text: /**
   * @author       Richard Davey <rich@photonstorm.com>
   * @copyright    2019 Photon Storm Ltd.
   * @license      {@link https://opensource.org/licenses/MIT|MIT License}
   */
  
  /**
   * Renders this Game Object with the Canvas Renderer to the given Camera.
   * The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
   * This method should not be called directly. It is a utility function of the Render module.
   *
   * @method Phaser.Tilemaps.StaticTilemapLayer#renderCanvas
   * @since 3.0.0
   * @private
   *
   * @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
   * @param {Phaser.Tilemaps.StaticTilemapLayer} src - The Game Object being rendered in this call.
   * @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
   * @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
   * @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
   */
  var StaticTilemapLayerCanvasRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
  {
      src.cull(camera);
  
      var renderTiles = src.culledTiles;
      var tileCount = renderTiles.length;
  
      if (tileCount === 0)
      {
          return;
      }
  
      var camMatrix = renderer._tempMatrix1;
      var layerMatrix = renderer._tempMatrix2;
      var calcMatrix = renderer._tempMatrix3;
  
      layerMatrix.applyITRS(src.x, src.y, src.rotation, src.scaleX, src.scaleY);
  
      camMatrix.copyFrom(camera.matrix);
  
      var ctx = renderer.currentContext;
      var gidMap = src.gidMap;
  
      ctx.save();
  
      if (parentMatrix)
      {
          //  Multiply the camera by the parent matrix
          camMatrix.multiplyWithOffset(parentMatrix, -camera.scrollX * src.scrollFactorX, -camera.scrollY * src.scrollFactorY);
  
          //  Undo the camera scroll
          layerMatrix.e = src.x;
          layerMatrix.f = src.y;
  
          camMatrix.multiply(layerMatrix, calcMatrix);
  
          calcMatrix.copyToContext(ctx);
      }
      else
      {
          //  Undo the camera scroll
          layerMatrix.e -= camera.scrollX * src.scrollFactorX;
          layerMatrix.f -= camera.scrollY * src.scrollFactorY;
  
          layerMatrix.copyToContext(ctx);
      }
  
      var alpha = camera.alpha * src.alpha;
  
      ctx.globalAlpha = camera.alpha * src.alpha;
  
      for (var i = 0; i < tileCount; i++)
      {
          var tile = renderTiles[i];
  
          var tileset = gidMap[tile.index];
  
          if (!tileset)
          {
              continue;
          }
  
          var image = tileset.image.getSourceImage();
          var tileTexCoords = tileset.getTileTextureCoordinates(tile.index);
  
          if (tileTexCoords)
          {
              var tileWidth = tileset.tileWidth;
              var tileHeight = tileset.tileHeight;
              var halfWidth = tileWidth / 2;
              var halfHeight = tileHeight / 2;
      
              ctx.save();
  
              ctx.translate(tile.pixelX + halfWidth, tile.pixelY + halfHeight);
  
              if (tile.rotation !== 0)
              {
                  ctx.rotate(tile.rotation);
              }
      
              if (tile.flipX || tile.flipY)
              {
                  ctx.scale((tile.flipX) ? -1 : 1, (tile.flipY) ? -1 : 1);
              }
  
              ctx.globalAlpha = alpha * tile.alpha;
      
              ctx.drawImage(
                  image,
                  tileTexCoords.x, tileTexCoords.y,
                  tileWidth, tileHeight,
                  -halfWidth, -halfHeight,
                  tileWidth, tileHeight
              );
      
              ctx.restore();
          }
      }
  
      ctx.restore();
  };
  
  module.exports = StaticTilemapLayerCanvasRenderer;
  