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Updated to use new filtered children list
1 parent beb2616 commit e50339b

1 file changed

Lines changed: 12 additions & 11 deletions

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src/renderer/canvas/CanvasRenderer.js

Lines changed: 12 additions & 11 deletions
Original file line numberDiff line numberDiff line change
@@ -350,19 +350,25 @@ var CanvasRenderer = new Class({
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},
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/**
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* Renders the Scene to the given Camera.
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* The core render step for a Scene Camera.
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*
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* Iterates through the given array of Game Objects and renders them with the given Camera.
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*
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* This is called by the `CameraManager.render` method. The Camera Manager instance belongs to a Scene, and is invoked
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* by the Scene Systems.render method.
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*
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* This method is not called if `Camera.visible` is `false`, or `Camera.alpha` is zero.
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*
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* @method Phaser.Renderer.Canvas.CanvasRenderer#render
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* @since 3.0.0
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*
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* @param {Phaser.Scene} scene - The Scene to render.
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* @param {Phaser.GameObjects.DisplayList} children - The Game Objects within the Scene to be rendered.
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* @param {Phaser.GameObjects.GameObject[]} children - An array of filtered Game Objects that can be rendered by the given Camera.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Scene Camera to render with.
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*/
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render: function (scene, children, camera)
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{
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var list = children.list;
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var childCount = list.length;
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var childCount = children.length;
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var cx = camera.x;
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var cy = camera.y;
@@ -400,7 +406,7 @@ var CanvasRenderer = new Class({
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ctx.globalCompositeOperation = 'source-over';
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this.drawCount += list.length;
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this.drawCount += childCount;
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if (camera.renderToTexture)
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{
@@ -411,12 +417,7 @@ var CanvasRenderer = new Class({
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for (var i = 0; i < childCount; i++)
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{
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var child = list[i];
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if (!child.willRender(camera))
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{
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continue;
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}
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var child = children[i];
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if (child.mask)
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{

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