phaser/Phaser/display/DynamicTexture.js

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/// <reference path="../_definitions.ts" />
/**
* Phaser - Display - DynamicTexture
*
* A DynamicTexture can be thought of as a mini canvas into which you can draw anything.
* Game Objects can be assigned a DynamicTexture, so when they render in the world they do so
* based on the contents of the texture at the time. This allows you to create powerful effects
* once and have them replicated across as many game objects as you like.
*/
var Phaser;
(function (Phaser) {
var DynamicTexture = (function () {
/**
* DynamicTexture constructor
* Create a new <code>DynamicTexture</code>.
*
* @param game {Phaser.Game} Current game instance.
* @param width {number} Init width of this texture.
* @param height {number} Init height of this texture.
*/
function DynamicTexture(game, width, height) {
this._sx = 0;
this._sy = 0;
this._sw = 0;
this._sh = 0;
this._dx = 0;
this._dy = 0;
this._dw = 0;
this._dh = 0;
/**
* You can set a globalCompositeOperation that will be applied before the render method is called on this Sprite.
* This is useful if you wish to apply an effect like 'lighten'.
* If this value is set it will call a canvas context save and restore before and after the render pass, so use it sparingly.
* Set to null to disable.
*/
this.globalCompositeOperation = null;
this.game = game;
this.type = Phaser.Types.DYNAMICTEXTURE;
this.canvas = document.createElement('canvas');
this.canvas.width = width;
this.canvas.height = height;
this.context = this.canvas.getContext('2d');
this.css3 = new Phaser.Display.CSS3Filters(this.canvas);
this.bounds = new Phaser.Rectangle(0, 0, width, height);
}
/**
* Get a color of a specific pixel.
* @param x {number} X position of the pixel in this texture.
* @param y {number} Y position of the pixel in this texture.
* @return {number} A native color value integer (format: 0xRRGGBB)
*/
DynamicTexture.prototype.getPixel = function (x, y) {
//r = imageData.data[0];
//g = imageData.data[1];
//b = imageData.data[2];
//a = imageData.data[3];
var imageData = this.context.getImageData(x, y, 1, 1);
return Phaser.ColorUtils.getColor(imageData.data[0], imageData.data[1], imageData.data[2]);
};
/**
* Get a color of a specific pixel (including alpha value).
* @param x {number} X position of the pixel in this texture.
* @param y {number} Y position of the pixel in this texture.
* @return A native color value integer (format: 0xAARRGGBB)
*/
DynamicTexture.prototype.getPixel32 = function (x, y) {
var imageData = this.context.getImageData(x, y, 1, 1);
return Phaser.ColorUtils.getColor32(imageData.data[3], imageData.data[0], imageData.data[1], imageData.data[2]);
};
/**
* Get pixels in array in a specific Rectangle.
* @param rect {Rectangle} The specific Rectangle.
* @returns {array} CanvasPixelArray.
*/
DynamicTexture.prototype.getPixels = function (rect) {
return this.context.getImageData(rect.x, rect.y, rect.width, rect.height);
};
/**
* Set color of a specific pixel.
* @param x {number} X position of the target pixel.
* @param y {number} Y position of the target pixel.
* @param color {number} Native integer with color value. (format: 0xRRGGBB)
*/
DynamicTexture.prototype.setPixel = function (x, y, color) {
this.context.fillStyle = color;
this.context.fillRect(x, y, 1, 1);
};
/**
* Set color (with alpha) of a specific pixel.
* @param x {number} X position of the target pixel.
* @param y {number} Y position of the target pixel.
* @param color {number} Native integer with color value. (format: 0xAARRGGBB)
*/
DynamicTexture.prototype.setPixel32 = function (x, y, color) {
this.context.fillStyle = color;
this.context.fillRect(x, y, 1, 1);
};
/**
* Set image data to a specific Rectangle.
* @param rect {Rectangle} Target Rectangle.
* @param input {object} Source image data.
*/
DynamicTexture.prototype.setPixels = function (rect, input) {
this.context.putImageData(input, rect.x, rect.y);
};
/**
* Fill a given Rectangle with specific color.
* @param rect {Rectangle} Target Rectangle you want to fill.
* @param color {number} A native number with color value. (format: 0xRRGGBB)
*/
DynamicTexture.prototype.fillRect = function (rect, color) {
this.context.fillStyle = color;
this.context.fillRect(rect.x, rect.y, rect.width, rect.height);
};
/**
*
*/
DynamicTexture.prototype.pasteImage = function (key, frame, destX, destY, destWidth, destHeight) {
if (typeof frame === "undefined") { frame = -1; }
if (typeof destX === "undefined") { destX = 0; }
if (typeof destY === "undefined") { destY = 0; }
if (typeof destWidth === "undefined") { destWidth = null; }
if (typeof destHeight === "undefined") { destHeight = null; }
var texture = null;
var frameData;
this._sx = 0;
this._sy = 0;
this._dx = destX;
this._dy = destY;
if (frame > -1) {
//if (this.game.cache.isSpriteSheet(key))
//{
// texture = this.game.cache.getImage(key);
//this.animations.loadFrameData(this.game.cache.getFrameData(key));
//}
} else {
texture = this.game.cache.getImage(key);
this._sw = texture.width;
this._sh = texture.height;
this._dw = texture.width;
this._dh = texture.height;
}
if (destWidth !== null) {
this._dw = destWidth;
}
if (destHeight !== null) {
this._dh = destHeight;
}
if (texture != null) {
this.context.drawImage(texture, this._sx, this._sy, this._sw, this._sh, this._dx, this._dy, this._dw, this._dh);
}
};
// TODO - Add in support for: alphaBitmapData: BitmapData = null, alphaPoint: Point = null, mergeAlpha: boolean = false
/**
* Copy pixel from another DynamicTexture to this texture.
* @param sourceTexture {DynamicTexture} Source texture object.
* @param sourceRect {Rectangle} The specific region Rectangle to be copied to this in the source.
* @param destPoint {Point} Top-left point the target image data will be paste at.
*/
DynamicTexture.prototype.copyPixels = function (sourceTexture, sourceRect, destPoint) {
if (Phaser.RectangleUtils.equals(sourceRect, this.bounds) == true) {
this.context.drawImage(sourceTexture.canvas, destPoint.x, destPoint.y);
} else {
this.context.putImageData(sourceTexture.getPixels(sourceRect), destPoint.x, destPoint.y);
}
};
DynamicTexture.prototype.add = function (sprite) {
sprite.texture.canvas = this.canvas;
sprite.texture.context = this.context;
};
/**
* Given an array of Sprites it will update each of them so that their canvas/contexts reference this DynamicTexture
* @param objects {Array} An array of GameObjects, or objects that inherit from it such as Sprites
*/
DynamicTexture.prototype.assignCanvasToGameObjects = function (objects) {
for (var i = 0; i < objects.length; i++) {
if (objects[i].texture) {
objects[i].texture.canvas = this.canvas;
objects[i].texture.context = this.context;
}
}
};
/**
* Clear the whole canvas.
*/
DynamicTexture.prototype.clear = function () {
this.context.clearRect(0, 0, this.bounds.width, this.bounds.height);
};
/**
* Renders this DynamicTexture to the Stage at the given x/y coordinates
*
* @param x {number} The X coordinate to render on the stage to (given in screen coordinates, not world)
* @param y {number} The Y coordinate to render on the stage to (given in screen coordinates, not world)
*/
DynamicTexture.prototype.render = function (x, y) {
if (typeof x === "undefined") { x = 0; }
if (typeof y === "undefined") { y = 0; }
if (this.globalCompositeOperation) {
this.game.stage.context.save();
this.game.stage.context.globalCompositeOperation = this.globalCompositeOperation;
}
this.game.stage.context.drawImage(this.canvas, x, y);
if (this.globalCompositeOperation) {
this.game.stage.context.restore();
}
};
Object.defineProperty(DynamicTexture.prototype, "width", {
get: function () {
return this.bounds.width;
},
enumerable: true,
configurable: true
});
Object.defineProperty(DynamicTexture.prototype, "height", {
get: function () {
return this.bounds.height;
},
enumerable: true,
configurable: true
});
return DynamicTexture;
})();
Phaser.DynamicTexture = DynamicTexture;
})(Phaser || (Phaser = {}));