The Debug panel now works in WebGL mode. Pay attention to the warning at the top of the Debug docs (feature request #499)

All the Debug methods have had the word 'render' removed from the start. So where you did `debug.renderSpriteInfo` before, it's now just `debug.spriteInfo`.
Debug methods that rendered geometry (Rectangle, Circle, Line, Point) have been merged into the single method: `Debug.geom`.
This commit is contained in:
photonstorm 2014-03-03 00:46:03 +00:00
parent 418a161b46
commit c4a68e3e87
5 changed files with 192 additions and 325 deletions

View file

@ -83,6 +83,8 @@ Significant API changes:
* Time.physicsElapsed is no longer bound or clamped, be wary of this if you use the value anywhere in your code.
* In Group.destroy the default for 'destroyChildren' was false. It's now `true` as this is a far more likely requirement when destroying a Group.
* Game no longer pauses if you've forced orientation and change it, also doesn't resize a NO_SCALE game.
* All the Debug methods have had the word 'render' removed from the start. So where you did `debug.renderSpriteInfo` before, it's now just `debug.spriteInfo`.
* Debug methods that rendered geometry (Rectangle, Circle, Line, Point) have been merged into the single method: `Debug.geom`.
New features:
@ -132,6 +134,7 @@ New features:
* Group.moveUp(child) will move a child up the display list, swapping with the child above it.
* Group.moveDown(child) will move a child down the display list, swapping with the child below it.
* Device.windowsPhone is now tested for.
* The Debug panel now works in WebGL mode. Pay attention to the warning at the top of the Debug docs (feature request #499)
Updates:

View file

@ -17,12 +17,10 @@ var sprite;
function create() {
sprite = game.add.tileSprite(0, 0, 800, 600, 'starfield');
sprite.autoScroll(0, 200);
var tile = game.add.tileSprite(0, 0, 800, 600, 'starfield');
tile.autoScroll(0, 200);
game.add.image(200, 200, 'mummy');
game.world.scale.set(2);
sprite = game.add.image(200, 200, 'mummy');
}
@ -32,6 +30,6 @@ function update() {
function render() {
game.debug.renderText(sprite.frame, 32, 32);
game.debug.spriteInfo(sprite, 32, 32);
}

View file

@ -426,6 +426,7 @@ Phaser.Game.prototype = {
this.input.boot();
this.sound.boot();
this.state.boot();
this.debug.boot();
this.showDebugHeader();

View file

@ -186,15 +186,6 @@ Phaser.Sprite.prototype.preUpdate = function() {
this._cache[1] = this.world.y;
this._cache[2] = this.rotation;
this._cache[4] = 0;
// if (this.body)
// {
// this.body.x = (this.world.x - (this.anchor.x * this.width)) + this.body.offset.x;
// this.body.y = (this.world.y - (this.anchor.y * this.height)) + this.body.offset.y;
// this.body.preX = this.body.x;
// this.body.preY = this.body.y;
// }
return false;
}

View file

@ -5,8 +5,10 @@
*/
/**
* A collection of methods for displaying debug information about game objects. Phaser.Debug requires a CANVAS game type in order to render, so if you've got
* your game set to use Phaser.AUTO then swap it for Phaser.CANVAS to ensure WebGL doesn't kick in, then the Debug functions will all display.
* A collection of methods for displaying debug information about game objects.
* If your game is running in WebGL then Debug will create a Sprite that is placed at the top of the Stage display list and bind a canvas texture
* to it, which must be uploaded every frame. Be advised: this is expenive.
* If your game is using a Canvas renderer then the debug information is literally drawn on the top of the active game canvas and no Sprite is used.
*
* @class Phaser.Utils.Debug
* @constructor
@ -88,31 +90,40 @@ Phaser.Utils.Debug = function (game) {
*/
this.currentAlpha = 1;
if (this.game.renderType === Phaser.CANVAS)
{
this.context = this.game.context;
}
else
{
this.canvas = Phaser.Canvas.create(this.game.width, this.game.height, '', true);
this.context = this.canvas.getContext('2d');
this.context.fillStyle = '#ff0000';
this.context.fillRect(0,0,400,400);
this.baseTexture = new PIXI.BaseTexture(this.canvas);
this.texture = new PIXI.Texture(this.baseTexture);
this.textureFrame = new Phaser.Frame(0, 0, 0, this.game.width, this.game.height, 'debug', game.rnd.uuid());
this.sprite = this.game.make.image(0, 0, this.texture, this.textureFrame);
this.game.stage.addChild(this.sprite);
}
};
Phaser.Utils.Debug.prototype = {
/**
* Internal method that boots the debug displayer.
*
* @method Phaser.Utils.Debug#boot
* @protected
*/
boot: function () {
if (this.game.renderType === Phaser.CANVAS)
{
this.context = this.game.context;
}
else
{
this.canvas = Phaser.Canvas.create(this.game.width, this.game.height, '', true);
this.context = this.canvas.getContext('2d');
this.baseTexture = new PIXI.BaseTexture(this.canvas);
this.texture = new PIXI.Texture(this.baseTexture);
this.textureFrame = new Phaser.Frame(0, 0, 0, this.game.width, this.game.height, 'debug', game.rnd.uuid());
this.sprite = this.game.make.image(0, 0, this.texture, this.textureFrame);
this.game.stage.addChild(this.sprite);
}
},
/**
* Internal method that resets and starts the debug output values.
*
* @method Phaser.Utils.Debug#start
* @protected
* @param {number} [x=0] - The X value the debug info will start from.
* @param {number} [y=0] - The Y value the debug info will start from.
* @param {string} [color='rgb(255,255,255)'] - The color the debug text will drawn in.
@ -120,11 +131,6 @@ Phaser.Utils.Debug.prototype = {
*/
start: function (x, y, color, columnWidth) {
if (this.context === null)
{
return;
}
if (typeof x !== 'number') { x = 0; }
if (typeof y !== 'number') { y = 0; }
color = color || 'rgb(255,255,255)';
@ -147,7 +153,9 @@ Phaser.Utils.Debug.prototype = {
/**
* Internal method that stops the debug output.
*
* @method Phaser.Utils.Debug#stop
* @protected
*/
stop: function () {
@ -156,8 +164,6 @@ Phaser.Utils.Debug.prototype = {
if (this.sprite)
{
this.context.fillStyle = '#ff0000';
this.context.fillRect(0,0,400,400);
PIXI.updateWebGLTexture(this.baseTexture, this.game.renderer.gl);
}
@ -165,18 +171,14 @@ Phaser.Utils.Debug.prototype = {
/**
* Internal method that outputs a single line of text.
*
* @method Phaser.Utils.Debug#line
* @protected
* @param {string} text - The line of text to draw.
* @param {number} [x] - The X value the debug info will start from.
* @param {number} [y] - The Y value the debug info will start from.
*/
line: function (text, x, y) {
if (this.context === null)
{
return;
}
if (typeof x !== 'undefined') { this.currentX = x; }
if (typeof y !== 'undefined') { this.currentY = y; }
@ -191,18 +193,16 @@ Phaser.Utils.Debug.prototype = {
this.currentY += this.lineHeight;
},
*/
/**
* Internal method that outputs a single line of text split over as many columns as needed, one per parameter.
* @method Phaser.Utils.Debug#splitline
*
* @method Phaser.Utils.Debug#line
* @protected
* @param {string} text - The text to render. You can have as many columns of text as you want, just pass them as additional parameters.
*/
splitline: function (text) {
if (this.context === null)
{
return;
}
line: function (text) {
var x = this.currentX;
@ -226,20 +226,14 @@ Phaser.Utils.Debug.prototype = {
/**
* Render Sound information, including decoded state, duration, volume and more.
* @method Phaser.Utils.Debug#renderSoundInfo
*
* @method Phaser.Utils.Debug#soundInfo
* @param {Phaser.Sound} sound - The sound object to debug.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
renderSoundInfo: function (sound, x, y, color) {
if (this.context === null)
{
return;
}
color = color || 'rgb(255,255,255)';
soundInfo: function (sound, x, y, color) {
this.start(x, y, color);
this.line('Sound: ' + sound.key + ' Locked: ' + sound.game.sound.touchLocked);
@ -263,20 +257,14 @@ Phaser.Utils.Debug.prototype = {
/**
* Render camera information including dimensions and location.
* @method Phaser.Utils.Debug#renderCameraInfo
* @param {Phaser.Camera} camera - Description.
*
* @method Phaser.Utils.Debug#cameraInfo
* @param {Phaser.Camera} camera - The Phaser.Camera to show the debug information for.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
renderCameraInfo: function (camera, x, y, color) {
if (this.context === null)
{
return;
}
color = color || 'rgb(255,255,255)';
cameraInfo: function (camera, x, y, color) {
this.start(x, y, color);
this.line('Camera (' + camera.width + ' x ' + camera.height + ')');
@ -289,16 +277,17 @@ Phaser.Utils.Debug.prototype = {
/**
* Renders the Pointer.circle object onto the stage in green if down or red if up along with debug text.
* @method Phaser.Utils.Debug#renderPointer
* @param {Phaser.Pointer} pointer - Description.
*
* @method Phaser.Utils.Debug#pointer
* @param {Phaser.Pointer} pointer - The Pointer you wish to display.
* @param {boolean} [hideIfUp=false] - Doesn't render the circle if the pointer is up.
* @param {string} [downColor='rgba(0,255,0,0.5)'] - The color the circle is rendered in if down.
* @param {string} [upColor='rgba(255,0,0,0.5)'] - The color the circle is rendered in if up (and hideIfUp is false).
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
renderPointer: function (pointer, hideIfUp, downColor, upColor, color) {
pointer: function (pointer, hideIfUp, downColor, upColor, color) {
if (this.context === null || pointer == null)
if (pointer == null)
{
return;
}
@ -306,7 +295,6 @@ Phaser.Utils.Debug.prototype = {
if (typeof hideIfUp === 'undefined') { hideIfUp = false; }
downColor = downColor || 'rgba(0,255,0,0.5)';
upColor = upColor || 'rgba(255,0,0,0.5)';
color = color || 'rgb(255,255,255)';
if (hideIfUp === true && pointer.isUp === true)
{
@ -350,20 +338,14 @@ Phaser.Utils.Debug.prototype = {
/**
* Render Sprite Input Debug information.
* @method Phaser.Utils.Debug#renderSpriteInputInfo
* @param {Phaser.Sprite} sprite - The sprite to be rendered.
*
* @method Phaser.Utils.Debug#spriteInputInfo
* @param {Phaser.Sprite|Phaser.Image} sprite - The sprite to display the input data for.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
renderSpriteInputInfo: function (sprite, x, y, color) {
if (this.context === null)
{
return;
}
color = color || 'rgb(255,255,255)';
spriteInputInfo: function (sprite, x, y, color) {
this.start(x, y, color);
this.line('Sprite Input: (' + sprite.width + ' x ' + sprite.height + ')');
@ -377,26 +359,20 @@ Phaser.Utils.Debug.prototype = {
/**
* Renders Phaser.Key object information.
* @method Phaser.Utils.Debug#renderKey
*
* @method Phaser.Utils.Debug#key
* @param {Phaser.Key} key - The Key to render the information for.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
renderKey: function (key, x, y, color) {
if (this.context === null)
{
return;
}
color = color || 'rgb(255,255,255)';
key: function (key, x, y, color) {
this.start(x, y, color, 150);
this.splitline('Key:', key.keyCode, 'isDown:', key.isDown);
this.splitline('justPressed:', key.justPressed(), 'justReleased:', key.justReleased());
this.splitline('Time Down:', key.timeDown.toFixed(0), 'duration:', key.duration.toFixed(0));
this.line('Key:', key.keyCode, 'isDown:', key.isDown);
this.line('justPressed:', key.justPressed(), 'justReleased:', key.justReleased());
this.line('Time Down:', key.timeDown.toFixed(0), 'duration:', key.duration.toFixed(0));
this.stop();
@ -404,19 +380,13 @@ Phaser.Utils.Debug.prototype = {
/**
* Render debug information about the Input object.
* @method Phaser.Utils.Debug#renderInputInfo
*
* @method Phaser.Utils.Debug#inputInfo
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
renderInputInfo: function (x, y, color) {
if (this.context === null)
{
return;
}
color = color || 'rgb(255,255,0)';
inputInfo: function (x, y, color) {
this.start(x, y, color);
this.line('Input');
@ -430,12 +400,13 @@ Phaser.Utils.Debug.prototype = {
/**
* Renders the Sprites bounds. Note: This is really expensive as it has to calculate the bounds every time you call it!
* @method Phaser.Utils.Debug#renderSpriteBounds
* @param {Phaser.Sprite} sprite - Description.
*
* @method Phaser.Utils.Debug#spriteBounds
* @param {Phaser.Sprite|Phaser.Image} sprite - The sprite to display the bounds of.
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
* @param {boolean} [filled=true] - Render the rectangle as a fillRect (default, true) or a strokeRect (false)
*/
renderSpriteBounds: function (sprite, color, filled) {
spriteBounds: function (sprite, color, filled) {
var bounds = sprite.getBounds();
@ -445,20 +416,14 @@ Phaser.Utils.Debug.prototype = {
/**
* Render debug infos (including name, bounds info, position and some other properties) about the Sprite.
* @method Phaser.Utils.Debug#renderSpriteInfo
* @param {Phaser.Sprite} sprite - Description.
*
* @method Phaser.Utils.Debug#spriteInfo
* @param {Phaser.Sprite} sprite - The Sprite to display the information of.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
renderSpriteInfo: function (sprite, x, y, color) {
if (this.context === null)
{
return;
}
color = color || 'rgb(255, 255, 255)';
spriteInfo: function (sprite, x, y, color) {
this.start(x, y, color);
@ -473,20 +438,14 @@ Phaser.Utils.Debug.prototype = {
/**
* Renders the sprite coordinates in local, positional and world space.
* @method Phaser.Utils.Debug#renderSpriteCoords
* @param {Phaser.Sprite} line - The sprite to inspect.
*
* @method Phaser.Utils.Debug#spriteCoords
* @param {Phaser.Sprite|Phaser.Image} sprite - The sprite to display the coordinates for.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
renderSpriteCoords: function (sprite, x, y, color) {
if (this.context === null)
{
return;
}
color = color || 'rgb(255, 255, 255)';
spriteCoords: function (sprite, x, y, color) {
this.start(x, y, color, 100);
@ -495,146 +454,62 @@ Phaser.Utils.Debug.prototype = {
this.line(sprite.name);
}
this.splitline('x:', sprite.x.toFixed(2), 'y:', sprite.y.toFixed(2));
this.splitline('pos x:', sprite.position.x.toFixed(2), 'pos y:', sprite.position.y.toFixed(2));
this.splitline('world x:', sprite.world.x.toFixed(2), 'world y:', sprite.world.y.toFixed(2));
this.line('x:', sprite.x.toFixed(2), 'y:', sprite.y.toFixed(2));
this.line('pos x:', sprite.position.x.toFixed(2), 'pos y:', sprite.position.y.toFixed(2));
this.line('world x:', sprite.world.x.toFixed(2), 'world y:', sprite.world.y.toFixed(2));
this.stop();
},
/**
* Renders a Line object in the given color.
* @method Phaser.Utils.Debug#renderLine
* @param {Phaser.Line} line - The Line to render.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
renderLine: function (line, color) {
if (this.context === null)
{
return;
}
color = color || 'rgb(255, 255, 255)';
this.start(0, 0, color);
this.context.lineWidth = 1;
this.context.beginPath();
this.context.moveTo(line.start.x + 0.5, line.start.y + 0.5);
this.context.lineTo(line.end.x + 0.5, line.end.y + 0.5);
this.context.closePath();
this.context.stroke();
this.stop();
},
/**
* Renders Line information in the given color.
* @method Phaser.Utils.Debug#renderLineInfo
* @param {Phaser.Line} line - The Line to render.
*
* @method Phaser.Utils.Debug#lineInfo
* @param {Phaser.Line} line - The Line to display the data for.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
renderLineInfo: function (line, x, y, color) {
if (this.context === null)
{
return;
}
color = color || 'rgb(255, 255, 255)';
lineInfo: function (line, x, y, color) {
this.start(x, y, color, 80);
this.splitline('start.x:', line.start.x.toFixed(2), 'start.y:', line.start.y.toFixed(2));
this.splitline('end.x:', line.end.x.toFixed(2), 'end.y:', line.end.y.toFixed(2));
this.splitline('length:', line.length.toFixed(2), 'angle:', line.angle);
this.line('start.x:', line.start.x.toFixed(2), 'start.y:', line.start.y.toFixed(2));
this.line('end.x:', line.end.x.toFixed(2), 'end.y:', line.end.y.toFixed(2));
this.line('length:', line.length.toFixed(2), 'angle:', line.angle);
this.stop();
},
/**
* Renders Point coordinates in the given color.
* @method Phaser.Utils.Debug#renderPointInfo
* @param {Phaser.Point} sprite - Description.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
* Renders a single pixel at the given size.
*
* @method Phaser.Utils.Debug#pixel
* @param {number} x - X position of the pixel to be rendered.
* @param {number} y - Y position of the pixel to be rendered.
* @param {string} [color] - Color of the pixel (format is css color string).
* @param {number} [size=2] - The 'size' to render the pixel at.
*/
renderPointInfo: function (point, x, y, color) {
pixel: function (x, y, color, size) {
if (this.context === null)
{
return;
}
color = color || 'rgb(255, 255, 255)';
this.start(x, y, color);
this.line('px: ' + point.x.toFixed(1) + ' py: ' + point.y.toFixed(1));
this.stop();
},
/**
* Renders a single pixel.
* @method Phaser.Utils.Debug#renderPixel
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
*/
renderPixel: function (x, y, color) {
if (this.context === null)
{
return;
}
color = color || 'rgba(0,255,0,1)';
size = size || 2;
this.start();
this.context.fillStyle = color;
this.context.fillRect(x, y, 2, 2);
this.context.fillRect(x, y, size, size);
this.stop();
},
/**
* Renders a Point object.
* @method Phaser.Utils.Debug#renderPoint
* @param {Phaser.Point} point - The Point to render.
* Renders a Phaser geometry object including Rectangle, Circle, Point or Line.
*
* @method Phaser.Utils.Debug#geom
* @param {Phaser.Rectangle|Phaser.Circle|Phaser.Point|Phaser.Line} object - The geometry object to render.
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
* @param {boolean} [filled=true] - Render the objected as a filled (default, true) or a stroked (false)
*/
renderPoint: function (point, color) {
if (this.context === null)
{
return;
}
color = color || 'rgba(0,255,0,1)';
this.start();
this.context.fillStyle = color;
this.context.fillRect(point.x, point.y, 4, 4);
this.stop();
},
/**
* Renders a Rectangle.
* @method Phaser.Utils.Debug#renderRectangle
* @param {Phaser.Rectangle} rect - The Rectangle to render.
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
* @param {boolean} [filled=true] - Render the rectangle as a fillRect (default, true) or a strokeRect (false)
*/
renderRectangle: function (rect, color, filled) {
if (this.context === null)
{
return;
}
geom: function (object, color, filled) {
if (typeof filled === 'undefined') { filled = true; }
@ -642,15 +517,47 @@ Phaser.Utils.Debug.prototype = {
this.start();
if (filled)
this.context.fillStyle = color;
this.context.strokeStyle = color;
if (object instanceof Phaser.Rectangle)
{
this.context.fillStyle = color;
this.context.fillRect(rect.x, rect.y, rect.width, rect.height);
if (filled)
{
this.context.fillRect(object.x, object.y, object.width, object.height);
}
else
{
this.context.strokeRect(object.x, object.y, object.width, object.height);
}
}
else
else if (object instanceof Phaser.Circle)
{
this.context.strokeStyle = color;
this.context.strokeRect(rect.x, rect.y, rect.width, rect.height);
this.context.beginPath();
this.context.arc(object.x, object.y, object.radius, 0, Math.PI * 2, false);
this.context.closePath();
if (filled)
{
this.context.fill();
}
else
{
this.context.stroke();
}
}
else if (object instanceof Phaser.Point)
{
this.context.fillRect(object.x, object.y, 4, 4);
}
else if (object instanceof Phaser.Line)
{
this.context.lineWidth = 1;
this.context.beginPath();
this.context.moveTo(object.start.x + 0.5, object.start.y + 0.5);
this.context.lineTo(object.end.x + 0.5, object.end.y + 0.5);
this.context.closePath();
this.context.stroke();
}
this.stop();
@ -658,45 +565,16 @@ Phaser.Utils.Debug.prototype = {
},
/**
* Renders a Circle.
* @method Phaser.Utils.Debug#renderCircle
* @param {Phaser.Circle} circle - The Circle to render.
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
*/
renderCircle: function (circle, color) {
if (this.context === null)
{
return;
}
color = color || 'rgba(0,255,0,0.3)';
this.start();
this.context.beginPath();
this.context.fillStyle = color;
this.context.arc(circle.x, circle.y, circle.radius, 0, Math.PI * 2, false);
this.context.fill();
this.context.closePath();
this.stop();
},
/**
* Render text.
* @method Phaser.Utils.Debug#renderText
* Render a string of text.
*
* @method Phaser.Utils.Debug#text
* @param {string} text - The line of text to draw.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
* @param {string} font - The font of text to draw.
* @param {string} [font] - The font of text to draw.
*/
renderText: function (text, x, y, color, font) {
if (this.context === null)
{
return;
}
text: function (text, x, y, color, font) {
color = color || 'rgb(255,255,255)';
font = font || '16px Courier';
@ -705,54 +583,50 @@ Phaser.Utils.Debug.prototype = {
this.context.font = font;
this.context.fillStyle = color;
this.context.fillText(text, x, y);
if (this.renderShadow)
{
this.context.fillStyle = 'rgb(0,0,0)';
this.context.fillText(text, this.currentX + 1, this.currentY + 1);
}
this.stop();
},
/**
* Render Sprite Body Physics Data as text.
* @method Phaser.Utils.Debug#renderBodyInfo
*
* @method Phaser.Utils.Debug#bodyInfo
* @param {Phaser.Sprite} sprite - The sprite to be rendered.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
renderBodyInfo: function (sprite, x, y, color) {
if (this.context === null)
{
return;
}
color = color || 'rgb(255,255,255)';
bodyInfo: function (sprite, x, y, color) {
this.start(x, y, color, 210);
this.splitline('x: ' + sprite.body.x.toFixed(2), 'y: ' + sprite.body.y.toFixed(2), 'width: ' + sprite.width, 'height: ' + sprite.height);
// this.splitline('speed: ' + sprite.body.speed.toFixed(2), 'angle: ' + sprite.body.angle.toFixed(2), 'linear damping: ' + sprite.body.linearDamping);
// this.splitline('blocked left: ' + sprite.body.blocked.left, 'right: ' + sprite.body.blocked.right, 'up: ' + sprite.body.blocked.up, 'down: ' + sprite.body.blocked.down);
// this.splitline('touching left: ' + sprite.body.touching.left, 'right: ' + sprite.body.touching.right, 'up: ' + sprite.body.touching.up, 'down: ' + sprite.body.touching.down);
// this.splitline('gravity x: ' + sprite.body.gravity.x, 'y: ' + sprite.body.gravity.y, 'world gravity x: ' + this.game.physics.gravity.x, 'y: ' + this.game.physics.gravity.y);
// this.splitline('acceleration x: ' + sprite.body.acceleration.x.toFixed(2), 'y: ' + sprite.body.acceleration.y.toFixed(2));
// this.splitline('velocity x: ' + sprite.body.velocity.x.toFixed(2), 'y: ' + sprite.body.velocity.y.toFixed(2), 'deltaX: ' + sprite.body.deltaX().toFixed(2), 'deltaY: ' + sprite.body.deltaY().toFixed(2));
// this.splitline('bounce x: ' + sprite.body.bounce.x.toFixed(2), 'y: ' + sprite.body.bounce.y.toFixed(2));
this.line('x: ' + sprite.body.x.toFixed(2), 'y: ' + sprite.body.y.toFixed(2), 'width: ' + sprite.width, 'height: ' + sprite.height);
// this.line('speed: ' + sprite.body.speed.toFixed(2), 'angle: ' + sprite.body.angle.toFixed(2), 'linear damping: ' + sprite.body.linearDamping);
// this.line('blocked left: ' + sprite.body.blocked.left, 'right: ' + sprite.body.blocked.right, 'up: ' + sprite.body.blocked.up, 'down: ' + sprite.body.blocked.down);
// this.line('touching left: ' + sprite.body.touching.left, 'right: ' + sprite.body.touching.right, 'up: ' + sprite.body.touching.up, 'down: ' + sprite.body.touching.down);
// this.line('gravity x: ' + sprite.body.gravity.x, 'y: ' + sprite.body.gravity.y, 'world gravity x: ' + this.game.physics.gravity.x, 'y: ' + this.game.physics.gravity.y);
// this.line('acceleration x: ' + sprite.body.acceleration.x.toFixed(2), 'y: ' + sprite.body.acceleration.y.toFixed(2));
// this.line('velocity x: ' + sprite.body.velocity.x.toFixed(2), 'y: ' + sprite.body.velocity.y.toFixed(2), 'deltaX: ' + sprite.body.deltaX().toFixed(2), 'deltaY: ' + sprite.body.deltaY().toFixed(2));
// this.line('bounce x: ' + sprite.body.bounce.x.toFixed(2), 'y: ' + sprite.body.bounce.y.toFixed(2));
this.stop();
},
/**
* @method Phaser.Utils.Debug#renderPhysicsBody
* Renders the physics body including all shapes.
*
* @method Phaser.Utils.Debug#physicsBody
* @param {Phaser.Physics.Body} body - The Phaser.Physics.Body instance to render all shapes from.
* @param {string} [color='rgb(255,255,255)'] - The color the polygon is stroked in.
*/
renderPhysicsBody: function (body, color) {
if (this.context === null)
{
return;
}
color = color || 'rgb(255,255,255)';
physicsBody: function (body, color) {
this.start(0, 0, color);
@ -769,19 +643,19 @@ Phaser.Utils.Debug.prototype = {
{
if (shapes[i] instanceof p2.Rectangle)
{
this.renderShapeRectangle(x, y, angle, shapes[i], shapeOffsets[i], shapeAngles[i]);
this.shapeRectangle(x, y, angle, shapes[i], shapeOffsets[i], shapeAngles[i]);
}
else if (shapes[i] instanceof p2.Line)
{
this.renderShapeLine(x, y, angle, shapes[i], shapeOffsets[i], shapeAngles[i]);
this.shapeLine(x, y, angle, shapes[i], shapeOffsets[i], shapeAngles[i]);
}
else if (shapes[i] instanceof p2.Convex)
{
this.renderShapeConvex(x, y, angle, shapes[i], shapeOffsets[i], shapeAngles[i]);
this.shapeConvex(x, y, angle, shapes[i], shapeOffsets[i], shapeAngles[i]);
}
else if (shapes[i] instanceof p2.Circle)
{
this.renderShapeCircle(x, y, angle, shapes[i], shapeOffsets[i], shapeAngles[i]);
this.shapeCircle(x, y, angle, shapes[i], shapeOffsets[i], shapeAngles[i]);
}
}
@ -790,9 +664,9 @@ Phaser.Utils.Debug.prototype = {
},
/**
* Renders a p2.Rectangle shape. Do not call this directly - instead use Debug.renderPhysicsBody.
* Renders a p2.Rectangle shape. Do not call this directly - instead use Debug.physicsBody.
*
* @method Phaser.Utils.Debug#renderShapeRectangle
* @method Phaser.Utils.Debug#shapeRectangle
* @param {number} x - The x coordinate of the Shape to translate to.
* @param {number} y - The y coordinate of the Shape to translate to.
* @param {number} bodyAngle - The angle of the Body to rotate to.
@ -800,7 +674,7 @@ Phaser.Utils.Debug.prototype = {
* @param {array} offset - The shape offset vector.
* @param {number} angle - The shape angle.
*/
renderShapeRectangle: function (x, y, bodyAngle, shape, offset, angle) {
shapeRectangle: function (x, y, bodyAngle, shape, offset, angle) {
var w = this.game.math.p2px(shape.width);
var h = this.game.math.p2px(shape.height);
@ -825,9 +699,9 @@ Phaser.Utils.Debug.prototype = {
},
/**
* Renders a p2.Line shape. Do not call this directly - instead use Debug.renderPhysicsBody.
* Renders a p2.Line shape. Do not call this directly - instead use Debug.physicsBody.
*
* @method Phaser.Utils.Debug#renderShapeLine
* @method Phaser.Utils.Debug#shapeLine
* @param {number} x - The x coordinate of the Shape to translate to.
* @param {number} y - The y coordinate of the Shape to translate to.
* @param {number} bodyAngle - The angle of the Body to rotate to.
@ -835,7 +709,7 @@ Phaser.Utils.Debug.prototype = {
* @param {array} offset - The shape offset vector.
* @param {number} angle - The shape angle.
*/
renderShapeLine: function (x, y, bodyAngle, shape, offset, angle) {
shapeLine: function (x, y, bodyAngle, shape, offset, angle) {
this.context.beginPath();
this.context.save();
@ -851,9 +725,9 @@ Phaser.Utils.Debug.prototype = {
},
/**
* Renders a convex shape. Do not call this directly - instead use Debug.renderPhysicsBody.
* Renders a convex shape. Do not call this directly - instead use Debug.physicsBody.
*
* @method Phaser.Utils.Debug#renderShapeConvex
* @method Phaser.Utils.Debug#shapeConvex
* @param {number} x - The x coordinate of the Shape to translate to.
* @param {number} y - The y coordinate of the Shape to translate to.
* @param {number} bodyAngle - The angle of the Body to rotate to.
@ -861,7 +735,7 @@ Phaser.Utils.Debug.prototype = {
* @param {array} offset - The shape offset vector.
* @param {number} angle - The shape angle.
*/
renderShapeConvex: function (x, y, bodyAngle, shape, offset, angle) {
shapeConvex: function (x, y, bodyAngle, shape, offset, angle) {
var points = shape.vertices;
@ -886,9 +760,9 @@ Phaser.Utils.Debug.prototype = {
},
/**
* Renders a p2.Circle shape. Do not call this directly - instead use Debug.renderPhysicsBody.
* Renders a p2.Circle shape. Do not call this directly - instead use Debug.physicsBody.
*
* @method Phaser.Utils.Debug#renderShapeCircle
* @method Phaser.Utils.Debug#shapeCircle
* @param {number} x - The x coordinate of the Shape to translate to.
* @param {number} y - The y coordinate of the Shape to translate to.
* @param {number} bodyAngle - The angle of the Body to rotate to.
@ -896,7 +770,7 @@ Phaser.Utils.Debug.prototype = {
* @param {array} offset - The shape offset vector.
* @param {number} angle - The shape angle.
*/
renderShapeCircle: function (x, y, bodyAngle, shape, offset, angle) {
shapeCircle: function (x, y, bodyAngle, shape, offset, angle) {
this.context.beginPath();
this.context.save();