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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} */ var DegToRad = require('../../../math/DegToRad'); var FillStyleCanvas = require('../FillStyleCanvas'); var LineStyleCanvas = require('../LineStyleCanvas'); var SetTransform = require('../../../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.Arc#renderCanvas * @since 3.13.0 * @private * * @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer. * @param {Phaser.GameObjects.Arc} 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 ArcCanvasRenderer = function (renderer, src, camera, parentMatrix) { camera.addToRenderList(src); var ctx = renderer.currentContext; if (SetTransform(renderer, ctx, src, camera, parentMatrix)) { var radius = src.radius; ctx.beginPath(); ctx.arc( (radius) - src.originX * (radius * 2), (radius) - src.originY * (radius * 2), radius, DegToRad(src._startAngle), DegToRad(src._endAngle), src.anticlockwise ); if (src.closePath) { ctx.closePath(); } if (src.isFilled) { FillStyleCanvas(ctx, src); ctx.fill(); } if (src.isStroked) { LineStyleCanvas(ctx, src); ctx.stroke(); } // Restore the context saved in SetTransform ctx.restore(); } }; module.exports = ArcCanvasRenderer;