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< h1 class = "page-title" > Source: utils/Debug.js< / h1 >
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
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* @copyright 2014 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.
*
* @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.
*/
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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.
* @default '14px Courier'
*/
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this.font = '14px Courier';
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/**
* @property {number} columnWidth - The spacing between columns.
*/
this.columnWidth = 100;
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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.
* @default
*/
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this.currentX = 0;
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/**
* @property {number} currentY - The current Y position the debug information will be rendered at.
* @default
*/
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this.currentY = 0;
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/**
* @property {number} currentAlpha - The current alpha the debug information will be rendered at.
* @default
*/
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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=0] - The X value the debug info will start from.
* @param {number} [y=0] - The Y value the debug info will start from.
* @param {string} [color='rgb(255,255,255)'] - The color the debug text will drawn in.
* @param {number} [columnWidth=0] - The spacing between columns.
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*/
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start: function (x, y, color, columnWidth) {
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if (this.context === null)
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{
return;
}
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if (typeof x !== 'number') { x = 0; }
if (typeof y !== 'number') { y = 0; }
color = color || 'rgb(255,255,255)';
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if (typeof columnWidth === 'undefined') { columnWidth = 0; }
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this.currentX = x;
this.currentY = y;
this.currentColor = color;
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this.currentAlpha = this.context.globalAlpha;
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this.columnWidth = columnWidth;
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this.context.save();
this.context.setTransform(1, 0, 0, 1, 0, 0);
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this.context.strokeStyle = color;
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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
* @param {string} text - The line of text to draw.
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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.
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*/
line: function (text, x, y) {
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if (this.context === null)
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{
return;
}
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if (typeof x !== 'undefined') { this.currentX = x; }
if (typeof y !== 'undefined') { this.currentY = y; }
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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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/**
* Internal method that outputs a single line of text split over as many columns as needed, one per parameter.
* @method Phaser.Utils.Debug#splitline
* @param {string} text - The text to render. You can have as many columns of text as you want, just pass them as additional parameters.
*/
splitline: function (text) {
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if (this.context === null)
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{
return;
}
var x = this.currentX;
for (var i = 0; i < arguments.length; i++)
{
if (this.renderShadow)
{
this.context.fillStyle = 'rgb(0,0,0)';
this.context.fillText(arguments[i], x + 1, this.currentY + 1);
this.context.fillStyle = this.currentColor;
}
this.context.fillText(arguments[i], x, this.currentY);
x += this.columnWidth;
}
this.currentY += this.lineHeight;
},
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/**
* Render Sound information, including decoded state, duration, volume and more.
* @method Phaser.Utils.Debug#renderSoundInfo
* @param {Phaser.Sound} sound - The sound object to debug.
* @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) {
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if (this.context === null)
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{
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.
* @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) {
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if (this.context === null)
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{
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);
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this.line('Bounds x: ' + camera.bounds.x + ' Y: ' + camera.bounds.y + ' w: ' + camera.bounds.width + ' h: ' + camera.bounds.height);
this.line('View x: ' + camera.view.x + ' Y: ' + camera.view.y + ' w: ' + camera.view.width + ' h: ' + camera.view.height);
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this.stop();
},
/**
* Renders the Pointer.circle object onto the stage in green if down or red if up along with debug text.
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* @method Phaser.Utils.Debug#renderPointer
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* @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)
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{
return;
}
if (typeof hideIfUp === 'undefined') { hideIfUp = false; }
downColor = downColor || 'rgba(0,255,0,0.5)';
upColor = upColor || 'rgba(255,0,0,0.5)';
color = color || 'rgb(255,255,255)';
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if (hideIfUp === true & & pointer.isUp === true)
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{
return;
}
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
// 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");
this.stop();
},
/**
* Render Sprite Input Debug information.
* @method Phaser.Utils.Debug#renderSpriteInputInfo
* @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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*/
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renderSpriteInputInfo: function (sprite, x, y, color) {
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if (this.context === null)
{
return;
}
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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();
},
/**
* Render debug information about the Input object.
* @method Phaser.Utils.Debug#renderInputInfo
* @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) {
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if (this.context === null)
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{
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();
},
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/**
* Renders the Sprites bounds. Note: This is really expensive as it has to calculate the bounds every time you call it!
* @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} [filled=true] - Render the rectangle as a fillRect (default, true) or a strokeRect (false)
*/
renderSpriteBounds: function (sprite, color, filled) {
var bounds = sprite.getBounds();
this.renderRectangle(bounds, color, filled);
},
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/**
* Render debug infos (including name, bounds info, position and some other properties) about the Sprite.
* @method Phaser.Utils.Debug#renderSpriteInfo
* @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) {
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if (this.context === null)
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{
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));
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]);
this.line('sdx: ' + sprite.deltaX);
this.line('sdy: ' + sprite.deltaY);
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// this.line('inCamera: ' + this.game.renderer.spriteRenderer.inCamera(this.game.camera, sprite));
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this.stop();
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},
/**
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* Renders the sprite coordinates in local, positional and world space.
* @method Phaser.Utils.Debug#renderSpriteCoords
* @param {Phaser.Sprite} line - The sprite to inspect.
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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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renderSpriteCoords: function (sprite, x, y, color) {
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if (this.context === null)
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{
return;
}
color = color || 'rgb(255, 255, 255)';
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this.start(x, y, color, 100);
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if (sprite.name)
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{
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this.line(sprite.name);
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}
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this.splitline('x:', sprite.x.toFixed(2), 'y:', sprite.y.toFixed(2));
this.splitline('pos x:', sprite.position.x.toFixed(2), 'pos y:', sprite.position.y.toFixed(2));
this.splitline('world x:', sprite.world.x.toFixed(2), 'world y:', sprite.world.y.toFixed(2));
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this.stop();
},
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/**
* Renders a Line object in the given color.
* @method Phaser.Utils.Debug#renderLine
* @param {Phaser.Line} line - The Line to render.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
renderLine: function (line, color) {
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if (this.context === null)
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{
return;
}
color = color || 'rgb(255, 255, 255)';
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this.start(0, 0, color);
this.context.lineWidth = 1;
this.context.beginPath();
this.context.moveTo(line.start.x + 0.5, line.start.y + 0.5);
this.context.lineTo(line.end.x + 0.5, line.end.y + 0.5);
this.context.closePath();
this.context.stroke();
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this.stop();
},
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/**
* Renders Line information in the given color.
* @method Phaser.Utils.Debug#renderLineInfo
* @param {Phaser.Line} line - The Line to render.
* @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).
*/
renderLineInfo: function (line, x, y, color) {
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if (this.context === null)
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{
return;
}
color = color || 'rgb(255, 255, 255)';
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this.start(x, y, color, 80);
this.splitline('start.x:', line.start.x.toFixed(2), 'start.y:', line.start.y.toFixed(2));
this.splitline('end.x:', line.end.x.toFixed(2), 'end.y:', line.end.y.toFixed(2));
this.splitline('length:', line.length.toFixed(2), 'angle:', line.angle);
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this.stop();
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},
/**
* Renders Point coordinates in the given color.
* @method Phaser.Utils.Debug#renderPointInfo
* @param {Phaser.Point} 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).
*/
renderPointInfo: function (point, x, y, color) {
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if (this.context === null)
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{
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();
},
/**
* Renders a single pixel.
* @method Phaser.Utils.Debug#renderPixel
* @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).
*/
renderPixel: function (x, y, color) {
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if (this.context === null)
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{
return;
}
color = color || 'rgba(0,255,0,1)';
this.start();
this.context.fillStyle = color;
this.context.fillRect(x, y, 2, 2);
this.stop();
},
/**
* 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) {
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if (this.context === null)
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{
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();
},
/**
* 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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* @param {boolean} [filled=true] - Render the rectangle as a fillRect (default, true) or a strokeRect (false)
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*/
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renderRectangle: function (rect, color, filled) {
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if (this.context === null)
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{
return;
}
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if (typeof filled === 'undefined') { filled = true; }
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color = color || 'rgba(0,255,0,0.3)';
this.start();
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if (filled)
{
this.context.fillStyle = color;
this.context.fillRect(rect.x, rect.y, rect.width, rect.height);
}
else
{
this.context.strokeStyle = color;
this.context.strokeRect(rect.x, rect.y, rect.width, rect.height);
}
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this.stop();
},
/**
* 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) {
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if (this.context === null)
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{
return;
}
color = color || 'rgba(0,255,0,0.3)';
this.start();
this.context.beginPath();
this.context.fillStyle = color;
this.context.arc(circle.x, circle.y, circle.radius, 0, Math.PI * 2, false);
this.context.fill();
this.context.closePath();
this.stop();
},
/**
* Render text.
* @method Phaser.Utils.Debug#renderText
* @param {string} text - The line of text to draw.
* @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).
* @param {string} font - The font of text to draw.
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*/
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renderText: function (text, x, y, color, font) {
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if (this.context === null)
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{
return;
}
color = color || 'rgb(255,255,255)';
font = font || '16px Courier';
this.start();
this.context.font = font;
this.context.fillStyle = color;
this.context.fillText(text, x, y);
this.stop();
},
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/**
* Render Sprite Body Physics Data as text.
* @method Phaser.Utils.Debug#renderBodyInfo
* @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).
*/
renderBodyInfo: function (sprite, x, y, color) {
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if (this.context === null)
{
return;
}
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color = color || 'rgb(255,255,255)';
this.start(x, y, color, 210);
this.splitline('x: ' + sprite.body.x.toFixed(2), 'y: ' + sprite.body.y.toFixed(2), 'width: ' + sprite.width, 'height: ' + sprite.height);
// this.splitline('speed: ' + sprite.body.speed.toFixed(2), 'angle: ' + sprite.body.angle.toFixed(2), 'linear damping: ' + sprite.body.linearDamping);
// this.splitline('blocked left: ' + sprite.body.blocked.left, 'right: ' + sprite.body.blocked.right, 'up: ' + sprite.body.blocked.up, 'down: ' + sprite.body.blocked.down);
// this.splitline('touching left: ' + sprite.body.touching.left, 'right: ' + sprite.body.touching.right, 'up: ' + sprite.body.touching.up, 'down: ' + sprite.body.touching.down);
// this.splitline('gravity x: ' + sprite.body.gravity.x, 'y: ' + sprite.body.gravity.y, 'world gravity x: ' + this.game.physics.gravity.x, 'y: ' + this.game.physics.gravity.y);
// this.splitline('acceleration x: ' + sprite.body.acceleration.x.toFixed(2), 'y: ' + sprite.body.acceleration.y.toFixed(2));
// this.splitline('velocity x: ' + sprite.body.velocity.x.toFixed(2), 'y: ' + sprite.body.velocity.y.toFixed(2), 'deltaX: ' + sprite.body.deltaX().toFixed(2), 'deltaY: ' + sprite.body.deltaY().toFixed(2));
// this.splitline('bounce x: ' + sprite.body.bounce.x.toFixed(2), 'y: ' + sprite.body.bounce.y.toFixed(2));
this.stop();
},
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/**
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* @method Phaser.Utils.Debug#renderPhysicsBody
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* @param {Phaser.Physics.Body} body - The Phaser.Physics.Body instance to render all shapes from.
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* @param {string} [color='rgb(255,255,255)'] - The color the polygon is stroked in.
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*/
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renderPhysicsBody: function (body, color) {
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if (this.context === null)
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{
return;
}
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color = color || 'rgb(255,255,255)';
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this.start(0, 0, color);
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var shapes = body.data.shapes;
var shapeOffsets = body.data.shapeOffsets;
var shapeAngles = body.data.shapeAngles;
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var i = shapes.length;
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var x = this.game.math.p2pxi(body.data.position[0]) - this.game.camera.view.x;
var y = this.game.math.p2pxi(body.data.position[1]) - this.game.camera.view.y;
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var angle = body.data.angle;
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while (i--)
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{
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if (shapes[i] instanceof p2.Rectangle)
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{
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this.renderShapeRectangle(x, y, angle, shapes[i], shapeOffsets[i], shapeAngles[i]);
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}
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else if (shapes[i] instanceof p2.Line)
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{
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this.renderShapeLine(x, y, angle, shapes[i], shapeOffsets[i], shapeAngles[i]);
}
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else if (shapes[i] instanceof p2.Convex)
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{
this.renderShapeConvex(x, y, angle, shapes[i], shapeOffsets[i], shapeAngles[i]);
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}
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else if (shapes[i] instanceof p2.Circle)
{
this.renderShapeCircle(x, y, angle, shapes[i], shapeOffsets[i], shapeAngles[i]);
}
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}
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this.stop();
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},
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/**
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* Renders a p2.Rectangle shape. Do not call this directly - instead use Debug.renderPhysicsBody.
*
* @method Phaser.Utils.Debug#renderShapeRectangle
* @param {number} x - The x coordinate of the Shape to translate to.
* @param {number} y - The y coordinate of the Shape to translate to.
* @param {number} bodyAngle - The angle of the Body to rotate to.
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* @param {p2.Shape} shape - The shape to render.
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* @param {array} offset - The shape offset vector.
* @param {number} angle - The shape angle.
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*/
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renderShapeRectangle: function (x, y, bodyAngle, shape, offset, angle) {
var w = this.game.math.p2px(shape.width);
var h = this.game.math.p2px(shape.height);
var points = shape.vertices;
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this.context.beginPath();
this.context.save();
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this.context.translate(x + this.game.math.p2pxi(offset[0]), y + this.game.math.p2pxi(offset[1]));
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this.context.rotate(bodyAngle + angle);
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this.context.moveTo(this.game.math.p2pxi(points[0][0]), this.game.math.p2pxi(points[0][1]));
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for (var i = 1; i < points.length; i++)
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{
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this.context.lineTo(this.game.math.p2pxi(points[i][0]), this.game.math.p2pxi(points[i][1]));
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}
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this.context.closePath();
this.context.stroke();
this.context.restore();
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},
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/**
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* Renders a p2.Line shape. Do not call this directly - instead use Debug.renderPhysicsBody.
*
* @method Phaser.Utils.Debug#renderShapeLine
* @param {number} x - The x coordinate of the Shape to translate to.
* @param {number} y - The y coordinate of the Shape to translate to.
* @param {number} bodyAngle - The angle of the Body to rotate to.
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* @param {p2.Shape} shape - The shape to render.
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* @param {array} offset - The shape offset vector.
* @param {number} angle - The shape angle.
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*/
renderShapeLine: function (x, y, bodyAngle, shape, offset, angle) {
this.context.beginPath();
this.context.save();
this.context.translate(x, y);
this.context.rotate(bodyAngle + angle);
this.context.lineWidth = 0.5;
this.context.moveTo(0, 0);
this.context.lineTo(this.game.math.p2px(shape.length), 0);
this.context.closePath();
this.context.stroke();
this.context.restore();
},
/**
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* Renders a convex shape. Do not call this directly - instead use Debug.renderPhysicsBody.
*
* @method Phaser.Utils.Debug#renderShapeConvex
* @param {number} x - The x coordinate of the Shape to translate to.
* @param {number} y - The y coordinate of the Shape to translate to.
* @param {number} bodyAngle - The angle of the Body to rotate to.
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* @param {p2.Shape} shape - The shape to render.
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* @param {array} offset - The shape offset vector.
* @param {number} angle - The shape angle.
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*/
renderShapeConvex: function (x, y, bodyAngle, shape, offset, angle) {
var points = shape.vertices;
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this.context.beginPath();
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this.context.save();
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this.context.translate(x + this.game.math.p2pxi(offset[0]), y + this.game.math.p2pxi(offset[1]));
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this.context.rotate(bodyAngle + angle);
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this.context.moveTo(this.game.math.p2pxi(points[0][0]), this.game.math.p2pxi(points[0][1]));
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for (var i = 1; i < points.length; i++)
{
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this.context.lineTo(this.game.math.p2pxi(points[i][0]), this.game.math.p2pxi(points[i][1]));
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}
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// this.context.arc(0, 0, this.game.math.p2px(shape.radius) , 0, Math.PI * 2);
this.context.closePath();
this.context.stroke();
this.context.restore();
},
/**
* Renders a p2.Circle shape. Do not call this directly - instead use Debug.renderPhysicsBody.
*
* @method Phaser.Utils.Debug#renderShapeCircle
* @param {number} x - The x coordinate of the Shape to translate to.
* @param {number} y - The y coordinate of the Shape to translate to.
* @param {number} bodyAngle - The angle of the Body to rotate to.
* @param {p2.Shape} shape - The shape to render.
* @param {array} offset - The shape offset vector.
* @param {number} angle - The shape angle.
*/
renderShapeCircle: function (x, y, bodyAngle, shape, offset, angle) {
this.context.beginPath();
this.context.save();
this.context.translate(x + this.game.math.p2pxi(offset[0]), y + this.game.math.p2pxi(offset[1]));
this.context.arc(0, 0, this.game.math.p2px(shape.radius) , 0, Math.PI * 2);
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this.context.closePath();
this.context.stroke();
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this.context.restore();
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}
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};
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Phaser.Utils.Debug.prototype.constructor = Phaser.Utils.Debug;
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