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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@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * Renders one character of the Bitmap Text to the WebGL Pipeline. * * @function BatchChar * @since 3.50.0 * @private * * @param {Phaser.Renderer.WebGL.WebGLPipeline} pipeline - The WebGLPipeline. Must have a `batchQuad` method. * @param {Phaser.GameObjects.BitmapText} src - The BitmapText Game Object. * @param {Phaser.Types.GameObjects.BitmapText.BitmapTextCharacter} char - The character to render. * @param {Phaser.Types.GameObjects.BitmapText.BitmapFontCharacterData} glyph - The character glyph. * @param {number} offsetX - The x offset. * @param {number} offsetY - The y offset. * @param {Phaser.GameObjects.Components.TransformMatrix} calcMatrix - The transform matrix. * @param {boolean} roundPixels - Round the transform values or not? * @param {number} tintTL - Top-left tint value. * @param {number} tintTR - Top-right tint value. * @param {number} tintBL - Bottom-left tint value. * @param {number} tintBR - Bottom-right tint value. * @param {number} tintEffect - The tint effect mode. * @param {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} texture - The texture. * @param {number} textureUnit - The texture unit. */ var BatchChar = function (pipeline, src, char, glyph, offsetX, offsetY, calcMatrix, roundPixels, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, textureUnit) { var x = (char.x - src.displayOriginX) + offsetX; var y = (char.y - src.displayOriginY) + offsetY; var xw = x + char.w; var yh = y + char.h; var a = calcMatrix.a; var b = calcMatrix.b; var c = calcMatrix.c; var d = calcMatrix.d; var e = calcMatrix.e; var f = calcMatrix.f; var tx0 = x * a + y * c + e; var ty0 = x * b + y * d + f; var tx1 = x * a + yh * c + e; var ty1 = x * b + yh * d + f; var tx2 = xw * a + yh * c + e; var ty2 = xw * b + yh * d + f; var tx3 = xw * a + y * c + e; var ty3 = xw * b + y * d + f; if (roundPixels) { tx0 = Math.round(tx0); ty0 = Math.round(ty0); tx1 = Math.round(tx1); ty1 = Math.round(ty1); tx2 = Math.round(tx2); ty2 = Math.round(ty2); tx3 = Math.round(tx3); ty3 = Math.round(ty3); } pipeline.batchQuad(src, tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, glyph.u0, glyph.v0, glyph.u1, glyph.v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, textureUnit); }; module.exports = BatchChar;