mirror of
https://github.com/photonstorm/phaser
synced 2024-12-19 09:34:02 +00:00
147 lines
8.3 KiB
JavaScript
147 lines
8.3 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 SpriteRenderer = (function () {
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function SpriteRenderer(game) {
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// Local rendering related temp vars to help avoid gc spikes through constant var creation
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//private _c: number = 0;
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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.game = game;
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}
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SpriteRenderer.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, sprite) {
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// Object fixed in place regardless of the camera scrolling? Then it's always visible
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if(sprite.transform.scrollFactor.equals(0)) {
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return true;
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}
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return Phaser.RectangleUtils.intersects(sprite.cameraView, camera.screenView);
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//return true;
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};
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SpriteRenderer.prototype.render = /**
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* Render this sprite to specific camera. Called by game loop after update().
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* @param camera {Camera} Camera this sprite will be rendered to.
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* @return {bool} Return false if not rendered, otherwise return true.
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*/
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function (camera, sprite) {
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Phaser.SpriteUtils.updateCameraView(camera, sprite);
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if(sprite.transform.scale.x == 0 || sprite.transform.scale.y == 0 || sprite.texture.alpha < 0.1 || this.inCamera(camera, sprite) == 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 = sprite.texture.width;
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this._sh = sprite.texture.height;
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//this._dx = camera.screenView.x + sprite.x - (camera.worldView.x * sprite.transform.scrollFactor.x);
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//this._dy = camera.screenView.y + sprite.y - (camera.worldView.y * sprite.transform.scrollFactor.y);
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this._dx = sprite.x - (camera.worldView.x * sprite.transform.scrollFactor.x);
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this._dy = sprite.y - (camera.worldView.y * sprite.transform.scrollFactor.y);
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this._dw = sprite.texture.width;
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this._dh = sprite.texture.height;
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if(sprite.animations.currentFrame !== null) {
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this._sx = sprite.animations.currentFrame.x;
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this._sy = sprite.animations.currentFrame.y;
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if(sprite.animations.currentFrame.trimmed) {
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this._dx += sprite.animations.currentFrame.spriteSourceSizeX;
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this._dy += sprite.animations.currentFrame.spriteSourceSizeY;
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this._sw = sprite.animations.currentFrame.spriteSourceSizeW;
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this._sh = sprite.animations.currentFrame.spriteSourceSizeH;
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this._dw = sprite.animations.currentFrame.spriteSourceSizeW;
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this._dh = sprite.animations.currentFrame.spriteSourceSizeH;
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}
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}
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if(sprite.modified) {
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camera.texture.context.save();
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camera.texture.context.setTransform(sprite.transform.local.data[0], // scale x
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sprite.transform.local.data[3], // skew x
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sprite.transform.local.data[1], // skew y
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sprite.transform.local.data[4], // 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 = sprite.transform.origin.x * -this._dw;
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this._dy = sprite.transform.origin.y * -this._dh;
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} else {
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this._dx -= (this._dw * sprite.transform.origin.x);
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this._dy -= (this._dh * sprite.transform.origin.y);
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}
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if(sprite.crop) {
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this._sx += sprite.crop.x * sprite.transform.scale.x;
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this._sy += sprite.crop.y * sprite.transform.scale.y;
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this._sw = sprite.crop.width * sprite.transform.scale.x;
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this._sh = sprite.crop.height * sprite.transform.scale.y;
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this._dx += sprite.crop.x * sprite.transform.scale.x;
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this._dy += sprite.crop.y * sprite.transform.scale.y;
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this._dw = sprite.crop.width * sprite.transform.scale.x;
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this._dh = sprite.crop.height * sprite.transform.scale.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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return false;
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}
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// Global Composite Ops
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if(sprite.texture.globalCompositeOperation) {
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camera.texture.context.save();
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camera.texture.context.globalCompositeOperation = sprite.texture.globalCompositeOperation;
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}
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// Alpha
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if(sprite.texture.alpha !== 1 && camera.texture.context.globalAlpha != sprite.texture.alpha) {
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this._ga = sprite.texture.context.globalAlpha;
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camera.texture.context.globalAlpha = sprite.texture.alpha;
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}
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if(sprite.texture.opaque) {
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camera.texture.context.fillStyle = sprite.texture.backgroundColor;
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camera.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh);
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}
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if(sprite.texture.loaded) {
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camera.texture.context.drawImage(sprite.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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if(sprite.modified || sprite.texture.globalCompositeOperation) {
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camera.texture.context.restore();
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}
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if(this._ga > -1) {
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camera.texture.context.globalAlpha = this._ga;
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}
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sprite.renderOrderID = this.game.renderer.renderCount;
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this.game.renderer.renderCount++;
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return true;
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};
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return SpriteRenderer;
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})();
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Canvas.SpriteRenderer = SpriteRenderer;
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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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