mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 07:01:20 +00:00
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:
parent
418a161b46
commit
c4a68e3e87
5 changed files with 192 additions and 325 deletions
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@ -83,6 +83,8 @@ Significant API changes:
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* Time.physicsElapsed is no longer bound or clamped, be wary of this if you use the value anywhere in your code.
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* 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.
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* Game no longer pauses if you've forced orientation and change it, also doesn't resize a NO_SCALE game.
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* 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`.
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* Debug methods that rendered geometry (Rectangle, Circle, Line, Point) have been merged into the single method: `Debug.geom`.
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New features:
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@ -132,6 +134,7 @@ New features:
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* Group.moveUp(child) will move a child up the display list, swapping with the child above it.
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* Group.moveDown(child) will move a child down the display list, swapping with the child below it.
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* Device.windowsPhone is now tested for.
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* The Debug panel now works in WebGL mode. Pay attention to the warning at the top of the Debug docs (feature request #499)
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Updates:
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@ -17,12 +17,10 @@ var sprite;
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function create() {
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sprite = game.add.tileSprite(0, 0, 800, 600, 'starfield');
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sprite.autoScroll(0, 200);
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var tile = game.add.tileSprite(0, 0, 800, 600, 'starfield');
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tile.autoScroll(0, 200);
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game.add.image(200, 200, 'mummy');
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game.world.scale.set(2);
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sprite = game.add.image(200, 200, 'mummy');
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}
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@ -32,6 +30,6 @@ function update() {
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function render() {
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game.debug.renderText(sprite.frame, 32, 32);
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game.debug.spriteInfo(sprite, 32, 32);
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}
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@ -426,6 +426,7 @@ Phaser.Game.prototype = {
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this.input.boot();
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this.sound.boot();
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this.state.boot();
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this.debug.boot();
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this.showDebugHeader();
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@ -186,15 +186,6 @@ Phaser.Sprite.prototype.preUpdate = function() {
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this._cache[1] = this.world.y;
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this._cache[2] = this.rotation;
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this._cache[4] = 0;
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// if (this.body)
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// {
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// this.body.x = (this.world.x - (this.anchor.x * this.width)) + this.body.offset.x;
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// this.body.y = (this.world.y - (this.anchor.y * this.height)) + this.body.offset.y;
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// this.body.preX = this.body.x;
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// this.body.preY = this.body.y;
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// }
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return false;
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}
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@ -5,8 +5,10 @@
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*/
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/**
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* 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
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* 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.
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* A collection of methods for displaying debug information about game objects.
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* 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
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* to it, which must be uploaded every frame. Be advised: this is expenive.
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* 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.
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*
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* @class Phaser.Utils.Debug
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* @constructor
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@ -88,31 +90,40 @@ Phaser.Utils.Debug = function (game) {
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*/
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this.currentAlpha = 1;
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if (this.game.renderType === Phaser.CANVAS)
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{
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this.context = this.game.context;
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}
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else
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{
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this.canvas = Phaser.Canvas.create(this.game.width, this.game.height, '', true);
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this.context = this.canvas.getContext('2d');
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this.context.fillStyle = '#ff0000';
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this.context.fillRect(0,0,400,400);
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this.baseTexture = new PIXI.BaseTexture(this.canvas);
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this.texture = new PIXI.Texture(this.baseTexture);
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this.textureFrame = new Phaser.Frame(0, 0, 0, this.game.width, this.game.height, 'debug', game.rnd.uuid());
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this.sprite = this.game.make.image(0, 0, this.texture, this.textureFrame);
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this.game.stage.addChild(this.sprite);
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}
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};
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Phaser.Utils.Debug.prototype = {
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/**
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* Internal method that boots the debug displayer.
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*
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* @method Phaser.Utils.Debug#boot
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* @protected
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*/
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boot: function () {
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if (this.game.renderType === Phaser.CANVAS)
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{
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this.context = this.game.context;
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}
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else
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{
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this.canvas = Phaser.Canvas.create(this.game.width, this.game.height, '', true);
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this.context = this.canvas.getContext('2d');
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this.baseTexture = new PIXI.BaseTexture(this.canvas);
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this.texture = new PIXI.Texture(this.baseTexture);
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this.textureFrame = new Phaser.Frame(0, 0, 0, this.game.width, this.game.height, 'debug', game.rnd.uuid());
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this.sprite = this.game.make.image(0, 0, this.texture, this.textureFrame);
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this.game.stage.addChild(this.sprite);
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}
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},
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/**
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* Internal method that resets and starts the debug output values.
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*
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* @method Phaser.Utils.Debug#start
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* @protected
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* @param {number} [x=0] - The X value the debug info will start from.
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* @param {number} [y=0] - The Y value the debug info will start from.
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* @param {string} [color='rgb(255,255,255)'] - The color the debug text will drawn in.
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@ -120,11 +131,6 @@ Phaser.Utils.Debug.prototype = {
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*/
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start: function (x, y, color, columnWidth) {
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if (this.context === null)
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{
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return;
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}
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if (typeof x !== 'number') { x = 0; }
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if (typeof y !== 'number') { y = 0; }
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color = color || 'rgb(255,255,255)';
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@ -147,7 +153,9 @@ Phaser.Utils.Debug.prototype = {
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/**
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* Internal method that stops the debug output.
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*
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* @method Phaser.Utils.Debug#stop
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* @protected
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*/
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stop: function () {
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@ -156,8 +164,6 @@ Phaser.Utils.Debug.prototype = {
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if (this.sprite)
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{
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this.context.fillStyle = '#ff0000';
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this.context.fillRect(0,0,400,400);
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PIXI.updateWebGLTexture(this.baseTexture, this.game.renderer.gl);
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}
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@ -165,18 +171,14 @@ Phaser.Utils.Debug.prototype = {
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/**
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* Internal method that outputs a single line of text.
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*
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* @method Phaser.Utils.Debug#line
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* @protected
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* @param {string} text - The line of text to draw.
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* @param {number} [x] - The X value the debug info will start from.
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* @param {number} [y] - The Y value the debug info will start from.
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*/
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line: function (text, x, y) {
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if (this.context === null)
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{
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return;
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}
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if (typeof x !== 'undefined') { this.currentX = x; }
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if (typeof y !== 'undefined') { this.currentY = y; }
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@ -191,18 +193,16 @@ Phaser.Utils.Debug.prototype = {
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this.currentY += this.lineHeight;
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},
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*/
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/**
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* Internal method that outputs a single line of text split over as many columns as needed, one per parameter.
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* @method Phaser.Utils.Debug#splitline
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*
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* @method Phaser.Utils.Debug#line
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* @protected
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* @param {string} text - The text to render. You can have as many columns of text as you want, just pass them as additional parameters.
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*/
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splitline: function (text) {
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if (this.context === null)
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{
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return;
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}
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line: function (text) {
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var x = this.currentX;
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/**
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* Render Sound information, including decoded state, duration, volume and more.
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* @method Phaser.Utils.Debug#renderSoundInfo
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*
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* @method Phaser.Utils.Debug#soundInfo
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* @param {Phaser.Sound} sound - The sound object to debug.
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* @param {number} x - X position of the debug info to be rendered.
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* @param {number} y - Y position of the debug info to be rendered.
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* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
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*/
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renderSoundInfo: function (sound, x, y, color) {
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if (this.context === null)
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{
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return;
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}
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color = color || 'rgb(255,255,255)';
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soundInfo: function (sound, x, y, color) {
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this.start(x, y, color);
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this.line('Sound: ' + sound.key + ' Locked: ' + sound.game.sound.touchLocked);
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/**
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* Render camera information including dimensions and location.
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* @method Phaser.Utils.Debug#renderCameraInfo
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* @param {Phaser.Camera} camera - Description.
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*
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* @method Phaser.Utils.Debug#cameraInfo
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* @param {Phaser.Camera} camera - The Phaser.Camera to show the debug information for.
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* @param {number} x - X position of the debug info to be rendered.
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* @param {number} y - Y position of the debug info to be rendered.
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* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
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*/
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renderCameraInfo: function (camera, x, y, color) {
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if (this.context === null)
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{
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return;
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}
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color = color || 'rgb(255,255,255)';
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cameraInfo: function (camera, x, y, color) {
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this.start(x, y, color);
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this.line('Camera (' + camera.width + ' x ' + camera.height + ')');
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/**
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* Renders the Pointer.circle object onto the stage in green if down or red if up along with debug text.
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* @method Phaser.Utils.Debug#renderPointer
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* @param {Phaser.Pointer} pointer - Description.
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*
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* @method Phaser.Utils.Debug#pointer
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* @param {Phaser.Pointer} pointer - The Pointer you wish to display.
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* @param {boolean} [hideIfUp=false] - Doesn't render the circle if the pointer is up.
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* @param {string} [downColor='rgba(0,255,0,0.5)'] - The color the circle is rendered in if down.
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* @param {string} [upColor='rgba(255,0,0,0.5)'] - The color the circle is rendered in if up (and hideIfUp is false).
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* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
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*/
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renderPointer: function (pointer, hideIfUp, downColor, upColor, color) {
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pointer: function (pointer, hideIfUp, downColor, upColor, color) {
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if (this.context === null || pointer == null)
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if (pointer == null)
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{
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return;
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}
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if (typeof hideIfUp === 'undefined') { hideIfUp = false; }
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downColor = downColor || 'rgba(0,255,0,0.5)';
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upColor = upColor || 'rgba(255,0,0,0.5)';
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color = color || 'rgb(255,255,255)';
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if (hideIfUp === true && pointer.isUp === true)
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{
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/**
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* Render Sprite Input Debug information.
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* @method Phaser.Utils.Debug#renderSpriteInputInfo
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* @param {Phaser.Sprite} sprite - The sprite to be rendered.
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*
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* @method Phaser.Utils.Debug#spriteInputInfo
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* @param {Phaser.Sprite|Phaser.Image} sprite - The sprite to display the input data for.
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* @param {number} x - X position of the debug info to be rendered.
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* @param {number} y - Y position of the debug info to be rendered.
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* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
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*/
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renderSpriteInputInfo: function (sprite, x, y, color) {
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if (this.context === null)
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{
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return;
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}
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color = color || 'rgb(255,255,255)';
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spriteInputInfo: function (sprite, x, y, color) {
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this.start(x, y, color);
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this.line('Sprite Input: (' + sprite.width + ' x ' + sprite.height + ')');
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/**
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* Renders Phaser.Key object information.
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* @method Phaser.Utils.Debug#renderKey
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*
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* @method Phaser.Utils.Debug#key
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* @param {Phaser.Key} key - The Key to render the information for.
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* @param {number} x - X position of the debug info to be rendered.
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* @param {number} y - Y position of the debug info to be rendered.
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* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
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*/
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renderKey: function (key, x, y, color) {
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if (this.context === null)
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{
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return;
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}
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color = color || 'rgb(255,255,255)';
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key: function (key, x, y, color) {
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this.start(x, y, color, 150);
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this.splitline('Key:', key.keyCode, 'isDown:', key.isDown);
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this.splitline('justPressed:', key.justPressed(), 'justReleased:', key.justReleased());
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this.splitline('Time Down:', key.timeDown.toFixed(0), 'duration:', key.duration.toFixed(0));
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this.line('Key:', key.keyCode, 'isDown:', key.isDown);
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this.line('justPressed:', key.justPressed(), 'justReleased:', key.justReleased());
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this.line('Time Down:', key.timeDown.toFixed(0), 'duration:', key.duration.toFixed(0));
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this.stop();
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/**
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* Render debug information about the Input object.
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* @method Phaser.Utils.Debug#renderInputInfo
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*
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* @method Phaser.Utils.Debug#inputInfo
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* @param {number} x - X position of the debug info to be rendered.
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* @param {number} y - Y position of the debug info to be rendered.
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* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
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*/
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renderInputInfo: function (x, y, color) {
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if (this.context === null)
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{
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return;
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}
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color = color || 'rgb(255,255,0)';
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inputInfo: function (x, y, color) {
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this.start(x, y, color);
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this.line('Input');
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/**
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* Renders the Sprites bounds. Note: This is really expensive as it has to calculate the bounds every time you call it!
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* @method Phaser.Utils.Debug#renderSpriteBounds
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* @param {Phaser.Sprite} sprite - Description.
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*
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* @method Phaser.Utils.Debug#spriteBounds
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* @param {Phaser.Sprite|Phaser.Image} sprite - The sprite to display the bounds of.
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* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
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* @param {boolean} [filled=true] - Render the rectangle as a fillRect (default, true) or a strokeRect (false)
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*/
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renderSpriteBounds: function (sprite, color, filled) {
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spriteBounds: function (sprite, color, filled) {
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var bounds = sprite.getBounds();
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@ -445,20 +416,14 @@ Phaser.Utils.Debug.prototype = {
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/**
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* Render debug infos (including name, bounds info, position and some other properties) about the Sprite.
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* @method Phaser.Utils.Debug#renderSpriteInfo
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* @param {Phaser.Sprite} sprite - Description.
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*
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* @method Phaser.Utils.Debug#spriteInfo
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* @param {Phaser.Sprite} sprite - The Sprite to display the information of.
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* @param {number} x - X position of the debug info to be rendered.
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* @param {number} y - Y position of the debug info to be rendered.
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* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
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*/
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renderSpriteInfo: function (sprite, x, y, color) {
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if (this.context === null)
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{
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return;
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}
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color = color || 'rgb(255, 255, 255)';
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spriteInfo: function (sprite, x, y, color) {
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this.start(x, y, color);
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@ -473,20 +438,14 @@ Phaser.Utils.Debug.prototype = {
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/**
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* Renders the sprite coordinates in local, positional and world space.
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* @method Phaser.Utils.Debug#renderSpriteCoords
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* @param {Phaser.Sprite} line - The sprite to inspect.
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*
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* @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();
|
||||
|
|
Loading…
Reference in a new issue