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Moved access of game property to sys.game to keep it inline with the Injection Map.
1 parent c893c5c commit dbc1298

6 files changed

Lines changed: 43 additions & 33 deletions

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v3/src/gameobjects/effectlayer/EffectLayer.js

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -34,7 +34,7 @@ var EffectLayer = new Class({
3434
GameObject.call(this, scene, 'EffectLayer');
3535

3636
var pot = ((width & (width - 1)) == 0 && (height & (height - 1)) == 0);
37-
var resourceManager = scene.game.renderer.resourceManager;
37+
var resourceManager = scene.sys.game.renderer.resourceManager;
3838
var wrap;
3939
var gl;
4040

@@ -45,7 +45,7 @@ var EffectLayer = new Class({
4545

4646
if (resourceManager !== undefined)
4747
{
48-
gl = scene.game.renderer.gl;
48+
gl = scene.sys.game.renderer.gl;
4949
wrap = pot ? gl.REPEAT : gl.CLAMP_TO_EDGE;
5050
this.dstShader = resourceManager.createShader(effectName, {
5151
vert: TexturedAndNormalizedTintedShader.vert,
@@ -61,7 +61,7 @@ var EffectLayer = new Class({
6161
);
6262

6363
this.dstRenderTarget = resourceManager.createRenderTarget(width, height, this.renderTexture, null);
64-
scene.game.renderer.currentTexture[0] = null; // force rebinding of prev texture
64+
scene.sys.game.renderer.currentTexture[0] = null; // force rebinding of prev texture
6565
}
6666

6767
this.flipY = true;

v3/src/gameobjects/graphics/Graphics.js

Lines changed: 23 additions & 13 deletions
Original file line numberDiff line numberDiff line change
@@ -44,12 +44,12 @@ var Graphics = new Class({
4444

4545
this.setDefaultStyles(options);
4646

47-
var resourceManager = scene.game.renderer.resourceManager;
47+
var resourceManager = scene.sys.game.renderer.resourceManager;
4848

4949
if (resourceManager !== undefined)
5050
{
5151
this.resourceManager = resourceManager;
52-
this.gl = scene.game.renderer.gl;
52+
this.gl = scene.sys.game.renderer.gl;
5353
}
5454
},
5555

@@ -326,41 +326,51 @@ var Graphics = new Class({
326326
return this;
327327
},
328328

329-
save: function () {
329+
save: function ()
330+
{
330331
this.commandBuffer.push(
331332
Commands.SAVE
332333
);
334+
333335
return this;
334336
},
335337

336-
restore: function () {
338+
restore: function ()
339+
{
337340
this.commandBuffer.push(
338341
Commands.RESTORE
339342
);
343+
340344
return this;
341345
},
342346

343-
translate: function (x, y) {
347+
translate: function (x, y)
348+
{
344349
this.commandBuffer.push(
345350
Commands.TRANSLATE,
346351
x, y
347352
);
353+
348354
return this;
349355
},
350356

351-
scale: function (x, y) {
357+
scale: function (x, y)
358+
{
352359
this.commandBuffer.push(
353360
Commands.SCALE,
354361
x, y
355362
);
363+
356364
return this;
357365
},
358366

359-
rotate: function (radian) {
367+
rotate: function (radian)
368+
{
360369
this.commandBuffer.push(
361370
Commands.ROTATE,
362371
radian
363372
);
373+
364374
return this;
365375
},
366376

@@ -381,24 +391,24 @@ var Graphics = new Class({
381391
return this;
382392
},
383393

384-
generateTexture: function (key, width, height)
394+
generateTexture: function (key, width, height)
385395
{
386-
var screenWidth = this.scene.game.config.width;
387-
var screenHeight = this.scene.game.config.height;
396+
var screenWidth = this.scene.sys.game.config.width;
397+
var screenHeight = this.scene.sys.game.config.height;
388398
width = (typeof width === 'number') ? width : screenWidth;
389399
height = (typeof height === 'number') ? height : screenHeight;
390400

391401
Graphics.TargetCamera.setViewport(0, 0, width, height);
392402
Graphics.TargetCamera.scrollX = this.x;
393403
Graphics.TargetCamera.scrollY = this.y;
394404

395-
var texture = this.scene.game.textures.createCanvas(key, width, height);
405+
var texture = this.scene.sys.game.textures.createCanvas(key, width, height);
396406
var ctx = texture.source[0].image.getContext('2d');
397407
texture.add('__BASE', 0, 0, 0, width, height);
398-
this.renderCanvas(this.scene.game.renderer, this, 0, Graphics.TargetCamera, ctx);
408+
this.renderCanvas(this.scene.sys.game.renderer, this, 0, Graphics.TargetCamera, ctx);
399409
if (this.gl)
400410
{
401-
this.scene.game.renderer.uploadCanvasToGPU(ctx.canvas, texture.source[0].glTexture, true);
411+
this.scene.sys.game.renderer.uploadCanvasToGPU(ctx.canvas, texture.source[0].glTexture, true);
402412
}
403413
}
404414

v3/src/gameobjects/lightlayer/LightLayer.js

Lines changed: 7 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -34,10 +34,10 @@ var LightLayer = new Class({
3434
{
3535
GameObject.call(this, scene, 'LightLayer');
3636

37-
var resourceManager = scene.game.renderer.resourceManager;
37+
var resourceManager = scene.sys.game.renderer.resourceManager;
3838
this._isDeferred = WebGLSupportedExtensions.has('WEBGL_draw_buffers');
3939

40-
this.renderer = scene.game.renderer;
40+
this.renderer = scene.sys.game.renderer;
4141
this.passShader = null;
4242
this.gl = null;
4343
this.ambientLightColorR = 0.0;
@@ -52,7 +52,7 @@ var LightLayer = new Class({
5252

5353
if (resourceManager !== undefined && !this._isDeferred)
5454
{
55-
this.gl = scene.game.renderer.gl;
55+
this.gl = scene.sys.game.renderer.gl;
5656
this.passShader = resourceManager.createShader('Phong2DShaderForward', {vert: TexturedAndNormalizedTintedShader.vert, frag: `
5757
precision mediump float;
5858
@@ -120,8 +120,8 @@ var LightLayer = new Class({
120120
}
121121
else
122122
{
123-
var gl = this.gl = scene.game.renderer.gl;
124-
this.ext = scene.game.renderer.getExtension('WEBGL_draw_buffers');
123+
var gl = this.gl = scene.sys.game.renderer.gl;
124+
this.ext = scene.sys.game.renderer.getExtension('WEBGL_draw_buffers');
125125
this.gBufferShaderPass = resourceManager.createShader('GBufferShader', { vert: TexturedAndNormalizedTintedShader.vert, frag: `
126126
#extension GL_EXT_draw_buffers : require
127127
@@ -236,14 +236,14 @@ var LightLayer = new Class({
236236

237237
gl.bindFramebuffer(gl.FRAMEBUFFER, this.gBufferFbo);
238238
gl.bindTexture(gl.TEXTURE_2D, this.gBufferColorTex);
239-
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, scene.game.renderer.width, scene.game.renderer.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
239+
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, scene.sys.game.renderer.width, scene.sys.game.renderer.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
240240
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
241241
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
242242
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
243243
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
244244

245245
gl.bindTexture(gl.TEXTURE_2D, this.gBufferNormalTex);
246-
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, scene.game.renderer.width, scene.game.renderer.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
246+
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, scene.sys.game.renderer.width, scene.sys.game.renderer.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
247247
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
248248
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
249249
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);

v3/src/gameobjects/renderpass/RenderPass.js

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -37,12 +37,12 @@ var RenderPass = new Class({
3737
{
3838
GameObject.call(this, scene, 'RenderPass');
3939

40-
var resourceManager = scene.game.renderer.resourceManager;
40+
var resourceManager = scene.sys.game.renderer.resourceManager;
4141
var pot = ((width & (width - 1)) == 0 && (height & (height - 1)) == 0);
4242
var gl;
4343
var wrap;
4444

45-
this.renderer = scene.game.renderer;
45+
this.renderer = scene.sys.game.renderer;
4646
this.passRenderTarget = null;
4747
this.renderTexture = null;
4848
this.passShader = null;
@@ -51,12 +51,12 @@ var RenderPass = new Class({
5151

5252
if (resourceManager !== undefined)
5353
{
54-
gl = scene.game.renderer.gl;
54+
gl = scene.sys.game.renderer.gl;
5555
wrap = pot ? gl.REPEAT : gl.CLAMP_TO_EDGE;
5656
this.passShader = resourceManager.createShader(shaderName, {vert: TexturedAndNormalizedTintedShader.vert, frag: fragmentShader});
5757
this.renderTexture = resourceManager.createTexture(0, gl.LINEAR, gl.LINEAR, wrap, wrap, gl.RGBA, null, width, height);
5858
this.passRenderTarget = resourceManager.createRenderTarget(width, height, this.renderTexture, null);
59-
scene.game.renderer.currentTexture[0] = null; // force rebinding of prev texture
59+
scene.sys.game.renderer.currentTexture[0] = null; // force rebinding of prev texture
6060
}
6161

6262
this.flipY = true;

v3/src/gameobjects/tilemap/static/StaticTilemap.js

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -31,9 +31,9 @@ var StaticTilemap = new Class({
3131
GameObject.call(this, scene, 'StaticTilemap');
3232

3333
this.vbo = null;
34-
this.gl = scene.game.renderer.gl ? scene.game.renderer.gl : null;
35-
this.tilemapRenderer = scene.game.renderer.tilemapRenderer ? scene.game.renderer.tilemapRenderer : null;
36-
this.resourceManager = this.gl ? scene.game.renderer.resourceManager : null;
34+
this.gl = scene.sys.game.renderer.gl ? scene.sys.game.renderer.gl : null;
35+
this.tilemapRenderer = scene.sys.game.renderer.tilemapRenderer ? scene.sys.game.renderer.tilemapRenderer : null;
36+
this.resourceManager = this.gl ? scene.sys.game.renderer.resourceManager : null;
3737
this.bufferData = null;
3838
this.mapData = mapData;
3939
this.tileWidth = tileWidth;

v3/src/gameobjects/tilesprite/TileSprite.js

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -29,7 +29,7 @@ var TileSprite = new Class({
2929

3030
function TileSprite (scene, x, y, width, height, texture, frame)
3131
{
32-
var resourceManager = scene.game.renderer.resourceManager;
32+
var resourceManager = scene.sys.game.renderer.resourceManager;
3333

3434
GameObject.call(this, scene, 'TileSprite');
3535

@@ -67,8 +67,8 @@ var TileSprite = new Class({
6767
this.potHeight |= this.potHeight >> 16;
6868
this.potHeight++;
6969

70-
this.renderer = scene.game.renderer;
71-
var gl = scene.game.renderer.gl;
70+
this.renderer = scene.sys.game.renderer;
71+
var gl = scene.sys.game.renderer.gl;
7272

7373
this.tileTexture = resourceManager.createTexture(0, gl.LINEAR, gl.LINEAR, gl.REPEAT, gl.REPEAT, gl.RGBA, this.canvasBuffer, this.potWidth, this.potHeight);
7474
}

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