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| 1 # Renderers |
| 2 |
| 3 #### css2dImg |
| 4 |
| 5 Renders images using the HTML `<img>` element, and transforms them using the |
| 6 CSS3 2D `transform` property. |
| 7 |
| 8 for (var i = 0; i < sprites.length; ++i) { |
| 9 var element = elements[i]; |
| 10 var sprite = sprites[i]; |
| 11 |
| 12 element.src = sprite.img.src; |
| 13 element.style.transform = sprite.cssTransform2d; |
| 14 } |
| 15 |
| 16 #### css3dImg |
| 17 |
| 18 Renders images using the HTML `<img>` element, and transforms them using the |
| 19 CSS3 3D `transform` property. |
| 20 |
| 21 for (var i = 0; i < sprites.length; ++i) { |
| 22 var element = elements[i]; |
| 23 var sprite = sprites[i]; |
| 24 |
| 25 element.src = sprite.img.src; |
| 26 element.style.transform = sprite.cssTransform3d; |
| 27 } |
| 28 |
| 29 #### css2dBackground |
| 30 |
| 31 Renders images using the CSS2 `background-image` property, and transforms them |
| 32 using the CSS3 2D `transform` property. |
| 33 |
| 34 for (var i = 0; i < sprites.length; ++i) { |
| 35 var element = elements[i]; |
| 36 var sprite = sprites[i]; |
| 37 |
| 38 element.style.backgroundImage = 'url(' + sprite.img.src + ')'; |
| 39 element.style.transform = sprite.cssTransform2d; |
| 40 element.style.width = sprite.width + 'px'; |
| 41 element.style.height = sprite.height + 'px'; |
| 42 } |
| 43 |
| 44 #### css3dBackground |
| 45 |
| 46 Renders images using the CSS2 `background-image` property, and transforms them |
| 47 using the CSS3 3D `transform` property. |
| 48 |
| 49 for (var i = 0; i < sprites.length; ++i) { |
| 50 var element = elements[i]; |
| 51 var sprite = sprites[i]; |
| 52 |
| 53 element.style.backgroundImage = 'url(' + sprite.img.src + ')'; |
| 54 element.style.transform = sprite.cssTransform3d; |
| 55 element.style.width = sprite.width + 'px'; |
| 56 element.style.height = sprite.height + 'px'; |
| 57 } |
| 58 |
| 59 #### canvasDrawImageFullClear |
| 60 |
| 61 Clears the entire canvas, then calls drawImage for every sprite. |
| 62 |
| 63 canvas.width = canvas.width; |
| 64 for (var i = 0; i < sprites.length; ++i) { |
| 65 var m = sprites[i].matrix; |
| 66 context.setTransform(m[0], m[1], m[3], m[4], m[2], m[5]); |
| 67 context.drawImage(sprites[i].img, 0, 0); |
| 68 } |
| 69 |
| 70 #### canvasDrawImageFullClearAlign |
| 71 |
| 72 Clears the entire canvas, then calls drawImage for every sprite. Pixel |
| 73 alignment is enforced when blitting. |
| 74 |
| 75 canvas.width = canvas.width; |
| 76 for (var i = 0; i < sprites.length; ++i) { |
| 77 var transform = sprites[i].transform; |
| 78 context.setTransform(1, 0, 0, 1, Math.floor(transform.x), Math.floor(tra
nsform.y)); |
| 79 context.drawImage(sprites[i].img, 0, 0); |
| 80 } |
| 81 |
| 82 #### canvasDrawImagePartialClear |
| 83 |
| 84 Clears the parts of the canvas rendered to on the previous frame, then calls |
| 85 drawImage for every sprite. |
| 86 |
| 87 for (var i = 0; i < lastSprites.length; ++i) { |
| 88 var m = lastSprites[i].matrix; |
| 89 context.setTransform(m[0], m[1], m[3], m[4], m[2], m[5]); |
| 90 context.clearRect(-1, -1, lastSprites[i].width + 2, lastSprites[i].heigh
t + 2); |
| 91 } |
| 92 |
| 93 for (var i = 0; i < sprites.length; ++i) { |
| 94 var m = sprites[i].transform; |
| 95 context.setTransform(m[0], m[1], m[3], m[4], m[2], m[5]); |
| 96 context.drawImage(sprite[i].img, 0, 0); |
| 97 } |
| 98 |
| 99 #### canvasDrawImagePartialClearAlign |
| 100 |
| 101 Clears the parts of the canvas rendered to on the previous frame, then calls |
| 102 drawImage for every sprite. Pixel alignment is enforced when blitting. |
| 103 |
| 104 for (var i = 0; i < lastSprites.length; ++i) { |
| 105 var transform = lastSprites[i].transform; |
| 106 context.setTransform(1, 0, 0, 1, Math.floor(transform.x), Math.floor(tra
nsform.y)); |
| 107 context.clearRect(-1, -1, lastSprites[i].width + 2, lastSprites[i].heigh
t + 2); |
| 108 } |
| 109 |
| 110 for (var i = 0; i < sprites.length; ++i) { |
| 111 var transform = sprite[i].transform; |
| 112 context.setTransform(1, 0, 0, 1, Math.floor(transform.x), Math.floor(tra
nsform.y)); |
| 113 context.drawImage(sprite[i].img, 0, 0); |
| 114 } |
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