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Updated Game Object renderer blocks to use 'this'.
Split out the Graphics renderer to avoid being a giant if/else loop.
1 parent 7b40711 commit 40bef95

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5 files changed

+258
-234
lines changed

5 files changed

+258
-234
lines changed

.eslintrc.json

+1-1
Original file line numberDiff line numberDiff line change
@@ -40,7 +40,7 @@
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"consistent-this": [ "error", "_this" ],
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"eol-last": [ "error" ],
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"func-call-spacing": [ "error", "never" ],
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"indent": [ "error", 4, { "SwitchCase": 4 } ],
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"indent": [ "error", 4, { "SwitchCase": 1 } ],
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"key-spacing": [ "error", { "beforeColon": false, "afterColon": true }],
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"linebreak-style": [ "off" ],
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"lines-around-comment": [ "error", { "beforeBlockComment": true }],

src/renderer/canvas/CanvasRenderer.js

-1
Original file line numberDiff line numberDiff line change
@@ -181,7 +181,6 @@ Phaser.Renderer.Canvas.prototype = {
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// Add Pre-render hook
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184-
// this.renderSession.currentBlendMode = 0;
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// this.renderSession.shakeX = this.game.camera._shake.x;
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// this.renderSession.shakeY = this.game.camera._shake.y;
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+16-20
Original file line numberDiff line numberDiff line change
@@ -1,33 +1,30 @@
11
/**
2-
* Renders the object using the Canvas renderer
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*
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* @method _renderCanvas
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* @param renderSession {RenderSession}
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* @private
2+
* Note that 'this' in all functions here refer to the owning object.
3+
* For example the Group, Stage, Sprite, etc. because the render function
4+
* here is mapped to the prototype for the game object.
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*/
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Phaser.Renderer.Canvas.GameObjects.Container = {
97

10-
render: function (renderer, source)
8+
render: function (renderer)
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{
12-
if (source.visible === false || source.alpha === 0)
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if (this.visible === false || this.alpha === 0)
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{
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return;
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}
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17-
// if (this._cacheAsBitmap)
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// {
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// this._renderCachedSprite(renderSession);
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// return;
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// }
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if (this._cacheAsBitmap)
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{
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return this.renderCachedSprite(renderer);
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}
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23-
if (source._mask)
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if (this._mask)
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{
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renderer.pushMask(source._mask);
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renderer.pushMask(this._mask);
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}
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for (var i = 0; i < source.children.length; i++)
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for (var i = 0; i < this.children.length; i++)
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{
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var child = source.children[i];
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var child = this.children[i];
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child.render(renderer, child);
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}
@@ -39,11 +36,10 @@ Phaser.Renderer.Canvas.GameObjects.Container = {
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},
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42-
renderCache: function (renderer, source)
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renderCachedSprite: function (renderer)
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{
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// Do something
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return source;
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// TODO
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return renderer;
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}
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};

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