phaser/src/utils/Debug.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A collection of methods for displaying debug information about game objects. Phaser.Debug requires a CANVAS game type in order to render, so if you've got
* your game set to use Phaser.AUTO then swap it for Phaser.CANVAS to ensure WebGL doesn't kick in, then the Debug functions will all display.
*
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* @class Phaser.Utils.Debug
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.Utils.Debug = function (game) {
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/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
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/**
* @property {Context} context - The canvas context on which to render the debug information.
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*/
this.context = game.context;
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/**
* @property {string} font - The font that the debug information is rendered in.
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* @default '14px Courier'
*/
this.font = '14px Courier';
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/**
* @property {number} lineHeight - The line height between the debug text.
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*/
this.lineHeight = 16;
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/**
* @property {boolean} renderShadow - Should the text be rendered with a slight shadow? Makes it easier to read on different types of background.
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*/
this.renderShadow = true;
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/**
* @property {Context} currentX - The current X position the debug information will be rendered at.
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* @default
*/
this.currentX = 0;
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/**
* @property {number} currentY - The current Y position the debug information will be rendered at.
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* @default
*/
this.currentY = 0;
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/**
* @property {number} currentAlpha - The current alpha the debug information will be rendered at.
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* @default
*/
this.currentAlpha = 1;
};
Phaser.Utils.Debug.prototype = {
/**
* Internal method that resets and starts the debug output values.
* @method Phaser.Utils.Debug#start
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* @param {number} x - The X value the debug info will start from.
* @param {number} y - The Y value the debug info will start from.
* @param {string} color - The color the debug info will drawn in.
*/
start: function (x, y, color) {
if (this.context == null)
{
return;
}
x = x || null;
y = y || null;
color = color || 'rgb(255,255,255)';
if (x && y)
{
this.currentX = x;
this.currentY = y;
this.currentColor = color;
}
this.currentAlpha = this.context.globalAlpha;
this.context.save();
this.context.setTransform(1, 0, 0, 1, 0, 0);
this.context.fillStyle = color;
this.context.font = this.font;
this.context.globalAlpha = 1;
},
/**
* Internal method that stops the debug output.
* @method Phaser.Utils.Debug#stop
*/
stop: function () {
this.context.restore();
this.context.globalAlpha = this.currentAlpha;
},
/**
* Internal method that outputs a single line of text.
* @method Phaser.Utils.Debug#line
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* @param {string} text - The line of text to draw.
* @param {number} x - The X value the debug info will start from.
* @param {number} y - The Y value the debug info will start from.
*/
line: function (text, x, y) {
if (this.context == null)
{
return;
}
x = x || null;
y = y || null;
if (x !== null) {
this.currentX = x;
}
if (y !== null) {
this.currentY = y;
}
if (this.renderShadow)
{
this.context.fillStyle = 'rgb(0,0,0)';
this.context.fillText(text, this.currentX + 1, this.currentY + 1);
this.context.fillStyle = this.currentColor;
}
this.context.fillText(text, this.currentX, this.currentY);
this.currentY += this.lineHeight;
},
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/**
* Visually renders a QuadTree to the display.
* @method Phaser.Utils.Debug#renderQuadTree
* @param {Phaser.QuadTree} quadtree - The quadtree to render.
* @param {string} color - The color of the lines in the quadtree.
*/
renderQuadTree: function (quadtree, color) {
color = color || 'rgba(255,0,0,0.3)';
this.start();
var bounds = quadtree.bounds;
if (quadtree.nodes.length === 0)
{
this.context.strokeStyle = color;
this.context.strokeRect(bounds.x, bounds.y, bounds.width, bounds.height);
this.renderText(quadtree.ID + ' / ' + quadtree.objects.length, bounds.x + 4, bounds.y + 16, 'rgb(0,200,0)', '12px Courier');
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this.context.strokeStyle = 'rgb(0,255,0)';
// children
for (var i = 0; i < quadtree.objects.length; i++)
{
this.context.strokeRect(quadtree.objects[i].x, quadtree.objects[i].y, quadtree.objects[i].width, quadtree.objects[i].height);
}
}
else
{
for (var i = 0; i < quadtree.nodes.length; i++)
{
this.renderQuadTree(quadtree.nodes[i]);
}
}
this.stop();
},
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/**
* Renders the corners and point information of the given Sprite.
* @method Phaser.Utils.Debug#renderSpriteCorners
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* @param {Phaser.Sprite} sprite - The sprite to be rendered.
* @param {boolean} [showText=false] - If true the x/y coordinates of each point will be rendered.
* @param {boolean} [showBounds=false] - If true the bounds will be rendered over the top of the sprite.
* @param {string} [color='rgb(255,0,255)'] - The color the text is rendered in.
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*/
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renderSpriteCorners: function (sprite, showText, showBounds, color) {
if (this.context == null)
{
return;
}
showText = showText || false;
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showBounds = showBounds || false;
color = color || 'rgb(255,0,255)';
this.start(0, 0, color);
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if (showBounds)
{
this.context.strokeStyle = 'rgba(255,0,255,0.5)';
this.context.strokeRect(sprite.bounds.x, sprite.bounds.y, sprite.bounds.width, sprite.bounds.height);
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this.context.stroke();
}
this.context.beginPath();
this.context.moveTo(sprite.topLeft.x, sprite.topLeft.y);
this.context.lineTo(sprite.topRight.x, sprite.topRight.y);
this.context.lineTo(sprite.bottomRight.x, sprite.bottomRight.y);
this.context.lineTo(sprite.bottomLeft.x, sprite.bottomLeft.y);
this.context.closePath();
this.context.strokeStyle = 'rgba(0,0,255,0.8)';
this.context.stroke();
this.renderPoint(sprite.center);
this.renderPoint(sprite.topLeft);
this.renderPoint(sprite.topRight);
this.renderPoint(sprite.bottomLeft);
this.renderPoint(sprite.bottomRight);
if (showText)
{
this.currentColor = color;
this.line('x: ' + Math.floor(sprite.topLeft.x) + ' y: ' + Math.floor(sprite.topLeft.y), sprite.topLeft.x, sprite.topLeft.y);
this.line('x: ' + Math.floor(sprite.topRight.x) + ' y: ' + Math.floor(sprite.topRight.y), sprite.topRight.x, sprite.topRight.y);
this.line('x: ' + Math.floor(sprite.bottomLeft.x) + ' y: ' + Math.floor(sprite.bottomLeft.y), sprite.bottomLeft.x, sprite.bottomLeft.y);
this.line('x: ' + Math.floor(sprite.bottomRight.x) + ' y: ' + Math.floor(sprite.bottomRight.y), sprite.bottomRight.x, sprite.bottomRight.y);
}
this.stop();
},
/**
* Render Sound information, including decoded state, duration, volume and more.
* @method Phaser.Utils.Debug#renderSoundInfo
* @param {Phaser.Sound} sound - The sound object to debug.
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* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
renderSoundInfo: function (sound, x, y, color) {
if (this.context == null)
{
return;
}
color = color || 'rgb(255,255,255)';
this.start(x, y, color);
this.line('Sound: ' + sound.key + ' Locked: ' + sound.game.sound.touchLocked);
this.line('Is Ready?: ' + this.game.cache.isSoundReady(sound.key) + ' Pending Playback: ' + sound.pendingPlayback);
this.line('Decoded: ' + sound.isDecoded + ' Decoding: ' + sound.isDecoding);
this.line('Total Duration: ' + sound.totalDuration + ' Playing: ' + sound.isPlaying);
this.line('Time: ' + sound.currentTime);
this.line('Volume: ' + sound.volume + ' Muted: ' + sound.mute);
this.line('WebAudio: ' + sound.usingWebAudio + ' Audio: ' + sound.usingAudioTag);
if (sound.currentMarker !== '')
{
this.line('Marker: ' + sound.currentMarker + ' Duration: ' + sound.duration);
this.line('Start: ' + sound.markers[sound.currentMarker].start + ' Stop: ' + sound.markers[sound.currentMarker].stop);
this.line('Position: ' + sound.position);
}
this.stop();
},
/**
* Render camera information including dimensions and location.
* @method Phaser.Utils.Debug#renderCameraInfo
* @param {Phaser.Camera} camera - Description.
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* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
renderCameraInfo: function (camera, x, y, color) {
if (this.context == null)
{
return;
}
color = color || 'rgb(255,255,255)';
this.start(x, y, color);
this.line('Camera (' + camera.width + ' x ' + camera.height + ')');
this.line('X: ' + camera.x + ' Y: ' + camera.y);
this.stop();
},
/**
* Renders the Pointer.circle object onto the stage in green if down or red if up along with debug text.
* @method Phaser.Utils.Debug#renderDebug
* @param {Phaser.Pointer} pointer - Description.
* @param {boolean} [hideIfUp=false] - Doesn't render the circle if the pointer is up.
* @param {string} [downColor='rgba(0,255,0,0.5)'] - The color the circle is rendered in if down.
* @param {string} [upColor='rgba(255,0,0,0.5)'] - The color the circle is rendered in if up (and hideIfUp is false).
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
renderPointer: function (pointer, hideIfUp, downColor, upColor, color) {
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if (this.context == null || pointer == null)
{
return;
}
if (typeof hideIfUp === 'undefined') { hideIfUp = false; }
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downColor = downColor || 'rgba(0,255,0,0.5)';
upColor = upColor || 'rgba(255,0,0,0.5)';
color = color || 'rgb(255,255,255)';
if (hideIfUp == true && pointer.isUp == true)
{
return;
}
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this.start(pointer.x, pointer.y - 100, color);
this.context.beginPath();
this.context.arc(pointer.x, pointer.y, pointer.circle.radius, 0, Math.PI * 2);
if (pointer.active)
{
this.context.fillStyle = downColor;
}
else
{
this.context.fillStyle = upColor;
}
this.context.fill();
this.context.closePath();
// Render the points
this.context.beginPath();
this.context.moveTo(pointer.positionDown.x, pointer.positionDown.y);
this.context.lineTo(pointer.position.x, pointer.position.y);
this.context.lineWidth = 2;
this.context.stroke();
this.context.closePath();
// Render the text
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// this.start(pointer.x, pointer.y - 100, color);
this.line('ID: ' + pointer.id + " Active: " + pointer.active);
this.line('World X: ' + pointer.worldX + " World Y: " + pointer.worldY);
this.line('Screen X: ' + pointer.x + " Screen Y: " + pointer.y);
this.line('Duration: ' + pointer.duration + " ms");
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this.stop();
},
/**
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* Render Sprite Input Debug information.
* @method Phaser.Utils.Debug#renderSpriteInputInfo
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* @param {Phaser.Sprite} sprite - The sprite to be rendered.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
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*/
renderSpriteInputInfo: function (sprite, x, y, color) {
color = color || 'rgb(255,255,255)';
this.start(x, y, color);
this.line('Sprite Input: (' + sprite.width + ' x ' + sprite.height + ')');
this.line('x: ' + sprite.input.pointerX().toFixed(1) + ' y: ' + sprite.input.pointerY().toFixed(1));
this.line('over: ' + sprite.input.pointerOver() + ' duration: ' + sprite.input.overDuration().toFixed(0));
this.line('down: ' + sprite.input.pointerDown() + ' duration: ' + sprite.input.downDuration().toFixed(0));
this.line('just over: ' + sprite.input.justOver() + ' just out: ' + sprite.input.justOut());
this.stop();
},
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/**
* Render Sprite collision.
* @method Phaser.Utils.Debug#renderSpriteCollision
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* @param {Phaser.Sprite} sprite - The sprite to be rendered.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
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*/
renderSpriteCollision: function (sprite, x, y, color) {
color = color || 'rgb(255,255,255)';
this.start(x, y, color);
this.line('Sprite Collision: (' + sprite.width + ' x ' + sprite.height + ')');
this.line('left: ' + sprite.body.touching.left);
this.line('right: ' + sprite.body.touching.right);
this.line('up: ' + sprite.body.touching.up);
this.line('down: ' + sprite.body.touching.down);
this.line('velocity.x: ' + sprite.body.velocity.x);
this.line('velocity.y: ' + sprite.body.velocity.y);
this.stop();
},
/**
* Render debug information about the Input object.
* @method Phaser.Utils.Debug#renderInputInfo
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* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
renderInputInfo: function (x, y, color) {
if (this.context == null)
{
return;
}
color = color || 'rgb(255,255,0)';
this.start(x, y, color);
this.line('Input');
this.line('X: ' + this.game.input.x + ' Y: ' + this.game.input.y);
this.line('World X: ' + this.game.input.worldX + ' World Y: ' + this.game.input.worldY);
this.line('Scale X: ' + this.game.input.scale.x.toFixed(1) + ' Scale Y: ' + this.game.input.scale.x.toFixed(1));
this.line('Screen X: ' + this.game.input.activePointer.screenX + ' Screen Y: ' + this.game.input.activePointer.screenY);
this.stop();
},
/**
* Render debug infos (including name, bounds info, position and some other properties) about the Sprite.
* @method Phaser.Utils.Debug#renderSpriteInfo
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* @param {Phaser.Sprite} sprite - Description.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
renderSpriteInfo: function (sprite, x, y, color) {
if (this.context == null)
{
return;
}
color = color || 'rgb(255, 255, 255)';
this.start(x, y, color);
this.line('Sprite: ' + ' (' + sprite.width + ' x ' + sprite.height + ') anchor: ' + sprite.anchor.x + ' x ' + sprite.anchor.y);
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this.line('x: ' + sprite.x.toFixed(1) + ' y: ' + sprite.y.toFixed(1));
this.line('angle: ' + sprite.angle.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1));
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this.line('visible: ' + sprite.visible + ' in camera: ' + sprite.inCamera);
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this.line('body x: ' + sprite.body.x.toFixed(1) + ' y: ' + sprite.body.y.toFixed(1));
// 0 = scaleX
// 1 = skewY
// 2 = translateX
// 3 = skewX
// 4 = scaleY
// 5 = translateY
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// this.line('id: ' + sprite._id);
// this.line('scale x: ' + sprite.worldTransform[0]);
// this.line('scale y: ' + sprite.worldTransform[4]);
// this.line('tx: ' + sprite.worldTransform[2]);
// this.line('ty: ' + sprite.worldTransform[5]);
// this.line('skew x: ' + sprite.worldTransform[3]);
// this.line('skew y: ' + sprite.worldTransform[1]);
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// this.line('dx: ' + sprite.body.deltaX());
// this.line('dy: ' + sprite.body.deltaY());
// this.line('sdx: ' + sprite.deltaX());
// this.line('sdy: ' + sprite.deltaY());
// this.line('inCamera: ' + this.game.renderer.spriteRenderer.inCamera(this.game.camera, sprite));
},
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/**
* Render the World Transform information of the given Sprite.
* @method Phaser.Utils.Debug#renderWorldTransformInfo
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* @param {Phaser.Sprite} sprite - Description.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
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*/
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renderWorldTransformInfo: function (sprite, x, y, color) {
if (this.context == null)
{
return;
}
color = color || 'rgb(255, 255, 255)';
this.start(x, y, color);
this.line('World Transform');
this.line('skewX: ' + sprite.worldTransform[3]);
this.line('skewY: ' + sprite.worldTransform[1]);
this.line('scaleX: ' + sprite.worldTransform[0]);
this.line('scaleY: ' + sprite.worldTransform[4]);
this.line('transX: ' + sprite.worldTransform[2]);
this.line('transY: ' + sprite.worldTransform[5]);
},
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/**
* Render the Local Transform information of the given Sprite.
* @method Phaser.Utils.Debug#renderLocalTransformInfo
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* @param {Phaser.Sprite} sprite - Description.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
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*/
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renderLocalTransformInfo: function (sprite, x, y, color) {
if (this.context == null)
{
return;
}
color = color || 'rgb(255, 255, 255)';
this.start(x, y, color);
this.line('Local Transform');
this.line('skewX: ' + sprite.localTransform[3]);
this.line('skewY: ' + sprite.localTransform[1]);
this.line('scaleX: ' + sprite.localTransform[0]);
this.line('scaleY: ' + sprite.localTransform[4]);
this.line('transX: ' + sprite.localTransform[2]);
this.line('transY: ' + sprite.localTransform[5]);
this.line('sX: ' + sprite._sx);
this.line('sY: ' + sprite._sy);
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},
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/**
* Renders Point coordinates in the given color.
* @method Phaser.Utils.Debug#renderPointInfo
* @param {Phaser.Point} sprite - Description.
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* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
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*/
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renderPointInfo: function (point, x, y, color) {
if (this.context == null)
{
return;
}
color = color || 'rgb(255, 255, 255)';
this.start(x, y, color);
this.line('px: ' + point.x.toFixed(1) + ' py: ' + point.y.toFixed(1));
this.stop();
},
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/**
* Renders just the Sprite.body bounds.
* @method Phaser.Utils.Debug#renderSpriteBody
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* @param {Phaser.Sprite} sprite - Description.
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
*/
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renderSpriteBody: function (sprite, color) {
if (this.context == null)
{
return;
}
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color = color || 'rgba(255,0,255, 0.3)';
this.start(0, 0, color);
this.context.fillStyle = color;
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// this.context.fillRect(sprite.body.x - sprite.body.deltaX(), sprite.body.y - sprite.body.deltaY(), sprite.body.width, sprite.body.height);
this.context.fillRect(sprite.body.x, sprite.body.y, sprite.body.width, sprite.body.height);
this.stop();
},
/**
* Renders just the full Sprite bounds.
* @method Phaser.Utils.Debug#renderSpriteBounds
* @param {Phaser.Sprite} sprite - Description.
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
* @param {boolean} [fill=false] - If false the bounds outline is rendered, if true the whole rectangle is rendered.
*/
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renderSpriteBounds: function (sprite, color, fill) {
if (this.context == null)
{
return;
}
color = color || 'rgb(255,0,255)';
if (typeof fill === 'undefined') { fill = false; }
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this.start(0, 0, color);
if (fill)
{
this.context.fillStyle = color;
this.context.fillRect(sprite.bounds.x, sprite.bounds.y, sprite.bounds.width, sprite.bounds.height);
}
else
{
this.context.strokeStyle = color;
this.context.strokeRect(sprite.bounds.x, sprite.bounds.y, sprite.bounds.width, sprite.bounds.height);
this.context.stroke();
}
this.stop();
},
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/**
* Renders a single pixel.
* @method Phaser.Utils.Debug#renderPixel
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* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
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*/
renderPixel: function (x, y, color) {
if (this.context == null)
{
return;
}
color = color || 'rgba(0,255,0,1)';
this.start();
this.context.fillStyle = color;
this.context.fillRect(x, y, 2, 2);
this.stop();
},
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/**
* Renders a Point object.
* @method Phaser.Utils.Debug#renderPoint
* @param {Phaser.Point} point - The Point to render.
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
*/
renderPoint: function (point, color) {
if (this.context == null)
{
return;
}
color = color || 'rgba(0,255,0,1)';
this.start();
this.context.fillStyle = color;
this.context.fillRect(point.x, point.y, 4, 4);
this.stop();
},
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/**
* Renders a Rectangle.
* @method Phaser.Utils.Debug#renderRectangle
* @param {Phaser.Rectangle} rect - The Rectangle to render.
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
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*/
renderRectangle: function (rect, color) {
if (this.context == null)
{
return;
}
color = color || 'rgba(0,255,0,0.3)';
this.start();
this.context.fillStyle = color;
this.context.fillRect(rect.x, rect.y, rect.width, rect.height);
this.stop();
},
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/**
* Renders a Circle.
* @method Phaser.Utils.Debug#renderCircle
* @param {Phaser.Circle} circle - The Circle to render.
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
*/
renderCircle: function (circle, color) {
if (this.context == null)
{
return;
}
color = color || 'rgba(0,255,0,0.3)';
this.start();
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this.context.beginPath();
this.context.fillStyle = color;
this.context.arc(circle.x, circle.y, circle.radius, 0, Math.PI * 2, false);
this.context.fill();
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this.context.closePath();
this.stop();
},
/**
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* Render text.
* @method Phaser.Utils.Debug#renderText
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* @param {string} text - The line of text to draw.
* @param {number} x - X position of the debug info to be rendered.
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* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
* @param {string} font - The font of text to draw.
*/
renderText: function (text, x, y, color, font) {
if (this.context == null)
{
return;
}
color = color || 'rgb(255,255,255)';
font = font || '16px Courier';
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this.start();
this.context.font = font;
this.context.fillStyle = color;
this.context.fillText(text, x, y);
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this.stop();
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},
/**
* Dumps the Linked List to the console.
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*
* @method Phaser.Utils.Debug#Phaser.LinkedList#dump
* @param {Phaser.LinkedList} list - The LinkedList to dump.
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*/
dumpLinkedList: function (list) {
var spacing = 20;
var output = "\n" + Phaser.Utils.pad('Node', spacing) + "|" + Phaser.Utils.pad('Next', spacing) + "|" + Phaser.Utils.pad('Previous', spacing) + "|" + Phaser.Utils.pad('First', spacing) + "|" + Phaser.Utils.pad('Last', spacing);
console.log(output);
var output = Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing);
console.log(output);
var entity = list;
var testObject = entity.last.next;
entity = entity.first;
do
{
var name = entity.sprite.name || '*';
var nameNext = '-';
var namePrev = '-';
var nameFirst = '-';
var nameLast = '-';
if (entity.next)
{
nameNext = entity.next.sprite.name;
}
if (entity.prev)
{
namePrev = entity.prev.sprite.name;
}
if (entity.first)
{
nameFirst = entity.first.sprite.name;
}
if (entity.last)
{
nameLast = entity.last.sprite.name;
}
if (typeof nameNext === 'undefined')
{
nameNext = '-';
}
if (typeof namePrev === 'undefined')
{
namePrev = '-';
}
if (typeof nameFirst === 'undefined')
{
nameFirst = '-';
}
if (typeof nameLast === 'undefined')
{
nameLast = '-';
}
var output = Phaser.Utils.pad(name, spacing) + "|" + Phaser.Utils.pad(nameNext, spacing) + "|" + Phaser.Utils.pad(namePrev, spacing) + "|" + Phaser.Utils.pad(nameFirst, spacing) + "|" + Phaser.Utils.pad(nameLast, spacing);
console.log(output);
entity = entity.next;
}
while(entity != testObject)
}
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};