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Adding in more renderer game objects.
1 parent 482bb96 commit 28eb7a5

19 files changed

Lines changed: 522 additions & 40 deletions

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build/config.php

Lines changed: 6 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -136,7 +136,10 @@
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<script src="$path/src/renderer/canvas/CanvasRenderer.js"></script>
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<script src="$path/src/renderer/canvas/gameobjects/Container.js"></script>
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<script src="$path/src/renderer/canvas/gameobjects/Sprite.js"></script>
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<script src="$path/src/renderer/canvas/gameobjects/Graphics.js"></script>
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<script src="$path/src/renderer/canvas/gameobjects/SpriteBatch.js"></script>
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<script src="$path/src/renderer/canvas/gameobjects/Stage.js"></script>
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<script src="$path/src/renderer/canvas/gameobjects/Text.js"></script>
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<script src="$path/src/renderer/webgl/WebGLRenderer.js"></script>
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<script src="$path/src/renderer/webgl/ShaderManager.js"></script>
@@ -147,6 +150,9 @@
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<script src="$path/src/renderer/webgl/shaders/PrimitiveGraphics.js"></script>
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<script src="$path/src/renderer/webgl/gameobjects/Container.js"></script>
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<script src="$path/src/renderer/webgl/gameobjects/Sprite.js"></script>
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<script src="$path/src/renderer/webgl/gameobjects/Stage.js"></script>
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<script src="$path/src/renderer/webgl/gameobjects/Text.js"></script>
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<script src="$path/src/renderer/webgl/gameobjects/Graphics.js"></script>
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EOL;

src/core/Group.js

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@@ -291,6 +291,15 @@ Phaser.Group = function (game, parent, name, addToStage, enableBody, physicsBody
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*/
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this._sortProperty = 'z';
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if (this.game.renderType === Phaser.CANVAS)
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{
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this.render = Phaser.Renderer.Canvas.GameObjects.Container.render;
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}
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else
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{
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this.render = Phaser.Renderer.WebGL.GameObjects.Container.render;
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}
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};
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Phaser.Group.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);

src/core/Stage.js

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@@ -93,6 +93,15 @@ Phaser.Stage = function (game) {
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this.parseConfig(game.config);
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}
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if (this.game.renderType === Phaser.CANVAS)
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{
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this.render = Phaser.Renderer.Canvas.GameObjects.Stage.render;
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}
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else
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{
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this.render = Phaser.Renderer.WebGL.GameObjects.Stage.render;
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}
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};
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Phaser.Stage.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);

src/gameobjects/Graphics.js

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Original file line numberDiff line numberDiff line change
@@ -201,6 +201,15 @@ Phaser.Graphics = function (game, x, y) {
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Phaser.Component.Core.init.call(this, game, x, y, '', null);
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if (this.game.renderType === Phaser.CANVAS)
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{
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this.render = Phaser.Renderer.Canvas.GameObjects.Graphics.render;
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}
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else
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{
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this.render = Phaser.Renderer.WebGL.GameObjects.Graphics.render;
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}
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};
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Phaser.Graphics.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
@@ -1513,6 +1522,30 @@ Phaser.Graphics.prototype.drawShape = function (shape) {
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};
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Phaser.Graphics.prototype.updateGraphicsTint = function () {
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if (this.tint === 0xFFFFFF)
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{
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return;
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}
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var tintR = (this.tint >> 16 & 0xFF) / 255;
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var tintG = (this.tint >> 8 & 0xFF) / 255;
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var tintB = (this.tint & 0xFF) / 255;
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for (var i = 0; i < this.graphicsData.length; i++)
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{
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var data = this.graphicsData[i];
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var fillColor = data.fillColor | 0;
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var lineColor = data.lineColor | 0;
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data._fillTint = (((fillColor >> 16 & 0xFF) / 255 * tintR * 255 << 16) + ((fillColor >> 8 & 0xFF) / 255 * tintG * 255 << 8) + (fillColor & 0xFF) / 255 * tintB * 255);
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data._lineTint = (((lineColor >> 16 & 0xFF) / 255 * tintR * 255 << 16) + ((lineColor >> 8 & 0xFF) / 255 * tintG * 255 << 8) + (lineColor & 0xFF) / 255 * tintB * 255);
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}
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};
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/**
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* When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite.
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* This is useful if your graphics element does not change often, as it will speed up the rendering of the object in exchange for taking up texture memory.

src/gameobjects/Image.js

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@@ -50,6 +50,15 @@ Phaser.Image = function (game, x, y, key, frame) {
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Phaser.Component.Core.init.call(this, game, x, y, key, frame);
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53+
if (this.game.renderType === Phaser.CANVAS)
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{
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this.render = Phaser.Renderer.Canvas.GameObjects.Sprite.render;
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}
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else
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{
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this.render = Phaser.Renderer.WebGL.GameObjects.Sprite.render;
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}
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};
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Phaser.Image.prototype = Object.create(PIXI.Sprite.prototype);

src/gameobjects/Sprite.js

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@@ -64,6 +64,15 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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Phaser.Component.Core.init.call(this, game, x, y, key, frame);
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67+
if (this.game.renderType === Phaser.CANVAS)
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{
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this.render = Phaser.Renderer.Canvas.GameObjects.Sprite.render;
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}
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else
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{
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this.render = Phaser.Renderer.WebGL.GameObjects.Sprite.render;
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}
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};
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Phaser.Sprite.prototype = Object.create(PIXI.Sprite.prototype);

src/gameobjects/SpriteBatch.js

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@@ -44,6 +44,15 @@ Phaser.SpriteBatch = function (game, parent, name, addToStage) {
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*/
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this.ready = false;
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47+
if (this.game.renderType === Phaser.CANVAS)
48+
{
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this.render = Phaser.Renderer.Canvas.GameObjects.SpriteBatch.render;
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}
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else
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{
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this.render = Phaser.Renderer.WebGL.GameObjects.SpriteBatch.render;
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}
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};
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Phaser.SpriteBatch.prototype = Object.create(Phaser.Group.prototype);

src/gameobjects/Text.js

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@@ -190,6 +190,15 @@ Phaser.Text = function (game, x, y, text, style) {
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this.updateText();
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}
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193+
if (this.game.renderType === Phaser.CANVAS)
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{
195+
this.render = Phaser.Renderer.Canvas.GameObjects.Text.render;
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}
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else
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{
199+
this.render = Phaser.Renderer.WebGL.GameObjects.Text.render;
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}
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};
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195204
Phaser.Text.prototype = Object.create(Phaser.Sprite.prototype);

src/pixi/display/DisplayObjectContainer.js

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@@ -33,9 +33,6 @@ PIXI.DisplayObjectContainer = function () {
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* @default
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*/
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this.ignoreChildInput = false;
36-
37-
// this.render = Phaser.Renderer.Canvas.GameObjects.Container.render;
38-
this.render = Phaser.Renderer.WebGL.GameObjects.Container.render;
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};
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src/pixi/display/Sprite.js

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Original file line numberDiff line numberDiff line change
@@ -116,9 +116,6 @@ PIXI.Sprite = function (texture) {
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this.renderable = true;
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119-
// this.render = Phaser.Renderer.Canvas.GameObjects.Sprite.render;
120-
this.render = Phaser.Renderer.WebGL.GameObjects.Sprite.render;
121-
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};
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// constructor

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