phaser/wip/gameobjects/sprite/SpriteCanvasRenderer.js
2018-01-09 22:12:16 +00:00

149 lines
4.1 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @author Mat Groves (@Doormat23)
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
Phaser.Renderer.Canvas.GameObjects.Sprite = {
TYPES: [
Phaser.GameObject.Sprite.prototype
],
render: function (renderer, src)
{
var color = src.color;
var frame = src.frame;
var source = frame.source;
// Skip rendering?
if (src.skipRender || !src.visible || color.worldAlpha <= 0 || !frame.cutWidth || !frame.cutHeight)
{
return;
}
// Blend Mode
if (renderer.currentBlendMode !== color.blendMode)
{
renderer.currentBlendMode = color.blendMode;
renderer.context.globalCompositeOperation = renderer.blendModes[renderer.currentBlendMode];
}
// Alpha
if (renderer.currentAlpha !== color.worldAlpha)
{
renderer.currentAlpha = color.worldAlpha;
renderer.context.globalAlpha = color.worldAlpha;
}
// Smoothing (should this be a Game Object, or Frame / Texture level property?)
if (renderer.currentScaleMode !== source.scaleMode)
{
renderer.currentScaleMode = source.scaleMode;
renderer.context[renderer.smoothProperty] = (source.scaleMode === Phaser.scaleModes.LINEAR);
}
var wt = src.transform.world;
var resolution = source.resolution / renderer.game.resolution;
var dx = frame.x - (src.anchorX * frame.width);
var dy = frame.y - (src.anchorY * frame.height);
var tx = (wt.tx * renderer.game.resolution) + renderer.game.camera._shake.x;
var ty = (wt.ty * renderer.game.resolution) + renderer.game.camera._shake.y;
// Round Pixels
if (renderer.roundPixels)
{
tx |= 0;
ty |= 0;
dx |= 0;
dy |= 0;
}
var cw = frame.cutWidth;
var ch = frame.cutHeight;
var cwr = cw / resolution;
var chr = ch / resolution;
renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx, ty);
// Does this Sprite have a mask?
if (src._mask)
{
renderer.pushMask(src._mask);
}
// Color Component
if (color._hasBackground)
{
renderer.context.fillStyle = color._rgba;
renderer.context.fillRect(dx, dy, cwr, chr);
}
renderer.context.drawImage(source.image, frame.cutX, frame.cutY, cw, ch, dx, dy, cwr, chr);
for (var i = 0; i < src.children.list.length; i++)
{
var child = src.children.list[i];
child.render(renderer, child);
}
/*
// Move this to either the Renderer, or the Texture Manager, but not here (as it's repeated all over the place)
if (src.texture.rotated)
{
var a = wt.a;
var b = wt.b;
var c = wt.c;
var d = wt.d;
var e = cw;
// Offset before rotating
tx = wt.c * ch + tx;
ty = wt.d * ch + ty;
// Rotate matrix by 90 degrees
// We use precalculated values for sine and cosine of rad(90)
wt.a = a * 6.123233995736766e-17 + -c;
wt.b = b * 6.123233995736766e-17 + -d;
wt.c = a + c * 6.123233995736766e-17;
wt.d = b + d * 6.123233995736766e-17;
// Update cropping dimensions.
cw = ch;
ch = e;
}
if (src.tint !== 0xFFFFFF)
{
if (src.texture.requiresReTint || src.cachedTint !== src.tint)
{
src.tintedTexture = PIXI.CanvasTinter.getTintedTexture(src, src.tint);
src.cachedTint = src.tint;
src.texture.requiresReTint = false;
}
renderer.context.drawImage(src.tintedTexture, 0, 0, cw, ch, dx, dy, cw / resolution, ch / resolution);
}
*/
if (src._mask)
{
renderer.popMask();
}
}
};