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 2013-2026 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var TransformMatrix = require('../gameobjects/components/TransformMatrix');
var camMatrix = new TransformMatrix();
var layerMatrix = new TransformMatrix();
var calcMatrix = new TransformMatrix();
/**
* 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.Tilemaps.TilemapLayer#renderCanvas
* @since 3.50.0
* @private
*
* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
* @param {Phaser.Tilemaps.TilemapLayer} 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 TilemapLayerCanvasRenderer = function (renderer, src, camera, parentMatrix)
{
var renderTiles = src.cull(camera);
var tileCount = renderTiles.length;
var alpha = camera.alpha * src.alpha;
if (tileCount === 0 || alpha <= 0)
{
return;
}
layerMatrix.applyITRS(src.x, src.y, src.rotation, src.scaleX, src.scaleY);
var ctx = renderer.currentContext;
var gidMap = src.gidMap;
ctx.save();
camMatrix.copyWithScrollFactorFrom(
camera.matrixCombined,
camera.scrollX, camera.scrollY,
src.scrollFactorX, src.scrollFactorY
);
if (parentMatrix)
{
camMatrix.multiply(parentMatrix);
}
camMatrix.multiply(layerMatrix, calcMatrix);
calcMatrix.setToContext(ctx);
if (!renderer.antialias || src.scaleX > 1 || src.scaleY > 1)
{
ctx.imageSmoothingEnabled = false;
}
for (var i = 0; i < tileCount; i++)
{
var tile = renderTiles[i];
var tileset = gidMap[tile.index];
if (!tileset)
{
continue;
}
var image = tileset.image.getSourceImage();
var tileTexCoords = tileset.getTileTextureCoordinates(tile.index);
var tileWidth = tileset.tileWidth;
var tileHeight = tileset.tileHeight;
if (tileTexCoords === null || tileWidth === 0 || tileHeight === 0)
{
continue;
}
var halfWidth = tileWidth * 0.5;
var halfHeight = tileHeight * 0.5;
tileTexCoords.x += tileset.tileOffset.x;
tileTexCoords.y += tileset.tileOffset.y;
ctx.save();
ctx.translate(tile.pixelX + halfWidth, tile.pixelY + halfHeight);
if (tile.rotation !== 0)
{
ctx.rotate(tile.rotation);
}
if (tile.flipX || tile.flipY)
{
ctx.scale((tile.flipX) ? -1 : 1, (tile.flipY) ? -1 : 1);
}
ctx.globalAlpha = alpha * tile.alpha;
ctx.drawImage(
image,
tileTexCoords.x, tileTexCoords.y,
tileWidth , tileHeight,
-halfWidth, -halfHeight,
tileWidth, tileHeight
);
ctx.restore();
}
ctx.restore();
};
module.exports = TilemapLayerCanvasRenderer;