vars to help avoid gc spikes through var creation
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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 = 0;
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this._sh = 0;
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this._dx = 0;
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this._dy = 0;
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this._dw = 0;
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this._dh = 0;
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this._fx = 1;
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this._fy = 1;
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this._sin = 0;
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this._cos = 1;
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this.game = game;
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}
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GroupRenderer.prototype.preRender = function (camera, group) {
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if(group.visible == false || camera.transform.scale.x == 0 || camera.transform.scale.y == 0 || camera.texture.alpha < 0.1) {
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return false;
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}
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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 = group.texture.width;
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this._sh = group.texture.height;
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this._fx = group.transform.scale.x;
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this._fy = group.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 * camera.scrollFactor.x) + camera.frameBounds.x - (camera.worldView.x * camera.scrollFactor.x);
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//this._dy = (camera.screenView.y * camera.scrollFactor.y) + camera.frameBounds.y - (camera.worldView.y * camera.scrollFactor.y);
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this._dx = 0;
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this._dy = 0;
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this._dw = group.texture.width;
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this._dh = group.texture.height;
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// Global Composite Ops
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if(group.texture.globalCompositeOperation) {
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group.texture.context.save();
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group.texture.context.globalCompositeOperation = group.texture.globalCompositeOperation;
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}
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// Alpha
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if(group.texture.alpha !== 1 && group.texture.context.globalAlpha !== group.texture.alpha) {
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this._ga = group.texture.context.globalAlpha;
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group.texture.context.globalAlpha = group.texture.alpha;
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}
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// Flip X
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if(group.texture.flippedX) {
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this._fx = -group.transform.scale.x;
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}
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// Flip Y
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if(group.texture.flippedY) {
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this._fy = -group.transform.scale.y;
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}
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// Rotation and Flipped
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if(group.modified) {
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if(group.transform.rotation !== 0 || group.transform.rotationOffset !== 0) {
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this._sin = Math.sin(group.game.math.degreesToRadians(group.transform.rotationOffset + group.transform.rotation));
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this._cos = Math.cos(group.game.math.degreesToRadians(group.transform.rotationOffset + group.transform.rotation));
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}
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group.texture.context.save();
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group.texture.context.setTransform(this._cos * this._fx, // scale x
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(this._sin * this._fx) + group.transform.skew.x, // skew x
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-(this._sin * this._fy) + group.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);
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// translate y
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this._dx = -group.transform.origin.x;
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this._dy = -group.transform.origin.y;
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} else {
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if(!group.transform.origin.equals(0)) {
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this._dx -= group.transform.origin.x;
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this._dy -= group.transform.origin.y;
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}
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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(group.texture.opaque) {
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group.texture.context.fillStyle = group.texture.backgroundColor;
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group.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh);
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}
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if(group.texture.loaded) {
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group.texture.context.drawImage(group.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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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);
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// Destination Height (always same as Source Height unless scaled)
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}
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return true;
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};
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GroupRenderer.prototype.postRender = function (camera, group) {
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if(group.modified || group.texture.globalCompositeOperation) {
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group.texture.context.restore();
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}
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if(this._ga > -1) {
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group.texture.context.globalAlpha = this._ga;
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}
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};
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return GroupRenderer;
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})();
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Canvas.GroupRenderer = GroupRenderer;
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})(Renderer.Canvas || (Renderer.Canvas = {}));
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var Canvas = Renderer.Canvas;
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})(Phaser.Renderer || (Phaser.Renderer = {}));
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var Renderer = Phaser.Renderer;
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})(Phaser || (Phaser = {}));
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