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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

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/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2022 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var CounterClockwise = require('../../../../src/math/angle/CounterClockwise'); var RadToDeg = require('../../../../src/math/RadToDeg'); var Wrap = require('../../../../src/math/Wrap'); /** * 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 SpineGameObject#renderCanvas * @since 3.19.0 * @private * * @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer. * @param {SpineGameObject} 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 SpineGameObjectCanvasRenderer = function (renderer, src, camera, parentMatrix) { var context = renderer.currentContext; var plugin = src.plugin; var skeleton = src.skeleton; var skeletonRenderer = plugin.skeletonRenderer; var camMatrix = renderer._tempMatrix1; var spriteMatrix = renderer._tempMatrix2; var calcMatrix = renderer._tempMatrix3; camera.addToRenderList(src); spriteMatrix.applyITRS(src.x, src.y, src.rotation, Math.abs(src.scaleX), Math.abs(src.scaleY)); camMatrix.copyFrom(camera.matrix); if (parentMatrix) { // Multiply the camera by the parent matrix camMatrix.multiplyWithOffset(parentMatrix, -camera.scrollX * src.scrollFactorX, -camera.scrollY * src.scrollFactorY); // Undo the camera scroll spriteMatrix.e = src.x; spriteMatrix.f = src.y; // Multiply by the Sprite matrix, store result in calcMatrix camMatrix.multiply(spriteMatrix, calcMatrix); } else { spriteMatrix.e -= camera.scrollX * src.scrollFactorX; spriteMatrix.f -= camera.scrollY * src.scrollFactorY; // Multiply by the Sprite matrix, store result in calcMatrix camMatrix.multiply(spriteMatrix, calcMatrix); } skeleton.x = calcMatrix.tx; skeleton.y = calcMatrix.ty; skeleton.scaleX = calcMatrix.scaleX; // Inverse or we get upside-down skeletons skeleton.scaleY = calcMatrix.scaleY * -1; if (src.scaleX < 0) { skeleton.scaleX *= -1; src.root.rotation = RadToDeg(calcMatrix.rotationNormalized); } else { // +90 degrees to account for the difference in Spine vs. Phaser rotation src.root.rotation = Wrap(RadToDeg(CounterClockwise(calcMatrix.rotationNormalized)) + 90, 0, 360); } if (src.scaleY < 0) { skeleton.scaleY *= -1; if (src.scaleX < 0) { src.root.rotation -= (RadToDeg(calcMatrix.rotationNormalized) * 2); } else { src.root.rotation += (RadToDeg(calcMatrix.rotationNormalized) * 2); } } if (camera.renderToTexture) { skeleton.y = calcMatrix.ty; skeleton.scaleY *= -1; } skeleton.updateWorldTransform(); skeletonRenderer.ctx = context; skeletonRenderer.debugRendering = (plugin.drawDebug || src.drawDebug); context.save(); skeletonRenderer.draw(skeleton); context.restore(); }; module.exports = SpineGameObjectCanvasRenderer;