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href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li> <li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li> <li class="class-depth-1"><a href="http://phaser.io/learn">Tutorials</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/newsletter">Newsletter</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/slack">Slack</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/donate">Donate</a></li> <li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li> </ul> </li> </ul> </div> </div> <div class="row-fluid"> <div class="span12"> <div id="main"> <h1 class="page-title">Source: src/gameobjects/Graphics.js</h1> <section> <article> <pre class="sunlight-highlight-javascript linenums">/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * A Graphics object is a way to draw primitives to your game. Primitives include forms of geometry, such as Rectangles, * Circles and Polygons. They also include lines, arcs and curves. When you initially create a Graphics object it will * be empty. To 'draw' to it you first specify a lineStyle or fillStyle (or both), and then draw a shape. For example: * * ``` * graphics.beginFill(0xff0000); * graphics.drawCircle(50, 50, 100); * graphics.endFill(); * ``` * * This will draw a circle shape to the Graphics object, with a diameter of 100, located at x: 50, y: 50. * * When a Graphics object is rendered it will render differently based on if the game is running under Canvas or * WebGL. Under Canvas it will use the HTML Canvas context drawing operations to draw the path. Under WebGL the * graphics data is decomposed into polygons. Both of these are expensive processes, especially with complex shapes. * * If your Graphics object doesn't change much (or at all) once you've drawn your shape to it, then you will help * performance by calling `Graphics.generateTexture`. This will 'bake' the Graphics object into a Texture, and return it. * You can then use this Texture for Sprites or other display objects. If your Graphics object updates frequently then * you should avoid doing this, as it will constantly generate new textures, which will consume memory. * * As you can tell, Graphics objects are a bit of a trade-off. While they are extremely useful, you need to be careful * in their complexity and quantity of them in your game. * * @class Phaser.Graphics * @constructor * @extends PIXI.Graphics * @extends Phaser.Component.Core * @extends Phaser.Component.Angle * @extends Phaser.Component.AutoCull * @extends Phaser.Component.Bounds * @extends Phaser.Component.Destroy * @extends Phaser.Component.FixedToCamera * @extends Phaser.Component.InputEnabled * @extends Phaser.Component.InWorld * @extends Phaser.Component.LifeSpan * @extends Phaser.Component.PhysicsBody * @extends Phaser.Component.Reset * @param {Phaser.Game} game - Current game instance. * @param {number} [x=0] - X position of the new graphics object. * @param {number} [y=0] - Y position of the new graphics object. */ Phaser.Graphics = function (game, x, y) { if (x === undefined) { x = 0; } if (y === undefined) { y = 0; } /** * @property {number} type - The const type of this object. * @default */ this.type = Phaser.GRAPHICS; /** * @property {number} physicsType - The const physics body type of this object. * @readonly */ this.physicsType = Phaser.SPRITE; /** * @property {Phaser.Point} anchor - Required for a Graphics shape to work as a Physics body, do not modify this value. * @private */ this.anchor = new Phaser.Point(); PIXI.Graphics.call(this); Phaser.Component.Core.init.call(this, game, x, y, '', null); }; Phaser.Graphics.prototype = Object.create(PIXI.Graphics.prototype); Phaser.Graphics.prototype.constructor = Phaser.Graphics; Phaser.Component.Core.install.call(Phaser.Graphics.prototype, [ 'Angle', 'AutoCull', 'Bounds', 'Destroy', 'FixedToCamera', 'InputEnabled', 'InWorld', 'LifeSpan', 'PhysicsBody', 'Reset' ]); Phaser.Graphics.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate; Phaser.Graphics.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate; Phaser.Graphics.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate; Phaser.Graphics.prototype.preUpdateCore = Phaser.Component.Core.preUpdate; /** * Automatically called by World.preUpdate. * * @method * @memberof Phaser.Graphics */ Phaser.Graphics.prototype.preUpdate = function () { if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld()) { return false; } return this.preUpdateCore(); }; /** * Automatically called by World * @method Phaser.Graphics.prototype.postUpdate */ Phaser.Graphics.prototype.postUpdate = function () { Phaser.Component.PhysicsBody.postUpdate.call(this); Phaser.Component.FixedToCamera.postUpdate.call(this); if (this._boundsDirty) { this.updateLocalBounds(); this._boundsDirty = false; } for (var i = 0; i < this.children.length; i++) { this.children[i].postUpdate(); } }; /** * Destroy this Graphics instance. * * @method Phaser.Graphics.prototype.destroy * @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called? */ Phaser.Graphics.prototype.destroy = function(destroyChildren) { this.clear(); Phaser.Component.Destroy.prototype.destroy.call(this, destroyChildren); }; /* * Draws a single {Phaser.Polygon} triangle from a {Phaser.Point} array * * @method Phaser.Graphics.prototype.drawTriangle * @param {Array<Phaser.Point>} points - An array of Phaser.Points that make up the three vertices of this triangle * @param {boolean} [cull=false] - Should we check if the triangle is back-facing */ Phaser.Graphics.prototype.drawTriangle = function(points, cull) { if (cull === undefined) { cull = false; } var triangle = new Phaser.Polygon(points); if (cull) { var cameraToFace = new Phaser.Point(this.game.camera.x - points[0].x, this.game.camera.y - points[0].y); var ab = new Phaser.Point(points[1].x - points[0].x, points[1].y - points[0].y); var cb = new Phaser.Point(points[1].x - points[2].x, points[1].y - points[2].y); var faceNormal = cb.cross(ab); if (cameraToFace.dot(faceNormal) > 0) { this.drawPolygon(triangle); } } else { this.drawPolygon(triangle); } }; /* * Draws {Phaser.Polygon} triangles * * @method Phaser.Graphics.prototype.drawTriangles * @param {Array<Phaser.Point>|Array<number>} vertices - An array of Phaser.Points or numbers that make up the vertices of the triangles * @param {Array<number>} {indices=null} - An array of numbers that describe what order to draw the vertices in * @param {boolean} [cull=false] - Should we check if the triangle is back-facing */ Phaser.Graphics.prototype.drawTriangles = function(vertices, indices, cull) { if (cull === undefined) { cull = false; } var point1 = new Phaser.Point(); var point2 = new Phaser.Point(); var point3 = new Phaser.Point(); var points = []; var i; if (!indices) { if (vertices[0] instanceof Phaser.Point) { for (i = 0; i < vertices.length / 3; i++) { this.drawTriangle([vertices[i * 3], vertices[i * 3 + 1], vertices[i * 3 + 2]], cull); } } else { for (i = 0; i < vertices.length / 6; i++) { point1.x = vertices[i * 6 + 0]; point1.y = vertices[i * 6 + 1]; point2.x = vertices[i * 6 + 2]; point2.y = vertices[i * 6 + 3]; point3.x = vertices[i * 6 + 4]; point3.y = vertices[i * 6 + 5]; this.drawTriangle([point1, point2, point3], cull); } } } else { if (vertices[0] instanceof Phaser.Point) { for (i = 0; i < indices.length /3; i++) { points.push(vertices[indices[i * 3 ]]); points.push(vertices[indices[i * 3 + 1]]); points.push(vertices[indices[i * 3 + 2]]); if (points.length === 3) { this.drawTriangle(points, cull); points = []; } } } else { for (i = 0; i < indices.length; i++) { point1.x = vertices[indices[i] * 2]; point1.y = vertices[indices[i] * 2 + 1]; points.push(point1.copyTo({})); if (points.length === 3) { this.drawTriangle(points, cull); points = []; } } } } }; </pre> </article> </section> </div> <div class="clearfix"></div> <footer> <span class="copyright"> Phaser Copyright © 2012-2016 Photon Storm Ltd. </span> <br /> <span class="jsdoc-message"> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.0</a> on Fri Aug 26 2016 01:16:09 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. </span> </footer> </div> <br clear="both"> </div> </div> <script src="scripts/sunlight.js"></script> <script src="scripts/sunlight.javascript.js"></script> <script src="scripts/sunlight-plugin.doclinks.js"></script> <script src="scripts/sunlight-plugin.linenumbers.js"></script> <script src="scripts/sunlight-plugin.menu.js"></script> <script src="scripts/jquery.min.js"></script> <script src="scripts/jquery.scrollTo.js"></script> <script src="scripts/jquery.localScroll.js"></script> <script src="scripts/bootstrap-dropdown.js"></script> <script src="scripts/toc.js"></script> <script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script> <script> $( function () { $( "#toc" ).toc( { anchorName : function(i, heading, prefix) { return $(heading).attr("id") || ( prefix + i ); }, selectors : "h1,h2,h3,h4", showAndHide : false, scrollTo : 60 } ); $( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" ); $( "#main span[id^='toc']" ).addClass( "toc-shim" ); } ); </script> </body> </html>