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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.Point.html">Point</a>
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<a href="Phaser.Pointer.html">Pointer</a>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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<a href="Phaser.Rectangle.html">Rectangle</a>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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<a href="Phaser.RetroFont.html">RetroFont</a>
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<a href="Phaser.Signal.html">Signal</a>
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<a href="Phaser.Sound.html">Sound</a>
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<a href="Phaser.SoundManager.html">SoundManager</a>
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<a href="Phaser.Sprite.html">Sprite</a>
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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<a href="Phaser.Stage.html">Stage</a>
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<a href="Phaser.StateManager.html">StateManager</a>
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<a href="Phaser.TileSprite.html">TileSprite</a>
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<a href="Phaser.Time.html">Time</a>
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<a href="Phaser.Timer.html">Timer</a>
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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<a href="Phaser.Touch.html">Touch</a>
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<a href="Phaser.Tween.html">Tween</a>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<a href="Phaser.Utils.html">Utils</a>
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<a href="Phaser.Utils.Debug.html">Debug</a>
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<a href="Phaser.World.html">World</a>
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<div id="main">
<h1 class="page-title">Source: gameobjects/Graphics.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
2014-02-05 06:29:17 +00:00
* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* Creates a new `Graphics` object.
*
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* @class Phaser.Graphics
* @constructor
*
* @param {Phaser.Game} game Current game instance.
* @param {number} x - X position of the new graphics object.
* @param {number} y - Y position of the new graphics object.
*/
Phaser.Graphics = function (game, x, y) {
x = x || 0;
y = y || 0;
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
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this.game = game;
/**
* @property {boolean} exists - If exists = false then the Text isn't updated by the core game loop.
* @default
*/
this.exists = true;
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/**
* @property {string} name - The user defined name given to this object.
* @default
*/
this.name = '';
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/**
* @property {number} type - The const type of this object.
* @default
*/
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this.type = Phaser.GRAPHICS;
/**
* @property {number} z - The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
*/
this.z = 0;
/**
* @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
*/
this.world = new Phaser.Point(x, y);
/**
* @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
*/
this.cameraOffset = new Phaser.Point();
PIXI.Graphics.call(this);
this.position.set(x, y);
/**
* A small internal cache:
* 0 = previous position.x
* 1 = previous position.y
* 2 = previous rotation
* 3 = renderID
* 4 = fresh? (0 = no, 1 = yes)
* 5 = outOfBoundsFired (0 = no, 1 = yes)
* 6 = exists (0 = no, 1 = yes)
* 7 = fixed to camera (0 = no, 1 = yes)
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* 8 = destroy phase? (0 = no, 1 = yes)
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* @property {Array} _cache
* @private
*/
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this._cache = [ 0, 0, 0, 0, 1, 0, 1, 0, 0 ];
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};
Phaser.Graphics.prototype = Object.create(PIXI.Graphics.prototype);
Phaser.Graphics.prototype.constructor = Phaser.Graphics;
/**
* Automatically called by World.preUpdate.
* @method Phaser.Graphics.prototype.preUpdate
*/
Phaser.Graphics.prototype.preUpdate = function () {
this._cache[0] = this.world.x;
this._cache[1] = this.world.y;
this._cache[2] = this.rotation;
if (!this.exists || !this.parent.exists)
{
this.renderOrderID = -1;
return false;
}
if (this.autoCull)
{
// Won't get rendered but will still get its transform updated
this.renderable = this.game.world.camera.screenView.intersects(this.getBounds());
}
this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
if (this.visible)
{
this._cache[3] = this.game.stage.currentRenderOrderID++;
}
return true;
};
/**
* Override and use this function in your own custom objects to handle any update requirements you may have.
*
* @method Phaser.Graphics#update
* @memberof Phaser.Graphics
*/
Phaser.Graphics.prototype.update = function() {
};
/**
* Automatically called by World.postUpdate.
* @method Phaser.Graphics.prototype.postUpdate
*/
Phaser.Graphics.prototype.postUpdate = function () {
// Fixed to Camera?
if (this._cache[7] === 1)
{
this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
}
};
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/**
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* Destroy this Graphics instance.
*
* @method Phaser.Graphics.prototype.destroy
* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
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*/
Phaser.Graphics.prototype.destroy = function(destroyChildren) {
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if (this.game === null || this.destroyPhase) { return; }
if (typeof destroyChildren === 'undefined') { destroyChildren = true; }
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this._cache[8] = 1;
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this.clear();
if (this.parent)
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{
if (this.parent instanceof Phaser.Group)
{
this.parent.remove(this);
}
else
{
this.parent.removeChild(this);
}
}
var i = this.children.length;
if (destroyChildren)
{
while (i--)
{
this.children[i].destroy(destroyChildren);
}
}
else
{
while (i--)
{
this.removeChild(this.children[i]);
}
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}
this.exists = false;
this.visible = false;
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this.game = null;
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this._cache[8] = 0;
};
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/*
* Draws a {Phaser.Polygon} or a {PIXI.Polygon} filled
*
* @method Phaser.Graphics.prototype.drawPolygon
*/
Phaser.Graphics.prototype.drawPolygon = function (poly) {
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this.moveTo(poly.points[0].x, poly.points[0].y);
for (var i = 1; i &lt; poly.points.length; i += 1)
{
this.lineTo(poly.points[i].x, poly.points[i].y);
}
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this.lineTo(poly.points[0].x, poly.points[0].y);
};
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/*
* Draws a single {Phaser.Polygon} triangle from a {Phaser.Point} array
*
* @method Phaser.Graphics.prototype.drawTriangle
* @param {Array&lt;Phaser.Point>} points - An array of Phaser.Points that make up the three vertices of this triangle
* @param {boolean} [cull=false] - Should we check if the triangle is back-facing
*/
Phaser.Graphics.prototype.drawTriangle = function(points, cull) {
if (typeof cull === 'undefined') { cull = false; }
var triangle = new Phaser.Polygon(points);
if (cull)
{
var cameraToFace = new Phaser.Point(this.game.camera.x - points[0].x, this.game.camera.y - points[0].y);
var ab = new Phaser.Point(points[1].x - points[0].x, points[1].y - points[0].y);
var cb = new Phaser.Point(points[1].x - points[2].x, points[1].y - points[2].y);
var faceNormal = cb.cross(ab);
if (cameraToFace.dot(faceNormal) > 0)
{
this.drawPolygon(triangle);
}
}
else
{
this.drawPolygon(triangle);
}
};
/*
* Draws {Phaser.Polygon} triangles
*
* @method Phaser.Graphics.prototype.drawTriangles
* @param {Array&lt;Phaser.Point>|Array&lt;number>} vertices - An array of Phaser.Points or numbers that make up the vertices of the triangles
* @param {Array&lt;number>} {indices=null} - An array of numbers that describe what order to draw the vertices in
* @param {boolean} [cull=false] - Should we check if the triangle is back-facing
*/
Phaser.Graphics.prototype.drawTriangles = function(vertices, indices, cull) {
if (typeof cull === 'undefined') { cull = false; }
var point1 = new Phaser.Point();
var point2 = new Phaser.Point();
var point3 = new Phaser.Point();
var points = [];
var i;
if (!indices)
{
if (vertices[0] instanceof Phaser.Point)
{
for (i = 0; i &lt; vertices.length / 3; i++)
{
this.drawTriangle([vertices[i * 3], vertices[i * 3 + 1], vertices[i * 3 + 2]], cull);
}
}
else
{
for (i = 0; i &lt; vertices.length / 6; i++)
{
point1.x = vertices[i * 6 + 0];
point1.y = vertices[i * 6 + 1];
point2.x = vertices[i * 6 + 2];
point2.y = vertices[i * 6 + 3];
point3.x = vertices[i * 6 + 4];
point3.y = vertices[i * 6 + 5];
this.drawTriangle([point1, point2, point3], cull);
}
}
}
else
{
if (vertices[0] instanceof Phaser.Point)
{
for (i = 0; i &lt; indices.length /3; i++)
{
points.push(vertices[indices[i * 3 ]]);
points.push(vertices[indices[i * 3 + 1]]);
points.push(vertices[indices[i * 3 + 2]]);
if (points.length === 3)
{
this.drawTriangle(points, cull);
points = [];
}
}
}
else
{
for (i = 0; i &lt; indices.length; i++)
{
point1.x = vertices[indices[i] * 2];
point1.y = vertices[indices[i] * 2 + 1];
points.push(point1.copyTo({}));
if (points.length === 3)
{
this.drawTriangle(points, cull);
points = [];
}
}
}
}
};
/**
* Indicates the rotation of the Graphics, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
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*
* @name Phaser.Graphics#angle
* @property {number} angle - Gets or sets the angle of rotation in degrees.
*/
Object.defineProperty(Phaser.Graphics.prototype, 'angle', {
get: function() {
return Phaser.Math.radToDeg(this.rotation);
},
set: function(value) {
this.rotation = Phaser.Math.degToRad(value);
}
});
/**
* An Graphics that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Graphics.cameraOffset.
* Note that the cameraOffset values are in addition to any parent in the display list.
* So if this Graphics was in a Group that has x: 200, then this will be added to the cameraOffset.x
*
* @name Phaser.Graphics#fixedToCamera
* @property {boolean} fixedToCamera - Set to true to fix this Graphics to the Camera at its current world coordinates.
*/
Object.defineProperty(Phaser.Graphics.prototype, "fixedToCamera", {
get: function () {
return !!this._cache[7];
},
set: function (value) {
if (value)
{
this._cache[7] = 1;
this.cameraOffset.set(this.x, this.y);
}
else
{
this._cache[7] = 0;
}
}
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});
/**
* @name Phaser.Graphics#destroyPhase
* @property {boolean} destroyPhase - True if this object is currently being destroyed.
*/
Object.defineProperty(Phaser.Graphics.prototype, "destroyPhase", {
get: function () {
return !!this._cache[8];
}
});
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</pre>
</article>
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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