BitmapData.copy no longer creates any temporary variables. It also accurately copies over Sprite/Image values before drawing them.

Creation now defaults to a texture size of 256x256.
This commit is contained in:
photonstorm 2014-09-03 12:53:07 +01:00
parent f5ad22399f
commit 15e6edc56b
4 changed files with 143 additions and 156 deletions

View file

@ -139,6 +139,8 @@ Version 2.1.0 - "Cairhien" - -in development-
* ScaleManager.orientationSprite has been removed because it never displayed correctly anyway (it would be distorted by the game scale), it will be bought back in a future version by way of a custom orientation state.
* ArcadePhysics.overlap has been updated so that the Body.overlapX/Y properties are set to the amount the two bodies overlapped by. Previously they were zero and only populated during the separation phase, but now the data is available for just overlap checks as well. You can then use these values in your ovrelap callback as required - note that they are changed for every check, so a Sprite overlap tested against 10 other sprites will have the overlapX/Y values updated 10 times in a single collision pass, so you can only safely use the values in the callback (#641)
* Cache.getImage now returns `null` if the requested image wasn't found.
* BitmapData now returns a reference to itself from all of its drawing related methods, allowing for easy function chaining.
* The default size of a BitmapData if no width/height is given has been changed from 100x100 to 256x256.
### Bug Fixes

View file

@ -15,13 +15,13 @@
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @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.
* @param {number} [width=256] - The width of the BitmapData in pixels.
* @param {number} [height=256] - The height of the BitmapData in pixels.
*/
Phaser.BitmapData = function (game, key, width, height) {
if (typeof width === 'undefined') { width = 100; }
if (typeof height === 'undefined') { height = 100; }
if (typeof width === 'undefined') { width = 256; }
if (typeof height === 'undefined') { height = 256; }
/**
* @property {Phaser.Game} game - A reference to the currently running game.
@ -138,6 +138,42 @@ Phaser.BitmapData = function (game, key, width, height) {
// Aliases
this.cls = this.clear;
/**
* @property {number} _image - Internal cache var.
* @private
*/
this._image = null;
/**
* @property {Phaser.Point} _pos - Internal cache var.
* @private
*/
this._pos = new Phaser.Point();
/**
* @property {Phaser.Point} _scale - Internal cache var.
* @private
*/
this._scale = new Phaser.Point();
/**
* @property {number} _rotate - Internal cache var.
* @private
*/
this._rotate = 0;
/**
* @property {Object} _alpha - Internal cache var.
* @private
*/
this._alpha = { prev: 1, current: 1 };
/**
* @property {Phaser.Point} _anchor - Internal cache var.
* @private
*/
this._anchor = new Phaser.Point();
/**
* @property {number} _tempR - Internal cache var.
* @private
@ -784,15 +820,16 @@ Phaser.BitmapData.prototype = {
},
/**
* Copies a rectangular region from the source image to this BitmapData.
* You can optionally resize, translate, rotate, scale, alpha or blend the block as it's drawn.
* All rotation, scaling and drawing takes place around the blocks center point by default, but can be changed with the anchor parameters.
* Copies a rectangular area from the source image to this BitmapData.
* You can optionally resize, translate, rotate, scale, alpha or blend as it's drawn.
* All rotation, scaling and drawing takes place around the regions center point by default, but can be changed with the anchor parameters.
* Note that the source image can also be this BitmapData, which can create some interesting effects.
*
* This method has a lot of parameters for maximum control. You can use the more friendly methods like `draw` to avoid having to remember them all.
* This method has a lot of parameters for maximum control.
* You can use the more friendly methods like `copyPixels` and `draw` to avoid having to remember them all.
*
* @method Phaser.BitmapData#copy
* @param {Phaser.Sprite|Phaser.Image|Phaser.BitmapData|HTMLImage|string} source - The source to copy from. If you give a string it will try and find the Image in the Game.Cache first. This is quite expensie so try to provide the image itself.
* @param {Phaser.Sprite|Phaser.Image|Phaser.BitmapData|HTMLImage|HTMLCanvas|string} source - The source to copy from. If you give a string it will try and find the Image in the Game.Cache first. This is quite expensie so try to provide the image itself.
* @param {number} [x=0] - The x coordinate representing the top-left of the region to copy from the source image.
* @param {number} [y=0] - The y coordinate representing the top-left of the region to copy from the source image.
* @param {number} [width] - The width of the region to copy from the source image. If not specified it will use the full source image width.
@ -801,38 +838,55 @@ Phaser.BitmapData.prototype = {
* @param {number} [ty] - The y coordinate to translate to before drawing. If not specified it will default to the `y` parameter.
* @param {number} [newWidth] - The new width of the block being copied. If not specified it will default to the `width` parameter.
* @param {number} [newHeight] - The new height of the block being copied. If not specified it will default to the `height` parameter.
* @param {number} [rotate=0] - The angle in degrees to rotate the block to before drawing. Rotation takes place around the center by default, but can be changed with the `anchor` parameters.
* @param {number} [anchorX=0.5] - The anchor point around with the block is rotated and scaled. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right.
* @param {number} [anchorY=0.5] - The anchor point around with the block is rotated and scaled. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right.
* @param {number} [rotate=0] - The angle in radians to rotate the block to before drawing. Rotation takes place around the center by default, but can be changed with the `anchor` parameters.
* @param {number} [anchorX=0.5] - The anchor point around which the block is rotated and scaled. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right.
* @param {number} [anchorY=0.5] - The anchor point around which the block is rotated and scaled. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right.
* @param {number} [scaleX=1] - The horizontal scale factor of the block. A value of 1 means no scaling. 2 would be twice the size, and so on.
* @param {number} [scaleY=1] - The vertical scale factor of the block. A value of 1 means no scaling. 2 would be twice the size, and so on.
* @param {number} [alpha=1] - The alpha that will be set on the context before the block is drawn. A value between 0 (fully transparent) and 1, opaque.
* @param {number} [blendMode=null] - The composite blend mode that will be used when drawing the block. The default is no blend mode at all.
* @param {number} [alpha=1] - The alpha that will be set on the context before drawing. A value between 0 (fully transparent) and 1, opaque.
* @param {number} [blendMode=null] - The composite blend mode that will be used when drawing. The default is no blend mode at all.
* @param {boolean} [roundPx=false] - Should the x and y values be rounded to integers before drawing? This prevents anti-aliasing in some instances.
* @return {Phaser.BitmapData} This BitmapData object for method chaining.
*/
copy: function (source, x, y, width, height, tx, ty, newWidth, newHeight, rotate, anchorX, anchorY, scaleX, scaleY, alpha, blendMode, roundPx) {
var sx = 0;
var sy = 0;
this._image = source;
if (source instanceof Phaser.Sprite || source instanceof Phaser.Image)
{
sx = source.texture.frame.x;
sy = source.texture.frame.y;
source = source.texture.baseTexture.image;
// Copy over sprite values
this._pos.set(source.texture.frame.x, source.texture.frame.y);
this._scale.set(source.scale.x, source.scale.y);
this._anchor.set(source.anchor.x, source.anchor.y);
this._rotate = source.rotation;
this._alpha.current = source.alpha;
this._image = source.texture.baseTexture.source;
}
else if (source instanceof Phaser.BitmapData)
else
{
source = source.canvas;
}
else if (typeof source === 'string')
{
source = this.game.cache.getImage(source);
// Reset
this._pos.set(0);
this._scale.set(1);
this._anchor.set(0.5);
this._rotate = 0;
this._alpha.current = 1;
if (source === null)
if (source instanceof Phaser.BitmapData)
{
return;
this._image = source.canvas;
}
else if (typeof source === 'string')
{
source = this.game.cache.getImage(source);
if (source === null)
{
return;
}
else
{
this._image = source;
}
}
}
@ -848,31 +902,54 @@ Phaser.BitmapData.prototype = {
if (typeof newWidth === 'undefined' || newWidth === null) { newWidth = width; }
if (typeof newHeight === 'undefined' || newHeight === null) { newHeight = width; }
// Rotation
if (typeof rotate === 'undefined' || rotate === null) { rotate = 0; }
if (typeof anchorX === 'undefined' || anchorX === null) { anchorX = 0.5; }
if (typeof anchorY === 'undefined' || anchorY === null) { anchorY = 0.5; }
// Rotation - if set this will override any potential Sprite value
if (typeof rotate === 'number')
{
this._rotate = rotate;
}
// Scaling
if (typeof scaleX === 'undefined' || scaleX === null) { scaleX = 1; }
if (typeof scaleY === 'undefined' || scaleY === null) { scaleY = 1; }
// Anchor - if set this will override any potential Sprite value
if (typeof anchorX === 'number')
{
this._anchor.x = anchorX;
}
if (typeof anchorY === 'number')
{
this._anchor.y = anchorY;
}
// Scaling - if set this will override any potential Sprite value
if (typeof scaleX === 'number')
{
this._scale.x = scaleX;
}
if (typeof scaleY === 'number')
{
this._scale.y = scaleY;
}
// Effects
if (typeof alpha === 'undefined' || alpha === null) { alpha = 1; }
if (typeof alpha === 'number')
{
this._alpha.current = alpha;
}
if (typeof blendMode === 'undefined') { blendMode = null; }
if (typeof roundPx === 'undefined') { roundPx = false; }
if (alpha <= 0 || scaleX === 0 || scaleY === 0)
if (this._alpha.current <= 0 || this._scale.x === 0 || this._scale.y === 0)
{
// Because why bother wasting CPU cycles drawing something you can't see?
// Why bother wasting CPU cycles drawing something you can't see?
return;
}
var prevAlpha = this.context.globalAlpha;
this._alpha.prev = this.context.globalAlpha;
this.context.save();
this.context.globalAlpha = alpha;
this.context.globalAlpha = this._alpha.current;
if (blendMode)
{
@ -887,15 +964,15 @@ Phaser.BitmapData.prototype = {
this.context.translate(tx, ty);
this.context.scale(scaleX, scaleY);
this.context.scale(this._scale.x, this._scale.y);
this.context.rotate(rotate * Math.PI / 180);
this.context.rotate(this._rotate);
this.context.drawImage(source, sx + x, sy + y, width, height, -newWidth * anchorX, -newHeight * anchorY, newWidth, newHeight);
this.context.drawImage(this._image, this._pos.x + x, this._pos.y + y, width, height, -newWidth * this._anchor.x, -newHeight * this._anchor.y, newWidth, newHeight);
this.context.restore();
this.context.globalAlpha = prevAlpha;
this.context.globalAlpha = this._alpha.prev;
this.dirty = true;
@ -911,128 +988,36 @@ Phaser.BitmapData.prototype = {
* @param {Phaser.Rectangle} area - The Rectangle region to copy from the source image.
* @param {number} x - The destination x coordinate to copy the image to.
* @param {number} y - The destination y coordinate to copy the image to.
* @param {number} [alpha] - An optional alpha value. If given the BitmapData.context.globalAlpha will be set to this before drawing and reset after.
* @param {number} [alpha=1] - The alpha that will be set on the context before drawing. A value between 0 (fully transparent) and 1, opaque.
* @param {number} [blendMode=null] - The composite blend mode that will be used when drawing. The default is no blend mode at all.
* @param {boolean} [roundPx=false] - Should the x and y values be rounded to integers before drawing? This prevents anti-aliasing in some instances.
* @return {Phaser.BitmapData} This BitmapData object for method chaining.
*/
copyPixels: function (source, area, x, y, alpha) {
if (typeof source === 'string')
{
source = this.game.cache.getImage(source);
}
if (typeof alpha === 'undefined')
{
alpha = null;
}
else if (alpha <= 0)
{
// No point doing anything if alpha is zero
return;
}
else if (alpha > 1)
{
// Sanity cap
alpha = 1;
}
var src = source;
var sx = 0;
var sy = 0;
if (source instanceof Phaser.Image || source instanceof Phaser.Sprite)
{
src = source.texture.baseTexture.source;
var frame = source.texture.frame;
sx = frame.x;
sy = frame.y;
}
else
{
if (source instanceof Phaser.BitmapData)
{
src = source.canvas;
}
}
if (alpha)
{
var prevAlpha = this.context.globalAlpha;
this.context.globalAlpha = alpha;
}
this.context.drawImage(src, sx + area.x, sy + area.y, area.width, area.height, x, y, area.width, area.height);
if (alpha)
{
this.context.globalAlpha = prevAlpha;
}
this.dirty = true;
return this;
return this.copy(source, area.x, area.y, area.width, area.height, x, y, area.width, area.height, 0, 0.5, 0.5, 1, 1, alpha);
},
/**
* Draws the given image or Game Object to this BitmapData at the coordinates specified.
* You can use the optional width and height values to 'stretch' the image as it's drawn.
* Draws the given Phaser.Sprite or Phaser.Image to this BitmapData at the coordinates specified.
* You can use the optional width and height values to 'stretch' the sprite as it's drawn.
* When drawing it will take into account the Sprites rotation, scale and alpha values.
*
* @method Phaser.BitmapData#draw
* @param {Phaser.Sprite|Phaser.Image|Phaser.BitmapData|HTMLImage|string} source - The Image to draw. If you give a string it will try and find the Image in the Game.Cache.
* @param {number} [x=0] - The x coordinate to draw the image to.
* @param {number} [y=0] - The y coordinate to draw the image to.
* @param {number} [width] - The width when drawing the image. You can use this to optionally stretch the drawn image horizontally.
* @param {number} [height] - The height when drawing the image. You can use this to optionally stretch the drawn image vertically.
* @param {Phaser.Sprite|Phaser.Image} source - The Sprite or Image to draw.
* @param {number} [x=0] - The x coordinate to translate to before drawing. If not specified it will default to `source.x`.
* @param {number} [y=0] - The y coordinate to translate to before drawing. If not specified it will default to `source.y`.
* @param {number} [width] - The new width of the Sprite being copied. If not specified it will default to `source.width`.
* @param {number} [height] - The new height of the Sprite being copied. If not specified it will default to `source.height`.
* @param {number} [blendMode=null] - The composite blend mode that will be used when drawing the Sprite. The default is no blend mode at all.
* @param {boolean} [roundPx=false] - Should the x and y values be rounded to integers before drawing? This prevents anti-aliasing in some instances.
* @return {Phaser.BitmapData} This BitmapData object for method chaining.
*/
draw: function (source, x, y, width, height) {
draw: function (source, x, y, width, height, blendMode, roundPx) {
if (typeof x === 'undefined') { x = 0; }
if (typeof y === 'undefined') { y = 0; }
if (typeof source === 'string')
{
source = this.game.cache.getImage(source);
}
var src = source;
var sx = 0;
var sy = 0;
var sw = 0;
var sh = 0;
if (source instanceof Phaser.Image || source instanceof Phaser.Sprite)
{
src = source.texture.baseTexture.source;
var frame = source.texture.frame;
sx = frame.x;
sy = frame.y;
sw = frame.width;
sh = frame.height;
// this.context.drawImage(sprite.texture.baseTexture.source, frame.x, frame.y, frame.width, frame.height, x, y, frame.width, frame.height);
}
else
{
if (source instanceof Phaser.BitmapData)
{
src = source.canvas;
// this.context.drawImage(source.canvas, 0, 0, source.width, source.height, x, y, source.width, source.height);
}
sw = source.width;
sh = source.height;
// this.context.drawImage(source, 0, 0, source.width, source.height, x, y, source.width, source.height);
}
if (typeof width === 'undefined') { width = sw; }
if (typeof height === 'undefined') { height = sh; }
this.context.drawImage(src, sx, sy, sw, sh, x, y, width, height);
this.dirty = true;
return this;
// copy(source, x, y, width, height, tx, ty, newWidth, newHeight, rotate, anchorX, anchorY, scaleX, scaleY, alpha, blendMode, roundPx) {
return this.copy(source, 0, 0, source.width, source.height, x, y, width, height, source.rotation, source.anchor.x, source.anchor.y, source.scale.x, source.scale.y, source.alpha, blendMode, roundPx);
},

View file

@ -337,8 +337,8 @@ Phaser.GameObjectCreator.prototype = {
* A BitmapData object which can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.
*
* @method Phaser.GameObjectCreator#bitmapData
* @param {number} [width=100] - The width of the BitmapData in pixels.
* @param {number} [height=100] - The height of the BitmapData in pixels.
* @param {number} [width=256] - The width of the BitmapData in pixels.
* @param {number} [height=256] - The height of the BitmapData in pixels.
* @param {string} [key=''] - Asset key for the BitmapData when stored in the Cache (see addToCache parameter).
* @param {boolean} [addToCache=false] - Should this BitmapData be added to the Game.Cache? If so you can retrieve it with Cache.getBitmapData(key)
* @return {Phaser.BitmapData} The newly created BitmapData object.

View file

@ -395,8 +395,8 @@ Phaser.GameObjectFactory.prototype = {
* A BitmapData object which can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.
*
* @method Phaser.GameObjectFactory#bitmapData
* @param {number} [width=100] - The width of the BitmapData in pixels.
* @param {number} [height=100] - The height of the BitmapData in pixels.
* @param {number} [width=256] - The width of the BitmapData in pixels.
* @param {number} [height=256] - The height of the BitmapData in pixels.
* @param {string} [key=''] - Asset key for the BitmapData when stored in the Cache (see addToCache parameter).
* @param {boolean} [addToCache=false] - Should this BitmapData be added to the Game.Cache? If so you can retrieve it with Cache.getBitmapData(key)
* @return {Phaser.BitmapData} The newly created BitmapData object.