2013-11-28 15:57:09 +00:00
<!DOCTYPE html>
< html lang = "en" >
< head >
< meta charset = "utf-8" >
< title > Phaser Source: gameobjects/BitmapData.js< / title >
<!-- [if lt IE 9]>
< script src = "//html5shiv.googlecode.com/svn/trunk/html5.js" > < / script >
<![endif]-->
< link type = "text/css" rel = "stylesheet" href = "styles/sunlight.default.css" >
< link type = "text/css" rel = "stylesheet" href = "styles/site.cerulean.css" >
< / head >
< body >
< div class = "container-fluid" >
< div class = "navbar navbar-fixed-top navbar-inverse" >
< div class = "navbar-inner" >
< a class = "brand" href = "index.html" > Phaser< / a >
< ul class = "nav" >
< li class = "dropdown" >
< a href = "namespaces.list.html" class = "dropdown-toggle" data-toggle = "dropdown" > Namespaces< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li >
< a href = "Phaser.html" > Phaser< / a >
< / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "classes.list.html" class = "dropdown-toggle" data-toggle = "dropdown" > Classes< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li >
< a href = "Phaser.Animation.html" > Animation< / a >
< / li >
< li >
< a href = "Phaser.AnimationManager.html" > AnimationManager< / a >
< / li >
< li >
< a href = "Phaser.AnimationParser.html" > AnimationParser< / a >
< / li >
< li >
< a href = "Phaser.BitmapData.html" > BitmapData< / a >
< / li >
< li >
< a href = "Phaser.BitmapText.html" > BitmapText< / a >
< / li >
< li >
< a href = "Phaser.Button.html" > Button< / a >
< / li >
< li >
< a href = "Phaser.Cache.html" > Cache< / a >
< / li >
< li >
< a href = "Phaser.Camera.html" > Camera< / a >
< / li >
< li >
< a href = "Phaser.Canvas.html" > Canvas< / a >
< / li >
< li >
< a href = "Phaser.Circle.html" > Circle< / a >
< / li >
< li >
< a href = "Phaser.Color.html" > Color< / a >
< / li >
< li >
< a href = "Phaser.Device.html" > Device< / a >
< / li >
< li >
< a href = "Phaser.Easing.html" > Easing< / a >
< / li >
< li >
< a href = "Phaser.Easing.Back.html" > Back< / a >
< / li >
< li >
< a href = "Phaser.Easing.Bounce.html" > Bounce< / a >
< / li >
< li >
< a href = "Phaser.Easing.Circular.html" > Circular< / a >
< / li >
< li >
< a href = "Phaser.Easing.Cubic.html" > Cubic< / a >
< / li >
< li >
< a href = "Phaser.Easing.Elastic.html" > Elastic< / a >
< / li >
< li >
< a href = "Phaser.Easing.Exponential.html" > Exponential< / a >
< / li >
< li >
< a href = "Phaser.Easing.Linear.html" > Linear< / a >
< / li >
< li >
< a href = "Phaser.Easing.Quadratic.html" > Quadratic< / a >
< / li >
< li >
< a href = "Phaser.Easing.Quartic.html" > Quartic< / a >
< / li >
< li >
< a href = "Phaser.Easing.Quintic.html" > Quintic< / a >
< / li >
< li >
< a href = "Phaser.Easing.Sinusoidal.html" > Sinusoidal< / a >
< / li >
2014-02-18 03:01:51 +00:00
< li >
< a href = "Phaser.Ellipse.html" > Ellipse< / a >
< / li >
2013-11-28 15:57:09 +00:00
< li >
< a href = "Phaser.Events.html" > Events< / a >
< / li >
< li >
< a href = "Phaser.Filter.html" > Filter< / a >
< / li >
< li >
< a href = "Phaser.Frame.html" > Frame< / a >
< / li >
< li >
< a href = "Phaser.FrameData.html" > FrameData< / a >
< / li >
< li >
< a href = "Phaser.Game.html" > Game< / a >
< / li >
2014-02-21 15:37:26 +00:00
< li >
< a href = "Phaser.GameObjectCreator.html" > GameObjectCreator< / a >
< / li >
2013-11-28 15:57:09 +00:00
< li >
< a href = "Phaser.GameObjectFactory.html" > GameObjectFactory< / a >
< / li >
2014-02-05 06:29:17 +00:00
< li >
< a href = "Phaser.Gamepad.html" > Gamepad< / a >
< / li >
< li >
< a href = "Phaser.GamepadButton.html" > GamepadButton< / a >
< / li >
2013-11-28 15:57:09 +00:00
< li >
< a href = "Phaser.Graphics.html" > Graphics< / a >
< / li >
< li >
< a href = "Phaser.Group.html" > Group< / a >
< / li >
2014-02-08 07:24:22 +00:00
< li >
< a href = "Phaser.Image.html" > Image< / a >
< / li >
2013-11-28 15:57:09 +00:00
< li >
< a href = "Phaser.Input.html" > Input< / a >
< / li >
< li >
< a href = "Phaser.InputHandler.html" > InputHandler< / a >
< / li >
< li >
< a href = "Phaser.Key.html" > Key< / a >
< / li >
< li >
< a href = "Phaser.Keyboard.html" > Keyboard< / a >
< / li >
2014-02-05 06:29:17 +00:00
< li >
< a href = "Phaser.Line.html" > Line< / a >
< / li >
2013-11-28 15:57:09 +00:00
< li >
< a href = "Phaser.LinkedList.html" > LinkedList< / a >
< / li >
< li >
< a href = "Phaser.Loader.html" > Loader< / a >
< / li >
< li >
< a href = "Phaser.LoaderParser.html" > LoaderParser< / a >
< / li >
< li >
< a href = "Phaser.Math.html" > Math< / a >
< / li >
< li >
< a href = "Phaser.Mouse.html" > Mouse< / a >
< / li >
< li >
< a href = "Phaser.MSPointer.html" > MSPointer< / a >
< / li >
< li >
< a href = "Phaser.Net.html" > Net< / a >
< / li >
< li >
< a href = "Phaser.Particles.html" > Particles< / a >
< / li >
< li >
< a href = "Phaser.Particles.Arcade.Emitter.html" > Emitter< / a >
< / li >
< li >
< a href = "Phaser.Physics.html" > Physics< / a >
< / li >
< li >
< a href = "Phaser.Physics.Arcade.html" > Arcade< / a >
< / li >
2014-02-21 15:37:26 +00:00
< li >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Arcade.Body.html" > Body< / a >
< / li >
< li >
< a href = "Phaser.Physics.Ninja.html" > Ninja< / a >
< / li >
< li >
< a href = "Phaser.Physics.Ninja.AABB.html" > AABB< / a >
< / li >
< li >
< a href = "Phaser.Physics.Ninja.Body.html" > Body< / a >
< / li >
< li >
< a href = "Phaser.Physics.Ninja.Circle.html" > Circle< / a >
< / li >
< li >
< a href = "Phaser.Physics.Ninja.Tile.html" > Tile< / a >
< / li >
< li >
< a href = "Phaser.Physics.P2.html" > P2< / a >
< / li >
< li >
< a href = "Phaser.Physics.P2.Body.html" > Body< / a >
< / li >
< li >
< a href = "Phaser.Physics.P2.BodyDebug.html" > BodyDebug< / a >
< / li >
< li >
< a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a >
< / li >
< li >
< a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a >
< / li >
< li >
< a href = "Phaser.Physics.P2.DistanceConstraint.html" > DistanceConstraint< / a >
< / li >
< li >
< a href = "Phaser.Physics.P2.GearConstraint.html" > GearConstraint< / a >
2014-02-21 15:37:26 +00:00
< / li >
< li >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.InversePointProxy.html" > InversePointProxy< / a >
2014-02-21 15:37:26 +00:00
< / li >
< li >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.LockConstraint.html" > LockConstraint< / a >
2014-02-21 15:37:26 +00:00
< / li >
< li >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.Material.html" > Material< / a >
2014-02-21 15:37:26 +00:00
< / li >
< li >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.PointProxy.html" > PointProxy< / a >
2014-02-21 15:37:26 +00:00
< / li >
< li >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.PrismaticConstraint.html" > PrismaticConstraint< / a >
2014-02-21 15:37:26 +00:00
< / li >
< li >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.RevoluteConstraint.html" > RevoluteConstraint< / a >
2014-02-21 15:37:26 +00:00
< / li >
< li >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.Spring.html" > Spring< / a >
2014-02-21 15:37:26 +00:00
< / li >
2013-11-28 15:57:09 +00:00
< li >
< a href = "Phaser.Plugin.html" > Plugin< / a >
< / li >
< li >
< a href = "Phaser.PluginManager.html" > PluginManager< / a >
< / li >
< li >
< a href = "Phaser.Point.html" > Point< / a >
< / li >
< li >
< a href = "Phaser.Pointer.html" > Pointer< / a >
< / li >
< li >
< a href = "Phaser.Polygon.html" > Polygon< / a >
< / li >
2014-03-14 06:36:05 +00:00
< li >
< a href = "Phaser.QuadTree.html" > QuadTree< / a >
< / li >
2013-11-28 15:57:09 +00:00
< li >
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
< / li >
< li >
< a href = "Phaser.Rectangle.html" > Rectangle< / a >
< / li >
< li >
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
< / li >
< li >
< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
< / li >
2014-03-14 06:36:05 +00:00
< li >
< a href = "Phaser.RetroFont.html" > RetroFont< / a >
< / li >
< li >
< a href = "Phaser.ScaleManager.html" > ScaleManager< / a >
< / li >
2013-11-28 15:57:09 +00:00
< li >
< a href = "Phaser.Signal.html" > Signal< / a >
< / li >
2014-02-05 06:29:17 +00:00
< li >
< a href = "Phaser.SinglePad.html" > SinglePad< / a >
< / li >
2013-11-28 15:57:09 +00:00
< li >
< a href = "Phaser.Sound.html" > Sound< / a >
< / li >
< li >
< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
< li >
< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
2014-02-18 03:01:51 +00:00
< li >
< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
2013-11-28 15:57:09 +00:00
< li >
< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
< li >
< a href = "Phaser.State.html" > State< / a >
< / li >
< li >
< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
< li >
< a href = "Phaser.Text.html" > Text< / a >
< / li >
< li >
< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
< li >
< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
< li >
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
< li >
< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
< li >
< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
< li >
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
< li >
< a href = "Phaser.Time.html" > Time< / a >
< / li >
< li >
< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
2014-02-05 06:29:17 +00:00
< li >
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
2013-11-28 15:57:09 +00:00
< li >
< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
< li >
< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
< li >
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
< li >
< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
< li >
< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
< li >
< a href = "Phaser.World.html" > World< / a >
< / li >
< li >
< a href = "SignalBinding.html" > SignalBinding< / a >
< / li >
< / ul >
< / li >
< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span12" >
< div id = "main" >
< h1 class = "page-title" > Source: gameobjects/BitmapData.js< / h1 >
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
2014-02-05 06:29:17 +00:00
* @copyright 2014 Photon Storm Ltd.
2013-11-28 15:57:09 +00:00
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Creates a new BitmapData object.
*
* @class Phaser.BitmapData
*
2014-02-18 03:01:51 +00:00
* @classdesc A BitmapData object contains a Canvas element to which you can draw anything you like via normal Canvas context operations.
* A single BitmapData can be used as the texture one or many Images/Sprites. So if you need to dynamically create a Sprite texture then they are a good choice.
2013-11-28 15:57:09 +00:00
*
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
2014-02-08 07:24:22 +00:00
* @param {string} key - Internal Phaser reference key for the render texture.
* @param {number} [width=100] - The width of the BitmapData in pixels.
* @param {number} [height=100] - The height of the BitmapData in pixels.
2013-11-28 15:57:09 +00:00
*/
2014-02-08 07:24:22 +00:00
Phaser.BitmapData = function (game, key, width, height) {
2013-11-28 15:57:09 +00:00
2014-02-08 07:24:22 +00:00
if (typeof width === 'undefined') { width = 100; }
if (typeof height === 'undefined') { height = 100; }
2013-11-28 15:57:09 +00:00
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
2014-02-08 07:24:22 +00:00
* @property {string} key - The key of the BitmapData in the Cache, if stored there.
2013-11-28 15:57:09 +00:00
*/
2014-02-08 07:24:22 +00:00
this.key = key;
2013-11-28 15:57:09 +00:00
/**
* @property {number} width - The width of the BitmapData in pixels.
*/
this.width = width;
/**
* @property {number} height - The height of the BitmapData in pixels.
*/
this.height = height;
/**
* @property {HTMLCanvasElement} canvas - The canvas to which this BitmapData draws.
* @default
*/
2014-03-14 06:36:05 +00:00
this.canvas = Phaser.Canvas.create(width, height, '', true);
2013-11-28 15:57:09 +00:00
/**
* @property {CanvasRenderingContext2D} context - The 2d context of the canvas.
* @default
*/
this.context = this.canvas.getContext('2d');
2014-02-18 03:01:51 +00:00
/**
* @property {CanvasRenderingContext2D} ctx - A reference to BitmapData.context.
*/
this.ctx = this.context;
2013-11-28 15:57:09 +00:00
/**
* @property {array} imageData - The canvas image data.
*/
this.imageData = this.context.getImageData(0, 0, width, height);
/**
* @property {UInt8Clamped} pixels - A reference to the context imageData buffer.
*/
if (this.imageData.data.buffer)
{
this.pixels = this.imageData.data.buffer;
}
else
{
this.pixels = this.imageData.data;
}
/**
* @property {PIXI.BaseTexture} baseTexture - The PIXI.BaseTexture.
* @default
*/
this.baseTexture = new PIXI.BaseTexture(this.canvas);
/**
* @property {PIXI.Texture} texture - The PIXI.Texture.
* @default
*/
this.texture = new PIXI.Texture(this.baseTexture);
/**
* @property {Phaser.Frame} textureFrame - The Frame this BitmapData uses for rendering.
* @default
*/
this.textureFrame = new Phaser.Frame(0, 0, 0, width, height, 'bitmapData', game.rnd.uuid());
/**
* @property {number} type - The const type of this object.
* @default
*/
this.type = Phaser.BITMAPDATA;
2014-03-24 12:41:45 +00:00
/**
* @property {boolean} dirty - If dirty this BitmapData will be re-rendered.
*/
this.dirty = false;
2013-11-28 15:57:09 +00:00
}
Phaser.BitmapData.prototype = {
/**
2014-02-21 15:37:26 +00:00
* Updates the given objects so that they use this BitmapData as their texture. This will replace any texture they will currently have set.
2014-02-18 03:01:51 +00:00
*
2013-11-28 15:57:09 +00:00
* @method Phaser.BitmapData#add
2014-02-18 03:01:51 +00:00
* @param {Phaser.Sprite|Phaser.Sprite[]|Phaser.Image|Phaser.Image[]} object - Either a single Sprite/Image or an Array of Sprites/Images.
2013-11-28 15:57:09 +00:00
*/
2014-02-18 03:01:51 +00:00
add: function (object) {
2013-11-28 15:57:09 +00:00
2014-02-18 03:01:51 +00:00
if (Array.isArray(object))
2013-11-28 15:57:09 +00:00
{
2014-02-18 03:01:51 +00:00
for (var i = 0; i < object.length; i++)
2013-11-28 15:57:09 +00:00
{
2014-02-18 03:01:51 +00:00
if (object[i]['loadTexture'])
{
object[i].loadTexture(this);
}
2013-11-28 15:57:09 +00:00
}
}
2014-02-18 03:01:51 +00:00
else
{
object.loadTexture(this);
}
2013-11-28 15:57:09 +00:00
},
/**
* Clears the BitmapData.
* @method Phaser.BitmapData#clear
*/
clear: function () {
this.context.clearRect(0, 0, this.width, this.height);
2014-03-24 12:41:45 +00:00
this.dirty = true;
2013-11-28 15:57:09 +00:00
},
2014-02-18 03:01:51 +00:00
/**
* Resizes the BitmapData.
* @method Phaser.BitmapData#resize
*/
resize: function (width, height) {
if (width !== this.width || height !== this.height)
{
this.width = width;
this.height = height;
this.canvas.width = width;
this.canvas.height = height;
this.textureFrame.width = width;
this.textureFrame.height = height;
this.imageData = this.context.getImageData(0, 0, width, height);
}
2014-03-24 12:41:45 +00:00
this.dirty = true;
2014-02-18 03:01:51 +00:00
},
/**
* @method Phaser.BitmapData#refreshBuffer
*/
2013-11-28 15:57:09 +00:00
refreshBuffer: function () {
this.imageData = this.context.getImageData(0, 0, this.width, this.height);
this.pixels = new Int32Array(this.imageData.data.buffer);
// this.data8 = new Uint8ClampedArray(this.imageData.buffer);
// this.data32 = new Uint32Array(this.imageData.buffer);
},
/**
* Sets the color of the given pixel to the specified red, green, blue and alpha values.
* @method Phaser.BitmapData#setPixel32
* @param {number} x - The X coordinate of the pixel to be set.
* @param {number} y - The Y coordinate of the pixel to be set.
* @param {number} red - The red color value, between 0 and 0xFF (255).
* @param {number} green - The green color value, between 0 and 0xFF (255).
* @param {number} blue - The blue color value, between 0 and 0xFF (255).
* @param {number} alpha - The alpha color value, between 0 and 0xFF (255).
*/
setPixel32: function (x, y, red, green, blue, alpha) {
if (x >= 0 & & x < = this.width & & y >= 0 & & y < = this.height)
{
this.pixels[y * this.width + x] = (alpha < < 24) | (blue < < 16) | (green < < 8) | red;
/*
if (this.isLittleEndian)
{
this.data32[y * this.width + x] = (alpha < < 24) | (blue < < 16) | (green < < 8) | red;
}
else
{
this.data32[y * this.width + x] = (red < < 24) | (green < < 16) | (blue < < 8) | alpha;
}
*/
// this.imageData.data.set(this.data8);
this.context.putImageData(this.imageData, 0, 0);
2014-03-24 12:41:45 +00:00
this.dirty = true;
2013-11-28 15:57:09 +00:00
}
},
/**
* Sets the color of the given pixel to the specified red, green and blue values.
2014-02-21 15:37:26 +00:00
*
2013-11-28 15:57:09 +00:00
* @method Phaser.BitmapData#setPixel
* @param {number} x - The X coordinate of the pixel to be set.
* @param {number} y - The Y coordinate of the pixel to be set.
* @param {number} red - The red color value (between 0 and 255)
* @param {number} green - The green color value (between 0 and 255)
* @param {number} blue - The blue color value (between 0 and 255)
*/
setPixel: function (x, y, red, green, blue) {
this.setPixel32(x, y, red, green, blue, 255);
},
/**
2014-02-21 15:37:26 +00:00
* Get the color of a specific pixel.
*
2013-11-28 15:57:09 +00:00
* @param {number} x - The X coordinate of the pixel to get.
* @param {number} y - The Y coordinate of the pixel to get.
* @return {number} A native color value integer (format: 0xRRGGBB)
*/
getPixel: function (x, y) {
if (x >= 0 & & x < = this.width & & y >= 0 & & y < = this.height)
{
return this.data32[y * this.width + x];
}
},
/**
2014-02-21 15:37:26 +00:00
* Get the color of a specific pixel including its alpha value.
*
2013-11-28 15:57:09 +00:00
* @param {number} x - The X coordinate of the pixel to get.
* @param {number} y - The Y coordinate of the pixel to get.
* @return {number} A native color value integer (format: 0xAARRGGBB)
*/
getPixel32: function (x, y) {
if (x >= 0 & & x < = this.width & & y >= 0 & & y < = this.height)
{
return this.data32[y * this.width + x];
}
},
/**
2014-02-21 15:37:26 +00:00
* Gets all the pixels from the region specified by the given Rectangle object.
*
* @param {Phaser.Rectangle} rect - The Rectangle region to get.
2013-11-28 15:57:09 +00:00
* @return {array} CanvasPixelArray.
*/
getPixels: function (rect) {
return this.context.getImageData(rect.x, rect.y, rect.width, rect.height);
},
2014-02-21 15:37:26 +00:00
/**
* Copies the pixels from the source image to this BitmapData based on the given area and destination.
*
* @param {HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache.
* @param {Phaser.Rectangle} area - The Rectangle region to copy from the source image.
* @param {number} destX - The destination x coordinate to copy the image to.
* @param {number} destY - The destination y coordinate to copy the image to.
*/
2014-02-18 03:01:51 +00:00
copyPixels: function (source, area, destX, destY) {
2013-11-28 15:57:09 +00:00
2014-02-21 15:37:26 +00:00
if (typeof source === 'string')
{
source = this.game.cache.getImage(source);
}
if (source)
{
this.context.drawImage(source, area.x, area.y, area.width, area.height, destX, destY, area.width, area.height);
}
},
/**
* Draws the given image to this BitmapData at the coordinates specified. If you need to only draw a part of the image use BitmapData.copyPixels instead.
*
* @param {HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache.
* @param {number} destX - The destination x coordinate to draw the image to.
* @param {number} destY - The destination y coordinate to draw the image to.
*/
draw: function (source, destX, destY) {
if (typeof source === 'string')
{
source = this.game.cache.getImage(source);
}
if (source)
{
this.context.drawImage(source, 0, 0, source.width, source.height, destX, destY, source.width, source.height);
}
},
/**
* Draws the given image onto this BitmapData using an image as an alpha mask.
*
* @param {HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache.
* @param {HTMLImage|string} mask - The Image to use as the alpha mask. If you give a key it will try and find the Image in the Game.Cache.
*/
alphaMask: function (source, mask) {
var temp = this.context.globalCompositeOperation;
if (typeof mask === 'string')
{
mask = this.game.cache.getImage(mask);
}
if (mask)
{
this.context.drawImage(mask, 0, 0);
}
this.context.globalCompositeOperation = 'source-atop';
if (typeof source === 'string')
{
source = this.game.cache.getImage(source);
}
if (source)
{
this.context.drawImage(source, 0, 0);
}
this.context.globalCompositeOperation = temp;
2013-11-28 15:57:09 +00:00
},
/**
* If the game is running in WebGL this will push the texture up to the GPU if it's dirty.
* This is called automatically if the BitmapData is being used by a Sprite, otherwise you need to remember to call it in your render function.
2014-02-21 15:37:26 +00:00
*
2013-11-28 15:57:09 +00:00
* @method Phaser.BitmapData#render
*/
render: function () {
2014-03-24 12:41:45 +00:00
if (this.game.renderType === Phaser.WEBGL & & this.dirty)
2013-11-28 15:57:09 +00:00
{
// Only needed if running in WebGL, otherwise this array will never get cleared down
2014-03-24 12:41:45 +00:00
// should use the rendersession
PIXI.updateWebGLTexture(this.baseTexture, this.game.renderer.gl);
2013-11-28 15:57:09 +00:00
2014-03-24 12:41:45 +00:00
this.dirty = false;
2013-11-28 15:57:09 +00:00
}
}
2014-02-05 06:29:17 +00:00
};
Phaser.BitmapData.prototype.constructor = Phaser.BitmapData;
2013-11-28 15:57:09 +00:00
< / pre >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
2014-02-05 06:29:17 +00:00
Phaser Copyright © 2012-2014 Photon Storm Ltd.
2013-11-28 15:57:09 +00:00
< / span >
< br / >
< span class = "jsdoc-message" >
Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
2014-03-24 12:41:45 +00:00
on Mon Mar 24 2014 12:38:38 GMT-0000 (GMT) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
2013-11-28 15:57:09 +00:00
< / span >
< / footer >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
2014-03-14 06:36:05 +00:00
anchorName : function(i, heading, prefix) {
return $(heading).attr("id") || ( prefix + i );
},
2013-11-28 15:57:09 +00:00
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >