return function rendering() { var i, count, max; var action, animation, anim; switch (_type) { case 0: // waiting action = _action.actions[0]; anim = Math.floor((Renderer.tick - _start) / action.delay * 2); break; case 1: // pending action = _action.actions[1]; max = action.animations.length + (_result ? 7 : 3); anim = Renderer.tick - _start; anim = Math.floor(anim / action.delay); anim = Math.min(anim, max); if (anim === max) { _type = _result ? 2 : 3; _start = Renderer.tick; } break; case 2: // success case 3: // fail action = _action.actions[_type]; max = action.animations.length; anim = Renderer.tick - _start; anim = Math.floor(anim / action.delay); if (anim >= max) { Renderer.stop(rendering); Events.setTimeout(function(){ SlotMachine.remove(); }, 500); } break; } animation = action.animations[anim % action.animations.length]; // Initialize context SpriteRenderer.bind2DContext(_ctx, 140, 165); _ctx.clearRect(0, 0, _ctx.canvas.width, _ctx.canvas.height); // Render layers for (i = 0, count = animation.layers.length; i < count; ++i) { _entity.renderLayer( animation.layers[i], _sprite, _sprite, 1.0, position, false); } };
Equipment.renderCharacter = function RenderCharacter() { // 2D render use much CPU, dont render it if not visible. if( Equipment.ui.is(':visible') ) { var ctx = Equipment.ctx; // Rendering SpriteRenderer.bind2DContext( ctx, 30, 130 ); ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height ); Camera.direction = 4; Equipment.entity._renderSub(0); } };
CharCreate.render = function Render( tick ) { // Update direction each 500ms if( CharCreate.chargen.tick + 500 < tick ) { Camera.direction++; Camera.direction %= 8; CharCreate.chargen.tick = tick; } // Rendering SpriteRenderer.bind2DContext( CharCreate.chargen.ctx, 32, 115 ); CharCreate.chargen.ctx.clearRect(0, 0, CharCreate.chargen.ctx.canvas.width, CharCreate.chargen.ctx.canvas.height ); CharCreate.chargen.entity.renderEntity(); };
/** * Render sprites to canvas */ function render() { var i, count, idx; Camera.direction = 4; idx = Math.floor(_index / 3) * 3; count = _ctx.length; for (i = 0; i < count; ++i) { _ctx[i].clearRect(0, 0, _ctx[i].canvas.width, _ctx[i].canvas.height); if (_entitySlots[idx+i]) { SpriteRenderer.bind2DContext(_ctx[i], 63, 130); _entitySlots[idx+i].renderEntity(); } } }
return function rencerCharacter() { var character = Session.Entity; var direction = character.direction; var headDir = character.headDir; var action = character.action; var animation = character.animation; // If state change, we have to check if the new option is removable. if (character.effectState !== _lastState || _hasCart !== Session.hasCart) { _lastState = character.effectState; _hasCart = Session.hasCart; if (_lastState & OptionFlag || _hasCart) { Equipment.ui.find('.removeOption').show(); } else { Equipment.ui.find('.removeOption').hide(); } } // Set action Camera.direction = 4; character.direction = 4; character.headDir = 0; character.action = character.ACTION.IDLE; character.animation = _animation; _savedColor.set(character.effectColor); character.effectColor.set(_cleanColor); // Rendering SpriteRenderer.bind2DContext(_ctx, 30, 130); _ctx.clearRect(0, 0, _ctx.canvas.width, _ctx.canvas.height); character.renderEntity(); // Revert changes character.direction = direction; character.headDir = headDir; character.action = action; character.animation = animation; character.effectColor.set(_savedColor); };