phaser/todo/TS Source/renderers/canvas/SpriteRenderer.ts
2013-09-13 16:16:48 +01:00

191 lines
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7.5 KiB
TypeScript

/// <reference path="../../_definitions.ts" />
module Phaser.Renderer.Canvas {
export class SpriteRenderer {
constructor(game: Phaser.Game) {
this.game = game;
}
/**
* The essential reference to the main game object
*/
public game: Phaser.Game;
// Local rendering related temp vars to help avoid gc spikes through constant var creation
//private _c: number = 0;
private _ga: number = 1;
private _sx: number = 0;
private _sy: number = 0;
private _sw: number = 0;
private _sh: number = 0;
private _dx: number = 0;
private _dy: number = 0;
private _dw: number = 0;
private _dh: number = 0;
/**
* Check whether this object is visible in a specific camera Rectangle.
* @param camera {Rectangle} The Rectangle you want to check.
* @return {bool} Return true if bounds of this sprite intersects the given Rectangle, otherwise return false.
*/
public inCamera(camera: Phaser.Camera, sprite: Phaser.Sprite): bool {
// Object fixed in place regardless of the camera scrolling? Then it's always visible
if (sprite.transform.scrollFactor.equals(0))
{
return true;
}
return RectangleUtils.intersects(sprite.cameraView, camera.screenView);
}
/**
* Render this sprite to specific camera. Called by game loop after update().
* @param camera {Camera} Camera this sprite will be rendered to.
* @return {bool} Return false if not rendered, otherwise return true.
*/
public render(camera: Phaser.Camera, sprite: Phaser.Sprite): bool {
Phaser.SpriteUtils.updateCameraView(camera, sprite);
if (sprite.transform.scale.x == 0 || sprite.transform.scale.y == 0 || sprite.texture.alpha < 0.1 || this.inCamera(camera, sprite) == false)
{
return false;
}
// Reset our temp vars
this._ga = -1;
this._sx = 0;
this._sy = 0;
this._sw = sprite.texture.width;
this._sh = sprite.texture.height;
//this._dx = camera.screenView.x + sprite.x - (camera.worldView.x * sprite.transform.scrollFactor.x);
//this._dy = camera.screenView.y + sprite.y - (camera.worldView.y * sprite.transform.scrollFactor.y);
this._dx = sprite.x - (camera.worldView.x * sprite.transform.scrollFactor.x);
this._dy = sprite.y - (camera.worldView.y * sprite.transform.scrollFactor.y);
this._dw = sprite.texture.width;
this._dh = sprite.texture.height;
if (sprite.animations.currentFrame !== null)
{
this._sx = sprite.animations.currentFrame.x;
this._sy = sprite.animations.currentFrame.y;
if (sprite.animations.currentFrame.trimmed)
{
this._dx += sprite.animations.currentFrame.spriteSourceSizeX;
this._dy += sprite.animations.currentFrame.spriteSourceSizeY;
this._sw = sprite.animations.currentFrame.spriteSourceSizeW;
this._sh = sprite.animations.currentFrame.spriteSourceSizeH;
this._dw = sprite.animations.currentFrame.spriteSourceSizeW;
this._dh = sprite.animations.currentFrame.spriteSourceSizeH;
}
}
if (sprite.modified)
{
camera.texture.context.save();
camera.texture.context.setTransform(
sprite.transform.local.data[0], // scale x
sprite.transform.local.data[3], // skew x
sprite.transform.local.data[1], // skew y
sprite.transform.local.data[4], // scale y
this._dx, // translate x
this._dy // translate y
);
this._dx = sprite.transform.origin.x * -this._dw;
this._dy = sprite.transform.origin.y * -this._dh;
}
else
{
this._dx -= (this._dw * sprite.transform.origin.x);
this._dy -= (this._dh * sprite.transform.origin.y);
}
if (sprite.crop)
{
this._sx += sprite.crop.x * sprite.transform.scale.x;
this._sy += sprite.crop.y * sprite.transform.scale.y;
this._sw = sprite.crop.width * sprite.transform.scale.x;
this._sh = sprite.crop.height * sprite.transform.scale.y;
this._dx += sprite.crop.x * sprite.transform.scale.x;
this._dy += sprite.crop.y * sprite.transform.scale.y;
this._dw = sprite.crop.width * sprite.transform.scale.x;
this._dh = sprite.crop.height * sprite.transform.scale.y;
}
this._sx = Math.floor(this._sx);
this._sy = Math.floor(this._sy);
this._sw = Math.floor(this._sw);
this._sh = Math.floor(this._sh);
this._dx = Math.floor(this._dx);
this._dy = Math.floor(this._dy);
this._dw = Math.floor(this._dw);
this._dh = Math.floor(this._dh);
if (this._sw <= 0 || this._sh <= 0 || this._dw <= 0 || this._dh <= 0)
{
return false;
}
// Global Composite Ops
if (sprite.texture.globalCompositeOperation)
{
camera.texture.context.save();
camera.texture.context.globalCompositeOperation = sprite.texture.globalCompositeOperation;
}
// Alpha
if (sprite.texture.alpha !== 1 && camera.texture.context.globalAlpha != sprite.texture.alpha)
{
this._ga = sprite.texture.context.globalAlpha;
camera.texture.context.globalAlpha = sprite.texture.alpha;
}
if (sprite.texture.opaque)
{
camera.texture.context.fillStyle = sprite.texture.backgroundColor;
camera.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh);
}
if (sprite.texture.loaded)
{
camera.texture.context.drawImage(
sprite.texture.texture, // Source Image
this._sx, // Source X (location within the source image)
this._sy, // Source Y
this._sw, // Source Width
this._sh, // Source Height
this._dx, // Destination X (where on the canvas it'll be drawn)
this._dy, // Destination Y
this._dw, // Destination Width (always same as Source Width unless scaled)
this._dh // Destination Height (always same as Source Height unless scaled)
);
}
if (sprite.modified || sprite.texture.globalCompositeOperation)
{
camera.texture.context.restore();
}
if (this._ga > -1)
{
camera.texture.context.globalAlpha = this._ga;
}
sprite.renderOrderID = this.game.renderer.renderCount;
this.game.renderer.renderCount++;
return true;
}
}
}