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<h1 class="page-title">Source: src/gameobjects/Graphics.js</h1>
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<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
2016-04-22 14:15:28 +00:00
* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Creates a new `Graphics` object.
*
* @class Phaser.Graphics
* @constructor
* @extends PIXI.Graphics
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* @extends Phaser.Component.Core
* @extends Phaser.Component.Angle
* @extends Phaser.Component.AutoCull
* @extends Phaser.Component.Bounds
* @extends Phaser.Component.Destroy
* @extends Phaser.Component.FixedToCamera
* @extends Phaser.Component.InputEnabled
* @extends Phaser.Component.InWorld
* @extends Phaser.Component.LifeSpan
* @extends Phaser.Component.PhysicsBody
* @extends Phaser.Component.Reset
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* @param {Phaser.Game} game - Current game instance.
* @param {number} [x=0] - X position of the new graphics object.
* @param {number} [y=0] - Y position of the new graphics object.
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*/
Phaser.Graphics = function (game, x, y) {
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if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
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/**
* @property {number} type - The const type of this object.
* @default
*/
this.type = Phaser.GRAPHICS;
/**
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* @property {number} physicsType - The const physics body type of this object.
* @readonly
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*/
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this.physicsType = Phaser.SPRITE;
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/**
* @property {Phaser.Point} anchor - Required for a Graphics shape to work as a Physics body, do not modify this value.
* @private
*/
this.anchor = new Phaser.Point();
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PIXI.Graphics.call(this);
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Phaser.Component.Core.init.call(this, game, x, y, '', null);
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};
Phaser.Graphics.prototype = Object.create(PIXI.Graphics.prototype);
Phaser.Graphics.prototype.constructor = Phaser.Graphics;
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Phaser.Component.Core.install.call(Phaser.Graphics.prototype, [
'Angle',
'AutoCull',
'Bounds',
'Destroy',
'FixedToCamera',
'InputEnabled',
'InWorld',
'LifeSpan',
'PhysicsBody',
'Reset'
]);
Phaser.Graphics.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate;
Phaser.Graphics.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate;
Phaser.Graphics.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
Phaser.Graphics.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;
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/**
* Automatically called by World.preUpdate.
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*
* @method
* @memberof Phaser.Graphics
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*/
Phaser.Graphics.prototype.preUpdate = function () {
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if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())
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{
return false;
}
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return this.preUpdateCore();
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};
/**
* Destroy this Graphics instance.
*
* @method Phaser.Graphics.prototype.destroy
* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
*/
Phaser.Graphics.prototype.destroy = function(destroyChildren) {
this.clear();
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Phaser.Component.Destroy.prototype.destroy.call(this, destroyChildren);
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};
/*
* Draws a single {Phaser.Polygon} triangle from a {Phaser.Point} array
*
* @method Phaser.Graphics.prototype.drawTriangle
* @param {Array&lt;Phaser.Point>} points - An array of Phaser.Points that make up the three vertices of this triangle
* @param {boolean} [cull=false] - Should we check if the triangle is back-facing
*/
Phaser.Graphics.prototype.drawTriangle = function(points, cull) {
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if (cull === undefined) { cull = false; }
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var triangle = new Phaser.Polygon(points);
if (cull)
{
var cameraToFace = new Phaser.Point(this.game.camera.x - points[0].x, this.game.camera.y - points[0].y);
var ab = new Phaser.Point(points[1].x - points[0].x, points[1].y - points[0].y);
var cb = new Phaser.Point(points[1].x - points[2].x, points[1].y - points[2].y);
var faceNormal = cb.cross(ab);
if (cameraToFace.dot(faceNormal) > 0)
{
this.drawPolygon(triangle);
}
}
else
{
this.drawPolygon(triangle);
}
};
/*
* Draws {Phaser.Polygon} triangles
*
* @method Phaser.Graphics.prototype.drawTriangles
* @param {Array&lt;Phaser.Point>|Array&lt;number>} vertices - An array of Phaser.Points or numbers that make up the vertices of the triangles
* @param {Array&lt;number>} {indices=null} - An array of numbers that describe what order to draw the vertices in
* @param {boolean} [cull=false] - Should we check if the triangle is back-facing
*/
Phaser.Graphics.prototype.drawTriangles = function(vertices, indices, cull) {
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if (cull === undefined) { cull = false; }
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var point1 = new Phaser.Point();
var point2 = new Phaser.Point();
var point3 = new Phaser.Point();
var points = [];
var i;
if (!indices)
{
if (vertices[0] instanceof Phaser.Point)
{
for (i = 0; i &lt; vertices.length / 3; i++)
{
this.drawTriangle([vertices[i * 3], vertices[i * 3 + 1], vertices[i * 3 + 2]], cull);
}
}
else
{
for (i = 0; i &lt; vertices.length / 6; i++)
{
point1.x = vertices[i * 6 + 0];
point1.y = vertices[i * 6 + 1];
point2.x = vertices[i * 6 + 2];
point2.y = vertices[i * 6 + 3];
point3.x = vertices[i * 6 + 4];
point3.y = vertices[i * 6 + 5];
this.drawTriangle([point1, point2, point3], cull);
}
}
}
else
{
if (vertices[0] instanceof Phaser.Point)
{
for (i = 0; i &lt; indices.length /3; i++)
{
points.push(vertices[indices[i * 3 ]]);
points.push(vertices[indices[i * 3 + 1]]);
points.push(vertices[indices[i * 3 + 2]]);
if (points.length === 3)
{
this.drawTriangle(points, cull);
points = [];
}
}
}
else
{
for (i = 0; i &lt; indices.length; i++)
{
point1.x = vertices[indices[i] * 2];
point1.y = vertices[indices[i] * 2 + 1];
points.push(point1.copyTo({}));
if (points.length === 3)
{
this.drawTriangle(points, cull);
points = [];
}
}
}
}
};
</pre>
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2016-04-22 14:15:28 +00:00
Phaser Copyright © 2012-2016 Photon Storm Ltd.
2014-11-15 20:01:46 +00:00
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2015-08-24 14:43:45 +00:00
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
2016-05-19 11:36:51 +00:00
on Thu May 19 2016 12:35:37 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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