/** * @author Richard Davey * @copyright 2015 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * A BitmapData object contains a Canvas element to which you can draw anything you like via normal Canvas context operations. * A single BitmapData can be used as the texture for one or many Images/Sprites. * So if you need to dynamically create a Sprite texture then they are a good choice. * * @class Phaser.BitmapData * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {string} key - Internal Phaser reference key for the BitmapData. * @param {number} [width=256] - The width of the BitmapData in pixels. If undefined or zero it's set to a default value. * @param {number} [height=256] - The height of the BitmapData in pixels. If undefined or zero it's set to a default value. */ Phaser.BitmapData = function (game, key, width, height) { if (width === undefined || width === 0) { width = 256; } if (height === undefined || height === 0) { height = 256; } /** * @property {Phaser.Game} game - A reference to the currently running game. */ this.game = game; /** * @property {string} key - The key of the BitmapData in the Cache, if stored there. */ this.key = key; /** * @property {number} width - The width of the BitmapData in pixels. */ this.width = width; /** * @property {number} height - The height of the BitmapData in pixels. */ this.height = height; /** * @property {HTMLCanvasElement} canvas - The canvas to which this BitmapData draws. * @default */ // this.canvas = Phaser.Canvas.create(width, height, '', true); this.canvas = PIXI.CanvasPool.create(this, width, height); /** * @property {CanvasRenderingContext2D} context - The 2d context of the canvas. * @default */ this.context = this.canvas.getContext('2d', { alpha: true }); /** * @property {CanvasRenderingContext2D} ctx - A reference to BitmapData.context. */ this.ctx = this.context; /** * @property {ImageData} imageData - The context image data. * Please note that a call to BitmapData.draw() or BitmapData.copy() does not update immediately this property for performance reason. Use BitmapData.update() to do so. * This property is updated automatically after the first game loop, according to the dirty flag property. */ this.imageData = this.context.getImageData(0, 0, width, height); /** * A Uint8ClampedArray view into BitmapData.buffer. * Note that this is unavailable in some browsers (such as Epic Browser due to its security restrictions) * @property {Uint8ClampedArray} data */ this.data = null; if (this.imageData) { this.data = this.imageData.data; } /** * @property {Uint32Array} pixels - An Uint32Array view into BitmapData.buffer. */ this.pixels = null; /** * @property {ArrayBuffer} buffer - An ArrayBuffer the same size as the context ImageData. */ if (this.data) { if (this.imageData.data.buffer) { this.buffer = this.imageData.data.buffer; this.pixels = new Uint32Array(this.buffer); } else { if (window['ArrayBuffer']) { this.buffer = new ArrayBuffer(this.imageData.data.length); this.pixels = new Uint32Array(this.buffer); } else { this.pixels = this.imageData.data; } } } /** * @property {PIXI.BaseTexture} baseTexture - The PIXI.BaseTexture. * @default */ this.baseTexture = new PIXI.BaseTexture(this.canvas); /** * @property {PIXI.Texture} texture - The PIXI.Texture. * @default */ this.texture = new PIXI.Texture(this.baseTexture); /** * @property {Phaser.Frame} textureFrame - The Frame this BitmapData uses for rendering. * @default */ this.textureFrame = new Phaser.Frame(0, 0, 0, width, height, 'bitmapData'); this.texture.frame = this.textureFrame; /** * @property {number} type - The const type of this object. * @default */ this.type = Phaser.BITMAPDATA; /** * @property {boolean} disableTextureUpload - If disableTextureUpload is true this BitmapData will never send its image data to the GPU when its dirty flag is true. */ this.disableTextureUpload = false; /** * @property {boolean} dirty - If dirty this BitmapData will be re-rendered. */ this.dirty = false; // Aliases this.cls = this.clear; /** * @property {number} _image - Internal cache var. * @private */ this._image = null; /** * @property {Phaser.Point} _pos - Internal cache var. * @private */ this._pos = new Phaser.Point(); /** * @property {Phaser.Point} _size - Internal cache var. * @private */ this._size = new Phaser.Point(); /** * @property {Phaser.Point} _scale - Internal cache var. * @private */ this._scale = new Phaser.Point(); /** * @property {number} _rotate - Internal cache var. * @private */ this._rotate = 0; /** * @property {object} _alpha - Internal cache var. * @private */ this._alpha = { prev: 1, current: 1 }; /** * @property {Phaser.Point} _anchor - Internal cache var. * @private */ this._anchor = new Phaser.Point(); /** * @property {number} _tempR - Internal cache var. * @private */ this._tempR = 0; /** * @property {number} _tempG - Internal cache var. * @private */ this._tempG = 0; /** * @property {number} _tempB - Internal cache var. * @private */ this._tempB = 0; /** * @property {Phaser.Circle} _circle - Internal cache var. * @private */ this._circle = new Phaser.Circle(); /** * @property {HTMLCanvasElement} _swapCanvas - A swap canvas. * @private */ this._swapCanvas = PIXI.CanvasPool.create(this, width, height); }; Phaser.BitmapData.prototype = { /** * Shifts the contents of this BitmapData by the distances given. * * The image will wrap-around the edges on all sides if the wrap argument is true (the default). * * @method Phaser.BitmapData#move * @param {integer} x - The amount of pixels to horizontally shift the canvas by. Use a negative value to shift to the left, positive to the right. * @param {integer} y - The amount of pixels to vertically shift the canvas by. Use a negative value to shift up, positive to shift down. * @param {boolean} [wrap=true] - Wrap the content of the BitmapData. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ move: function (x, y, wrap) { if (x !== 0) { this.moveH(x, wrap); } if (y !== 0) { this.moveV(y, wrap); } return this; }, /** * Shifts the contents of this BitmapData horizontally. * * The image will wrap-around the sides if the wrap argument is true (the default). * * @method Phaser.BitmapData#moveH * @param {integer} distance - The amount of pixels to horizontally shift the canvas by. Use a negative value to shift to the left, positive to the right. * @param {boolean} [wrap=true] - Wrap the content of the BitmapData. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ moveH: function (distance, wrap) { if (wrap === undefined) { wrap = true; } var c = this._swapCanvas; var ctx = c.getContext('2d'); var h = this.height; var src = this.canvas; ctx.clearRect(0, 0, this.width, this.height); if (distance < 0) { distance = Math.abs(distance); // Moving to the left var w = this.width - distance; // Left-hand chunk if (wrap) { ctx.drawImage(src, 0, 0, distance, h, w, 0, distance, h); } // Rest of the image ctx.drawImage(src, distance, 0, w, h, 0, 0, w, h); } else { // Moving to the right var w = this.width - distance; // Right-hand chunk if (wrap) { ctx.drawImage(src, w, 0, distance, h, 0, 0, distance, h); } // Rest of the image ctx.drawImage(src, 0, 0, w, h, distance, 0, w, h); } this.clear(); return this.copy(this._swapCanvas); }, /** * Shifts the contents of this BitmapData vertically. * * The image will wrap-around the sides if the wrap argument is true (the default). * * @method Phaser.BitmapData#moveV * @param {integer} distance - The amount of pixels to vertically shift the canvas by. Use a negative value to shift up, positive to shift down. * @param {boolean} [wrap=true] - Wrap the content of the BitmapData. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ moveV: function (distance, wrap) { if (wrap === undefined) { wrap = true; } var c = this._swapCanvas; var ctx = c.getContext('2d'); var w = this.width; var src = this.canvas; ctx.clearRect(0, 0, this.width, this.height); if (distance < 0) { distance = Math.abs(distance); // Moving up var h = this.height - distance; // Top chunk if (wrap) { ctx.drawImage(src, 0, 0, w, distance, 0, h, w, distance); } // Rest of the image ctx.drawImage(src, 0, distance, w, h, 0, 0, w, h); } else { // Moving down var h = this.height - distance; // Bottom chunk if (wrap) { ctx.drawImage(src, 0, h, w, distance, 0, 0, w, distance); } // Rest of the image ctx.drawImage(src, 0, 0, w, h, 0, distance, w, h); } this.clear(); return this.copy(this._swapCanvas); }, /** * Updates the given objects so that they use this BitmapData as their texture. * This will replace any texture they will currently have set. * * @method Phaser.BitmapData#add * @param {Phaser.Sprite|Phaser.Sprite[]|Phaser.Image|Phaser.Image[]} object - Either a single Sprite/Image or an Array of Sprites/Images. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ add: function (object) { if (Array.isArray(object)) { for (var i = 0; i < object.length; i++) { if (object[i]['loadTexture']) { object[i].loadTexture(this); } } } else { object.loadTexture(this); } return this; }, /** * Takes the given Game Object, resizes this BitmapData to match it and then draws it into this BitmapDatas canvas, ready for further processing. * The source game object is not modified by this operation. * If the source object uses a texture as part of a Texture Atlas or Sprite Sheet, only the current frame will be used for sizing. * If a string is given it will assume it's a cache key and look in Phaser.Cache for an image key matching the string. * * @method Phaser.BitmapData#load * @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|Image|HTMLCanvasElement|string} source - The object that will be used to populate this BitmapData. If you give a string it will try and find the Image in the Game.Cache first. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ load: function (source) { if (typeof source === 'string') { source = this.game.cache.getImage(source); } if (source) { this.resize(source.width, source.height); this.cls(); } else { return; } this.draw(source); this.update(); return this; }, /** * Clears the BitmapData context using a clearRect. * * @method Phaser.BitmapData#cls */ /** * Clears the BitmapData context using a clearRect. * * You can optionally define the area to clear. * If the arguments are left empty it will clear the entire canvas. * * @method Phaser.BitmapData#clear * @param {number} [x=0] - The x coordinate of the top-left of the area to clear. * @param {number} [y=0] - The y coordinate of the top-left of the area to clear. * @param {number} [width] - The width of the area to clear. If undefined it will use BitmapData.width. * @param {number} [height] - The height of the area to clear. If undefined it will use BitmapData.height. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ clear: function (x, y, width, height) { if (x === undefined) { x = 0; } if (y === undefined) { y = 0; } if (width === undefined) { width = this.width; } if (height === undefined) { height = this.height; } this.context.clearRect(x, y, width, height); this.update(); this.dirty = true; return this; }, /** * Fills the BitmapData with the given color. * * @method Phaser.BitmapData#fill * @param {number} r - The red color value, between 0 and 0xFF (255). * @param {number} g - The green color value, between 0 and 0xFF (255). * @param {number} b - The blue color value, between 0 and 0xFF (255). * @param {number} [a=1] - The alpha color value, between 0 and 1. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ fill: function (r, g, b, a) { if (a === undefined) { a = 1; } this.context.fillStyle = 'rgba(' + r + ',' + g + ',' + b + ',' + a + ')'; this.context.fillRect(0, 0, this.width, this.height); this.dirty = true; return this; }, /** * Creates a new Image element by converting this BitmapDatas canvas into a dataURL. * * The image is then stored in the image Cache using the key given. * * Finally a PIXI.Texture is created based on the image and returned. * * You can apply the texture to a sprite or any other supporting object by using either the * key or the texture. First call generateTexture: * * `var texture = bitmapdata.generateTexture('ball');` * * Then you can either apply the texture to a sprite: * * `game.add.sprite(0, 0, texture);` * * or by using the string based key: * * `game.add.sprite(0, 0, 'ball');` * * @method Phaser.BitmapData#generateTexture * @param {string} key - The key which will be used to store the image in the Cache. * @return {PIXI.Texture} The newly generated texture. */ generateTexture: function (key) { var image = new Image(); image.src = this.canvas.toDataURL("image/png"); var obj = this.game.cache.addImage(key, '', image); return new PIXI.Texture(obj.base); }, /** * Resizes the BitmapData. This changes the size of the underlying canvas and refreshes the buffer. * * @method Phaser.BitmapData#resize * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ resize: function (width, height) { if (width !== this.width || height !== this.height) { this.width = width; this.height = height; this.canvas.width = width; this.canvas.height = height; this._swapCanvas.width = width; this._swapCanvas.height = height; this.baseTexture.width = width; this.baseTexture.height = height; this.textureFrame.width = width; this.textureFrame.height = height; this.texture.width = width; this.texture.height = height; this.texture.crop.width = width; this.texture.crop.height = height; this.update(); this.dirty = true; } return this; }, /** * This re-creates the BitmapData.imageData from the current context. * It then re-builds the ArrayBuffer, the data Uint8ClampedArray reference and the pixels Int32Array. * If not given the dimensions defaults to the full size of the context. * * @method Phaser.BitmapData#update * @param {number} [x=0] - The x coordinate of the top-left of the image data area to grab from. * @param {number} [y=0] - The y coordinate of the top-left of the image data area to grab from. * @param {number} [width=1] - The width of the image data area. * @param {number} [height=1] - The height of the image data area. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ update: function (x, y, width, height) { if (x === undefined) { x = 0; } if (y === undefined) { y = 0; } if (width === undefined) { width = Math.max(1, this.width); } if (height === undefined) { height = Math.max(1, this.height); } this.imageData = this.context.getImageData(x, y, width, height); this.data = this.imageData.data; if (this.imageData.data.buffer) { this.buffer = this.imageData.data.buffer; this.pixels = new Uint32Array(this.buffer); } else { if (window['ArrayBuffer']) { this.buffer = new ArrayBuffer(this.imageData.data.length); this.pixels = new Uint32Array(this.buffer); } else { this.pixels = this.imageData.data; } } return this; }, /** * Scans through the area specified in this BitmapData and sends a color object for every pixel to the given callback. * The callback will be sent a color object with 6 properties: `{ r: number, g: number, b: number, a: number, color: number, rgba: string }`. * Where r, g, b and a are integers between 0 and 255 representing the color component values for red, green, blue and alpha. * The `color` property is an Int32 of the full color. Note the endianess of this will change per system. * The `rgba` property is a CSS style rgba() string which can be used with context.fillStyle calls, among others. * The callback will also be sent the pixels x and y coordinates respectively. * The callback must return either `false`, in which case no change will be made to the pixel, or a new color object. * If a new color object is returned the pixel will be set to the r, g, b and a color values given within it. * * @method Phaser.BitmapData#processPixelRGB * @param {function} callback - The callback that will be sent each pixel color object to be processed. * @param {object} callbackContext - The context under which the callback will be called. * @param {number} [x=0] - The x coordinate of the top-left of the region to process from. * @param {number} [y=0] - The y coordinate of the top-left of the region to process from. * @param {number} [width] - The width of the region to process. * @param {number} [height] - The height of the region to process. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ processPixelRGB: function (callback, callbackContext, x, y, width, height) { if (x === undefined) { x = 0; } if (y === undefined) { y = 0; } if (width === undefined) { width = this.width; } if (height === undefined) { height = this.height; } var w = x + width; var h = y + height; var pixel = Phaser.Color.createColor(); var result = { r: 0, g: 0, b: 0, a: 0 }; var dirty = false; for (var ty = y; ty < h; ty++) { for (var tx = x; tx < w; tx++) { Phaser.Color.unpackPixel(this.getPixel32(tx, ty), pixel); result = callback.call(callbackContext, pixel, tx, ty); if (result !== false && result !== null && result !== undefined) { this.setPixel32(tx, ty, result.r, result.g, result.b, result.a, false); dirty = true; } } } if (dirty) { this.context.putImageData(this.imageData, 0, 0); this.dirty = true; } return this; }, /** * Scans through the area specified in this BitmapData and sends the color for every pixel to the given callback along with its x and y coordinates. * Whatever value the callback returns is set as the new color for that pixel, unless it returns the same color, in which case it's skipped. * Note that the format of the color received will be different depending on if the system is big or little endian. * It is expected that your callback will deal with endianess. If you'd rather Phaser did it then use processPixelRGB instead. * The callback will also be sent the pixels x and y coordinates respectively. * * @method Phaser.BitmapData#processPixel * @param {function} callback - The callback that will be sent each pixel color to be processed. * @param {object} callbackContext - The context under which the callback will be called. * @param {number} [x=0] - The x coordinate of the top-left of the region to process from. * @param {number} [y=0] - The y coordinate of the top-left of the region to process from. * @param {number} [width] - The width of the region to process. * @param {number} [height] - The height of the region to process. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ processPixel: function (callback, callbackContext, x, y, width, height) { if (x === undefined) { x = 0; } if (y === undefined) { y = 0; } if (width === undefined) { width = this.width; } if (height === undefined) { height = this.height; } var w = x + width; var h = y + height; var pixel = 0; var result = 0; var dirty = false; for (var ty = y; ty < h; ty++) { for (var tx = x; tx < w; tx++) { pixel = this.getPixel32(tx, ty); result = callback.call(callbackContext, pixel, tx, ty); if (result !== pixel) { this.pixels[ty * this.width + tx] = result; dirty = true; } } } if (dirty) { this.context.putImageData(this.imageData, 0, 0); this.dirty = true; } return this; }, /** * Replaces all pixels matching one color with another. The color values are given as two sets of RGBA values. * An optional region parameter controls if the replacement happens in just a specific area of the BitmapData or the entire thing. * * @method Phaser.BitmapData#replaceRGB * @param {number} r1 - The red color value to be replaced. Between 0 and 255. * @param {number} g1 - The green color value to be replaced. Between 0 and 255. * @param {number} b1 - The blue color value to be replaced. Between 0 and 255. * @param {number} a1 - The alpha color value to be replaced. Between 0 and 255. * @param {number} r2 - The red color value that is the replacement color. Between 0 and 255. * @param {number} g2 - The green color value that is the replacement color. Between 0 and 255. * @param {number} b2 - The blue color value that is the replacement color. Between 0 and 255. * @param {number} a2 - The alpha color value that is the replacement color. Between 0 and 255. * @param {Phaser.Rectangle} [region] - The area to perform the search over. If not given it will replace over the whole BitmapData. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ replaceRGB: function (r1, g1, b1, a1, r2, g2, b2, a2, region) { var sx = 0; var sy = 0; var w = this.width; var h = this.height; var source = Phaser.Color.packPixel(r1, g1, b1, a1); if (region !== undefined && region instanceof Phaser.Rectangle) { sx = region.x; sy = region.y; w = region.width; h = region.height; } for (var y = 0; y < h; y++) { for (var x = 0; x < w; x++) { if (this.getPixel32(sx + x, sy + y) === source) { this.setPixel32(sx + x, sy + y, r2, g2, b2, a2, false); } } } this.context.putImageData(this.imageData, 0, 0); this.dirty = true; return this; }, /** * Sets the hue, saturation and lightness values on every pixel in the given region, or the whole BitmapData if no region was specified. * * @method Phaser.BitmapData#setHSL * @param {number} [h=null] - The hue, in the range 0 - 1. * @param {number} [s=null] - The saturation, in the range 0 - 1. * @param {number} [l=null] - The lightness, in the range 0 - 1. * @param {Phaser.Rectangle} [region] - The area to perform the operation on. If not given it will run over the whole BitmapData. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ setHSL: function (h, s, l, region) { if (h === undefined || h === null) { h = false; } if (s === undefined || s === null) { s = false; } if (l === undefined || l === null) { l = false; } if (!h && !s && !l) { return; } if (region === undefined) { region = new Phaser.Rectangle(0, 0, this.width, this.height); } var pixel = Phaser.Color.createColor(); for (var y = region.y; y < region.bottom; y++) { for (var x = region.x; x < region.right; x++) { Phaser.Color.unpackPixel(this.getPixel32(x, y), pixel, true); if (h) { pixel.h = h; } if (s) { pixel.s = s; } if (l) { pixel.l = l; } Phaser.Color.HSLtoRGB(pixel.h, pixel.s, pixel.l, pixel); this.setPixel32(x, y, pixel.r, pixel.g, pixel.b, pixel.a, false); } } this.context.putImageData(this.imageData, 0, 0); this.dirty = true; return this; }, /** * Shifts any or all of the hue, saturation and lightness values on every pixel in the given region, or the whole BitmapData if no region was specified. * Shifting will add the given value onto the current h, s and l values, not replace them. * The hue is wrapped to keep it within the range 0 to 1. Saturation and lightness are clamped to not exceed 1. * * @method Phaser.BitmapData#shiftHSL * @param {number} [h=null] - The amount to shift the hue by. * @param {number} [s=null] - The amount to shift the saturation by. * @param {number} [l=null] - The amount to shift the lightness by. * @param {Phaser.Rectangle} [region] - The area to perform the operation on. If not given it will run over the whole BitmapData. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ shiftHSL: function (h, s, l, region) { if (h === undefined || h === null) { h = false; } if (s === undefined || s === null) { s = false; } if (l === undefined || l === null) { l = false; } if (!h && !s && !l) { return; } if (region === undefined) { region = new Phaser.Rectangle(0, 0, this.width, this.height); } var pixel = Phaser.Color.createColor(); for (var y = region.y; y < region.bottom; y++) { for (var x = region.x; x < region.right; x++) { Phaser.Color.unpackPixel(this.getPixel32(x, y), pixel, true); if (h) { pixel.h = this.game.math.wrap(pixel.h + h, 0, 1); } if (s) { pixel.s = this.game.math.clamp(pixel.s + s, 0, 1); } if (l) { pixel.l = this.game.math.clamp(pixel.l + l, 0, 1); } Phaser.Color.HSLtoRGB(pixel.h, pixel.s, pixel.l, pixel); this.setPixel32(x, y, pixel.r, pixel.g, pixel.b, pixel.a, false); } } this.context.putImageData(this.imageData, 0, 0); this.dirty = true; return this; }, /** * Sets the color of the given pixel to the specified red, green, blue and alpha values. * * @method Phaser.BitmapData#setPixel32 * @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @param {number} red - The red color value, between 0 and 0xFF (255). * @param {number} green - The green color value, between 0 and 0xFF (255). * @param {number} blue - The blue color value, between 0 and 0xFF (255). * @param {number} alpha - The alpha color value, between 0 and 0xFF (255). * @param {boolean} [immediate=true] - If `true` the context.putImageData will be called and the dirty flag set. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ setPixel32: function (x, y, red, green, blue, alpha, immediate) { if (immediate === undefined) { immediate = true; } if (x >= 0 && x <= this.width && y >= 0 && y <= this.height) { if (Phaser.Device.LITTLE_ENDIAN) { this.pixels[y * this.width + x] = (alpha << 24) | (blue << 16) | (green << 8) | red; } else { this.pixels[y * this.width + x] = (red << 24) | (green << 16) | (blue << 8) | alpha; } if (immediate) { this.context.putImageData(this.imageData, 0, 0); this.dirty = true; } } return this; }, /** * Sets the color of the given pixel to the specified red, green and blue values. * * @method Phaser.BitmapData#setPixel * @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @param {number} red - The red color value, between 0 and 0xFF (255). * @param {number} green - The green color value, between 0 and 0xFF (255). * @param {number} blue - The blue color value, between 0 and 0xFF (255). * @param {boolean} [immediate=true] - If `true` the context.putImageData will be called and the dirty flag set. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ setPixel: function (x, y, red, green, blue, immediate) { return this.setPixel32(x, y, red, green, blue, 255, immediate); }, /** * Get the color of a specific pixel in the context into a color object. * If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer, * otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist. * * @method Phaser.BitmapData#getPixel * @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @param {object} [out] - An object into which 4 properties will be created: r, g, b and a. If not provided a new object will be created. * @return {object} An object with the red, green, blue and alpha values set in the r, g, b and a properties. */ getPixel: function (x, y, out) { if (!out) { out = Phaser.Color.createColor(); } var index = ~~(x + (y * this.width)); index *= 4; out.r = this.data[index]; out.g = this.data[++index]; out.b = this.data[++index]; out.a = this.data[++index]; return out; }, /** * Get the color of a specific pixel including its alpha value. * If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer, * otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist. * Note that on little-endian systems the format is 0xAABBGGRR and on big-endian the format is 0xRRGGBBAA. * * @method Phaser.BitmapData#getPixel32 * @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @return {number} A native color value integer (format: 0xAARRGGBB) */ getPixel32: function (x, y) { if (x >= 0 && x <= this.width && y >= 0 && y <= this.height) { return this.pixels[y * this.width + x]; } }, /** * Get the color of a specific pixel including its alpha value as a color object containing r,g,b,a and rgba properties. * If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer, * otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist. * * @method Phaser.BitmapData#getPixelRGB * @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @param {object} [out] - An object into which 3 properties will be created: r, g and b. If not provided a new object will be created. * @param {boolean} [hsl=false] - Also convert the rgb values into hsl? * @param {boolean} [hsv=false] - Also convert the rgb values into hsv? * @return {object} An object with the red, green and blue values set in the r, g and b properties. */ getPixelRGB: function (x, y, out, hsl, hsv) { return Phaser.Color.unpackPixel(this.getPixel32(x, y), out, hsl, hsv); }, /** * Gets all the pixels from the region specified by the given Rectangle object. * * @method Phaser.BitmapData#getPixels * @param {Phaser.Rectangle} rect - The Rectangle region to get. * @return {ImageData} Returns a ImageData object containing a Uint8ClampedArray data property. */ getPixels: function (rect) { return this.context.getImageData(rect.x, rect.y, rect.width, rect.height); }, /** * Scans the BitmapData, pixel by pixel, until it encounters a pixel that isn't transparent (i.e. has an alpha value > 0). * It then stops scanning and returns an object containing the color of the pixel in r, g and b properties and the location in the x and y properties. * * The direction parameter controls from which direction it should start the scan: * * 0 = top to bottom * 1 = bottom to top * 2 = left to right * 3 = right to left * * @method Phaser.BitmapData#getFirstPixel * @param {number} [direction=0] - The direction in which to scan for the first pixel. 0 = top to bottom, 1 = bottom to top, 2 = left to right and 3 = right to left. * @return {object} Returns an object containing the color of the pixel in the `r`, `g` and `b` properties and the location in the `x` and `y` properties. */ getFirstPixel: function (direction) { if (direction === undefined) { direction = 0; } var pixel = Phaser.Color.createColor(); var x = 0; var y = 0; var v = 1; var scan = false; if (direction === 1) { v = -1; y = this.height; } else if (direction === 3) { v = -1; x = this.width; } do { Phaser.Color.unpackPixel(this.getPixel32(x, y), pixel); if (direction === 0 || direction === 1) { // Top to Bottom / Bottom to Top x++; if (x === this.width) { x = 0; y += v; if (y >= this.height || y <= 0) { scan = true; } } } else if (direction === 2 || direction === 3) { // Left to Right / Right to Left y++; if (y === this.height) { y = 0; x += v; if (x >= this.width || x <= 0) { scan = true; } } } } while (pixel.a === 0 && !scan); pixel.x = x; pixel.y = y; return pixel; }, /** * Scans the BitmapData and calculates the bounds. This is a rectangle that defines the extent of all non-transparent pixels. * The rectangle returned will extend from the top-left of the image to the bottom-right, excluding transparent pixels. * * @method Phaser.BitmapData#getBounds * @param {Phaser.Rectangle} [rect] - If provided this Rectangle object will be populated with the bounds, otherwise a new object will be created. * @return {Phaser.Rectangle} A Rectangle whose dimensions encompass the full extent of non-transparent pixels in this BitmapData. */ getBounds: function (rect) { if (rect === undefined) { rect = new Phaser.Rectangle(); } rect.x = this.getFirstPixel(2).x; // If we hit this, there's no point scanning any more, the image is empty if (rect.x === this.width) { return rect.setTo(0, 0, 0, 0); } rect.y = this.getFirstPixel(0).y; rect.width = (this.getFirstPixel(3).x - rect.x) + 1; rect.height = (this.getFirstPixel(1).y - rect.y) + 1; return rect; }, /** * Creates a new Phaser.Image object, assigns this BitmapData to be its texture, adds it to the world then returns it. * * @method Phaser.BitmapData#addToWorld * @param {number} [x=0] - The x coordinate to place the Image at. * @param {number} [y=0] - The y coordinate to place the Image at. * @param {number} [anchorX=0] - Set the x anchor point of the Image. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right. * @param {number} [anchorY=0] - Set the y anchor point of the Image. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right. * @param {number} [scaleX=1] - The horizontal scale factor of the Image. A value of 1 means no scaling. 2 would be twice the size, and so on. * @param {number} [scaleY=1] - The vertical scale factor of the Image. A value of 1 means no scaling. 2 would be twice the size, and so on. * @return {Phaser.Image} The newly added Image object. */ addToWorld: function (x, y, anchorX, anchorY, scaleX, scaleY) { scaleX = scaleX || 1; scaleY = scaleY || 1; var image = this.game.add.image(x, y, this); image.anchor.set(anchorX, anchorY); image.scale.set(scaleX, scaleY); return image; }, /** * Copies a rectangular area from the source object to this BitmapData. If you give `null` as the source it will copy from itself. * You can optionally resize, translate, rotate, scale, alpha or blend as it's drawn. * All rotation, scaling and drawing takes place around the regions center point by default, but can be changed with the anchor parameters. * Note that the source image can also be this BitmapData, which can create some interesting effects. * * This method has a lot of parameters for maximum control. * You can use the more friendly methods like `copyRect` and `draw` to avoid having to remember them all. * * @method Phaser.BitmapData#copy * @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|Image|HTMLCanvasElement|string} [source] - The source to copy from. If you give a string it will try and find the Image in the Game.Cache first. This is quite expensive so try to provide the image itself. * @param {number} [x=0] - The x coordinate representing the top-left of the region to copy from the source image. * @param {number} [y=0] - The y coordinate representing the top-left of the region to copy from the source image. * @param {number} [width] - The width of the region to copy from the source image. If not specified it will use the full source image width. * @param {number} [height] - The height of the region to copy from the source image. If not specified it will use the full source image height. * @param {number} [tx] - The x coordinate to translate to before drawing. If not specified it will default to the `x` parameter. If `null` and `source` is a Display Object, it will default to `source.x`. * @param {number} [ty] - The y coordinate to translate to before drawing. If not specified it will default to the `y` parameter. If `null` and `source` is a Display Object, it will default to `source.y`. * @param {number} [newWidth] - The new width of the block being copied. If not specified it will default to the `width` parameter. * @param {number} [newHeight] - The new height of the block being copied. If not specified it will default to the `height` parameter. * @param {number} [rotate=0] - The angle in radians to rotate the block to before drawing. Rotation takes place around the center by default, but can be changed with the `anchor` parameters. * @param {number} [anchorX=0] - The anchor point around which the block is rotated and scaled. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right. * @param {number} [anchorY=0] - The anchor point around which the block is rotated and scaled. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right. * @param {number} [scaleX=1] - The horizontal scale factor of the block. A value of 1 means no scaling. 2 would be twice the size, and so on. * @param {number} [scaleY=1] - The vertical scale factor of the block. A value of 1 means no scaling. 2 would be twice the size, and so on. * @param {number} [alpha=1] - The alpha that will be set on the context before drawing. A value between 0 (fully transparent) and 1, opaque. * @param {string} [blendMode=null] - The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'. * @param {boolean} [roundPx=false] - Should the x and y values be rounded to integers before drawing? This prevents anti-aliasing in some instances. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ copy: function (source, x, y, width, height, tx, ty, newWidth, newHeight, rotate, anchorX, anchorY, scaleX, scaleY, alpha, blendMode, roundPx) { if (source === undefined || source === null) { source = this; } this._image = source; if (source instanceof Phaser.Sprite || source instanceof Phaser.Image || source instanceof Phaser.Text || source instanceof PIXI.Sprite) { // Copy over sprite values this._pos.set(source.texture.crop.x, source.texture.crop.y); this._size.set(source.texture.crop.width, source.texture.crop.height); this._scale.set(source.scale.x, source.scale.y); this._anchor.set(source.anchor.x, source.anchor.y); this._rotate = source.rotation; this._alpha.current = source.alpha; this._image = source.texture.baseTexture.source; if (tx === undefined || tx === null) { tx = source.x; } if (ty === undefined || ty === null) { ty = source.y; } if (source.texture.trim) { // Offset the translation coordinates by the trim amount tx += source.texture.trim.x - source.anchor.x * source.texture.trim.width; ty += source.texture.trim.y - source.anchor.y * source.texture.trim.height; } if (source.tint !== 0xFFFFFF) { if (source.cachedTint !== source.tint) { source.cachedTint = source.tint; source.tintedTexture = PIXI.CanvasTinter.getTintedTexture(source, source.tint); } this._image = source.tintedTexture; } } else { // Reset this._pos.set(0); this._scale.set(1); this._anchor.set(0); this._rotate = 0; this._alpha.current = 1; if (source instanceof Phaser.BitmapData) { this._image = source.canvas; } else if (typeof source === 'string') { source = this.game.cache.getImage(source); if (source === null) { return; } else { this._image = source; } } this._size.set(this._image.width, this._image.height); } // The source region to copy from if (x === undefined || x === null) { x = 0; } if (y === undefined || y === null) { y = 0; } // If they set a width/height then we override the frame values with them if (width) { this._size.x = width; } if (height) { this._size.y = height; } // The destination region to copy to if (tx === undefined || tx === null) { tx = x; } if (ty === undefined || ty === null) { ty = y; } if (newWidth === undefined || newWidth === null) { newWidth = this._size.x; } if (newHeight === undefined || newHeight === null) { newHeight = this._size.y; } // Rotation - if set this will override any potential Sprite value if (typeof rotate === 'number') { this._rotate = rotate; } // Anchor - if set this will override any potential Sprite value if (typeof anchorX === 'number') { this._anchor.x = anchorX; } if (typeof anchorY === 'number') { this._anchor.y = anchorY; } // Scaling - if set this will override any potential Sprite value if (typeof scaleX === 'number') { this._scale.x = scaleX; } if (typeof scaleY === 'number') { this._scale.y = scaleY; } // Effects if (typeof alpha === 'number') { this._alpha.current = alpha; } if (blendMode === undefined) { blendMode = null; } if (roundPx === undefined) { roundPx = false; } if (this._alpha.current <= 0 || this._scale.x === 0 || this._scale.y === 0 || this._size.x === 0 || this._size.y === 0) { // Why bother wasting CPU cycles drawing something you can't see? return; } var ctx = this.context; this._alpha.prev = ctx.globalAlpha; ctx.save(); ctx.globalAlpha = this._alpha.current; if (blendMode) { this.op = blendMode; } if (roundPx) { tx |= 0; ty |= 0; } ctx.translate(tx, ty); ctx.scale(this._scale.x, this._scale.y); ctx.rotate(this._rotate); ctx.drawImage(this._image, this._pos.x + x, this._pos.y + y, this._size.x, this._size.y, -newWidth * this._anchor.x, -newHeight * this._anchor.y, newWidth, newHeight); ctx.restore(); ctx.globalAlpha = this._alpha.prev; this.dirty = true; return this; }, /** * Copies the area defined by the Rectangle parameter from the source image to this BitmapData at the given location. * * @method Phaser.BitmapData#copyRect * @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|Image|string} source - The Image to copy from. If you give a string it will try and find the Image in the Game.Cache. * @param {Phaser.Rectangle} area - The Rectangle region to copy from the source image. * @param {number} x - The destination x coordinate to copy the image to. * @param {number} y - The destination y coordinate to copy the image to. * @param {number} [alpha=1] - The alpha that will be set on the context before drawing. A value between 0 (fully transparent) and 1, opaque. * @param {string} [blendMode=null] - The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'. * @param {boolean} [roundPx=false] - Should the x and y values be rounded to integers before drawing? This prevents anti-aliasing in some instances. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ copyRect: function (source, area, x, y, alpha, blendMode, roundPx) { return this.copy(source, area.x, area.y, area.width, area.height, x, y, area.width, area.height, 0, 0, 0, 1, 1, alpha, blendMode, roundPx); }, /** * Draws the given Phaser.Sprite, Phaser.Image or Phaser.Text to this BitmapData at the coordinates specified. * You can use the optional width and height values to 'stretch' the sprite as it is drawn. This uses drawImage stretching, not scaling. * When drawing it will take into account the Sprites rotation, scale and alpha values. * * @method Phaser.BitmapData#draw * @param {Phaser.Sprite|Phaser.Image|Phaser.Text} source - The Sprite, Image or Text object to draw onto this BitmapData. * @param {number} [x=0] - The x coordinate to translate to before drawing. If not specified it will default to `source.x`. * @param {number} [y=0] - The y coordinate to translate to before drawing. If not specified it will default to `source.y`. * @param {number} [width] - The new width of the Sprite being copied. If not specified it will default to `source.width`. * @param {number} [height] - The new height of the Sprite being copied. If not specified it will default to `source.height`. * @param {string} [blendMode=null] - The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'. * @param {boolean} [roundPx=false] - Should the x and y values be rounded to integers before drawing? This prevents anti-aliasing in some instances. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ draw: function (source, x, y, width, height, blendMode, roundPx) { // By specifying null for most parameters it will tell `copy` to use the Sprite values instead, which is what we want here return this.copy(source, null, null, null, null, x, y, width, height, null, null, null, null, null, null, blendMode, roundPx); }, /** * Draws the immediate children of a Phaser.Group to this BitmapData. * Children are only drawn if they have their `exists` property set to `true`. * The children will be drawn at their `x` and `y` world space coordinates. If this is outside the bounds of the BitmapData they won't be drawn. * When drawing it will take into account the child's rotation, scale and alpha values. * No iteration takes place. Groups nested inside other Groups will not be iterated through. * * @method Phaser.BitmapData#drawGroup * @param {Phaser.Group} group - The Group to draw onto this BitmapData. * @param {string} [blendMode=null] - The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'. * @param {boolean} [roundPx=false] - Should the x and y values be rounded to integers before drawing? This prevents anti-aliasing in some instances. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ drawGroup: function (group, blendMode, roundPx) { if (group.total > 0) { group.forEachExists(this.copy, this, null, null, null, null, null, null, null, null, null, null, null, null, null, null, blendMode, roundPx); } return this; }, /** * Draws the Game Object or Group to this BitmapData and then recursively iterates through all of its children. * * If a child has an `exists` property then it (and its children) will be only be drawn if exists is `true`. * * The children will be drawn at their `x` and `y` world space coordinates. If this is outside the bounds of the BitmapData * they won't be drawn. Depending on your requirements you may need to resize the BitmapData in advance to match the * bounds of the top-level Game Object. * * When drawing it will take into account the child's world rotation, scale and alpha values. * * It's perfectly valid to pass in `game.world` as the parent object, and it will iterate through the entire display list. * * Note: If you are trying to grab your entire game at the start of a State then you should ensure that at least 1 full update * has taken place before doing so, otherwise all of the objects will render with incorrect positions and scales. You can * trigger an update yourself by calling `stage.updateTransform()` before calling `drawFull`. * * @method Phaser.BitmapData#drawFull * @param {Phaser.World|Phaser.Group|Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText} parent - The Game Object to draw onto this BitmapData and then recursively draw all of its children. * @param {string} [blendMode=null] - The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'. * @param {boolean} [roundPx=false] - Should the x and y values be rounded to integers before drawing? This prevents anti-aliasing in some instances. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ drawFull: function (parent, blendMode, roundPx) { if (parent.worldVisible === false || parent.worldAlpha === 0 || (parent.hasOwnProperty('exists') && parent.exists === false)) { return this; } if (parent.type !== Phaser.GROUP && parent.type !== Phaser.EMITTER && parent.type !== Phaser.BITMAPTEXT) { if (parent.type === Phaser.GRAPHICS) { var bounds = parent.getBounds(); this.ctx.save(); this.ctx.translate(bounds.x, bounds.y); PIXI.CanvasGraphics.renderGraphics(parent, this.ctx); this.ctx.restore(); } else { this.copy(parent, null, null, null, null, parent.worldPosition.x, parent.worldPosition.y, null, null, parent.worldRotation, null, null, parent.worldScale.x, parent.worldScale.y, parent.worldAlpha, blendMode, roundPx); } } if (parent.children) { for (var i = 0; i < parent.children.length; i++) { this.drawFull(parent.children[i], blendMode, roundPx); } } return this; }, /** * Sets the shadow properties of this BitmapDatas context which will affect all draw operations made to it. * You can cancel an existing shadow by calling this method and passing no parameters. * Note: At the time of writing (October 2014) Chrome still doesn't support shadowBlur used with drawImage. * * @method Phaser.BitmapData#shadow * @param {string} color - The color of the shadow, given in a CSS format, i.e. `#000000` or `rgba(0,0,0,1)`. If `null` or `undefined` the shadow will be reset. * @param {number} [blur=5] - The amount the shadow will be blurred by. Low values = a crisp shadow, high values = a softer shadow. * @param {number} [x=10] - The horizontal offset of the shadow in pixels. * @param {number} [y=10] - The vertical offset of the shadow in pixels. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ shadow: function (color, blur, x, y) { var ctx = this.context; if (color === undefined || color === null) { ctx.shadowColor = 'rgba(0,0,0,0)'; } else { ctx.shadowColor = color; ctx.shadowBlur = blur || 5; ctx.shadowOffsetX = x || 10; ctx.shadowOffsetY = y || 10; } }, /** * Draws the image onto this BitmapData using an image as an alpha mask. * * @method Phaser.BitmapData#alphaMask * @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|Image|HTMLCanvasElement|string} source - The source to copy from. If you give a string it will try and find the Image in the Game.Cache first. This is quite expensive so try to provide the image itself. * @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|Image|HTMLCanvasElement|string} [mask] - The object to be used as the mask. If you give a string it will try and find the Image in the Game.Cache first. This is quite expensive so try to provide the image itself. If you don't provide a mask it will use this BitmapData as the mask. * @param {Phaser.Rectangle} [sourceRect] - A Rectangle where x/y define the coordinates to draw the Source image to and width/height define the size. * @param {Phaser.Rectangle} [maskRect] - A Rectangle where x/y define the coordinates to draw the Mask image to and width/height define the size. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ alphaMask: function (source, mask, sourceRect, maskRect) { if (maskRect === undefined || maskRect === null) { this.draw(mask).blendSourceAtop(); } else { this.draw(mask, maskRect.x, maskRect.y, maskRect.width, maskRect.height).blendSourceAtop(); } if (sourceRect === undefined || sourceRect === null) { this.draw(source).blendReset(); } else { this.draw(source, sourceRect.x, sourceRect.y, sourceRect.width, sourceRect.height).blendReset(); } return this; }, /** * Scans this BitmapData for all pixels matching the given r,g,b values and then draws them into the given destination BitmapData. * The original BitmapData remains unchanged. * The destination BitmapData must be large enough to receive all of the pixels that are scanned unless the 'resize' parameter is true. * Although the destination BitmapData is returned from this method, it's actually modified directly in place, meaning this call is perfectly valid: * `picture.extract(mask, r, g, b)` * You can specify optional r2, g2, b2 color values. If given the pixel written to the destination bitmap will be of the r2, g2, b2 color. * If not given it will be written as the same color it was extracted. You can provide one or more alternative colors, allowing you to tint * the color during extraction. * * @method Phaser.BitmapData#extract * @param {Phaser.BitmapData} destination - The BitmapData that the extracted pixels will be drawn to. * @param {number} r - The red color component, in the range 0 - 255. * @param {number} g - The green color component, in the range 0 - 255. * @param {number} b - The blue color component, in the range 0 - 255. * @param {number} [a=255] - The alpha color component, in the range 0 - 255 that the new pixel will be drawn at. * @param {boolean} [resize=false] - Should the destination BitmapData be resized to match this one before the pixels are copied? * @param {number} [r2] - An alternative red color component to be written to the destination, in the range 0 - 255. * @param {number} [g2] - An alternative green color component to be written to the destination, in the range 0 - 255. * @param {number} [b2] - An alternative blue color component to be written to the destination, in the range 0 - 255. * @returns {Phaser.BitmapData} The BitmapData that the extract pixels were drawn on. */ extract: function (destination, r, g, b, a, resize, r2, g2, b2) { if (a === undefined) { a = 255; } if (resize === undefined) { resize = false; } if (r2 === undefined) { r2 = r; } if (g2 === undefined) { g2 = g; } if (b2 === undefined) { b2 = b; } if (resize) { destination.resize(this.width, this.height); } this.processPixelRGB( function (pixel, x, y) { if (pixel.r === r && pixel.g === g && pixel.b === b) { destination.setPixel32(x, y, r2, g2, b2, a, false); } return false; }, this); destination.context.putImageData(destination.imageData, 0, 0); destination.dirty = true; return destination; }, /** * Draws a filled Rectangle to the BitmapData at the given x, y coordinates and width / height in size. * * @method Phaser.BitmapData#rect * @param {number} x - The x coordinate of the top-left of the Rectangle. * @param {number} y - The y coordinate of the top-left of the Rectangle. * @param {number} width - The width of the Rectangle. * @param {number} height - The height of the Rectangle. * @param {string} [fillStyle] - If set the context fillStyle will be set to this value before the rect is drawn. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ rect: function (x, y, width, height, fillStyle) { if (typeof fillStyle !== 'undefined') { this.context.fillStyle = fillStyle; } this.context.fillRect(x, y, width, height); return this; }, /** * Draws text to the BitmapData in the given font and color. * The default font is 14px Courier, so useful for quickly drawing debug text. * If you need to do a lot of font work to this BitmapData we'd recommend implementing your own text draw method. * * @method Phaser.BitmapData#text * @param {string} text - The text to write to the BitmapData. * @param {number} x - The x coordinate of the top-left of the text string. * @param {number} y - The y coordinate of the top-left of the text string. * @param {string} [font='14px Courier'] - The font. This is passed directly to Context.font, so anything that can support, this can. * @param {string} [color='rgb(255,255,255)'] - The color the text will be drawn in. * @param {boolean} [shadow=true] - Draw a single pixel black shadow below the text (offset by text.x/y + 1) * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ text: function (text, x, y, font, color, shadow) { if (x === undefined) { x = 0; } if (y === undefined) { y = 0; } if (font === undefined) { font = '14px Courier'; } if (color === undefined) { color = 'rgb(255,255,255)'; } if (shadow === undefined) { shadow = true; } var ctx = this.context; var prevFont = ctx.font; ctx.font = font; if (shadow) { ctx.fillStyle = 'rgb(0,0,0)'; ctx.fillText(text, x + 1, y + 1); } ctx.fillStyle = color; ctx.fillText(text, x, y); ctx.font = prevFont; }, /** * Draws a filled Circle to the BitmapData at the given x, y coordinates and radius in size. * * @method Phaser.BitmapData#circle * @param {number} x - The x coordinate to draw the Circle at. This is the center of the circle. * @param {number} y - The y coordinate to draw the Circle at. This is the center of the circle. * @param {number} radius - The radius of the Circle in pixels. The radius is half the diameter. * @param {string} [fillStyle] - If set the context fillStyle will be set to this value before the circle is drawn. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ circle: function (x, y, radius, fillStyle) { var ctx = this.context; if (fillStyle !== undefined) { ctx.fillStyle = fillStyle; } ctx.beginPath(); ctx.arc(x, y, radius, 0, Math.PI * 2, false); ctx.closePath(); ctx.fill(); return this; }, /** * Draws a line between the coordinates given in the color and thickness specified. * * @method Phaser.BitmapData#line * @param {number} x1 - The x coordinate to start the line from. * @param {number} y1 - The y coordinate to start the line from. * @param {number} x2 - The x coordinate to draw the line to. * @param {number} y2 - The y coordinate to draw the line to. * @param {string} [color='#fff'] - The stroke color that the line will be drawn in. * @param {number} [width=1] - The line thickness. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ line: function (x1, y1, x2, y2, color, width) { if (color === undefined) { color = '#fff'; } if (width === undefined) { width = 1; } var ctx = this.context; ctx.beginPath(); ctx.moveTo(x1, y1); ctx.lineTo(x2, y2); ctx.lineWidth = width; ctx.strokeStyle = color; ctx.stroke(); ctx.closePath(); return this; }, /** * Takes the given Line object and image and renders it to this BitmapData as a repeating texture line. * * @method Phaser.BitmapData#textureLine * @param {Phaser.Line} line - A Phaser.Line object that will be used to plot the start and end of the line. * @param {string|Image} image - The key of an image in the Phaser.Cache to use as the texture for this line, or an actual Image. * @param {string} [repeat='repeat-x'] - The pattern repeat mode to use when drawing the line. Either `repeat`, `repeat-x` or `no-repeat`. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ textureLine: function (line, image, repeat) { if (repeat === undefined) { repeat = 'repeat-x'; } if (typeof image === 'string') { image = this.game.cache.getImage(image); if (!image) { return; } } var width = line.length; if (repeat === 'no-repeat' && width > image.width) { width = image.width; } var ctx = this.context; ctx.fillStyle = ctx.createPattern(image, repeat); this._circle = new Phaser.Circle(line.start.x, line.start.y, image.height); this._circle.circumferencePoint(line.angle - 1.5707963267948966, false, this._pos); ctx.save(); ctx.translate(this._pos.x, this._pos.y); ctx.rotate(line.angle); ctx.fillRect(0, 0, width, image.height); ctx.restore(); this.dirty = true; return this; }, /** * If the game is running in WebGL this will push the texture up to the GPU if it's dirty. * This is called automatically if the BitmapData is being used by a Sprite, otherwise you need to remember to call it in your render function. * If you wish to suppress this functionality set BitmapData.disableTextureUpload to `true`. * * @method Phaser.BitmapData#render * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ render: function () { if (!this.disableTextureUpload && this.dirty) { this.baseTexture.dirty(); this.dirty = false; } return this; }, /** * Destroys this BitmapData and puts the canvas it was using back into the canvas pool for re-use. * * @method Phaser.BitmapData#destroy */ destroy: function () { PIXI.CanvasPool.remove(this); }, /** * Resets the blend mode (effectively sets it to 'source-over') * * @method Phaser.BitmapData#blendReset * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ blendReset: function () { this.op = 'source-over'; return this; }, /** * Sets the blend mode to 'source-over' * * @method Phaser.BitmapData#blendSourceOver * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ blendSourceOver: function () { this.op = 'source-over'; return this; }, /** * Sets the blend mode to 'source-in' * * @method Phaser.BitmapData#blendSourceIn * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ blendSourceIn: function () { this.op = 'source-in'; return this; }, /** * Sets the blend mode to 'source-out' * * @method Phaser.BitmapData#blendSourceOut * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ blendSourceOut: function () { this.op = 'source-out'; return this; }, /** * Sets the blend mode to 'source-atop' * * @method Phaser.BitmapData#blendSourceAtop * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ blendSourceAtop: function () { this.op = 'source-atop'; return this; }, /** * Sets the blend mode to 'destination-over' * * @method Phaser.BitmapData#blendDestinationOver * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ blendDestinationOver: function () { this.op = 'destination-over'; return this; }, /** * Sets the blend mode to 'destination-in' * * @method Phaser.BitmapData#blendDestinationIn * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ blendDestinationIn: function () { this.op = 'destination-in'; return this; }, /** * Sets the blend mode to 'destination-out' * * @method Phaser.BitmapData#blendDestinationOut * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ blendDestinationOut: function () { this.op = 'destination-out'; return this; }, /** * Sets the blend mode to 'destination-atop' * * @method Phaser.BitmapData#blendDestinationAtop * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ blendDestinationAtop: function () { this.op = 'destination-atop'; return this; }, /** * Sets the blend mode to 'xor' * * @method Phaser.BitmapData#blendXor * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ blendXor: function () { this.op = 'xor'; return this; }, /** * Sets the blend mode to 'lighter' * * @method Phaser.BitmapData#blendAdd * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ blendAdd: function () { this.op = 'lighter'; return this; }, /** * Sets the blend mode to 'multiply' * * @method Phaser.BitmapData#blendMultiply * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ blendMultiply: function () { this.op = 'multiply'; return this; }, /** * Sets the blend mode to 'screen' * * @method Phaser.BitmapData#blendScreen * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ blendScreen: function () { this.op = 'screen'; return this; }, /** * Sets the blend mode to 'overlay' * * @method Phaser.BitmapData#blendOverlay * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ blendOverlay: function () { this.op = 'overlay'; return this; }, /** * Sets the blend mode to 'darken' * * @method Phaser.BitmapData#blendDarken * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ blendDarken: function () { this.op = 'darken'; return this; }, /** * Sets the blend mode to 'lighten' * * @method Phaser.BitmapData#blendLighten * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ blendLighten: function () { this.op = 'lighten'; return this; }, /** * Sets the blend mode to 'color-dodge' * * @method Phaser.BitmapData#blendColorDodge * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ blendColorDodge: function () { this.op = 'color-dodge'; return this; }, /** * Sets the blend mode to 'color-burn' * * @method Phaser.BitmapData#blendColorBurn * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ blendColorBurn: function () { this.op = 'color-burn'; return this; }, /** * Sets the blend mode to 'hard-light' * * @method Phaser.BitmapData#blendHardLight * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ blendHardLight: function () { this.op = 'hard-light'; return this; }, /** * Sets the blend mode to 'soft-light' * * @method Phaser.BitmapData#blendSoftLight * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ blendSoftLight: function () { this.op = 'soft-light'; return this; }, /** * Sets the blend mode to 'difference' * * @method Phaser.BitmapData#blendDifference * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ blendDifference: function () { this.op = 'difference'; return this; }, /** * Sets the blend mode to 'exclusion' * * @method Phaser.BitmapData#blendExclusion * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ blendExclusion: function () { this.op = 'exclusion'; return this; }, /** * Sets the blend mode to 'hue' * * @method Phaser.BitmapData#blendHue * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ blendHue: function () { this.op = 'hue'; return this; }, /** * Sets the blend mode to 'saturation' * * @method Phaser.BitmapData#blendSaturation * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ blendSaturation: function () { this.op = 'saturation'; return this; }, /** * Sets the blend mode to 'color' * * @method Phaser.BitmapData#blendColor * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ blendColor: function () { this.op = 'color'; return this; }, /** * Sets the blend mode to 'luminosity' * * @method Phaser.BitmapData#blendLuminosity * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ blendLuminosity: function () { this.op = 'luminosity'; return this; } }; /** * @memberof Phaser.BitmapData * @property {boolean} smoothed - Gets or sets this BitmapData.contexts smoothing enabled value. */ Object.defineProperty(Phaser.BitmapData.prototype, "smoothed", { get: function () { Phaser.Canvas.getSmoothingEnabled(this.context); }, set: function (value) { Phaser.Canvas.setSmoothingEnabled(this.context, value); } }); /** * @memberof Phaser.BitmapData * @property {string} op - A short-hand code to get or set the global composite operation of the BitmapDatas canvas. */ Object.defineProperty(Phaser.BitmapData.prototype, "op", { get: function () { return this.context.globalCompositeOperation; }, set: function (value) { this.context.globalCompositeOperation = value; } }); /** * Gets a JavaScript object that has 6 properties set that are used by BitmapData in a transform. * * @method Phaser.BitmapData.getTransform * @param {number} translateX - The x translate value. * @param {number} translateY - The y translate value. * @param {number} scaleX - The scale x value. * @param {number} scaleY - The scale y value. * @param {number} skewX - The skew x value. * @param {number} skewY - The skew y value. * @return {object} A JavaScript object containing all of the properties BitmapData needs for transforms. */ Phaser.BitmapData.getTransform = function (translateX, translateY, scaleX, scaleY, skewX, skewY) { if (typeof translateX !== 'number') { translateX = 0; } if (typeof translateY !== 'number') { translateY = 0; } if (typeof scaleX !== 'number') { scaleX = 1; } if (typeof scaleY !== 'number') { scaleY = 1; } if (typeof skewX !== 'number') { skewX = 0; } if (typeof skewY !== 'number') { skewY = 0; } return { sx: scaleX, sy: scaleY, scaleX: scaleX, scaleY: scaleY, skewX: skewX, skewY: skewY, translateX: translateX, translateY: translateY, tx: translateX, ty: translateY }; }; Phaser.BitmapData.prototype.constructor = Phaser.BitmapData;