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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var SetTransform = require('../../../../src/renderer/canvas/utils/SetTransform'); /** * 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.SpineGameObject#renderCanvas * @since 3.16.0 * @private * * @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer. * @param {Phaser.GameObjects.SpineGameObject} src - The Game Object being rendered in this call. * @param {number} interpolationPercentage - Reserved for future use and custom pipelines. * @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 SpineGameObjectCanvasRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix) { var context = renderer.currentContext; var plugin = src.plugin; var skeleton = src.skeleton; var skeletonRenderer = plugin.skeletonRenderer; if (!skeleton || !SetTransform(renderer, context, src, camera, parentMatrix)) { return; } skeletonRenderer.ctx = context; context.save(); skeletonRenderer.draw(skeleton); if (plugin.drawDebug || src.drawDebug) { context.strokeStyle = '#00ff00'; context.beginPath(); context.moveTo(-1000, 0); context.lineTo(1000, 0); context.moveTo(0, -1000); context.lineTo(0, 1000); context.stroke(); } context.restore(); }; module.exports = SpineGameObjectCanvasRenderer;