/** * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License * @module Phaser */ Phaser.Utils = { // Until we have a proper entry-point } /** * A collection of methods for displaying debug information about game objects. * * @class DebugUtils */ Phaser.Utils.Debug = function (game) { this.game = game; this.context = game.context; }; Phaser.Utils.Debug.prototype = { font: '14px Courier', lineHeight: 16, renderShadow: true, currentX: 0, currentY: 0, context: null, /** * Internal method that resets the debug output values. * @method start * @param {Number} x The X value the debug info will start from. * @param {Number} y The Y value the debug info will start from. * @param {String} color The color the debug info will drawn in. */ start: function (x, y, color) { if (this.context == null) { return; } x = x || null; y = y || null; color = color || 'rgb(255,255,255)'; if (x && y) { this.currentX = x; this.currentY = y; this.currentColor = color; } this.context.save(); this.context.setTransform(1, 0, 0, 1, 0, 0); this.context.fillStyle = color; this.context.font = this.font; }, stop: function () { this.context.restore(); }, /** * Internal method that outputs a single line of text. * @method line * @param {String} text The line of text to draw. * @param {Number} x The X value the debug info will start from. * @param {Number} y The Y value the debug info will start from. */ line: function (text, x, y) { if (this.context == null) { return; } x = x || null; y = y || null; if (x !== null) { this.currentX = x; } if (y !== null) { this.currentY = y; } if (this.renderShadow) { this.context.fillStyle = 'rgb(0,0,0)'; this.context.fillText(text, this.currentX + 1, this.currentY + 1); this.context.fillStyle = this.currentColor; } this.context.fillText(text, this.currentX, this.currentY); this.currentY += this.lineHeight; }, renderSpriteCorners: function (sprite, color) { if (this.context == null) { return; } if (typeof color === "undefined") { color = 'rgb(255,0,255)'; } this.start(0, 0, color); this.line('x: ' + Math.floor(sprite.transform.upperLeft.x) + ' y: ' + Math.floor(sprite.transform.upperLeft.y), sprite.transform.upperLeft.x, sprite.transform.upperLeft.y); this.line('x: ' + Math.floor(sprite.transform.upperRight.x) + ' y: ' + Math.floor(sprite.transform.upperRight.y), sprite.transform.upperRight.x, sprite.transform.upperRight.y); this.line('x: ' + Math.floor(sprite.transform.bottomLeft.x) + ' y: ' + Math.floor(sprite.transform.bottomLeft.y), sprite.transform.bottomLeft.x, sprite.transform.bottomLeft.y); this.line('x: ' + Math.floor(sprite.transform.bottomRight.x) + ' y: ' + Math.floor(sprite.transform.bottomRight.y), sprite.transform.bottomRight.x, sprite.transform.bottomRight.y); }, /** * Render debug infos. (including id, position, rotation, scrolling factor, worldBounds 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) */ renderSoundInfo: function (sound, x, y, color) { if (this.context == null) { return; } color = color || 'rgb(255,255,255)'; this.start(x, y, color); this.line('Sound: ' + sound.key + ' Locked: ' + sound.game.sound.touchLocked + ' Pending Playback: ' + sound.pendingPlayback); this.line('Decoded: ' + sound.isDecoded + ' Decoding: ' + sound.isDecoding); this.line('Total Duration: ' + sound.totalDuration + ' Playing: ' + sound.isPlaying); this.line('Time: ' + sound.currentTime); this.line('Volume: ' + sound.volume + ' Muted: ' + sound.mute); this.line('WebAudio: ' + sound.usingWebAudio + ' Audio: ' + sound.usingAudioTag); if (sound.currentMarker !== '') { this.line('Marker: ' + sound.currentMarker + ' Duration: ' + sound.duration); this.line('Start: ' + sound.markers[sound.currentMarker].start + ' Stop: ' + sound.markers[sound.currentMarker].stop); this.line('Position: ' + sound.position); } }, /** * Render debug infos. (including id, position, rotation, scrolling factor, worldBounds 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) */ renderCameraInfo: function (camera, x, y, color) { if (this.context == null) { return; } color = color || 'rgb(255,255,0)'; this.start(x, y, color); this.line('Camera (' + camera.width + ' x ' + camera.height + ')'); this.line('X: ' + camera.x + ' Y: ' + camera.y); this.stop(); }, /** * Renders the Pointer.circle object onto the stage in green if down or red if up. * @method renderDebug */ renderPointer: function (pointer, hideIfUp, downColor, upColor, color) { if (this.context == null) { return; } if (typeof hideIfUp === "undefined") { hideIfUp = false; } if (typeof downColor === "undefined") { downColor = 'rgba(0,255,0,0.5)'; } if (typeof upColor === "undefined") { upColor = 'rgba(255,0,0,0.5)'; } if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } if (hideIfUp == true && pointer.isUp == true) { return; } this.context.beginPath(); this.context.arc(pointer.x, pointer.y, pointer.circle.radius, 0, Math.PI * 2); if (pointer.active) { this.context.fillStyle = downColor; } else { this.context.fillStyle = upColor; } this.context.fill(); this.context.closePath(); // Render the points this.context.beginPath(); this.context.moveTo(pointer.positionDown.x, pointer.positionDown.y); this.context.lineTo(pointer.position.x, pointer.position.y); this.context.lineWidth = 2; this.context.stroke(); this.context.closePath(); // Render the text this.start(pointer.x, pointer.y - 100, color); this.line('ID: ' + pointer.id + " Active: " + pointer.active); this.line('World X: ' + pointer.worldX + " World Y: " + pointer.worldY); this.line('Screen X: ' + pointer.x + " Screen Y: " + pointer.y); this.line('Duration: ' + pointer.duration + " ms"); }, /** * Render debug information about the Input object. * @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) */ renderInputInfo: function (x, y, color) { if (this.context == null) { return; } color = color || 'rgb(255,255,0)'; this.start(x, y, color); this.line('Input'); this.line('X: ' + this.game.input.x + ' Y: ' + this.game.input.y); this.line('World X: ' + this.game.input.worldX + ' World Y: ' + this.game.input.worldY); this.line('Scale X: ' + this.game.input.scale.x.toFixed(1) + ' Scale Y: ' + this.game.input.scale.x.toFixed(1)); this.line('Screen X: ' + this.game.input.activePointer.screenX + ' Screen Y: ' + this.game.input.activePointer.screenY); this.stop(); }, /** * 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) */ renderSpriteInfo: function (sprite, x, y, color) { if (this.context == null) { return; } color = color || 'rgb(255, 255, 255)'; this.start(x, y, color); this.line('Sprite: ' + ' (' + sprite.width + ' x ' + sprite.height + ') anchor: ' + sprite.anchor.x + ' x ' + sprite.anchor.y); // this.line('x: ' + sprite.x.toFixed(1) + ' y: ' + sprite.y.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1)); // this.line('wx: ' + sprite.worldView.x + ' wy: ' + sprite.worldView.y + ' ww: ' + sprite.worldView.width.toFixed(1) + ' wh: ' + sprite.worldView.height.toFixed(1) + ' wb: ' + sprite.worldView.bottom + ' wr: ' + sprite.worldView.right); // this.line('sx: ' + sprite.scale.x.toFixed(1) + ' sy: ' + sprite.scale.y.toFixed(1)); // 0 = scaleX // 1 = skewY // 2 = translateX // 3 = skewX // 4 = scaleY // 5 = translateY this.line('scale x: ' + sprite.worldTransform[0]); this.line('scale y: ' + sprite.worldTransform[4]); this.line('tx: ' + sprite.worldTransform[2]); this.line('ty: ' + sprite.worldTransform[5]); this.line('skew x: ' + sprite.worldTransform[1]); this.line('skew y: ' + sprite.worldTransform[3]); // this.line('tx: ' + sprite.texture.width.toFixed(1) + ' ty: ' + sprite.texture.height.toFixed(1)); // this.line('center x: ' + sprite.transform.center.x + ' y: ' + sprite.transform.center.y); // this.line('cameraView x: ' + sprite.cameraView.x + ' y: ' + sprite.cameraView.y + ' width: ' + sprite.cameraView.width + ' height: ' + sprite.cameraView.height); // this.line('inCamera: ' + this.game.renderer.spriteRenderer.inCamera(this.game.camera, sprite)); }, renderSpriteBounds: function (sprite, color) { if (this.context == null) { return; } color = color || 'rgba(0, 255, 0, 0.2)'; this.start(); this.context.fillStyle = color; this.context.fillRect(sprite.worldView.x, sprite.worldView.y, sprite.worldView.width, sprite.worldView.height); this.stop(); }, renderPixel: function (x, y, fillStyle) { if (this.context == null) { return; } fillStyle = fillStyle || 'rgba(0,255,0,1)'; this.start(); this.context.fillStyle = fillStyle; this.context.fillRect(x, y, 2, 2); this.stop(); }, renderPoint: function (point, fillStyle) { if (this.context == null) { return; } fillStyle = fillStyle || 'rgba(0,255,0,1)'; this.start(); this.context.fillStyle = fillStyle; this.context.fillRect(point.x, point.y, 4, 4); this.stop(); }, renderRectangle: function (rect, fillStyle) { if (this.context == null) { return; } fillStyle = fillStyle || 'rgba(0,255,0,0.3)'; this.start(); this.context.fillStyle = fillStyle; this.context.fillRect(rect.x, rect.y, rect.width, rect.height); this.stop(); }, renderCircle: function (circle, fillStyle) { if (this.context == null) { return; } fillStyle = fillStyle || 'rgba(0,255,0,0.3)'; this.start(); this.context.beginPath(); this.context.fillStyle = fillStyle; this.context.arc(circle.x, circle.y, circle.radius, 0, Math.PI * 2, false); this.context.fill(); this.context.closePath(); this.stop(); }, /** * Render text * @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) */ renderText: function (text, x, y, color, font) { if (this.context == null) { return; } if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } if (typeof font === "undefined") { font = '16px Courier'; } this.start(); this.context.font = font; this.context.fillStyle = color; this.context.fillText(text, x, y); this.stop(); } };