phaser/TS Source/display/DynamicTexture.ts

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/// <reference path="../_definitions.ts" />
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/**
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* Phaser - Display - DynamicTexture
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*
* 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.
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*/
module Phaser.Display {
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export class DynamicTexture {
/**
* 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.
*/
constructor(game: Game, width: number, height: number) {
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this.game = game;
this.type = Phaser.Types.DYNAMICTEXTURE;
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this.canvas = <HTMLCanvasElement> document.createElement('canvas');
this.canvas.width = width;
this.canvas.height = height;
this.context = this.canvas.getContext('2d');
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this.css3 = new Phaser.Display.CSS3Filters(this.canvas);
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this.bounds = new Rectangle(0, 0, width, height);
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}
/**
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* Reference to game.
*/
public game: Phaser.Game;
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/**
* The type of game object.
*/
public type: number;
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private _sx: number = 0;
private _sy: number = 0;
private _sw: number = 0;
private _sh: number = 0;
private _dx: number = 0;
private _dy: number = 0;
private _dw: number = 0;
private _dh: number = 0;
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// Input / Output nodes?
/**
* Controls the CSS3 Filters applied to the textures canvas object.
* Only really useful if you attach this canvas to the DOM.
* @type {Phaser.Components.CSS3Filters}
*/
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public css3: Phaser.Display.CSS3Filters;
/**
* Bound of this texture with width and height info.
* @type {Rectangle}
*/
public bounds: Phaser.Rectangle;
/**
* This class is actually a wrapper of canvas.
* @type {HTMLCanvasElement}
*/
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public canvas: HTMLCanvasElement;
/**
* Canvas context of this object.
* @type {CanvasRenderingContext2D}
*/
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public context: CanvasRenderingContext2D;
/**
* 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.
*/
public globalCompositeOperation: string = null;
/**
* 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)
*/
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public getPixel(x: number, y: number): number {
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//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]);
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}
/**
* 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)
*/
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public getPixel32(x: number, y: number) {
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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]);
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}
/**
* Get pixels in array in a specific Rectangle.
* @param rect {Rectangle} The specific Rectangle.
* @returns {array} CanvasPixelArray.
*/
public getPixels(rect: Phaser.Rectangle) {
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return this.context.getImageData(rect.x, rect.y, rect.width, rect.height);
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}
/**
* 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)
*/
public setPixel(x: number, y: number, color: string) {
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this.context.fillStyle = color;
this.context.fillRect(x, y, 1, 1);
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}
/**
* 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)
*/
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public setPixel32(x: number, y: number, color: number) {
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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.
*/
public setPixels(rect: Phaser.Rectangle, input) {
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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)
*/
public fillRect(rect: Phaser.Rectangle, color: number) {
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this.context.fillStyle = color;
this.context.fillRect(rect.x, rect.y, rect.width, rect.height);
}
/**
*
*/
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public pasteImage(key: string, frame: number = -1, destX: number = 0, destY: number = 0, destWidth: number = null, destHeight: number = null) {
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var texture = null;
var frameData;
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this._sx = 0;
this._sy = 0;
this._dx = destX;
this._dy = destY;
// TODO - Load a frame from a sprite sheet, otherwise we'll draw the whole lot
if (frame > -1)
{
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//if (this.game.cache.isSpriteSheet(key))
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//{
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// texture = this.game.cache.getImage(key);
//this.animations.loadFrameData(this.game.cache.getFrameData(key));
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//}
}
else
{
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texture = this.game.cache.getImage(key);
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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, // Source Image
this._sx, // Source X (location within the source image)
this._sy, // Source Y
this._sw, // Source Width
this._sh, // Source Height
this._dx, // Destination X (where on the canvas it'll be drawn)
this._dy, // Destination Y
this._dw, // Destination Width (always same as Source Width unless scaled)
this._dh // Destination Height (always same as Source Height unless scaled)
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);
}
}
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// TODO - Add in support for: alphaBitmapData: BitmapData = null, alphaPoint: Point = null, mergeAlpha: bool = 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.
*/
public copyPixels(sourceTexture: Phaser.Display.DynamicTexture, sourceRect: Phaser.Rectangle, destPoint: Phaser.Point) {
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// Swap for drawImage if the sourceRect is the same size as the sourceTexture to avoid a costly getImageData call
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if (Phaser.RectangleUtils.equals(sourceRect, this.bounds) == true)
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{
this.context.drawImage(sourceTexture.canvas, destPoint.x, destPoint.y);
}
else
{
this.context.putImageData(sourceTexture.getPixels(sourceRect), destPoint.x, destPoint.y);
}
}
public add(sprite: Phaser.Sprite) {
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sprite.texture.canvas = this.canvas;
sprite.texture.context = this.context;
}
/**
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* 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
*/
public assignCanvasToGameObjects(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.
*/
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public clear() {
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this.context.clearRect(0, 0, this.bounds.width, this.bounds.height);
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}
/**
* 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)
*/
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public render(x: number = 0, y: number = 0) {
if (this.globalCompositeOperation)
{
this.game.stage.context.save();
this.game.stage.context.globalCompositeOperation = this.globalCompositeOperation;
}
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this.game.stage.context.drawImage(this.canvas, x, y);
if (this.globalCompositeOperation)
{
this.game.stage.context.restore();
}
}
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public get width(): number {
return this.bounds.width;
}
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public get height(): number {
return this.bounds.height;
}
}
}