2013-10-01 12:54:29 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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2016-04-04 21:15:01 +00:00
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* @copyright 2016 Photon Storm Ltd.
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2013-10-01 12:54:29 +00:00
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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2016-06-29 15:18:43 +00:00
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* A Graphics object is a way to draw primitives to your game. Primitives include forms of geometry, such as Rectangles,
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* Circles and Polygons. They also include lines, arcs and curves. When you initially create a Graphics object it will
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* be empty. To 'draw' to it you first specify a lineStyle or fillStyle (or both), and then draw a shape. For example:
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*
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* ```
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* graphics.beginFill(0xff0000);
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* graphics.drawCircle(50, 50, 100);
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* graphics.endFill();
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* ```
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*
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* This will draw a circle shape to the Graphics object, with a diameter of 100, located at x: 50, y: 50.
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*
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* When a Graphics object is rendered it will render differently based on if the game is running under Canvas or
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* WebGL. Under Canvas it will use the HTML Canvas context drawing operations to draw the path. Under WebGL the
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* graphics data is decomposed into polygons. Both of these are expensive processes, especially with complex shapes.
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*
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* If your Graphics object doesn't change much (or at all) once you've drawn your shape to it, then you will help
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* performance by calling `Graphics.generateTexture`. This will 'bake' the Graphics object into a Texture, and return it.
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* You can then use this Texture for Sprites or other display objects. If your Graphics object updates frequently then
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* you should avoid doing this, as it will constantly generate new textures, which will consume memory.
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*
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* As you can tell, Graphics objects are a bit of a trade-off. While they are extremely useful, you need to be careful
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* in their complexity and quantity of them in your game.
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2014-03-23 07:59:28 +00:00
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*
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2013-10-01 12:54:29 +00:00
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* @class Phaser.Graphics
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* @constructor
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2014-09-16 16:35:08 +00:00
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* @extends PIXI.Graphics
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2015-03-01 07:00:17 +00:00
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* @extends Phaser.Component.Core
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* @extends Phaser.Component.Angle
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* @extends Phaser.Component.AutoCull
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* @extends Phaser.Component.Bounds
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* @extends Phaser.Component.Destroy
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* @extends Phaser.Component.FixedToCamera
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* @extends Phaser.Component.InputEnabled
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* @extends Phaser.Component.InWorld
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* @extends Phaser.Component.LifeSpan
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* @extends Phaser.Component.PhysicsBody
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* @extends Phaser.Component.Reset
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2015-05-12 12:02:21 +00:00
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* @param {Phaser.Game} game - Current game instance.
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* @param {number} [x=0] - X position of the new graphics object.
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* @param {number} [y=0] - Y position of the new graphics object.
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2013-10-01 12:54:29 +00:00
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*/
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2013-09-09 16:01:59 +00:00
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Phaser.Graphics = function (game, x, y) {
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2015-07-22 09:37:15 +00:00
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if (x === undefined) { x = 0; }
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if (y === undefined) { y = 0; }
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2014-02-17 11:27:31 +00:00
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2013-10-01 12:54:29 +00:00
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/**
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2014-02-17 11:27:31 +00:00
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* @property {number} type - The const type of this object.
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* @default
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*/
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2013-09-12 20:54:41 +00:00
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this.type = Phaser.GRAPHICS;
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2015-03-23 15:04:27 +00:00
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/**
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* @property {number} physicsType - The const physics body type of this object.
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* @readonly
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*/
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this.physicsType = Phaser.SPRITE;
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2016-04-06 23:14:41 +00:00
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/**
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* @property {Phaser.Point} anchor - Required for a Graphics shape to work as a Physics body, do not modify this value.
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* @private
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*/
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this.anchor = new Phaser.Point();
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2014-02-17 11:27:31 +00:00
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PIXI.Graphics.call(this);
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2015-02-17 06:00:41 +00:00
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Phaser.Component.Core.init.call(this, game, x, y, '', null);
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2013-11-13 06:49:24 +00:00
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2013-09-09 16:01:59 +00:00
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};
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2013-09-22 21:55:34 +00:00
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Phaser.Graphics.prototype = Object.create(PIXI.Graphics.prototype);
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2013-09-09 16:01:59 +00:00
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Phaser.Graphics.prototype.constructor = Phaser.Graphics;
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2013-09-22 14:21:51 +00:00
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2015-03-23 19:19:07 +00:00
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Phaser.Component.Core.install.call(Phaser.Graphics.prototype, [
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2015-02-23 04:44:11 +00:00
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'Angle',
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'AutoCull',
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'Bounds',
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'Destroy',
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'FixedToCamera',
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'InputEnabled',
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'InWorld',
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'LifeSpan',
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'PhysicsBody',
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'Reset'
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2015-03-23 19:19:07 +00:00
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]);
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2015-02-23 04:44:11 +00:00
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2015-03-10 14:23:49 +00:00
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Phaser.Graphics.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate;
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Phaser.Graphics.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate;
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Phaser.Graphics.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
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Phaser.Graphics.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;
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2014-02-17 11:27:31 +00:00
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/**
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* Automatically called by World.preUpdate.
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2015-03-23 19:19:07 +00:00
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*
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* @method
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* @memberof Phaser.Graphics
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2014-02-17 11:27:31 +00:00
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*/
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Phaser.Graphics.prototype.preUpdate = function () {
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2015-03-10 14:23:49 +00:00
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if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())
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{
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return false;
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}
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2014-02-17 11:27:31 +00:00
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2015-03-10 14:23:49 +00:00
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return this.preUpdateCore();
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2014-02-17 11:27:31 +00:00
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2014-03-23 08:40:24 +00:00
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};
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2014-02-17 11:27:31 +00:00
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2013-10-17 20:10:00 +00:00
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/**
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2013-11-25 03:13:04 +00:00
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* Destroy this Graphics instance.
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2014-03-23 07:59:28 +00:00
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*
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2014-02-20 03:44:44 +00:00
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* @method Phaser.Graphics.prototype.destroy
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2014-02-27 20:05:16 +00:00
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* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
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2013-10-17 20:10:00 +00:00
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*/
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2014-02-27 20:05:16 +00:00
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Phaser.Graphics.prototype.destroy = function(destroyChildren) {
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2013-10-17 20:10:00 +00:00
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this.clear();
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2015-02-17 06:00:41 +00:00
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Phaser.Component.Destroy.prototype.destroy.call(this, destroyChildren);
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2014-04-22 00:43:22 +00:00
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2014-03-23 08:40:24 +00:00
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};
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2013-10-17 20:10:00 +00:00
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2014-05-02 17:30:49 +00:00
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/*
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* Draws a single {Phaser.Polygon} triangle from a {Phaser.Point} array
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*
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2014-05-13 23:04:31 +00:00
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* @method Phaser.Graphics.prototype.drawTriangle
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2014-05-02 17:30:49 +00:00
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* @param {Array<Phaser.Point>} points - An array of Phaser.Points that make up the three vertices of this triangle
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* @param {boolean} [cull=false] - Should we check if the triangle is back-facing
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*/
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Phaser.Graphics.prototype.drawTriangle = function(points, cull) {
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2014-05-13 23:04:31 +00:00
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2015-07-22 09:37:15 +00:00
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if (cull === undefined) { cull = false; }
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2014-05-13 23:04:31 +00:00
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2014-05-02 17:30:49 +00:00
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var triangle = new Phaser.Polygon(points);
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2014-05-13 23:04:31 +00:00
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if (cull)
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{
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2014-05-02 17:30:49 +00:00
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var cameraToFace = new Phaser.Point(this.game.camera.x - points[0].x, this.game.camera.y - points[0].y);
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var ab = new Phaser.Point(points[1].x - points[0].x, points[1].y - points[0].y);
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var cb = new Phaser.Point(points[1].x - points[2].x, points[1].y - points[2].y);
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var faceNormal = cb.cross(ab);
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2014-05-13 23:04:31 +00:00
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if (cameraToFace.dot(faceNormal) > 0)
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{
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2014-05-02 17:30:49 +00:00
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this.drawPolygon(triangle);
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}
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2014-05-13 23:04:31 +00:00
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}
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else
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{
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2014-05-02 17:30:49 +00:00
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this.drawPolygon(triangle);
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}
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2014-05-13 23:04:31 +00:00
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2014-05-02 17:30:49 +00:00
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};
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/*
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* Draws {Phaser.Polygon} triangles
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*
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2014-05-13 23:04:31 +00:00
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* @method Phaser.Graphics.prototype.drawTriangles
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2014-05-02 17:30:49 +00:00
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* @param {Array<Phaser.Point>|Array<number>} vertices - An array of Phaser.Points or numbers that make up the vertices of the triangles
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* @param {Array<number>} {indices=null} - An array of numbers that describe what order to draw the vertices in
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* @param {boolean} [cull=false] - Should we check if the triangle is back-facing
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*/
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Phaser.Graphics.prototype.drawTriangles = function(vertices, indices, cull) {
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2015-07-22 09:37:15 +00:00
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if (cull === undefined) { cull = false; }
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2014-05-02 17:30:49 +00:00
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2014-05-13 23:04:31 +00:00
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var point1 = new Phaser.Point();
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var point2 = new Phaser.Point();
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var point3 = new Phaser.Point();
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var points = [];
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var i;
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if (!indices)
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{
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if (vertices[0] instanceof Phaser.Point)
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{
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for (i = 0; i < vertices.length / 3; i++)
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{
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2014-05-02 17:30:49 +00:00
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this.drawTriangle([vertices[i * 3], vertices[i * 3 + 1], vertices[i * 3 + 2]], cull);
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}
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2014-05-13 23:04:31 +00:00
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}
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else
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{
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for (i = 0; i < vertices.length / 6; i++)
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{
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2014-05-02 17:30:49 +00:00
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point1.x = vertices[i * 6 + 0];
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point1.y = vertices[i * 6 + 1];
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point2.x = vertices[i * 6 + 2];
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point2.y = vertices[i * 6 + 3];
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point3.x = vertices[i * 6 + 4];
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point3.y = vertices[i * 6 + 5];
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this.drawTriangle([point1, point2, point3], cull);
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}
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}
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2014-05-13 23:04:31 +00:00
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}
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else
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{
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if (vertices[0] instanceof Phaser.Point)
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{
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for (i = 0; i < indices.length /3; i++)
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{
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2014-05-02 17:30:49 +00:00
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points.push(vertices[indices[i * 3 ]]);
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points.push(vertices[indices[i * 3 + 1]]);
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points.push(vertices[indices[i * 3 + 2]]);
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2014-05-13 23:04:31 +00:00
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if (points.length === 3)
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{
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this.drawTriangle(points, cull);
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2014-05-02 17:30:49 +00:00
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points = [];
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}
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}
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2014-05-13 23:04:31 +00:00
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}
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else
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{
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for (i = 0; i < indices.length; i++)
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{
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2014-05-02 17:30:49 +00:00
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point1.x = vertices[indices[i] * 2];
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point1.y = vertices[indices[i] * 2 + 1];
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points.push(point1.copyTo({}));
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2014-05-13 23:04:31 +00:00
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if (points.length === 3)
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{
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2014-05-02 17:30:49 +00:00
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this.drawTriangle(points, cull);
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points = [];
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}
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}
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}
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}
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};
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