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< title > Phaser Source: gameobjects/Graphics.js< / title >
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< a href = "Phaser.Frame.html" > Frame< / a >
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< a href = "Phaser.Line.html" > Line< / a >
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< a href = "Phaser.Physics.Arcade.Body.html" > Body< / a >
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< a href = "Phaser.Physics.Ninja.html" > Ninja< / a >
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< a href = "Phaser.Physics.Ninja.Circle.html" > Circle< / a >
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< a href = "Phaser.Physics.P2.Body.html" > Body< / a >
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< a href = "Phaser.Physics.P2.BodyDebug.html" > BodyDebug< / a >
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< a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a >
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< a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a >
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< a href = "Phaser.Physics.P2.DistanceConstraint.html" > DistanceConstraint< / a >
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< a href = "Phaser.Physics.P2.GearConstraint.html" > GearConstraint< / a >
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< a href = "Phaser.Physics.P2.InversePointProxy.html" > InversePointProxy< / a >
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< a href = "Phaser.Physics.P2.LockConstraint.html" > LockConstraint< / a >
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< a href = "Phaser.Physics.P2.Material.html" > Material< / a >
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< a href = "Phaser.Physics.P2.PointProxy.html" > PointProxy< / a >
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< a href = "Phaser.Physics.P2.PrismaticConstraint.html" > PrismaticConstraint< / a >
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< a href = "Phaser.Physics.P2.RevoluteConstraint.html" > RevoluteConstraint< / a >
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< a href = "Phaser.Physics.P2.Spring.html" > Spring< / a >
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< a href = "Phaser.PluginManager.html" > PluginManager< / a >
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< a href = "Phaser.Pointer.html" > Pointer< / a >
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< a href = "Phaser.Polygon.html" > Polygon< / a >
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< a href = "Phaser.QuadTree.html" > QuadTree< / a >
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< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
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< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
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< a href = "Phaser.SoundManager.html" > SoundManager< / a >
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< a href = "Phaser.Sprite.html" > Sprite< / a >
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< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
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< h1 class = "page-title" > Source: gameobjects/Graphics.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}
*/
/**
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* Creates a new `Graphics` object.
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*
* @class Phaser.Graphics
* @constructor
*
* @param {Phaser.Game} game Current game instance.
* @param {number} x - X position of the new graphics object.
* @param {number} y - Y position of the new graphics object.
*/
Phaser.Graphics = function (game, x, y) {
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x = x || 0;
y = y || 0;
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
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this.game = game;
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/**
* @property {boolean} exists - If exists = false then the Text isn't updated by the core game loop.
* @default
*/
this.exists = true;
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/**
* @property {string} name - The user defined name given to this object.
* @default
*/
this.name = '';
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/**
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* @property {number} type - The const type of this object.
* @default
*/
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this.type = Phaser.GRAPHICS;
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/**
* @property {number} z - The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
*/
this.z = 0;
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/**
* @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
*/
this.world = new Phaser.Point(x, y);
/**
* @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
*/
this.cameraOffset = new Phaser.Point();
PIXI.Graphics.call(this);
this.position.set(x, y);
/**
* A small internal cache:
* 0 = previous position.x
* 1 = previous position.y
* 2 = previous rotation
* 3 = renderID
* 4 = fresh? (0 = no, 1 = yes)
* 5 = outOfBoundsFired (0 = no, 1 = yes)
* 6 = exists (0 = no, 1 = yes)
* 7 = fixed to camera (0 = no, 1 = yes)
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* @property {Array} _cache
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* @private
*/
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this._cache = [ 0, 0, 0, 0, 1, 0, 1, 0 ];
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};
Phaser.Graphics.prototype = Object.create(PIXI.Graphics.prototype);
Phaser.Graphics.prototype.constructor = Phaser.Graphics;
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/**
* Automatically called by World.preUpdate.
* @method Phaser.Graphics.prototype.preUpdate
*/
Phaser.Graphics.prototype.preUpdate = function () {
this._cache[0] = this.world.x;
this._cache[1] = this.world.y;
this._cache[2] = this.rotation;
if (!this.exists || !this.parent.exists)
{
this.renderOrderID = -1;
return false;
}
if (this.autoCull)
{
// Won't get rendered but will still get its transform updated
this.renderable = this.game.world.camera.screenView.intersects(this.getBounds());
}
this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
if (this.visible)
{
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this._cache[3] = this.game.stage.currentRenderOrderID++;
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}
return true;
}
/**
* Override and use this function in your own custom objects to handle any update requirements you may have.
*
* @method Phaser.Graphics#update
* @memberof Phaser.Graphics
*/
Phaser.Graphics.prototype.update = function() {
}
/**
* Automatically called by World.postUpdate.
* @method Phaser.Graphics.prototype.postUpdate
*/
Phaser.Graphics.prototype.postUpdate = function () {
// Fixed to Camera?
if (this._cache[7] === 1)
{
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this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
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}
}
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/**
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* Destroy this Graphics instance.
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*
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* @method Phaser.Graphics.prototype.destroy
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* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
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*/
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Phaser.Graphics.prototype.destroy = function(destroyChildren) {
if (typeof destroyChildren === 'undefined') { destroyChildren = true; }
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this.clear();
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if (this.parent)
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{
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if (this.parent instanceof Phaser.Group)
{
this.parent.remove(this);
}
else
{
this.parent.removeChild(this);
}
}
var i = this.children.length;
if (destroyChildren)
{
while (i--)
{
this.children[i].destroy(destroyChildren);
}
}
else
{
while (i--)
{
this.removeChild(this.children[i]);
}
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}
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this.exists = false;
this.visible = false;
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this.game = null;
}
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/*
* Draws a {Phaser.Polygon} or a {PIXI.Polygon} filled
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*
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* @method Phaser.Graphics.prototype.drawPolygon
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*/
Phaser.Graphics.prototype.drawPolygon = function (poly) {
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this.moveTo(poly.points[0].x, poly.points[0].y);
for (var i = 1; i < poly.points.length; i += 1)
{
this.lineTo(poly.points[i].x, poly.points[i].y);
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}
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this.lineTo(poly.points[0].x, poly.points[0].y);
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}
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/**
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* Indicates the rotation of the Graphics, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
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* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
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* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
* @name Phaser.Graphics#angle
* @property {number} angle - Gets or sets the angle of rotation in degrees.
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*/
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Object.defineProperty(Phaser.Graphics.prototype, 'angle', {
get: function() {
return Phaser.Math.radToDeg(this.rotation);
},
set: function(value) {
this.rotation = Phaser.Math.degToRad(value);
}
});
/**
* An Graphics that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Graphics.cameraOffset.
* Note that the cameraOffset values are in addition to any parent in the display list.
* So if this Graphics was in a Group that has x: 200, then this will be added to the cameraOffset.x
*
* @name Phaser.Graphics#fixedToCamera
* @property {boolean} fixedToCamera - Set to true to fix this Graphics to the Camera at its current world coordinates.
*/
Object.defineProperty(Phaser.Graphics.prototype, "fixedToCamera", {
get: function () {
return !!this._cache[7];
},
set: function (value) {
if (value)
{
this._cache[7] = 1;
this.cameraOffset.set(this.x, this.y);
}
else
{
this._cache[7] = 0;
}
}
});
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< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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