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https://github.com/photonstorm/phaser
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BitmapData.alphaMask can now also take a Phaser.Sprite, Phaser.Image or BitmapData object as a source type.
BitmapData.alphaMask has 4 new optional parameters: x, y, x2 and y2 to control exactly where the source and mask images are drawn.
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2 changed files with 28 additions and 29 deletions
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@ -48,7 +48,9 @@ Version 2.0.6 - "Jornhill" - -in development-
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### Updates
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* BitmapData.draw can now take a BitmapData object as a source type.
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* BitmapData.draw can now also take a Phaser.Sprite, Phaser.Image or BitmapData object as a source type. As a result BitmapData.drawSprite is now depcreated.
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* BitmapData.alphaMask can now also take a Phaser.Sprite, Phaser.Image or BitmapData object as a source type.
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* BitmapData.alphaMask has 4 new optional parameters: x, y, x2 and y2 to control exactly where the source and mask images are drawn.
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### New Features
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@ -776,10 +776,11 @@ Phaser.BitmapData.prototype = {
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},
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/**
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* 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.
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* Draws the given image or Game Object to this BitmapData at the coordinates specified.
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* If you need to only draw a part of the image use BitmapData.copyPixels instead.
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*
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* @method Phaser.BitmapData#draw
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* @param {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.
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* @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.
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* @param {number} [x=0] - The x coordinate to draw the image to.
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* @param {number} [y=0] - The y coordinate to draw the image to.
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*/
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@ -797,6 +798,11 @@ Phaser.BitmapData.prototype = {
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{
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this.context.drawImage(source.canvas, 0, 0, source.width, source.height, x, y, source.width, source.height);
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}
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else if (source instanceof Phaser.Image || source instanceof Phaser.Sprite)
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{
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var frame = sprite.texture.frame;
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this.context.drawImage(sprite.texture.baseTexture.source, frame.x, frame.y, frame.width, frame.height, x, y, frame.width, frame.height);
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}
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else
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{
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this.context.drawImage(source, 0, 0, source.width, source.height, x, y, source.width, source.height);
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@ -807,6 +813,8 @@ Phaser.BitmapData.prototype = {
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},
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/**
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* DEPRECATED: Use BitmapData.draw instead.
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*
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* Draws the given image to this BitmapData at the coordinates specified.
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* If you need to only draw a part of the image use BitmapData.copyPixels instead.
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*
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@ -820,11 +828,7 @@ Phaser.BitmapData.prototype = {
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if (typeof x === 'undefined') { x = 0; }
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if (typeof y === 'undefined') { y = 0; }
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var frame = sprite.texture.frame;
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this.context.drawImage(sprite.texture.baseTexture.source, frame.x, frame.y, frame.width, frame.height, x, y, frame.width, frame.height);
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this.dirty = true;
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this.draw(sprite, x, y);
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},
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@ -832,34 +836,27 @@ Phaser.BitmapData.prototype = {
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* Draws the given image onto this BitmapData using an image as an alpha mask.
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*
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* @method Phaser.BitmapData#alphaMask
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* @param {HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache.
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* @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.
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* @param {Phaser.Sprite|Phaser.Image|Phaser.BitmapData|HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache.
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* @param {Phaser.Sprite|Phaser.Image|Phaser.BitmapData|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.
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* @param {number} [x=0] - The x coordinate to draw the source image to.
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* @param {number} [y=0] - The y coordinate to draw the source image to.
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* @param {number} [x2=0] - The x coordinate to draw the mask image to.
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* @param {number} [y2=0] - The y coordinate to draw the mask image to.
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*/
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alphaMask: function (source, mask) {
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alphaMask: function (source, mask, x, y, x2, y2) {
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if (typeof x === 'undefined') { x = 0; }
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if (typeof y === 'undefined') { y = 0; }
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if (typeof x2 === 'undefined') { x2 = 0; }
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if (typeof y2 === 'undefined') { y2 = 0; }
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var temp = this.context.globalCompositeOperation;
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if (typeof mask === 'string')
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{
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mask = this.game.cache.getImage(mask);
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}
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if (mask)
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{
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this.context.drawImage(mask, 0, 0);
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}
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this.draw(mask, x, y);
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this.context.globalCompositeOperation = 'source-atop';
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if (typeof source === 'string')
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{
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source = this.game.cache.getImage(source);
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}
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if (source)
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{
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this.context.drawImage(source, 0, 0);
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}
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this.draw(source, x2, y2);
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this.context.globalCompositeOperation = temp;
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