combine canvas layers into one canvas renderer, version 1.1.3

This commit is contained in:
LabyStudio
2022-06-18 06:29:04 +02:00
parent 2502bdaea9
commit 647b166baa
7 changed files with 59 additions and 42 deletions
@@ -4,18 +4,18 @@ export default class ScreenRenderer {
this.minecraft = minecraft;
this.window = window;
this.upscale = window.isMobileDevice() ? 1 : 3;
this.upscale = window.isMobileDevice() ? 1 : 4;
}
initialize() {
this.resolution = this.minecraft.isInGame() ? 1 : this.minecraft.window.scaleFactor; // Increase resolution for the splash text
// Update camera size
this.window.canvas2d.width = this.window.width * this.upscale;
this.window.canvas2d.height = this.window.height * this.upscale;
this.window.canvas.width = this.window.width * this.upscale;
this.window.canvas.height = this.window.height * this.upscale;
// Get context stack of 2d canvas
this.stack2d = this.window.canvas2d.getContext('2d');
this.stack2d = this.window.canvas.getContext('2d');
this.stack2d.webkitImageSmoothingEnabled = false;
this.stack2d.mozImageSmoothingEnabled = false;
this.stack2d.imageSmoothingEnabled = false;
@@ -26,10 +26,16 @@ export default class ScreenRenderer {
let mouseY = this.minecraft.window.mouseY;
this.stack2d.save();
this.stack2d.scale(this.upscale, this.upscale, this.upscale);
// Reset 2d canvas
this.stack2d.clearRect(0, 0, this.window.width, this.window.height);
// Draw world to canvas
if (this.minecraft.isInGame()) {
this.stack2d.drawImage(this.window.canvasWorld, 0, 0, this.window.width * this.upscale, this.window.height * this.upscale);
} else {
this.reset();
}
// Scale GUI
this.stack2d.scale(this.upscale, this.upscale, this.upscale);
try {
// Render in-game overlay
@@ -45,11 +51,17 @@ export default class ScreenRenderer {
console.error(e);
}
// Scale GUI back
this.stack2d.scale(1 / this.upscale, 1 / this.upscale, 1 / this.upscale);
// Render items
this.stack2d.drawImage(this.window.canvasItems, 0, 0);
this.stack2d.restore();
}
reset() {
this.stack2d.clearRect(0, 0, this.window.canvas2d.width, this.window.canvas2d.height);
this.stack2d.clearRect(0, 0, this.window.canvas.width, this.window.canvas.height);
}
}