2013-11-28 15:57:09 +00:00
<!DOCTYPE html>
< html lang = "en" >
< head >
< meta charset = "utf-8" >
< title > Phaser Source: gameobjects/BitmapData.js< / title >
<!-- [if lt IE 9]>
< script src = "//html5shiv.googlecode.com/svn/trunk/html5.js" > < / script >
<![endif]-->
< link type = "text/css" rel = "stylesheet" href = "styles/sunlight.default.css" >
< link type = "text/css" rel = "stylesheet" href = "styles/site.cerulean.css" >
< / head >
< body >
< div class = "container-fluid" >
< div class = "navbar navbar-fixed-top navbar-inverse" >
< div class = "navbar-inner" >
< a class = "brand" href = "index.html" > Phaser< / a >
< ul class = "nav" >
< li class = "dropdown" >
< a href = "namespaces.list.html" class = "dropdown-toggle" data-toggle = "dropdown" > Namespaces< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-0" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.html" > Phaser< / a >
< / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "classes.list.html" class = "dropdown-toggle" data-toggle = "dropdown" > Classes< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Animation.html" > Animation< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.AnimationManager.html" > AnimationManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.AnimationParser.html" > AnimationParser< / a >
< / li >
2014-04-29 14:39:02 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.ArrayList.html" > ArrayList< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.BitmapData.html" > BitmapData< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.BitmapText.html" > BitmapText< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Button.html" > Button< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Cache.html" > Cache< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Camera.html" > Camera< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Canvas.html" > Canvas< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Circle.html" > Circle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Color.html" > Color< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Device.html" > Device< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Easing.html" > Easing< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Easing.Back.html" > Back< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Easing.Bounce.html" > Bounce< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Easing.Circular.html" > Circular< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Easing.Cubic.html" > Cubic< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Easing.Elastic.html" > Elastic< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Easing.Exponential.html" > Exponential< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Easing.Linear.html" > Linear< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Easing.Quadratic.html" > Quadratic< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Easing.Quartic.html" > Quartic< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Easing.Quintic.html" > Quintic< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Easing.Sinusoidal.html" > Sinusoidal< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-18 03:01:51 +00:00
< a href = "Phaser.Ellipse.html" > Ellipse< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Events.html" > Events< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Filter.html" > Filter< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Frame.html" > Frame< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.FrameData.html" > FrameData< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Game.html" > Game< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-21 15:37:26 +00:00
< a href = "Phaser.GameObjectCreator.html" > GameObjectCreator< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.GameObjectFactory.html" > GameObjectFactory< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.Gamepad.html" > Gamepad< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.GamepadButton.html" > GamepadButton< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Graphics.html" > Graphics< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Group.html" > Group< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-08 07:24:22 +00:00
< a href = "Phaser.Image.html" > Image< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Input.html" > Input< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.InputHandler.html" > InputHandler< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Key.html" > Key< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Keyboard.html" > Keyboard< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.Line.html" > Line< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.LinkedList.html" > LinkedList< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Loader.html" > Loader< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.LoaderParser.html" > LoaderParser< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Math.html" > Math< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Mouse.html" > Mouse< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.MSPointer.html" > MSPointer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Net.html" > Net< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Particle.html" > Particle< / a >
< / li >
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Particles.html" > Particles< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Particles.Arcade.Emitter.html" > Emitter< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Physics.html" > Physics< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Physics.Arcade.html" > Arcade< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Arcade.Body.html" > Body< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.html" > Ninja< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.AABB.html" > AABB< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.Body.html" > Body< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.Circle.html" > Circle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.Tile.html" > Tile< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.html" > P2< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.Body.html" > Body< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.BodyDebug.html" > BodyDebug< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.DistanceConstraint.html" > DistanceConstraint< / a >
< / li >
2014-04-11 12:09:28 +00:00
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.FixtureList.html" > FixtureList< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.GearConstraint.html" > GearConstraint< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.InversePointProxy.html" > InversePointProxy< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.LockConstraint.html" > LockConstraint< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.Material.html" > Material< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.PointProxy.html" > PointProxy< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.PrismaticConstraint.html" > PrismaticConstraint< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.RevoluteConstraint.html" > RevoluteConstraint< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.Spring.html" > Spring< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Plugin.html" > Plugin< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.PluginManager.html" > PluginManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Point.html" > Point< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Pointer.html" > Pointer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Polygon.html" > Polygon< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.QuadTree.html" > QuadTree< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Rectangle.html" > Rectangle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.RetroFont.html" > RetroFont< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.ScaleManager.html" > ScaleManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Signal.html" > Signal< / a >
< / li >
2014-04-11 12:09:28 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.SignalBinding.html" > SignalBinding< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.SinglePad.html" > SinglePad< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Sound.html" > Sound< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-18 03:01:51 +00:00
< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.State.html" > State< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Text.html" > Text< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Time.html" > Time< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.World.html" > World< / a >
< / li >
< / ul >
< / li >
2014-05-20 09:12:48 +00:00
2013-11-28 15:57:09 +00:00
< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span12" >
< div id = "main" >
< h1 class = "page-title" > Source: gameobjects/BitmapData.js< / h1 >
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
2014-02-05 06:29:17 +00:00
* @copyright 2014 Photon Storm Ltd.
2013-11-28 15:57:09 +00:00
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Creates a new BitmapData object.
*
* @class Phaser.BitmapData
*
2014-02-18 03:01:51 +00:00
* @classdesc A BitmapData object contains a Canvas element to which you can draw anything you like via normal Canvas context operations.
* A single BitmapData can be used as the texture one or many Images/Sprites. So if you need to dynamically create a Sprite texture then they are a good choice.
2013-11-28 15:57:09 +00:00
*
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
2014-02-08 07:24:22 +00:00
* @param {string} key - Internal Phaser reference key for the render texture.
* @param {number} [width=100] - The width of the BitmapData in pixels.
* @param {number} [height=100] - The height of the BitmapData in pixels.
2013-11-28 15:57:09 +00:00
*/
2014-02-08 07:24:22 +00:00
Phaser.BitmapData = function (game, key, width, height) {
2013-11-28 15:57:09 +00:00
2014-02-08 07:24:22 +00:00
if (typeof width === 'undefined') { width = 100; }
if (typeof height === 'undefined') { height = 100; }
2013-11-28 15:57:09 +00:00
/**
2014-03-28 01:42:49 +00:00
* @property {Phaser.Game} game - A reference to the currently running game.
2013-11-28 15:57:09 +00:00
*/
this.game = game;
/**
2014-02-08 07:24:22 +00:00
* @property {string} key - The key of the BitmapData in the Cache, if stored there.
2013-11-28 15:57:09 +00:00
*/
2014-02-08 07:24:22 +00:00
this.key = key;
2013-11-28 15:57:09 +00:00
/**
* @property {number} width - The width of the BitmapData in pixels.
*/
this.width = width;
2014-03-28 01:42:49 +00:00
2013-11-28 15:57:09 +00:00
/**
* @property {number} height - The height of the BitmapData in pixels.
*/
this.height = height;
/**
* @property {HTMLCanvasElement} canvas - The canvas to which this BitmapData draws.
* @default
*/
2014-03-14 06:36:05 +00:00
this.canvas = Phaser.Canvas.create(width, height, '', true);
2014-03-28 01:42:49 +00:00
2013-11-28 15:57:09 +00:00
/**
* @property {CanvasRenderingContext2D} context - The 2d context of the canvas.
* @default
*/
this.context = this.canvas.getContext('2d');
2014-02-18 03:01:51 +00:00
/**
* @property {CanvasRenderingContext2D} ctx - A reference to BitmapData.context.
*/
this.ctx = this.context;
2013-11-28 15:57:09 +00:00
/**
2014-04-29 14:39:02 +00:00
* @property {ImageData} imageData - The context image data.
2013-11-28 15:57:09 +00:00
*/
this.imageData = this.context.getImageData(0, 0, width, height);
2014-05-20 09:12:48 +00:00
/**
* @property {Uint8ClampedArray} data - A Uint8ClampedArray view into BitmapData.buffer.
*/
this.data = this.imageData.data;
/**
* @property {Uint32Array} pixels - An Uint32Array view into BitmapData.buffer.
*/
this.pixels = null;
2013-11-28 15:57:09 +00:00
/**
2014-04-29 14:39:02 +00:00
* @property {ArrayBuffer} buffer - An ArrayBuffer the same size as the context ImageData.
2013-11-28 15:57:09 +00:00
*/
if (this.imageData.data.buffer)
{
2014-04-29 14:39:02 +00:00
this.buffer = this.imageData.data.buffer;
2014-05-20 09:12:48 +00:00
this.pixels = new Uint32Array(this.buffer);
2013-11-28 15:57:09 +00:00
}
else
{
2014-05-20 09:12:48 +00:00
if (window['ArrayBuffer'])
{
this.buffer = new ArrayBuffer(this.imageData.data.length);
this.pixels = new Uint32Array(this.buffer);
}
else
{
this.pixels = this.imageData.data;
}
2013-11-28 15:57:09 +00:00
}
/**
* @property {PIXI.BaseTexture} baseTexture - The PIXI.BaseTexture.
* @default
*/
this.baseTexture = new PIXI.BaseTexture(this.canvas);
2014-03-28 01:42:49 +00:00
2013-11-28 15:57:09 +00:00
/**
* @property {PIXI.Texture} texture - The PIXI.Texture.
* @default
*/
this.texture = new PIXI.Texture(this.baseTexture);
2014-03-28 01:42:49 +00:00
2013-11-28 15:57:09 +00:00
/**
* @property {Phaser.Frame} textureFrame - The Frame this BitmapData uses for rendering.
* @default
*/
this.textureFrame = new Phaser.Frame(0, 0, 0, width, height, 'bitmapData', game.rnd.uuid());
/**
* @property {number} type - The const type of this object.
* @default
*/
this.type = Phaser.BITMAPDATA;
2014-04-29 14:39:02 +00:00
/**
* @property {boolean} disableTextureUpload - If disableTextureUpload is true this BitmapData will never send its image data to the GPU when its dirty flag is true.
*/
this.disableTextureUpload = false;
2014-03-24 12:41:45 +00:00
/**
* @property {boolean} dirty - If dirty this BitmapData will be re-rendered.
*/
this.dirty = false;
2013-11-28 15:57:09 +00:00
2014-04-29 14:39:02 +00:00
// Aliases
this.cls = this.clear;
this.update = this.refreshBuffer;
/**
* @property {number} _tempR - Internal cache var.
* @private
*/
this._tempR = 0;
/**
* @property {number} _tempG - Internal cache var.
* @private
*/
this._tempG = 0;
/**
* @property {number} _tempB - Internal cache var.
* @private
*/
this._tempB = 0;
2014-03-28 01:42:49 +00:00
};
2013-11-28 15:57:09 +00:00
Phaser.BitmapData.prototype = {
/**
2014-02-21 15:37:26 +00:00
* Updates the given objects so that they use this BitmapData as their texture. This will replace any texture they will currently have set.
2014-03-28 01:42:49 +00:00
*
2013-11-28 15:57:09 +00:00
* @method Phaser.BitmapData#add
2014-02-18 03:01:51 +00:00
* @param {Phaser.Sprite|Phaser.Sprite[]|Phaser.Image|Phaser.Image[]} object - Either a single Sprite/Image or an Array of Sprites/Images.
2013-11-28 15:57:09 +00:00
*/
2014-02-18 03:01:51 +00:00
add: function (object) {
2013-11-28 15:57:09 +00:00
2014-02-18 03:01:51 +00:00
if (Array.isArray(object))
2013-11-28 15:57:09 +00:00
{
2014-02-18 03:01:51 +00:00
for (var i = 0; i < object.length; i++)
2013-11-28 15:57:09 +00:00
{
2014-02-18 03:01:51 +00:00
if (object[i]['loadTexture'])
{
object[i].loadTexture(this);
}
2013-11-28 15:57:09 +00:00
}
}
2014-02-18 03:01:51 +00:00
else
{
object.loadTexture(this);
}
2013-11-28 15:57:09 +00:00
},
/**
2014-04-29 14:39:02 +00:00
* Clears the BitmapData context using a clearRect.
*
* @method Phaser.BitmapData#cls
*/
/**
* Clears the BitmapData context using a clearRect.
*
2013-11-28 15:57:09 +00:00
* @method Phaser.BitmapData#clear
*/
clear: function () {
this.context.clearRect(0, 0, this.width, this.height);
2014-03-28 01:42:49 +00:00
2014-03-24 12:41:45 +00:00
this.dirty = true;
2013-11-28 15:57:09 +00:00
},
2014-02-18 03:01:51 +00:00
/**
2014-04-29 14:39:02 +00:00
* Fills the BitmapData with the given color.
*
* @method Phaser.BitmapData#fill
* @param {number} r - The red color value, between 0 and 0xFF (255).
* @param {number} g - The green color value, between 0 and 0xFF (255).
* @param {number} b - The blue color value, between 0 and 0xFF (255).
* @param {number} [a=1] - The alpha color value, between 0 and 1.
*/
fill: function (r, g, b, a) {
if (typeof a === 'undefined') { a = 1; }
this.context.fillStyle = 'rgba(' + r + ',' + g + ',' + b + ',' + a + ')';
this.context.fillRect(0, 0, this.width, this.height);
this.dirty = true;
},
/**
* Resizes the BitmapData. This changes the size of the underlying canvas and refreshes the buffer.
*
2014-02-18 03:01:51 +00:00
* @method Phaser.BitmapData#resize
*/
resize: function (width, height) {
if (width !== this.width || height !== this.height)
{
this.width = width;
this.height = height;
this.canvas.width = width;
this.canvas.height = height;
this.textureFrame.width = width;
this.textureFrame.height = height;
2014-04-29 14:39:02 +00:00
this.refreshBuffer();
2014-02-18 03:01:51 +00:00
}
2014-03-28 01:42:49 +00:00
2014-03-24 12:41:45 +00:00
this.dirty = true;
2014-02-18 03:01:51 +00:00
},
/**
2014-04-29 14:39:02 +00:00
* This re-creates the BitmapData.imageData from the current context.
* It then re-builds the ArrayBuffer, the data Uint8ClampedArray reference and the pixels Int32Array.
* If not given the dimensions defaults to the full size of the context.
*
* @method Phaser.BitmapData#update
* @param {number} [x=0] - The x coordinate of the top-left of the image data area to grab from.
* @param {number} [y=0] - The y coordinate of the top-left of the image data area to grab from.
* @param {number} [width] - The width of the image data area.
* @param {number} [height] - The height of the image data area.
*/
/**
* DEPRECATED: This method will be removed in Phaser 2.1. Please use BitmapData.update instead.
*
* This re-creates the BitmapData.imageData from the current context.
* It then re-builds the ArrayBuffer, the data Uint8ClampedArray reference and the pixels Int32Array.
* If not given the dimensions defaults to the full size of the context.
*
2014-02-18 03:01:51 +00:00
* @method Phaser.BitmapData#refreshBuffer
2014-04-29 14:39:02 +00:00
* @param {number} [x=0] - The x coordinate of the top-left of the image data area to grab from.
* @param {number} [y=0] - The y coordinate of the top-left of the image data area to grab from.
* @param {number} [width] - The width of the image data area.
* @param {number} [height] - The height of the image data area.
*/
refreshBuffer: function (x, y, width, height) {
if (typeof x === 'undefined') { x = 0; }
if (typeof y === 'undefined') { y = 0; }
if (typeof width === 'undefined') { width = this.width; }
if (typeof height === 'undefined') { height = this.height; }
this.imageData = this.context.getImageData(x, y, width, height);
2014-05-20 09:12:48 +00:00
this.data = this.imageData.data;
2014-04-29 14:39:02 +00:00
if (this.imageData.data.buffer)
{
this.buffer = this.imageData.data.buffer;
2014-05-20 09:12:48 +00:00
this.pixels = new Uint32Array(this.buffer);
2014-04-29 14:39:02 +00:00
}
else
{
2014-05-20 09:12:48 +00:00
if (window['ArrayBuffer'])
{
this.buffer = new ArrayBuffer(this.imageData.data.length);
this.pixels = new Uint32Array(this.buffer);
}
else
{
this.pixels = this.imageData.data;
}
2014-04-29 14:39:02 +00:00
}
},
/**
* Scans through the area specified in this BitmapData and sends a color object for every pixel to the given callback.
* The callback will be sent a color object with 6 properties: `{ r: number, g: number, b: number, a: number, color: number, rgba: string }`.
* Where r, g, b and a are integers between 0 and 255 representing the color component values for red, green, blue and alpha.
* The `color` property is an Int32 of the full color. Note the endianess of this will change per system.
* The `rgba` property is a CSS style rgba() string which can be used with context.fillStyle calls, among others.
* The callback will also be sent the pixels x and y coordinates respectively.
* The callback must return either `false`, in which case no change will be made to the pixel, or a new color object.
* If a new color object is returned the pixel will be set to the r, g, b and a color values given within it.
*
* @method Phaser.BitmapData#processPixelRGB
* @param {function} callback - The callback that will be sent each pixel color object to be processed.
* @param {object} callbackContext - The context under which the callback will be called.
* @param {number} [x=0] - The x coordinate of the top-left of the region to process from.
* @param {number} [y=0] - The y coordinate of the top-left of the region to process from.
* @param {number} [width] - The width of the region to process.
* @param {number} [height] - The height of the region to process.
*/
processPixelRGB: function (callback, callbackContext, x, y, width, height) {
if (typeof x === 'undefined') { x = 0; }
if (typeof y === 'undefined') { y = 0; }
if (typeof width === 'undefined') { width = this.width; }
if (typeof height === 'undefined') { height = this.height; }
var w = x + width;
var h = y + height;
var pixel = Phaser.Color.createColor();
var result = { r: 0, g: 0, b: 0, a: 0 };
var dirty = false;
for (var ty = y; ty < h; ty++)
{
for (var tx = x; tx < w; tx++)
{
Phaser.Color.unpackPixel(this.getPixel32(tx, ty), pixel);
result = callback.call(callbackContext, pixel, tx, ty);
2014-05-20 09:12:48 +00:00
if (result !== false & & result !== null & & result !== undefined)
2014-04-29 14:39:02 +00:00
{
this.setPixel32(tx, ty, result.r, result.g, result.b, result.a, false);
dirty = true;
}
}
}
if (dirty)
{
this.context.putImageData(this.imageData, 0, 0);
this.dirty = true;
}
},
/**
* Scans through the area specified in this BitmapData and sends the color for every pixel to the given callback along with its x and y coordinates.
* Whatever value the callback returns is set as the new color for that pixel, unless it returns the same color, in which case it's skipped.
* Note that the format of the color received will be different depending on if the system is big or little endian.
* It is expected that your callback will deal with endianess. If you'd rather Phaser did it then use processPixelRGB instead.
* The callback will also be sent the pixels x and y coordinates respectively.
*
* @method Phaser.BitmapData#processPixel
* @param {function} callback - The callback that will be sent each pixel color to be processed.
* @param {object} callbackContext - The context under which the callback will be called.
* @param {number} [x=0] - The x coordinate of the top-left of the region to process from.
* @param {number} [y=0] - The y coordinate of the top-left of the region to process from.
* @param {number} [width] - The width of the region to process.
* @param {number} [height] - The height of the region to process.
*/
processPixel: function (callback, callbackContext, x, y, width, height) {
if (typeof x === 'undefined') { x = 0; }
if (typeof y === 'undefined') { y = 0; }
if (typeof width === 'undefined') { width = this.width; }
if (typeof height === 'undefined') { height = this.height; }
var w = x + width;
var h = y + height;
var pixel = 0;
var result = 0;
var dirty = false;
for (var ty = y; ty < h; ty++)
{
for (var tx = x; tx < w; tx++)
{
pixel = this.getPixel32(tx, ty);
result = callback.call(callbackContext, pixel, tx, ty);
if (result !== pixel)
{
this.pixels[ty * this.width + tx] = result;
dirty = true;
}
}
}
if (dirty)
{
this.context.putImageData(this.imageData, 0, 0);
this.dirty = true;
}
},
/**
* Replaces all pixels matching one color with another. The color values are given as two sets of RGBA values.
* An optional region parameter controls if the replacement happens in just a specific area of the BitmapData or the entire thing.
*
* @method Phaser.BitmapData#replaceRGB
* @param {number} r1 - The red color value to be replaced. Between 0 and 255.
* @param {number} g1 - The green color value to be replaced. Between 0 and 255.
* @param {number} b1 - The blue color value to be replaced. Between 0 and 255.
* @param {number} a1 - The alpha color value to be replaced. Between 0 and 255.
* @param {number} r2 - The red color value that is the replacement color. Between 0 and 255.
* @param {number} g2 - The green color value that is the replacement color. Between 0 and 255.
* @param {number} b2 - The blue color value that is the replacement color. Between 0 and 255.
* @param {number} a2 - The alpha color value that is the replacement color. Between 0 and 255.
* @param {Phaser.Rectangle} [region] - The area to perform the search over. If not given it will replace over the whole BitmapData.
*/
replaceRGB: function (r1, g1, b1, a1, r2, g2, b2, a2, region) {
var sx = 0;
var sy = 0;
var w = this.width;
var h = this.height;
var source = Phaser.Color.packPixel(r1, g1, b1, a1);
if (region !== undefined & & region instanceof Phaser.Rectangle)
{
sx = region.x;
sy = region.y;
w = region.width;
h = region.height;
}
for (var y = 0; y < h; y++)
{
for (var x = 0; x < w; x++)
{
if (this.getPixel32(sx + x, sy + y) === source)
{
this.setPixel32(sx + x, sy + y, r2, g2, b2, a2, false);
}
}
}
this.context.putImageData(this.imageData, 0, 0);
this.dirty = true;
},
/**
* Sets the hue, saturation and lightness values on every pixel in the given region, or the whole BitmapData if no region was specified.
*
* @method Phaser.BitmapData#setHSL
* @param {number} [h=null] - The hue, in the range 0 - 1.
* @param {number} [s=null] - The saturation, in the range 0 - 1.
* @param {number} [l=null] - The lightness, in the range 0 - 1.
* @param {Phaser.Rectangle} [region] - The area to perform the operation on. If not given it will run over the whole BitmapData.
*/
setHSL: function (h, s, l, region) {
if (typeof h === 'undefined' || h === null) { h = false; }
if (typeof s === 'undefined' || s === null) { s = false; }
if (typeof l === 'undefined' || l === null) { l = false; }
if (!h & & !s & & !l)
{
return;
}
if (typeof region === 'undefined')
{
region = new Phaser.Rectangle(0, 0, this.width, this.height);
}
var pixel = Phaser.Color.createColor();
for (var y = region.y; y < region.bottom; y++)
{
for (var x = region.x; x < region.right; x++)
{
Phaser.Color.unpackPixel(this.getPixel32(x, y), pixel, true);
if (h)
{
pixel.h = h;
}
if (s)
{
pixel.s = s;
}
if (l)
{
pixel.l = l;
}
Phaser.Color.HSLtoRGB(pixel.h, pixel.s, pixel.l, pixel);
this.setPixel32(x, y, pixel.r, pixel.g, pixel.b, pixel.a, false);
}
}
this.context.putImageData(this.imageData, 0, 0);
this.dirty = true;
},
/**
* Shifts any or all of the hue, saturation and lightness values on every pixel in the given region, or the whole BitmapData if no region was specified.
* Shifting will add the given value onto the current h, s and l values, not replace them.
* The hue is wrapped to keep it within the range 0 to 1. Saturation and lightness are clamped to not exceed 1.
*
* @method Phaser.BitmapData#shiftHSL
* @param {number} [h=null] - The amount to shift the hue by.
* @param {number} [s=null] - The amount to shift the saturation by.
* @param {number} [l=null] - The amount to shift the lightness by.
* @param {Phaser.Rectangle} [region] - The area to perform the operation on. If not given it will run over the whole BitmapData.
2014-02-18 03:01:51 +00:00
*/
2014-04-29 14:39:02 +00:00
shiftHSL: function (h, s, l, region) {
2013-11-28 15:57:09 +00:00
2014-04-29 14:39:02 +00:00
if (typeof h === 'undefined' || h === null) { h = false; }
if (typeof s === 'undefined' || s === null) { s = false; }
if (typeof l === 'undefined' || l === null) { l = false; }
2013-11-28 15:57:09 +00:00
2014-04-29 14:39:02 +00:00
if (!h & & !s & & !l)
{
return;
}
if (typeof region === 'undefined')
{
region = new Phaser.Rectangle(0, 0, this.width, this.height);
}
var pixel = Phaser.Color.createColor();
for (var y = region.y; y < region.bottom; y++)
{
for (var x = region.x; x < region.right; x++)
{
Phaser.Color.unpackPixel(this.getPixel32(x, y), pixel, true);
if (h)
{
pixel.h = this.game.math.wrap(pixel.h + h, 0, 1);
}
if (s)
{
pixel.s = this.game.math.limitValue(pixel.s + s, 0, 1);
}
if (l)
{
pixel.l = this.game.math.limitValue(pixel.l + l, 0, 1);
}
Phaser.Color.HSLtoRGB(pixel.h, pixel.s, pixel.l, pixel);
this.setPixel32(x, y, pixel.r, pixel.g, pixel.b, pixel.a, false);
}
}
this.context.putImageData(this.imageData, 0, 0);
this.dirty = true;
2013-11-28 15:57:09 +00:00
},
/**
* Sets the color of the given pixel to the specified red, green, blue and alpha values.
2014-04-29 14:39:02 +00:00
*
2013-11-28 15:57:09 +00:00
* @method Phaser.BitmapData#setPixel32
2014-04-29 14:39:02 +00:00
* @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
* @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
2013-11-28 15:57:09 +00:00
* @param {number} red - The red color value, between 0 and 0xFF (255).
* @param {number} green - The green color value, between 0 and 0xFF (255).
* @param {number} blue - The blue color value, between 0 and 0xFF (255).
* @param {number} alpha - The alpha color value, between 0 and 0xFF (255).
2014-04-29 14:39:02 +00:00
* @param {boolean} [immediate=true] - If `true` the context.putImageData will be called and the dirty flag set.
2013-11-28 15:57:09 +00:00
*/
2014-04-29 14:39:02 +00:00
setPixel32: function (x, y, red, green, blue, alpha, immediate) {
if (typeof immediate === 'undefined') { immediate = true; }
2013-11-28 15:57:09 +00:00
2014-04-11 12:09:28 +00:00
if (x >= 0 & & x < = this.width & & y >= 0 & & y < = this.height)
2013-11-28 15:57:09 +00:00
{
2014-04-29 14:39:02 +00:00
if (Phaser.Device.LITTLE_ENDIAN)
2013-11-28 15:57:09 +00:00
{
2014-04-29 14:39:02 +00:00
this.pixels[y * this.width + x] = (alpha < < 24) | (blue < < 16) | (green < < 8) | red;
2013-11-28 15:57:09 +00:00
}
else
{
2014-04-29 14:39:02 +00:00
this.pixels[y * this.width + x] = (red < < 24) | (green < < 16) | (blue < < 8) | alpha;
2013-11-28 15:57:09 +00:00
}
2014-04-29 14:39:02 +00:00
if (immediate)
{
this.context.putImageData(this.imageData, 0, 0);
this.dirty = true;
}
2013-11-28 15:57:09 +00:00
}
},
/**
* Sets the color of the given pixel to the specified red, green and blue values.
2014-02-21 15:37:26 +00:00
*
2013-11-28 15:57:09 +00:00
* @method Phaser.BitmapData#setPixel
2014-04-29 14:39:02 +00:00
* @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
* @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
* @param {number} red - The red color value, between 0 and 0xFF (255).
* @param {number} green - The green color value, between 0 and 0xFF (255).
* @param {number} blue - The blue color value, between 0 and 0xFF (255).
* @param {number} alpha - The alpha color value, between 0 and 0xFF (255).
* @param {boolean} [immediate=true] - If `true` the context.putImageData will be called and the dirty flag set.
2013-11-28 15:57:09 +00:00
*/
2014-04-29 14:39:02 +00:00
setPixel: function (x, y, red, green, blue, immediate) {
2013-11-28 15:57:09 +00:00
2014-04-29 14:39:02 +00:00
this.setPixel32(x, y, red, green, blue, 255, immediate);
2013-11-28 15:57:09 +00:00
},
/**
2014-04-29 14:39:02 +00:00
* Get the color of a specific pixel in the context into a color object.
2014-05-20 09:12:48 +00:00
* If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer,
* otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist.
2014-02-21 15:37:26 +00:00
*
2014-04-29 14:39:02 +00:00
* @method Phaser.BitmapData#getPixel
* @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
* @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
* @param {object} [out] - An object into which 4 properties will be created: r, g, b and a. If not provided a new object will be created.
* @return {object} An object with the red, green, blue and alpha values set in the r, g, b and a properties.
2013-11-28 15:57:09 +00:00
*/
2014-04-29 14:39:02 +00:00
getPixel: function (x, y, out) {
2013-11-28 15:57:09 +00:00
2014-04-29 14:39:02 +00:00
if (!out)
{
out = Phaser.Color.createColor();
}
var index = ~~(x + (y * this.width));
index *= 4;
if (this.data[index])
2013-11-28 15:57:09 +00:00
{
2014-04-29 14:39:02 +00:00
out.r = this.data[index];
out.g = this.data[++index];
out.b = this.data[++index];
out.a = this.data[++index];
2013-11-28 15:57:09 +00:00
}
2014-04-29 14:39:02 +00:00
return out;
2013-11-28 15:57:09 +00:00
},
/**
2014-02-21 15:37:26 +00:00
* Get the color of a specific pixel including its alpha value.
2014-05-20 09:12:48 +00:00
* If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer,
* otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist.
2014-04-29 14:39:02 +00:00
* Note that on little-endian systems the format is 0xAABBGGRR and on big-endian the format is 0xRRGGBBAA.
2014-02-21 15:37:26 +00:00
*
2014-04-29 14:39:02 +00:00
* @method Phaser.BitmapData#getPixel32
* @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
* @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
2013-11-28 15:57:09 +00:00
* @return {number} A native color value integer (format: 0xAARRGGBB)
*/
getPixel32: function (x, y) {
2014-04-11 12:09:28 +00:00
if (x >= 0 & & x < = this.width & & y >= 0 & & y < = this.height)
2013-11-28 15:57:09 +00:00
{
2014-04-29 14:39:02 +00:00
return this.pixels[y * this.width + x];
2013-11-28 15:57:09 +00:00
}
},
2014-04-29 14:39:02 +00:00
/**
* Get the color of a specific pixel including its alpha value as a color object containing r,g,b,a and rgba properties.
2014-05-20 09:12:48 +00:00
* If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer,
* otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist.
2014-04-29 14:39:02 +00:00
*
* @method Phaser.BitmapData#getPixelRGB
* @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
* @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
* @param {object} [out] - An object into which 3 properties will be created: r, g and b. If not provided a new object will be created.
* @param {boolean} [hsl=false] - Also convert the rgb values into hsl?
* @param {boolean} [hsv=false] - Also convert the rgb values into hsv?
* @return {object} An object with the red, green and blue values set in the r, g and b properties.
*/
getPixelRGB: function (x, y, out, hsl, hsv) {
return Phaser.Color.unpackPixel(this.getPixel32(x, y), out, hsl, hsv);
},
2013-11-28 15:57:09 +00:00
/**
2014-02-21 15:37:26 +00:00
* Gets all the pixels from the region specified by the given Rectangle object.
*
2014-04-29 14:39:02 +00:00
* @method Phaser.BitmapData#getPixels
2014-02-21 15:37:26 +00:00
* @param {Phaser.Rectangle} rect - The Rectangle region to get.
2014-04-29 14:39:02 +00:00
* @return {ImageData} Returns a ImageData object containing a Uint8ClampedArray data property.
2013-11-28 15:57:09 +00:00
*/
getPixels: function (rect) {
return this.context.getImageData(rect.x, rect.y, rect.width, rect.height);
},
2014-02-21 15:37:26 +00:00
/**
* Copies the pixels from the source image to this BitmapData based on the given area and destination.
*
2014-04-29 14:39:02 +00:00
* @method Phaser.BitmapData#copyPixels
2014-02-21 15:37:26 +00:00
* @param {HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache.
* @param {Phaser.Rectangle} area - The Rectangle region to copy from the source image.
* @param {number} destX - The destination x coordinate to copy the image to.
* @param {number} destY - The destination y coordinate to copy the image to.
*/
2014-02-18 03:01:51 +00:00
copyPixels: function (source, area, destX, destY) {
2013-11-28 15:57:09 +00:00
2014-02-21 15:37:26 +00:00
if (typeof source === 'string')
{
source = this.game.cache.getImage(source);
}
if (source)
{
this.context.drawImage(source, area.x, area.y, area.width, area.height, destX, destY, area.width, area.height);
}
2014-04-29 14:39:02 +00:00
this.dirty = true;
2014-02-21 15:37:26 +00:00
},
/**
* Draws the given image to this BitmapData at the coordinates specified. If you need to only draw a part of the image use BitmapData.copyPixels instead.
*
2014-04-29 14:39:02 +00:00
* @method Phaser.BitmapData#draw
* @param {HTMLImage|string} source - The Image to draw. If you give a string it will try and find the Image in the Game.Cache.
* @param {number} [x=0] - The x coordinate to draw the image to.
* @param {number} [y=0] - The y coordinate to draw the image to.
2014-02-21 15:37:26 +00:00
*/
2014-04-29 14:39:02 +00:00
draw: function (source, x, y) {
if (typeof x === 'undefined') { x = 0; }
if (typeof y === 'undefined') { y = 0; }
2014-02-21 15:37:26 +00:00
if (typeof source === 'string')
{
source = this.game.cache.getImage(source);
}
if (source)
{
2014-04-29 14:39:02 +00:00
this.context.drawImage(source, 0, 0, source.width, source.height, x, y, source.width, source.height);
2014-02-21 15:37:26 +00:00
}
2014-04-29 14:39:02 +00:00
this.dirty = true;
},
/**
* Draws the given image to this BitmapData at the coordinates specified. If you need to only draw a part of the image use BitmapData.copyPixels instead.
*
* @method Phaser.BitmapData#drawSprite
* @param {Phaser.Sprite|Phaser.Image} sprite - The Sprite to draw. Must have a loaded texture and frame.
* @param {number} [x=0] - The x coordinate to draw the Sprite to.
* @param {number} [y=0] - The y coordinate to draw the Sprite to.
*/
drawSprite: function (sprite, x, y) {
if (typeof x === 'undefined') { x = 0; }
if (typeof y === 'undefined') { y = 0; }
var frame = sprite.texture.frame;
this.context.drawImage(sprite.texture.baseTexture.source, frame.x, frame.y, frame.width, frame.height, x, y, frame.width, frame.height);
this.dirty = true;
2014-02-21 15:37:26 +00:00
},
/**
* Draws the given image onto this BitmapData using an image as an alpha mask.
*
2014-04-29 14:39:02 +00:00
* @method Phaser.BitmapData#alphaMask
2014-02-21 15:37:26 +00:00
* @param {HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache.
* @param {HTMLImage|string} mask - The Image to use as the alpha mask. If you give a key it will try and find the Image in the Game.Cache.
*/
alphaMask: function (source, mask) {
var temp = this.context.globalCompositeOperation;
if (typeof mask === 'string')
{
mask = this.game.cache.getImage(mask);
}
if (mask)
{
this.context.drawImage(mask, 0, 0);
}
this.context.globalCompositeOperation = 'source-atop';
if (typeof source === 'string')
{
source = this.game.cache.getImage(source);
}
if (source)
{
this.context.drawImage(source, 0, 0);
}
this.context.globalCompositeOperation = temp;
2013-11-28 15:57:09 +00:00
2014-04-29 14:39:02 +00:00
this.dirty = true;
},
/**
* Scans this BitmapData for all pixels matching the given r,g,b values and then draws them into the given destination BitmapData.
* The destination BitmapData must be large enough to receive all of the pixels that are scanned.
* Although the destination BitmapData is returned from this method, it's actually modified directly in place, meaning this call is perfectly valid:
* `picture.extract(mask, r, g, b)`
*
* @method Phaser.BitmapData#extract
* @param {Phaser.BitmapData} destination - The BitmapData that the extracts pixels will be drawn to.
* @param {number} r - The red color component, in the range 0 - 255.
* @param {number} g - The green color component, in the range 0 - 255.
* @param {number} b - The blue color component, in the range 0 - 255.
* @param {number} [a=255] - The alpha color component, in the range 0 - 255.
* @returns {Phaser.BitmapData} The BitmapData that the extract pixels were drawn on.
*/
extract: function (destination, r, g, b, a) {
if (typeof a === 'undefined') { a = 255; }
this.processPixelRGB(
function(pixel, x, y){
if (pixel.r === r & & pixel.g === g & & pixel.b === b)
{
destination.setPixel32(x, y, r, g, b, a, false);
}
return false;
},
this);
destination.context.putImageData(destination.imageData, 0, 0);
destination.dirty = true;
return destination;
},
2014-05-20 09:12:48 +00:00
/**
* Draws a filled Rectangle to the BitmapData at the given x, y coordinates and width / height in size.
*
* @method Phaser.BitmapData#rect
* @param {number} x - The x coordinate of the top-left of the Rectangle.
* @param {number} y - The y coordinate of the top-left of the Rectangle.
* @param {number} width - The width of the Rectangle.
* @param {number} height - The height of the Rectangle.
* @param {string} [fillStyle] - If set the context fillStyle will be set to this value before the rect is drawn.
*/
rect: function (x, y, width, height, fillStyle) {
if (typeof fillStyle !== 'undefined')
{
this.context.fillStyle = fillStyle;
}
this.context.fillRect(x, y, width, height);
this.context.fill();
},
2014-04-29 14:39:02 +00:00
/**
* Draws a filled Circle to the BitmapData at the given x, y coordinates and radius in size.
*
* @method Phaser.BitmapData#circle
2014-05-20 09:12:48 +00:00
* @param {number} x - The x coordinate to draw the Circle at. This is the center of the circle.
* @param {number} y - The y coordinate to draw the Circle at. This is the center of the circle.
* @param {number} radius - The radius of the Circle in pixels. The radius is half the diameter.
2014-04-29 14:39:02 +00:00
* @param {string} [fillStyle] - If set the context fillStyle will be set to this value before the circle is drawn.
*/
circle: function (x, y, radius, fillStyle) {
if (typeof fillStyle !== 'undefined')
{
this.context.fillStyle = fillStyle;
}
this.context.beginPath();
this.context.arc(x, y, radius, 0, Math.PI * 2, false);
this.context.closePath();
this.context.fill();
2013-11-28 15:57:09 +00:00
},
/**
* If the game is running in WebGL this will push the texture up to the GPU if it's dirty.
* This is called automatically if the BitmapData is being used by a Sprite, otherwise you need to remember to call it in your render function.
2014-04-29 14:39:02 +00:00
* If you wish to suppress this functionality set BitmapData.disableTextureUpload to `true`.
2014-02-21 15:37:26 +00:00
*
2013-11-28 15:57:09 +00:00
* @method Phaser.BitmapData#render
*/
render: function () {
2014-04-29 14:39:02 +00:00
if (!this.disableTextureUpload & & this.game.renderType === Phaser.WEBGL & & this.dirty)
2013-11-28 15:57:09 +00:00
{
// Only needed if running in WebGL, otherwise this array will never get cleared down
2014-03-24 12:41:45 +00:00
// should use the rendersession
PIXI.updateWebGLTexture(this.baseTexture, this.game.renderer.gl);
2013-11-28 15:57:09 +00:00
2014-03-24 12:41:45 +00:00
this.dirty = false;
2013-11-28 15:57:09 +00:00
}
}
2014-02-05 06:29:17 +00:00
};
Phaser.BitmapData.prototype.constructor = Phaser.BitmapData;
2013-11-28 15:57:09 +00:00
< / pre >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
2014-02-05 06:29:17 +00:00
Phaser Copyright © 2012-2014 Photon Storm Ltd.
2013-11-28 15:57:09 +00:00
< / span >
< br / >
< span class = "jsdoc-message" >
2014-04-11 12:09:28 +00:00
Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
2014-05-20 09:12:48 +00:00
on Tue May 20 2014 10:05:49 GMT+0100 (BST) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
2013-11-28 15:57:09 +00:00
< / span >
< / footer >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
2014-04-10 22:13:43 +00:00
anchorName : function(i, heading, prefix) {
2014-03-14 06:36:05 +00:00
return $(heading).attr("id") || ( prefix + i );
},
2013-11-28 15:57:09 +00:00
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >