mirror of
https://github.com/photonstorm/phaser
synced 2024-12-19 09:34:02 +00:00
121 lines
6.5 KiB
JavaScript
121 lines
6.5 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 ScrollZoneRenderer = (function () {
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function ScrollZoneRenderer(game) {
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// Local rendering related temp vars to help avoid gc spikes through constant 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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ScrollZoneRenderer.prototype.inCamera = /**
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* Check whether this object is visible in a specific camera Rectangle.
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* @param camera {Rectangle} The Rectangle you want to check.
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* @return {bool} Return true if bounds of this sprite intersects the given Rectangle, otherwise return false.
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*/
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function (camera, scrollZone) {
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// Object fixed in place regardless of the camera scrolling? Then it's always visible
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if(scrollZone.transform.scrollFactor.equals(0)) {
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return true;
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}
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//return RectangleUtils.intersects(sprite.cameraView, camera.screenView);
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return true;
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};
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ScrollZoneRenderer.prototype.render = function (camera, scrollZone) {
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if(scrollZone.transform.scale.x == 0 || scrollZone.transform.scale.y == 0 || scrollZone.texture.alpha < 0.1 || this.inCamera(camera, scrollZone) == false) {
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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 = scrollZone.width;
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this._sh = scrollZone.height;
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this._fx = scrollZone.transform.scale.x;
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this._fy = scrollZone.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 * scrollZone.transform.scrollFactor.x) + scrollZone.x - (camera.worldView.x * scrollZone.transform.scrollFactor.x);
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this._dy = (camera.screenView.y * scrollZone.transform.scrollFactor.y) + scrollZone.y - (camera.worldView.y * scrollZone.transform.scrollFactor.y);
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this._dw = scrollZone.width;
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this._dh = scrollZone.height;
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// Alpha
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if(scrollZone.texture.alpha !== 1) {
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this._ga = scrollZone.texture.context.globalAlpha;
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scrollZone.texture.context.globalAlpha = scrollZone.texture.alpha;
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}
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// Sprite Flip X
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if(scrollZone.texture.flippedX) {
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this._fx = -scrollZone.transform.scale.x;
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}
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// Sprite Flip Y
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if(scrollZone.texture.flippedY) {
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this._fy = -scrollZone.transform.scale.y;
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}
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// Rotation and Flipped
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if(scrollZone.modified) {
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if(scrollZone.texture.renderRotation == true && (scrollZone.rotation !== 0 || scrollZone.transform.rotationOffset !== 0)) {
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this._sin = Math.sin(scrollZone.game.math.degreesToRadians(scrollZone.transform.rotationOffset + scrollZone.rotation));
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this._cos = Math.cos(scrollZone.game.math.degreesToRadians(scrollZone.transform.rotationOffset + scrollZone.rotation));
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}
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scrollZone.texture.context.save();
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scrollZone.texture.context.setTransform(this._cos * this._fx, // scale x
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(this._sin * this._fx) + scrollZone.transform.skew.x, // skew x
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-(this._sin * this._fy) + scrollZone.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 = -scrollZone.transform.origin.x;
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this._dy = -scrollZone.transform.origin.y;
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} else {
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if(!scrollZone.transform.origin.equals(0)) {
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this._dx -= scrollZone.transform.origin.x;
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this._dy -= scrollZone.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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for(var i = 0; i < scrollZone.regions.length; i++) {
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if(scrollZone.texture.isDynamic) {
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scrollZone.regions[i].render(scrollZone.texture.context, scrollZone.texture.texture, this._dx, this._dy, this._dw, this._dh);
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} else {
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scrollZone.regions[i].render(scrollZone.texture.context, scrollZone.texture.texture, this._dx, this._dy, this._dw, this._dh);
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}
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}
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if(scrollZone.modified) {
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scrollZone.texture.context.restore();
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}
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if(this._ga > -1) {
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scrollZone.texture.context.globalAlpha = this._ga;
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}
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this.game.renderer.renderCount++;
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return true;
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};
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return ScrollZoneRenderer;
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})();
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Canvas.ScrollZoneRenderer = ScrollZoneRenderer;
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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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