var Phaser; (function (Phaser) { (function (Renderer) { /// (function (Canvas) { var GeometryRenderer = (function () { function GeometryRenderer(game) { // Local rendering related temp vars to help avoid gc spikes through constant var creation this._ga = 1; this._sx = 0; this._sy = 0; this._sw = 0; this._sh = 0; this._dx = 0; this._dy = 0; this._dw = 0; this._dh = 0; this._fx = 1; this._fy = 1; this._sin = 0; this._cos = 1; this.game = game; } GeometryRenderer.prototype.renderCircle = function (camera, circle, context, outline, fill, lineColor, fillColor, lineWidth) { if (typeof outline === "undefined") { outline = false; } if (typeof fill === "undefined") { fill = true; } if (typeof lineColor === "undefined") { lineColor = 'rgb(0,255,0)'; } if (typeof fillColor === "undefined") { fillColor = 'rgba(0,100,0.0.3)'; } if (typeof lineWidth === "undefined") { lineWidth = 1; } // Reset our temp vars this._sx = 0; this._sy = 0; this._sw = circle.diameter; this._sh = circle.diameter; this._fx = 1; this._fy = 1; this._sin = 0; this._cos = 1; this._dx = camera.screenView.x + circle.x - camera.worldView.x; this._dy = camera.screenView.y + circle.y - camera.worldView.y; this._dw = circle.diameter; this._dh = circle.diameter; this._sx = Math.floor(this._sx); this._sy = Math.floor(this._sy); this._sw = Math.floor(this._sw); this._sh = Math.floor(this._sh); this._dx = Math.floor(this._dx); this._dy = Math.floor(this._dy); this._dw = Math.floor(this._dw); this._dh = Math.floor(this._dh); this.game.stage.saveCanvasValues(); context.save(); context.lineWidth = lineWidth; context.strokeStyle = lineColor; context.fillStyle = fillColor; context.beginPath(); context.arc(this._dx, this._dy, circle.radius, 0, Math.PI * 2); context.closePath(); if(outline) { //context.stroke(); } if(fill) { context.fill(); } context.restore(); this.game.stage.restoreCanvasValues(); return true; }; return GeometryRenderer; })(); Canvas.GeometryRenderer = GeometryRenderer; })(Renderer.Canvas || (Renderer.Canvas = {})); var Canvas = Renderer.Canvas; })(Phaser.Renderer || (Phaser.Renderer = {})); var Renderer = Phaser.Renderer; })(Phaser || (Phaser = {}));