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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JavaScript
/**
* @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;