mirror of
https://github.com/photonstorm/phaser
synced 2024-11-25 22:20:44 +00:00
Plugin Support added and CameraFX re-enabled
This commit is contained in:
parent
982faeedb8
commit
f3dcd3e831
12 changed files with 556 additions and 156 deletions
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@ -27,6 +27,7 @@
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/// <reference path="renderers/HeadlessRenderer.ts" />
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/// <reference path="renderers/CanvasRenderer.ts" />
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/// <reference path="utils/DebugUtils.ts" />
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/// <reference path="../Plugins/IPlugin.ts" />
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/**
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* Phaser - Game
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@ -107,6 +108,24 @@ module Phaser {
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*/
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private _pendingState = null;
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/**
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* Plugin loop pointer
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* @type {number}
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*/
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private _p: number;
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/**
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* Plugins array counter
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* @type {number}
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*/
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private _pluginsLength: number;
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/**
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* An Array of Phaser Plugins
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* @type {Array}
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*/
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public plugins: Phaser.IPlugin[];
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/**
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* The current State object (defaults to null)
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* @type {State}
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@ -366,6 +385,30 @@ module Phaser {
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}
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public addPlugin(plugin) {
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// Prototype?
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if (typeof plugin === 'function')
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{
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this.plugins.push(new plugin(this));
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}
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else
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{
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plugin.game = this;
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this.plugins.push(plugin);
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}
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this._pluginsLength++;
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}
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public removePlugin(plugin: Phaser.IPlugin) {
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// TODO :)
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this._pluginsLength--;
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}
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/**
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* Called when the load has finished after init was run.
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*/
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@ -406,6 +449,14 @@ module Phaser {
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*/
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private loop() {
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for (this._p = 0; this._p < this._pluginsLength; this._p++)
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{
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if (this.plugins[this._p].active)
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{
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this.plugins[this._p].preUpdate();
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}
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}
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this.tweens.update();
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this.input.update();
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this.stage.update();
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@ -424,6 +475,22 @@ module Phaser {
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this.world.postUpdate();
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for (this._p = 0; this._p < this._pluginsLength; this._p++)
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{
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if (this.plugins[this._p].active)
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{
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this.plugins[this._p].postUpdate();
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}
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}
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for (this._p = 0; this._p < this._pluginsLength; this._p++)
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{
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if (this.plugins[this._p].visible)
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{
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this.plugins[this._p].preRender();
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}
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}
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if (this._loadComplete && this.onPreRenderCallback)
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{
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this.onPreRenderCallback.call(this.callbackContext);
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@ -440,6 +507,14 @@ module Phaser {
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this.onLoadRenderCallback.call(this.callbackContext);
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}
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for (this._p = 0; this._p < this._pluginsLength; this._p++)
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{
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if (this.plugins[this._p].visible)
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{
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this.plugins[this._p].postRender();
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}
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}
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}
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/**
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@ -158,12 +158,8 @@ module Phaser {
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* Pre-render is called at the start of the object render cycle, before any transforms have taken place.
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* It happens directly AFTER a canvas context.save has happened if added to a Camera.
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* @param {Camera} camera
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* @param {number} cameraX
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* @param {number} cameraY
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* @param {number} cameraWidth
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* @param {number} cameraHeight
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*/
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public preRender(camera:Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number) {
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public preRender(camera:Camera) {
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if (this.visible)
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{
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@ -171,7 +167,7 @@ module Phaser {
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{
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if (this._fx[i].preRender)
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{
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this._fx[i].effect.preRender(camera, cameraX, cameraY, cameraWidth, cameraHeight);
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this._fx[i].effect.preRender(camera);
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}
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}
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}
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@ -181,12 +177,8 @@ module Phaser {
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/**
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* render is called during the objects render cycle, right after all transforms have finished, but before any children/image data is rendered.
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* @param {Camera} camera
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* @param {number} cameraX
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* @param {number} cameraY
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* @param {number} cameraWidth
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* @param {number} cameraHeight
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*/
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public render(camera:Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number) {
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public render(camera:Camera) {
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if (this.visible)
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{
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@ -194,7 +186,7 @@ module Phaser {
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{
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if (this._fx[i].preRender)
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{
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this._fx[i].effect.preRender(camera, cameraX, cameraY, cameraWidth, cameraHeight);
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this._fx[i].effect.preRender(camera);
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}
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}
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}
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@ -205,7 +197,7 @@ module Phaser {
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* Post-render is called during the objects render cycle, after the children/image data has been rendered.
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* It happens directly BEFORE a canvas context.restore has happened if added to a Camera.
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*/
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public postRender(camera:Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number) {
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public postRender(camera:Camera) {
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if (this.visible)
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{
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@ -213,7 +205,7 @@ module Phaser {
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{
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if (this._fx[i].postRender)
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{
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this._fx[i].effect.postRender(camera, cameraX, cameraY, cameraWidth, cameraHeight);
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this._fx[i].effect.postRender(camera);
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}
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}
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}
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@ -169,14 +169,14 @@ module Phaser {
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}
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}
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this._sx = Math.round(this._sx);
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this._sy = Math.round(this._sy);
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this._sw = Math.round(this._sw);
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this._sh = Math.round(this._sh);
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this._dx = Math.round(this._dx);
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this._dy = Math.round(this._dy);
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this._dw = Math.round(this._dw);
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this._dh = Math.round(this._dh);
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this._sx = Math.floor(this._sx);
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this._sy = Math.floor(this._sy);
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this._sw = Math.floor(this._sw);
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this._sh = Math.floor(this._sh);
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this._dx = Math.floor(this._dx);
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this._dy = Math.floor(this._dy);
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this._dw = Math.floor(this._dw);
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this._dh = Math.floor(this._dh);
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if (group.texture.opaque)
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{
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@ -326,14 +326,14 @@ module Phaser {
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}
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}
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this._sx = Math.round(this._sx);
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this._sy = Math.round(this._sy);
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this._sw = Math.round(this._sw);
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this._sh = Math.round(this._sh);
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this._dx = Math.round(this._dx);
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this._dy = Math.round(this._dy);
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this._dw = Math.round(this._dw);
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this._dh = Math.round(this._dh);
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this._sx = Math.floor(this._sx);
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this._sy = Math.floor(this._sy);
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this._sw = Math.floor(this._sw);
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this._sh = Math.floor(this._sh);
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this._dx = Math.floor(this._dx);
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this._dy = Math.floor(this._dy);
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this._dw = Math.floor(this._dw);
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this._dh = Math.floor(this._dh);
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// Clip the camera so we don't get sprites appearing outside the edges
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if (camera.clip == true && camera.disableClipping == false)
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@ -350,7 +350,7 @@ module Phaser {
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camera.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh);
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}
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//camera.fx.render(camera);
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camera.fx.preRender(camera);
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if (camera.texture.loaded)
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{
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@ -373,7 +373,7 @@ module Phaser {
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public postRenderCamera(camera: Camera) {
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//camera.fx.postRender(camera);
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camera.fx.postRender(camera);
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if (camera.modified || camera.texture.globalCompositeOperation)
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{
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@ -406,14 +406,14 @@ module Phaser {
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this._dw = circle.diameter;
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this._dh = circle.diameter;
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this._sx = Math.round(this._sx);
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this._sy = Math.round(this._sy);
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this._sw = Math.round(this._sw);
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this._sh = Math.round(this._sh);
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this._dx = Math.round(this._dx);
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this._dy = Math.round(this._dy);
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this._dw = Math.round(this._dw);
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this._dh = Math.round(this._dh);
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this._sx = Math.floor(this._sx);
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this._sy = Math.floor(this._sy);
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this._sw = Math.floor(this._sw);
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this._sh = Math.floor(this._sh);
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this._dx = Math.floor(this._dx);
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this._dy = Math.floor(this._dy);
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this._dw = Math.floor(this._dw);
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this._dh = Math.floor(this._dh);
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this._game.stage.saveCanvasValues();
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@ -669,14 +669,14 @@ module Phaser {
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}
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}
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this._sx = Math.round(this._sx);
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this._sy = Math.round(this._sy);
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this._sw = Math.round(this._sw);
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this._sh = Math.round(this._sh);
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this._dx = Math.round(this._dx);
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this._dy = Math.round(this._dy);
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this._dw = Math.round(this._dw);
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this._dh = Math.round(this._dh);
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this._sx = Math.floor(this._sx);
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this._sy = Math.floor(this._sy);
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this._sw = Math.floor(this._sw);
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this._sh = Math.floor(this._sh);
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this._dx = Math.floor(this._dx);
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this._dy = Math.floor(this._dy);
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this._dw = Math.floor(this._dw);
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this._dh = Math.floor(this._dh);
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for (var i = 0; i < scrollZone.regions.length; i++)
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{
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22
Plugins/IPlugin.js
Normal file
22
Plugins/IPlugin.js
Normal file
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// Module
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var Shapes;
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(function (Shapes) {
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// Class
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var Point = (function () {
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// Constructor
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function Point(x, y) {
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this.x = x;
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this.y = y;
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}
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Point.prototype.getDist = // Instance member
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function () {
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return Math.sqrt(this.x * this.x + this.y * this.y);
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};
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Point.origin = new Point(0, 0);
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return Point;
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})();
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Shapes.Point = Point;
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})(Shapes || (Shapes = {}));
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// Local variables
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var p = new Shapes.Point(3, 4);
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var dist = p.getDist();
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21
Plugins/IPlugin.ts
Normal file
21
Plugins/IPlugin.ts
Normal file
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/// <reference path="../Phaser/Game.ts" />
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module Phaser {
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export interface IPlugin {
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game: Game;
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active: bool;
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visible: bool;
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preUpdate();
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postUpdate();
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preRender();
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postRender();
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destroy();
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}
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}
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@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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@ -52,5 +52,17 @@
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<TypeScriptIncludeComments>false</TypeScriptIncludeComments>
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<TypeScriptSourceMap>false</TypeScriptSourceMap>
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</PropertyGroup>
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<ItemGroup>
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<TypeScriptCompile Include="Template.ts" />
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</ItemGroup>
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<ItemGroup>
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<Content Include="IPlugin.js">
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<DependentUpon>IPlugin.ts</DependentUpon>
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</Content>
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<TypeScriptCompile Include="IPlugin.ts" />
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<Content Include="Template.js">
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<DependentUpon>Template.ts</DependentUpon>
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</Content>
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</ItemGroup>
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<Import Project="$(VSToolsPath)\TypeScript\Microsoft.TypeScript.targets" />
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</Project>
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53
Plugins/Template.js
Normal file
53
Plugins/Template.js
Normal file
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@ -0,0 +1,53 @@
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var Phaser;
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(function (Phaser) {
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/// <reference path="../Phaser/Game.ts" />
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/**
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* Phaser - Example Plugin
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*/
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(function (Plugins) {
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var Example = (function () {
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function Example(game) {
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this.game = game;
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this.active = true;
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this.visible = true;
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}
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Example.prototype.preUpdate = /**
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* Pre-update is called at the start of the update cycle, before any other updates have taken place.
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*/
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function () {
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};
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Example.prototype.postUpdate = /**
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* Post-update is called at the end of the objects update cycle, after other update logic has taken place.
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*/
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function () {
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};
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Example.prototype.preRender = /**
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* Pre-render is called at the start of the object render cycle, before any transforms have taken place.
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* It happens directly AFTER a canvas context.save has happened if added to a Camera.
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* @param {Camera} camera
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*/
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function (camera) {
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};
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Example.prototype.render = /**
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* render is called during the objects render cycle, right after all transforms have finished, but before any children/image data is rendered.
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* @param {Camera} camera
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*/
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function (camera) {
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};
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Example.prototype.postRender = /**
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* Post-render is called during the objects render cycle, after the children/image data has been rendered.
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*/
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function (camera) {
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};
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Example.prototype.destroy = /**
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* Clear down this Plugin and null out references
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*/
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function () {
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this.game = null;
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};
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return Example;
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})();
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Plugins.Example = Example;
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})(Phaser.Plugins || (Phaser.Plugins = {}));
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var Plugins = Phaser.Plugins;
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})(Phaser || (Phaser = {}));
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72
Plugins/Template.ts
Normal file
72
Plugins/Template.ts
Normal file
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@ -0,0 +1,72 @@
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/// <reference path="../Phaser/Game.ts" />
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/// <reference path="IPlugin.ts" />
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/**
|
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* Phaser - Example Plugin
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*/
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||||
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||||
module Phaser.Plugins {
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export class Example implements Phaser.IPlugin {
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constructor(game: Phaser.Game) {
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this.game = game;
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this.active = true;
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this.visible = true;
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||||
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}
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/**
|
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* The essential reference to the main game object.
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*/
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public game: Game;
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||||
/**
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* Controls whether preUpdate or postUpdate are called
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||||
*/
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||||
public active: bool;
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||||
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||||
/**
|
||||
* Controls whether preRender or postRender are called
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||||
*/
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||||
public visible: bool;
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||||
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||||
/**
|
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* Pre-update is called at the start of the update cycle, before any other updates have taken place.
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||||
* It is only called if active is set to true.
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*/
|
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public preUpdate() {
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}
|
||||
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||||
/**
|
||||
* Post-update is called at the end of the objects update cycle, after other update logic has taken place.
|
||||
* It is only called if active is set to true.
|
||||
*/
|
||||
public postUpdate() {
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||||
}
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||||
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/**
|
||||
* Pre-render is called right before the Game Renderer starts and before any custom preRender callbacks have been run.
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||||
* It is only called if visible is set to true.
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*/
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public preRender() {
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}
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/**
|
||||
* Post-render is called after every camera and game object has been rendered, also after any custom postRender callbacks have been run.
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||||
* It is only called if visible is set to true.
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*/
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public postRender() {
|
||||
}
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||||
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||||
/**
|
||||
* Clear down this Plugin and null out references
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||||
*/
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public destroy() {
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this.game = null;
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||||
}
|
||||
|
||||
}
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||||
|
||||
}
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123
Tests/phaser.js
123
Tests/phaser.js
|
@ -9650,16 +9650,12 @@ var Phaser;
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* Pre-render is called at the start of the object render cycle, before any transforms have taken place.
|
||||
* It happens directly AFTER a canvas context.save has happened if added to a Camera.
|
||||
* @param {Camera} camera
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||||
* @param {number} cameraX
|
||||
* @param {number} cameraY
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||||
* @param {number} cameraWidth
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||||
* @param {number} cameraHeight
|
||||
*/
|
||||
function (camera, cameraX, cameraY, cameraWidth, cameraHeight) {
|
||||
function (camera) {
|
||||
if(this.visible) {
|
||||
for(var i = 0; i < this._length; i++) {
|
||||
if(this._fx[i].preRender) {
|
||||
this._fx[i].effect.preRender(camera, cameraX, cameraY, cameraWidth, cameraHeight);
|
||||
this._fx[i].effect.preRender(camera);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -9667,16 +9663,12 @@ var Phaser;
|
|||
CameraFX.prototype.render = /**
|
||||
* render is called during the objects render cycle, right after all transforms have finished, but before any children/image data is rendered.
|
||||
* @param {Camera} camera
|
||||
* @param {number} cameraX
|
||||
* @param {number} cameraY
|
||||
* @param {number} cameraWidth
|
||||
* @param {number} cameraHeight
|
||||
*/
|
||||
function (camera, cameraX, cameraY, cameraWidth, cameraHeight) {
|
||||
function (camera) {
|
||||
if(this.visible) {
|
||||
for(var i = 0; i < this._length; i++) {
|
||||
if(this._fx[i].preRender) {
|
||||
this._fx[i].effect.preRender(camera, cameraX, cameraY, cameraWidth, cameraHeight);
|
||||
this._fx[i].effect.preRender(camera);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -9685,11 +9677,11 @@ var Phaser;
|
|||
* Post-render is called during the objects render cycle, after the children/image data has been rendered.
|
||||
* It happens directly BEFORE a canvas context.restore has happened if added to a Camera.
|
||||
*/
|
||||
function (camera, cameraX, cameraY, cameraWidth, cameraHeight) {
|
||||
function (camera) {
|
||||
if(this.visible) {
|
||||
for(var i = 0; i < this._length; i++) {
|
||||
if(this._fx[i].postRender) {
|
||||
this._fx[i].effect.postRender(camera, cameraX, cameraY, cameraWidth, cameraHeight);
|
||||
this._fx[i].effect.postRender(camera);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -17648,14 +17640,14 @@ var Phaser;
|
|||
this._dy -= group.transform.origin.y;
|
||||
}
|
||||
}
|
||||
this._sx = Math.round(this._sx);
|
||||
this._sy = Math.round(this._sy);
|
||||
this._sw = Math.round(this._sw);
|
||||
this._sh = Math.round(this._sh);
|
||||
this._dx = Math.round(this._dx);
|
||||
this._dy = Math.round(this._dy);
|
||||
this._dw = Math.round(this._dw);
|
||||
this._dh = Math.round(this._dh);
|
||||
this._sx = Math.floor(this._sx);
|
||||
this._sy = Math.floor(this._sy);
|
||||
this._sw = Math.floor(this._sw);
|
||||
this._sh = Math.floor(this._sh);
|
||||
this._dx = Math.floor(this._dx);
|
||||
this._dy = Math.floor(this._dy);
|
||||
this._dw = Math.floor(this._dw);
|
||||
this._dh = Math.floor(this._dh);
|
||||
if(group.texture.opaque) {
|
||||
group.texture.context.fillStyle = group.texture.backgroundColor;
|
||||
group.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh);
|
||||
|
@ -17762,14 +17754,14 @@ var Phaser;
|
|||
this._dy -= camera.transform.origin.y;
|
||||
}
|
||||
}
|
||||
this._sx = Math.round(this._sx);
|
||||
this._sy = Math.round(this._sy);
|
||||
this._sw = Math.round(this._sw);
|
||||
this._sh = Math.round(this._sh);
|
||||
this._dx = Math.round(this._dx);
|
||||
this._dy = Math.round(this._dy);
|
||||
this._dw = Math.round(this._dw);
|
||||
this._dh = Math.round(this._dh);
|
||||
this._sx = Math.floor(this._sx);
|
||||
this._sy = Math.floor(this._sy);
|
||||
this._sw = Math.floor(this._sw);
|
||||
this._sh = Math.floor(this._sh);
|
||||
this._dx = Math.floor(this._dx);
|
||||
this._dy = Math.floor(this._dy);
|
||||
this._dw = Math.floor(this._dw);
|
||||
this._dh = Math.floor(this._dh);
|
||||
// Clip the camera so we don't get sprites appearing outside the edges
|
||||
if(camera.clip == true && camera.disableClipping == false) {
|
||||
camera.texture.context.beginPath();
|
||||
|
@ -17781,7 +17773,7 @@ var Phaser;
|
|||
camera.texture.context.fillStyle = camera.texture.backgroundColor;
|
||||
camera.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh);
|
||||
}
|
||||
//camera.fx.render(camera);
|
||||
camera.fx.preRender(camera);
|
||||
if(camera.texture.loaded) {
|
||||
camera.texture.context.drawImage(camera.texture.texture, // Source Image
|
||||
this._sx, // Source X (location within the source image)
|
||||
|
@ -17797,7 +17789,7 @@ var Phaser;
|
|||
return true;
|
||||
};
|
||||
CanvasRenderer.prototype.postRenderCamera = function (camera) {
|
||||
//camera.fx.postRender(camera);
|
||||
camera.fx.postRender(camera);
|
||||
if(camera.modified || camera.texture.globalCompositeOperation) {
|
||||
camera.texture.context.restore();
|
||||
}
|
||||
|
@ -17826,14 +17818,14 @@ var Phaser;
|
|||
this._dy = camera.screenView.y + circle.y - camera.worldView.y;
|
||||
this._dw = circle.diameter;
|
||||
this._dh = circle.diameter;
|
||||
this._sx = Math.round(this._sx);
|
||||
this._sy = Math.round(this._sy);
|
||||
this._sw = Math.round(this._sw);
|
||||
this._sh = Math.round(this._sh);
|
||||
this._dx = Math.round(this._dx);
|
||||
this._dy = Math.round(this._dy);
|
||||
this._dw = Math.round(this._dw);
|
||||
this._dh = Math.round(this._dh);
|
||||
this._sx = Math.floor(this._sx);
|
||||
this._sy = Math.floor(this._sy);
|
||||
this._sw = Math.floor(this._sw);
|
||||
this._sh = Math.floor(this._sh);
|
||||
this._dx = Math.floor(this._dx);
|
||||
this._dy = Math.floor(this._dy);
|
||||
this._dw = Math.floor(this._dw);
|
||||
this._dh = Math.floor(this._dh);
|
||||
this._game.stage.saveCanvasValues();
|
||||
context.save();
|
||||
context.lineWidth = lineWidth;
|
||||
|
@ -18019,14 +18011,14 @@ var Phaser;
|
|||
this._dy -= scrollZone.transform.origin.y;
|
||||
}
|
||||
}
|
||||
this._sx = Math.round(this._sx);
|
||||
this._sy = Math.round(this._sy);
|
||||
this._sw = Math.round(this._sw);
|
||||
this._sh = Math.round(this._sh);
|
||||
this._dx = Math.round(this._dx);
|
||||
this._dy = Math.round(this._dy);
|
||||
this._dw = Math.round(this._dw);
|
||||
this._dh = Math.round(this._dh);
|
||||
this._sx = Math.floor(this._sx);
|
||||
this._sy = Math.floor(this._sy);
|
||||
this._sw = Math.floor(this._sw);
|
||||
this._sh = Math.floor(this._sh);
|
||||
this._dx = Math.floor(this._dx);
|
||||
this._dy = Math.floor(this._dy);
|
||||
this._dw = Math.floor(this._dw);
|
||||
this._dh = Math.floor(this._dh);
|
||||
for(var i = 0; i < scrollZone.regions.length; i++) {
|
||||
if(scrollZone.texture.isDynamic) {
|
||||
scrollZone.regions[i].render(scrollZone.texture.context, scrollZone.texture.texture, this._dx, this._dy, this._dw, this._dh);
|
||||
|
@ -18214,6 +18206,7 @@ var Phaser;
|
|||
/// <reference path="renderers/HeadlessRenderer.ts" />
|
||||
/// <reference path="renderers/CanvasRenderer.ts" />
|
||||
/// <reference path="utils/DebugUtils.ts" />
|
||||
/// <reference path="../Plugins/IPlugin.ts" />
|
||||
/**
|
||||
* Phaser - Game
|
||||
*
|
||||
|
@ -18418,6 +18411,20 @@ var Phaser;
|
|||
// WebGL coming soon :)
|
||||
}
|
||||
};
|
||||
Game.prototype.addPlugin = function (plugin) {
|
||||
// Prototype?
|
||||
if(typeof plugin === 'function') {
|
||||
this.plugins.push(new plugin(this));
|
||||
} else {
|
||||
plugin.game = this;
|
||||
this.plugins.push(plugin);
|
||||
}
|
||||
this._pluginsLength++;
|
||||
};
|
||||
Game.prototype.removePlugin = function (plugin) {
|
||||
// TODO :)
|
||||
this._pluginsLength--;
|
||||
};
|
||||
Game.prototype.loadComplete = /**
|
||||
* Called when the load has finished after init was run.
|
||||
*/
|
||||
|
@ -18448,6 +18455,11 @@ var Phaser;
|
|||
* Game loop method will be called when it's running.
|
||||
*/
|
||||
function () {
|
||||
for(this._p = 0; this._p < this._pluginsLength; this._p++) {
|
||||
if(this.plugins[this._p].active) {
|
||||
this.plugins[this._p].preUpdate();
|
||||
}
|
||||
}
|
||||
this.tweens.update();
|
||||
this.input.update();
|
||||
this.stage.update();
|
||||
|
@ -18460,6 +18472,16 @@ var Phaser;
|
|||
this.onLoadUpdateCallback.call(this.callbackContext);
|
||||
}
|
||||
this.world.postUpdate();
|
||||
for(this._p = 0; this._p < this._pluginsLength; this._p++) {
|
||||
if(this.plugins[this._p].active) {
|
||||
this.plugins[this._p].postUpdate();
|
||||
}
|
||||
}
|
||||
for(this._p = 0; this._p < this._pluginsLength; this._p++) {
|
||||
if(this.plugins[this._p].visible) {
|
||||
this.plugins[this._p].preRender();
|
||||
}
|
||||
}
|
||||
if(this._loadComplete && this.onPreRenderCallback) {
|
||||
this.onPreRenderCallback.call(this.callbackContext);
|
||||
}
|
||||
|
@ -18469,6 +18491,11 @@ var Phaser;
|
|||
} else if(this._loadComplete == false && this.onLoadRenderCallback) {
|
||||
this.onLoadRenderCallback.call(this.callbackContext);
|
||||
}
|
||||
for(this._p = 0; this._p < this._pluginsLength; this._p++) {
|
||||
if(this.plugins[this._p].visible) {
|
||||
this.plugins[this._p].postRender();
|
||||
}
|
||||
}
|
||||
};
|
||||
Game.prototype.startState = /**
|
||||
* Start current state.
|
||||
|
|
43
build/phaser.d.ts
vendored
43
build/phaser.d.ts
vendored
|
@ -4949,26 +4949,18 @@ module Phaser {
|
|||
* Pre-render is called at the start of the object render cycle, before any transforms have taken place.
|
||||
* It happens directly AFTER a canvas context.save has happened if added to a Camera.
|
||||
* @param {Camera} camera
|
||||
* @param {number} cameraX
|
||||
* @param {number} cameraY
|
||||
* @param {number} cameraWidth
|
||||
* @param {number} cameraHeight
|
||||
*/
|
||||
public preRender(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number): void;
|
||||
public preRender(camera: Camera): void;
|
||||
/**
|
||||
* render is called during the objects render cycle, right after all transforms have finished, but before any children/image data is rendered.
|
||||
* @param {Camera} camera
|
||||
* @param {number} cameraX
|
||||
* @param {number} cameraY
|
||||
* @param {number} cameraWidth
|
||||
* @param {number} cameraHeight
|
||||
*/
|
||||
public render(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number): void;
|
||||
public render(camera: Camera): void;
|
||||
/**
|
||||
* Post-render is called during the objects render cycle, after the children/image data has been rendered.
|
||||
* It happens directly BEFORE a canvas context.restore has happened if added to a Camera.
|
||||
*/
|
||||
public postRender(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number): void;
|
||||
public postRender(camera: Camera): void;
|
||||
/**
|
||||
* Clear down this FXManager and null out references
|
||||
*/
|
||||
|
@ -9383,6 +9375,18 @@ module Phaser {
|
|||
static renderText(text: string, x: number, y: number, color?: string): void;
|
||||
}
|
||||
}
|
||||
module Phaser {
|
||||
interface IPlugin {
|
||||
game: Game;
|
||||
active: bool;
|
||||
visible: bool;
|
||||
preUpdate();
|
||||
postUpdate();
|
||||
preRender();
|
||||
postRender();
|
||||
destroy();
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - Game
|
||||
*
|
||||
|
@ -9435,6 +9439,21 @@ module Phaser {
|
|||
*/
|
||||
private _pendingState;
|
||||
/**
|
||||
* Plugin loop pointer
|
||||
* @type {number}
|
||||
*/
|
||||
private _p;
|
||||
/**
|
||||
* Plugins array counter
|
||||
* @type {number}
|
||||
*/
|
||||
private _pluginsLength;
|
||||
/**
|
||||
* An Array of Phaser Plugins
|
||||
* @type {Array}
|
||||
*/
|
||||
public plugins: IPlugin[];
|
||||
/**
|
||||
* The current State object (defaults to null)
|
||||
* @type {State}
|
||||
*/
|
||||
|
@ -9581,6 +9600,8 @@ module Phaser {
|
|||
*/
|
||||
private boot(parent, width, height);
|
||||
public setRenderer(type: number): void;
|
||||
public addPlugin(plugin): void;
|
||||
public removePlugin(plugin: IPlugin): void;
|
||||
/**
|
||||
* Called when the load has finished after init was run.
|
||||
*/
|
||||
|
|
123
build/phaser.js
123
build/phaser.js
|
@ -9650,16 +9650,12 @@ var Phaser;
|
|||
* Pre-render is called at the start of the object render cycle, before any transforms have taken place.
|
||||
* It happens directly AFTER a canvas context.save has happened if added to a Camera.
|
||||
* @param {Camera} camera
|
||||
* @param {number} cameraX
|
||||
* @param {number} cameraY
|
||||
* @param {number} cameraWidth
|
||||
* @param {number} cameraHeight
|
||||
*/
|
||||
function (camera, cameraX, cameraY, cameraWidth, cameraHeight) {
|
||||
function (camera) {
|
||||
if(this.visible) {
|
||||
for(var i = 0; i < this._length; i++) {
|
||||
if(this._fx[i].preRender) {
|
||||
this._fx[i].effect.preRender(camera, cameraX, cameraY, cameraWidth, cameraHeight);
|
||||
this._fx[i].effect.preRender(camera);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -9667,16 +9663,12 @@ var Phaser;
|
|||
CameraFX.prototype.render = /**
|
||||
* render is called during the objects render cycle, right after all transforms have finished, but before any children/image data is rendered.
|
||||
* @param {Camera} camera
|
||||
* @param {number} cameraX
|
||||
* @param {number} cameraY
|
||||
* @param {number} cameraWidth
|
||||
* @param {number} cameraHeight
|
||||
*/
|
||||
function (camera, cameraX, cameraY, cameraWidth, cameraHeight) {
|
||||
function (camera) {
|
||||
if(this.visible) {
|
||||
for(var i = 0; i < this._length; i++) {
|
||||
if(this._fx[i].preRender) {
|
||||
this._fx[i].effect.preRender(camera, cameraX, cameraY, cameraWidth, cameraHeight);
|
||||
this._fx[i].effect.preRender(camera);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -9685,11 +9677,11 @@ var Phaser;
|
|||
* Post-render is called during the objects render cycle, after the children/image data has been rendered.
|
||||
* It happens directly BEFORE a canvas context.restore has happened if added to a Camera.
|
||||
*/
|
||||
function (camera, cameraX, cameraY, cameraWidth, cameraHeight) {
|
||||
function (camera) {
|
||||
if(this.visible) {
|
||||
for(var i = 0; i < this._length; i++) {
|
||||
if(this._fx[i].postRender) {
|
||||
this._fx[i].effect.postRender(camera, cameraX, cameraY, cameraWidth, cameraHeight);
|
||||
this._fx[i].effect.postRender(camera);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -17648,14 +17640,14 @@ var Phaser;
|
|||
this._dy -= group.transform.origin.y;
|
||||
}
|
||||
}
|
||||
this._sx = Math.round(this._sx);
|
||||
this._sy = Math.round(this._sy);
|
||||
this._sw = Math.round(this._sw);
|
||||
this._sh = Math.round(this._sh);
|
||||
this._dx = Math.round(this._dx);
|
||||
this._dy = Math.round(this._dy);
|
||||
this._dw = Math.round(this._dw);
|
||||
this._dh = Math.round(this._dh);
|
||||
this._sx = Math.floor(this._sx);
|
||||
this._sy = Math.floor(this._sy);
|
||||
this._sw = Math.floor(this._sw);
|
||||
this._sh = Math.floor(this._sh);
|
||||
this._dx = Math.floor(this._dx);
|
||||
this._dy = Math.floor(this._dy);
|
||||
this._dw = Math.floor(this._dw);
|
||||
this._dh = Math.floor(this._dh);
|
||||
if(group.texture.opaque) {
|
||||
group.texture.context.fillStyle = group.texture.backgroundColor;
|
||||
group.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh);
|
||||
|
@ -17762,14 +17754,14 @@ var Phaser;
|
|||
this._dy -= camera.transform.origin.y;
|
||||
}
|
||||
}
|
||||
this._sx = Math.round(this._sx);
|
||||
this._sy = Math.round(this._sy);
|
||||
this._sw = Math.round(this._sw);
|
||||
this._sh = Math.round(this._sh);
|
||||
this._dx = Math.round(this._dx);
|
||||
this._dy = Math.round(this._dy);
|
||||
this._dw = Math.round(this._dw);
|
||||
this._dh = Math.round(this._dh);
|
||||
this._sx = Math.floor(this._sx);
|
||||
this._sy = Math.floor(this._sy);
|
||||
this._sw = Math.floor(this._sw);
|
||||
this._sh = Math.floor(this._sh);
|
||||
this._dx = Math.floor(this._dx);
|
||||
this._dy = Math.floor(this._dy);
|
||||
this._dw = Math.floor(this._dw);
|
||||
this._dh = Math.floor(this._dh);
|
||||
// Clip the camera so we don't get sprites appearing outside the edges
|
||||
if(camera.clip == true && camera.disableClipping == false) {
|
||||
camera.texture.context.beginPath();
|
||||
|
@ -17781,7 +17773,7 @@ var Phaser;
|
|||
camera.texture.context.fillStyle = camera.texture.backgroundColor;
|
||||
camera.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh);
|
||||
}
|
||||
//camera.fx.render(camera);
|
||||
camera.fx.preRender(camera);
|
||||
if(camera.texture.loaded) {
|
||||
camera.texture.context.drawImage(camera.texture.texture, // Source Image
|
||||
this._sx, // Source X (location within the source image)
|
||||
|
@ -17797,7 +17789,7 @@ var Phaser;
|
|||
return true;
|
||||
};
|
||||
CanvasRenderer.prototype.postRenderCamera = function (camera) {
|
||||
//camera.fx.postRender(camera);
|
||||
camera.fx.postRender(camera);
|
||||
if(camera.modified || camera.texture.globalCompositeOperation) {
|
||||
camera.texture.context.restore();
|
||||
}
|
||||
|
@ -17826,14 +17818,14 @@ var Phaser;
|
|||
this._dy = camera.screenView.y + circle.y - camera.worldView.y;
|
||||
this._dw = circle.diameter;
|
||||
this._dh = circle.diameter;
|
||||
this._sx = Math.round(this._sx);
|
||||
this._sy = Math.round(this._sy);
|
||||
this._sw = Math.round(this._sw);
|
||||
this._sh = Math.round(this._sh);
|
||||
this._dx = Math.round(this._dx);
|
||||
this._dy = Math.round(this._dy);
|
||||
this._dw = Math.round(this._dw);
|
||||
this._dh = Math.round(this._dh);
|
||||
this._sx = Math.floor(this._sx);
|
||||
this._sy = Math.floor(this._sy);
|
||||
this._sw = Math.floor(this._sw);
|
||||
this._sh = Math.floor(this._sh);
|
||||
this._dx = Math.floor(this._dx);
|
||||
this._dy = Math.floor(this._dy);
|
||||
this._dw = Math.floor(this._dw);
|
||||
this._dh = Math.floor(this._dh);
|
||||
this._game.stage.saveCanvasValues();
|
||||
context.save();
|
||||
context.lineWidth = lineWidth;
|
||||
|
@ -18019,14 +18011,14 @@ var Phaser;
|
|||
this._dy -= scrollZone.transform.origin.y;
|
||||
}
|
||||
}
|
||||
this._sx = Math.round(this._sx);
|
||||
this._sy = Math.round(this._sy);
|
||||
this._sw = Math.round(this._sw);
|
||||
this._sh = Math.round(this._sh);
|
||||
this._dx = Math.round(this._dx);
|
||||
this._dy = Math.round(this._dy);
|
||||
this._dw = Math.round(this._dw);
|
||||
this._dh = Math.round(this._dh);
|
||||
this._sx = Math.floor(this._sx);
|
||||
this._sy = Math.floor(this._sy);
|
||||
this._sw = Math.floor(this._sw);
|
||||
this._sh = Math.floor(this._sh);
|
||||
this._dx = Math.floor(this._dx);
|
||||
this._dy = Math.floor(this._dy);
|
||||
this._dw = Math.floor(this._dw);
|
||||
this._dh = Math.floor(this._dh);
|
||||
for(var i = 0; i < scrollZone.regions.length; i++) {
|
||||
if(scrollZone.texture.isDynamic) {
|
||||
scrollZone.regions[i].render(scrollZone.texture.context, scrollZone.texture.texture, this._dx, this._dy, this._dw, this._dh);
|
||||
|
@ -18214,6 +18206,7 @@ var Phaser;
|
|||
/// <reference path="renderers/HeadlessRenderer.ts" />
|
||||
/// <reference path="renderers/CanvasRenderer.ts" />
|
||||
/// <reference path="utils/DebugUtils.ts" />
|
||||
/// <reference path="../Plugins/IPlugin.ts" />
|
||||
/**
|
||||
* Phaser - Game
|
||||
*
|
||||
|
@ -18418,6 +18411,20 @@ var Phaser;
|
|||
// WebGL coming soon :)
|
||||
}
|
||||
};
|
||||
Game.prototype.addPlugin = function (plugin) {
|
||||
// Prototype?
|
||||
if(typeof plugin === 'function') {
|
||||
this.plugins.push(new plugin(this));
|
||||
} else {
|
||||
plugin.game = this;
|
||||
this.plugins.push(plugin);
|
||||
}
|
||||
this._pluginsLength++;
|
||||
};
|
||||
Game.prototype.removePlugin = function (plugin) {
|
||||
// TODO :)
|
||||
this._pluginsLength--;
|
||||
};
|
||||
Game.prototype.loadComplete = /**
|
||||
* Called when the load has finished after init was run.
|
||||
*/
|
||||
|
@ -18448,6 +18455,11 @@ var Phaser;
|
|||
* Game loop method will be called when it's running.
|
||||
*/
|
||||
function () {
|
||||
for(this._p = 0; this._p < this._pluginsLength; this._p++) {
|
||||
if(this.plugins[this._p].active) {
|
||||
this.plugins[this._p].preUpdate();
|
||||
}
|
||||
}
|
||||
this.tweens.update();
|
||||
this.input.update();
|
||||
this.stage.update();
|
||||
|
@ -18460,6 +18472,16 @@ var Phaser;
|
|||
this.onLoadUpdateCallback.call(this.callbackContext);
|
||||
}
|
||||
this.world.postUpdate();
|
||||
for(this._p = 0; this._p < this._pluginsLength; this._p++) {
|
||||
if(this.plugins[this._p].active) {
|
||||
this.plugins[this._p].postUpdate();
|
||||
}
|
||||
}
|
||||
for(this._p = 0; this._p < this._pluginsLength; this._p++) {
|
||||
if(this.plugins[this._p].visible) {
|
||||
this.plugins[this._p].preRender();
|
||||
}
|
||||
}
|
||||
if(this._loadComplete && this.onPreRenderCallback) {
|
||||
this.onPreRenderCallback.call(this.callbackContext);
|
||||
}
|
||||
|
@ -18469,6 +18491,11 @@ var Phaser;
|
|||
} else if(this._loadComplete == false && this.onLoadRenderCallback) {
|
||||
this.onLoadRenderCallback.call(this.callbackContext);
|
||||
}
|
||||
for(this._p = 0; this._p < this._pluginsLength; this._p++) {
|
||||
if(this.plugins[this._p].visible) {
|
||||
this.plugins[this._p].postRender();
|
||||
}
|
||||
}
|
||||
};
|
||||
Game.prototype.startState = /**
|
||||
* Start current state.
|
||||
|
|
78
todo/phaser clean up/DebugPhysics.ts
Normal file
78
todo/phaser clean up/DebugPhysics.ts
Normal file
|
@ -0,0 +1,78 @@
|
|||
static renderPhysicsBody(body: Phaser.Physics.Body, lineWidth: number = 1, fillStyle: string = 'rgba(0,255,0,0.2)', sleepStyle: string = 'rgba(100,100,100,0.2)') {
|
||||
|
||||
for (var s = 0; s < body.shapesLength; s++)
|
||||
{
|
||||
DebugUtils.context.beginPath();
|
||||
|
||||
if (body.shapes[s].type == Phaser.Physics.AdvancedPhysics.SHAPE_TYPE_POLY)
|
||||
{
|
||||
var verts = body.shapes[s].tverts;
|
||||
|
||||
// DebugUtils.context.moveTo(body.position.x * 50 + verts[0].x, body.position.y * 50 + verts[0].y);
|
||||
DebugUtils.context.moveTo(verts[0].x * 50, verts[0].y * 50);
|
||||
|
||||
for (var i = 1; i < verts.length; i++)
|
||||
{
|
||||
// DebugUtils.context.lineTo(body.position.x * 50 + verts[i].x, body.position.y * 50 + verts[i].y);
|
||||
DebugUtils.context.lineTo(verts[i].x * 50, verts[i].y * 50);
|
||||
}
|
||||
|
||||
// DebugUtils.context.lineTo(body.position.x * 50 + verts[0].x, body.position.y * 50 + verts[0].y);
|
||||
DebugUtils.context.lineTo(verts[0].x * 50, verts[0].y * 50);
|
||||
}
|
||||
else if (body.shapes[s].type == Phaser.Physics.AdvancedPhysics.SHAPE_TYPE_CIRCLE)
|
||||
{
|
||||
var circle = <Phaser.Physics.Shapes.Circle> body.shapes[s];
|
||||
DebugUtils.context.arc(circle.tc.x * 50, circle.tc.y * 50, circle.radius * 50, 0, Math.PI * 2, false);
|
||||
}
|
||||
|
||||
DebugUtils.context.closePath();
|
||||
|
||||
if (body.isAwake)
|
||||
{
|
||||
DebugUtils.context.fillStyle = fillStyle;
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugUtils.context.fillStyle = sleepStyle;
|
||||
}
|
||||
|
||||
DebugUtils.context.fill();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Render debug infos. (including name, bounds info, position and some other properties)
|
||||
* @param x {number} X position of the debug info to be rendered.
|
||||
* @param y {number} Y position of the debug info to be rendered.
|
||||
* @param [color] {number} color of the debug info to be rendered. (format is css color string)
|
||||
*/
|
||||
/*
|
||||
static renderPhysicsBodyInfo(body: Phaser.Physics.Body, x: number, y: number, color?: string = 'rgb(255,255,255)') {
|
||||
|
||||
DebugUtils.context.fillStyle = color;
|
||||
DebugUtils.context.fillText('Body ID: ' + body.name, x, y);
|
||||
DebugUtils.context.fillText('Position x: ' + body.position.x.toFixed(1) + ' y: ' + body.position.y.toFixed(1) + ' rotation: ' + body.angle.toFixed(1), x, y + 14);
|
||||
DebugUtils.context.fillText('World x: ' + (body.position.x * 50).toFixed(1) + ' y: ' + (body.position.y * 50).toFixed(1), x, y + 28);
|
||||
DebugUtils.context.fillText('Velocity x: ' + body.velocity.x.toFixed(1) + ' y: ' + body.velocity.y.toFixed(1), x, y + 42);
|
||||
|
||||
if (body.shapes[0].verts.length > 0)
|
||||
{
|
||||
DebugUtils.context.fillText('Vert 1 x: ' + (body.shapes[0].verts[0].x * 50) + ' y: ' + (body.shapes[0].verts[0].y * 50), x, y + 56);
|
||||
DebugUtils.context.fillText('Vert 2 x: ' + (body.shapes[0].verts[1].x * 50) + ' y: ' + (body.shapes[0].verts[1].y * 50), x, y + 70);
|
||||
DebugUtils.context.fillText('Vert 3 x: ' + (body.shapes[0].tverts[2].x * 50) + ' y: ' + (body.shapes[0].tverts[2].y * 50), x, y + 84);
|
||||
DebugUtils.context.fillText('Vert 4 x: ' + (body.shapes[0].tverts[3].x * 50) + ' y: ' + (body.shapes[0].tverts[3].y * 50), x, y + 98);
|
||||
|
||||
//
|
||||
// DebugUtils.context.fillText('Vert 1 x: ' + body.shapes[0].verts[0].x.toFixed(1) + ' y: ' + body.shapes[0].verts[0].y.toFixed(1), x, y + 56);
|
||||
// DebugUtils.context.fillText('Vert 2 x: ' + body.shapes[0].verts[1].x.toFixed(1) + ' y: ' + body.shapes[0].verts[1].y.toFixed(1), x, y + 70);
|
||||
// DebugUtils.context.fillText('Vert 3 x: ' + body.shapes[0].verts[2].x.toFixed(1) + ' y: ' + body.shapes[0].verts[2].y.toFixed(1), x, y + 84);
|
||||
// DebugUtils.context.fillText('Vert 4 x: ' + body.shapes[0].verts[3].x.toFixed(1) + ' y: ' + body.shapes[0].verts[3].y.toFixed(1), x, y + 98);
|
||||
//
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
*/
|
Loading…
Reference in a new issue