2016-12-05 10:06:09 +00:00
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< a href = "PIXI.PIXI.html" > PIXI< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiShader.html" > PixiShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Sprite.html" > Sprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.StripShader.html" > StripShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Texture.html" > Texture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
< / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_DOWN" > ANGLE_DOWN< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_LEFT" > ANGLE_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_EAST" > ANGLE_NORTH_EAST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_WEST" > ANGLE_NORTH_WEST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_RIGHT" > ANGLE_RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_EAST" > ANGLE_SOUTH_EAST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_WEST" > ANGLE_SOUTH_WEST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_UP" > ANGLE_UP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#arc" > arc< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#AUTO" > AUTO< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#beginFill" > beginFill< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#bezierCurveTo" > bezierCurveTo< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BITMAPDATA" > BITMAPDATA< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BITMAPTEXT" > BITMAPTEXT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#blendModes" > blendModes< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_CENTER" > BOTTOM_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_LEFT" > BOTTOM_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_RIGHT" > BOTTOM_RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BUTTON" > BUTTON< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS" > CANVAS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS_FILTER" > CANVAS_FILTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CENTER" > CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CIRCLE" > CIRCLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#clear" > clear< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CREATURE" > CREATURE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#destroyCachedSprite" > destroyCachedSprite< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#displayList" > displayList< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#DOWN" > DOWN< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawCircle" > drawCircle< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawEllipse" > drawEllipse< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawPolygon" > drawPolygon< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawRect" > drawRect< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawRoundedRect" > drawRoundedRect< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawShape" > drawShape< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ELLIPSE" > ELLIPSE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#emit" > emit< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#EMITTER" > EMITTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#endFill" > endFill< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GAMES" > GAMES< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#generateTexture" > generateTexture< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#getBounds" > getBounds< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#getLocalBounds" > getLocalBounds< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GRAPHICS" > GRAPHICS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GROUP" > GROUP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#HEADLESS" > HEADLESS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#HORIZONTAL" > HORIZONTAL< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#IMAGE" > IMAGE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LANDSCAPE" > LANDSCAPE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT" > LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT_BOTTOM" > LEFT_BOTTOM< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT_CENTER" > LEFT_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT_TOP" > LEFT_TOP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LINE" > LINE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#lineStyle" > lineStyle< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#lineTo" > lineTo< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#listeners" > listeners< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#MATRIX" > MATRIX< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#mixin" > mixin< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#moveTo" > moveTo< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#NONE" > NONE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#off" > off< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#on" > on< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#once" > once< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#PENDING_ATLAS" > PENDING_ATLAS< / a >
< / li >
< li class = "class-depth-2" >
< a href = "global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath." > Phaser.Path#numPoints
return {number} The total number of PathPoints in this Path.< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POINT" > POINT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POINTER" > POINTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POLYGON" > POLYGON< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#PORTRAIT" > PORTRAIT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#quadraticCurveTo" > quadraticCurveTo< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RECTANGLE" > RECTANGLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#removeAllListeners" > removeAllListeners< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RENDERTEXTURE" > RENDERTEXTURE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RETROFONT" > RETROFONT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT" > RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_BOTTOM" > RIGHT_BOTTOM< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_CENTER" > RIGHT_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_TOP" > RIGHT_TOP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ROPE" > ROPE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ROUNDEDRECTANGLE" > ROUNDEDRECTANGLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#scaleModes" > scaleModes< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#SPRITE" > SPRITE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#SPRITEBATCH" > SPRITEBATCH< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#stopImmediatePropagation" > stopImmediatePropagation< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#stopPropagation" > stopPropagation< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TEXT" > TEXT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAP" > TILEMAP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAPLAYER" > TILEMAPLAYER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILESPRITE" > TILESPRITE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_CENTER" > TOP_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_LEFT" > TOP_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_RIGHT" > TOP_RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#UP" > UP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#updateLocalBounds" > updateLocalBounds< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#VERSION" > VERSION< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#VERTICAL" > VERTICAL< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#VIDEO" > VIDEO< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL" > WEBGL< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL_FILTER" > WEBGL_FILTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL_MULTI" > WEBGL_MULTI< / a >
< / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Game.html" > Game< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Group.html" > Group< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.World.html" > World< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Loader.html" > Loader< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Cache.html" > Cache< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Time.html" > Time< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Camera.html" > Camera< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.StateManager.html" > State Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TweenManager.html" > Tween Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.SoundManager.html" > Sound Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Input.html" > Input Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectFactory.html" > Factory (game.add)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sprite.html" > Sprite< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Image.html" > Image< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sound.html" > Sound< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Video.html" > Video< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Particles.Arcade.Emitter.html" > Particle Emitter< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Particle.html" > Particle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Text.html" > Text< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tween.html" > Tween< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapText.html" > BitmapText< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tilemap.html" > Tilemap< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapData.html" > BitmapData< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RetroFont.html" > RetroFont< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Button.html" > Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Animation.html" > Animation< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Graphics.html" > Graphics< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RenderTexture.html" > RenderTexture< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TileSprite.html" > TileSprite< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Circle.html" > Circle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Matrix.html" > Matrix< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RoundedRectangle.html" > Rounded Rectangle< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Physics< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Arcade.html" > Arcade Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Arcade.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Weapon.html" > Weapon< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Ninja.html" > Ninja Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Body.html" > Body< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Input< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Pointer.html" > Pointer< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.DeviceButton.html" > Device Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Mouse.html" > Mouse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Keyboard.html" > Keyboard< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Key.html" > Key< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.KeyCode.html" > Key Codes< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Gamepad.html" > Gamepad< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Community< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "http://phaser.io" > Phaser Web Site< / a > < / li >
< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/examples" > Phaser Examples< / a > < / li >
< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser-plugins" > Phaser Plugins< / a > < / li >
< li class = "class-depth-1" > < a href = "http://www.html5gamedevs.com/forum/14-phaser/" > Forum< / a > < / li >
< li class = "class-depth-1" > < a href = "http://stackoverflow.com/questions/tagged/phaser-framework" > Stack Overflow< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/learn" > Tutorials< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/newsletter" > Newsletter< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/twitter" > Twitter< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/slack" > Slack< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/donate" > Donate< / a > < / li >
< li class = "class-depth-1" > < a href = "https://www.codeandweb.com/texturepacker/phaser" > Texture Packer< / a > < / li >
< / ul >
< / li >
< / ul >
< / div >
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< h1 class = "page-title" > Source: src/physics/p2/BodyDebug.js< / h1 >
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< pre class = "sunlight-highlight-javascript linenums" > /**
* @author George https://github.com/georgiee
* @author Richard Davey < rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Draws a P2 Body to a Graphics instance for visual debugging.
* Needless to say, for every body you enable debug drawing on, you are adding processor and graphical overhead.
* So use sparingly and rarely (if ever) in production code.
*
* Also be aware that the Debug body is only updated when the Sprite it is connected to changes position. If you
* manipulate the sprite in any other way (such as moving it to another Group or bringToTop, etc) then you will
* need to manually adjust its BodyDebug as well.
*
* @class Phaser.Physics.P2.BodyDebug
* @constructor
* @extends Phaser.Group
* @param {Phaser.Game} game - Game reference to the currently running game.
* @param {Phaser.Physics.P2.Body} body - The P2 Body to display debug data for.
* @param {object} settings - Settings object.
*/
Phaser.Physics.P2.BodyDebug = function(game, body, settings) {
Phaser.Group.call(this, game);
/**
* @property {object} defaultSettings - Default debug settings.
* @private
*/
var defaultSettings = {
pixelsPerLengthUnit: game.physics.p2.mpx(1),
debugPolygons: false,
lineWidth: 1,
alpha: 0.5
};
this.settings = Phaser.Utils.extend(defaultSettings, settings);
/**
* @property {number} ppu - Pixels per Length Unit.
*/
this.ppu = this.settings.pixelsPerLengthUnit;
this.ppu = -1 * this.ppu;
/**
* @property {Phaser.Physics.P2.Body} body - The P2 Body to display debug data for.
*/
this.body = body;
/**
* @property {Phaser.Graphics} canvas - The canvas to render the debug info to.
*/
this.canvas = new Phaser.Graphics(game);
this.canvas.alpha = this.settings.alpha;
this.add(this.canvas);
this.draw();
this.updateSpriteTransform();
};
Phaser.Physics.P2.BodyDebug.prototype = Object.create(Phaser.Group.prototype);
Phaser.Physics.P2.BodyDebug.prototype.constructor = Phaser.Physics.P2.BodyDebug;
Phaser.Utils.extend(Phaser.Physics.P2.BodyDebug.prototype, {
/**
* Core update.
*
* @method Phaser.Physics.P2.BodyDebug#updateSpriteTransform
*/
updateSpriteTransform: function() {
this.position.x = this.body.position[0] * this.ppu;
this.position.y = this.body.position[1] * this.ppu;
this.rotation = this.body.angle;
},
/**
* Draws the P2 shapes to the Graphics object.
*
* @method Phaser.Physics.P2.BodyDebug#draw
*/
draw: function() {
var angle, child, color, i, j, lineColor, lw, obj, offset, sprite, v, verts, vrot, _j, _ref1;
obj = this.body;
sprite = this.canvas;
sprite.clear();
color = parseInt(this.randomPastelHex(), 16);
lineColor = 0xff0000;
lw = this.lineWidth;
if (obj instanceof p2.Body & & obj.shapes.length)
{
var l = obj.shapes.length;
i = 0;
while (i !== l)
{
child = obj.shapes[i];
offset = child.position || 0;
angle = child.angle || 0;
if (child instanceof p2.Circle)
{
this.drawCircle(sprite, offset[0] * this.ppu, offset[1] * this.ppu, angle, child.radius * this.ppu, color, lw);
}
else if (child instanceof p2.Capsule)
{
this.drawCapsule(sprite, offset[0] * this.ppu, offset[1] * this.ppu, angle, child.length * this.ppu, child.radius * this.ppu, lineColor, color, lw);
}
else if (child instanceof p2.Plane)
{
this.drawPlane(sprite, offset[0] * this.ppu, -offset[1] * this.ppu, color, lineColor, lw * 5, lw * 10, lw * 10, this.ppu * 100, angle);
}
else if (child instanceof p2.Line)
{
this.drawLine(sprite, child.length * this.ppu, lineColor, lw);
}
else if (child instanceof p2.Box)
{
this.drawRectangle(sprite, offset[0] * this.ppu, offset[1] * this.ppu, angle, child.width * this.ppu, child.height * this.ppu, lineColor, color, lw);
}
else if (child instanceof p2.Convex)
{
verts = [];
vrot = p2.vec2.create();
for (j = _j = 0, _ref1 = child.vertices.length; 0 < = _ref1 ? _j < _ref1 : _j > _ref1; j = 0 < = _ref1 ? ++_j : --_j)
{
v = child.vertices[j];
p2.vec2.rotate(vrot, v, angle);
verts.push([(vrot[0] + offset[0]) * this.ppu, -(vrot[1] + offset[1]) * this.ppu]);
}
this.drawConvex(sprite, verts, child.triangles, lineColor, color, lw, this.settings.debugPolygons, [offset[0] * this.ppu, -offset[1] * this.ppu]);
}
i++;
}
}
},
/**
* Draws a p2.Box to the Graphics object.
*
* @method Phaser.Physics.P2.BodyDebug#drawRectangle
* @private
*/
drawRectangle: function(g, x, y, angle, w, h, color, fillColor, lineWidth) {
if (lineWidth === undefined) { lineWidth = 1; }
if (color === undefined) { color = 0x000000; }
g.lineStyle(lineWidth, color, 1);
g.beginFill(fillColor);
g.drawRect(x - w / 2, y - h / 2, w, h);
},
/**
* Draws a p2.Circle to the Graphics object.
*
* @method Phaser.Physics.P2.BodyDebug#drawCircle
* @private
*/
drawCircle: function(g, x, y, angle, radius, color, lineWidth) {
if (lineWidth === undefined) { lineWidth = 1; }
if (color === undefined) { color = 0xffffff; }
g.lineStyle(lineWidth, 0x000000, 1);
g.beginFill(color, 1.0);
g.drawCircle(x, y, -radius*2);
g.endFill();
g.moveTo(x, y);
g.lineTo(x + radius * Math.cos(-angle), y + radius * Math.sin(-angle));
},
/**
* Draws a p2.Line to the Graphics object.
*
* @method Phaser.Physics.P2.BodyDebug#drawLine
* @private
*/
drawLine: function(g, len, color, lineWidth) {
if (lineWidth === undefined) { lineWidth = 1; }
if (color === undefined) { color = 0x000000; }
g.lineStyle(lineWidth * 5, color, 1);
g.moveTo(-len / 2, 0);
g.lineTo(len / 2, 0);
},
/**
* Draws a p2.Convex to the Graphics object.
*
* @method Phaser.Physics.P2.BodyDebug#drawConvex
* @private
*/
drawConvex: function(g, verts, triangles, color, fillColor, lineWidth, debug, offset) {
var colors, i, v, v0, v1, x, x0, x1, y, y0, y1;
if (lineWidth === undefined) { lineWidth = 1; }
if (color === undefined) { color = 0x000000; }
if (!debug)
{
g.lineStyle(lineWidth, color, 1);
g.beginFill(fillColor);
i = 0;
while (i !== verts.length)
{
v = verts[i];
x = v[0];
y = v[1];
if (i === 0)
{
g.moveTo(x, -y);
}
else
{
g.lineTo(x, -y);
}
i++;
}
g.endFill();
if (verts.length > 2)
{
g.moveTo(verts[verts.length - 1][0], -verts[verts.length - 1][1]);
return g.lineTo(verts[0][0], -verts[0][1]);
}
}
else
{
colors = [0xff0000, 0x00ff00, 0x0000ff];
i = 0;
while (i !== verts.length + 1)
{
v0 = verts[i % verts.length];
v1 = verts[(i + 1) % verts.length];
x0 = v0[0];
y0 = v0[1];
x1 = v1[0];
y1 = v1[1];
g.lineStyle(lineWidth, colors[i % colors.length], 1);
g.moveTo(x0, -y0);
g.lineTo(x1, -y1);
g.drawCircle(x0, -y0, lineWidth * 2);
i++;
}
g.lineStyle(lineWidth, 0x000000, 1);
return g.drawCircle(offset[0], offset[1], lineWidth * 2);
}
},
/**
* Draws a p2.Path to the Graphics object.
*
* @method Phaser.Physics.P2.BodyDebug#drawPath
* @private
*/
drawPath: function(g, path, color, fillColor, lineWidth) {
var area, i, lastx, lasty, p1x, p1y, p2x, p2y, p3x, p3y, v, x, y;
if (lineWidth === undefined) { lineWidth = 1; }
if (color === undefined) { color = 0x000000; }
g.lineStyle(lineWidth, color, 1);
if (typeof fillColor === "number")
{
g.beginFill(fillColor);
}
lastx = null;
lasty = null;
i = 0;
while (i < path.length)
{
v = path[i];
x = v[0];
y = v[1];
if (x !== lastx || y !== lasty)
{
if (i === 0)
{
g.moveTo(x, y);
}
else
{
p1x = lastx;
p1y = lasty;
p2x = x;
p2y = y;
p3x = path[(i + 1) % path.length][0];
p3y = path[(i + 1) % path.length][1];
area = ((p2x - p1x) * (p3y - p1y)) - ((p3x - p1x) * (p2y - p1y));
if (area !== 0)
{
g.lineTo(x, y);
}
}
lastx = x;
lasty = y;
}
i++;
}
if (typeof fillColor === "number")
{
g.endFill();
}
if (path.length > 2 & & typeof fillColor === "number")
{
g.moveTo(path[path.length - 1][0], path[path.length - 1][1]);
g.lineTo(path[0][0], path[0][1]);
}
},
/**
* Draws a p2.Plane to the Graphics object.
*
* @method Phaser.Physics.P2.BodyDebug#drawPlane
* @private
*/
drawPlane: function(g, x0, x1, color, lineColor, lineWidth, diagMargin, diagSize, maxLength, angle) {
var max, xd, yd;
if (lineWidth === undefined) { lineWidth = 1; }
if (color === undefined) { color = 0xffffff; }
g.lineStyle(lineWidth, lineColor, 11);
g.beginFill(color);
max = maxLength;
g.moveTo(x0, -x1);
xd = x0 + Math.cos(angle) * this.game.width;
yd = x1 + Math.sin(angle) * this.game.height;
g.lineTo(xd, -yd);
g.moveTo(x0, -x1);
xd = x0 + Math.cos(angle) * -this.game.width;
yd = x1 + Math.sin(angle) * -this.game.height;
g.lineTo(xd, -yd);
},
/**
* Draws a p2.Capsule to the Graphics object.
*
* @method Phaser.Physics.P2.BodyDebug#drawCapsule
* @private
*/
drawCapsule: function(g, x, y, angle, len, radius, color, fillColor, lineWidth) {
if (lineWidth === undefined) { lineWidth = 1; }
if (color === undefined) { color = 0x000000; }
g.lineStyle(lineWidth, color, 1);
// Draw circles at ends
var c = Math.cos(angle);
var s = Math.sin(angle);
g.beginFill(fillColor, 1);
g.drawCircle(-len/2*c + x, -len/2*s + y, -radius * 2);
g.drawCircle( len/2*c + x, len/2*s + y, -radius * 2);
g.endFill();
// Draw rectangle
g.lineStyle(lineWidth, color, 0);
g.beginFill(fillColor, 1);
g.moveTo(-len/2*c + radius*s + x, -len/2*s + radius*c + y);
g.lineTo( len/2*c + radius*s + x, len/2*s + radius*c + y);
g.lineTo( len/2*c - radius*s + x, len/2*s - radius*c + y);
g.lineTo(-len/2*c - radius*s + x, -len/2*s - radius*c + y);
g.endFill();
// Draw lines in between
g.lineStyle(lineWidth, color, 1);
g.moveTo(-len/2*c + radius*s + x, -len/2*s + radius*c + y);
g.lineTo( len/2*c + radius*s + x, len/2*s + radius*c + y);
g.moveTo(-len/2*c - radius*s + x, -len/2*s - radius*c + y);
g.lineTo( len/2*c - radius*s + x, len/2*s - radius*c + y);
},
/**
* Picks a random pastel color.
*
* @method Phaser.Physics.P2.BodyDebug#randomPastelHex
* @private
*/
randomPastelHex: function() {
var blue, green, mix, red;
mix = [255, 255, 255];
red = Math.floor(Math.random() * 256);
green = Math.floor(Math.random() * 256);
blue = Math.floor(Math.random() * 256);
red = Math.floor((red + 3 * mix[0]) / 4);
green = Math.floor((green + 3 * mix[1]) / 4);
blue = Math.floor((blue + 3 * mix[2]) / 4);
return this.rgbToHex(red, green, blue);
},
/**
* Converts from RGB to Hex.
*
* @method Phaser.Physics.P2.BodyDebug#rgbToHex
* @private
*/
rgbToHex: function(r, g, b) {
return this.componentToHex(r) + this.componentToHex(g) + this.componentToHex(b);
},
/**
* Component to hex conversion.
*
* @method Phaser.Physics.P2.BodyDebug#componentToHex
* @private
*/
componentToHex: function(c) {
var hex;
hex = c.toString(16);
if (hex.length === 2)
{
return hex;
}
else
{
return hex + '0';
}
}
});
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