/
BlitterCanvasRenderer.js
131 lines (109 loc) · 3.47 KB
/
BlitterCanvasRenderer.js
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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Renders this Game Object with the Canvas Renderer to the given Camera.
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
* This method should not be called directly. It is a utility function of the Render module.
*
* @method Phaser.GameObjects.Blitter#renderCanvas
* @since 3.0.0
* @private
*
* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
* @param {Phaser.GameObjects.Blitter} src - The Game Object being rendered in this call.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
*/
var BlitterCanvasRenderer = function (renderer, src, camera, parentMatrix)
{
var list = src.getRenderList();
if (list.length === 0)
{
return;
}
var ctx = renderer.currentContext;
var alpha = camera.alpha * src.alpha;
if (alpha === 0)
{
// Nothing to see, so abort early
return;
}
camera.addToRenderList(src);
// Blend Mode + Scale Mode
ctx.globalCompositeOperation = renderer.blendModes[src.blendMode];
ctx.imageSmoothingEnabled = !src.frame.source.scaleMode;
var cameraScrollX = src.x - camera.scrollX * src.scrollFactorX;
var cameraScrollY = src.y - camera.scrollY * src.scrollFactorY;
ctx.save();
if (parentMatrix)
{
parentMatrix.copyToContext(ctx);
}
var roundPixels = camera.roundPixels;
// Render bobs
for (var i = 0; i < list.length; i++)
{
var bob = list[i];
var flip = (bob.flipX || bob.flipY);
var frame = bob.frame;
var cd = frame.canvasData;
var dx = frame.x;
var dy = frame.y;
var fx = 1;
var fy = 1;
var bobAlpha = bob.alpha * alpha;
if (bobAlpha === 0)
{
continue;
}
ctx.globalAlpha = bobAlpha;
if (!flip)
{
if (roundPixels)
{
dx = Math.round(dx);
dy = Math.round(dy);
}
if (cd.width > 0 && cd.height > 0)
{
ctx.drawImage(
frame.source.image,
cd.x,
cd.y,
cd.width,
cd.height,
dx + bob.x + cameraScrollX,
dy + bob.y + cameraScrollY,
cd.width,
cd.height
);
}
}
else
{
if (bob.flipX)
{
fx = -1;
dx -= cd.width;
}
if (bob.flipY)
{
fy = -1;
dy -= cd.height;
}
if (cd.width > 0 && cd.height > 0)
{
ctx.save();
ctx.translate(bob.x + cameraScrollX, bob.y + cameraScrollY);
ctx.scale(fx, fy);
ctx.drawImage(frame.source.image, cd.x, cd.y, cd.width, cd.height, dx, dy, cd.width, cd.height);
ctx.restore();
}
}
}
ctx.restore();
};
module.exports = BlitterCanvasRenderer;