/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2013 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * A collection of methods for displaying debug information about game objects. Phaser.Debug requires a CANVAS game type in order to render, so if you've got * your game set to use Phaser.AUTO then swap it for Phaser.CANVAS to ensure WebGL doesn't kick in, then the Debug functions will all display. * * @class Phaser.Utils.Debug * @constructor * @param {Phaser.Game} game - A reference to the currently running game. */ Phaser.Utils.Debug = function (game) { /** * @property {Phaser.Game} game - A reference to the currently running Game. */ this.game = game; /** * @property {Context} context - The canvas context on which to render the debug information. */ this.context = game.context; /** * @property {string} font - The font that the debug information is rendered in. * @default '14px Courier' */ this.font = '14px Courier'; /** * @property {number} lineHeight - The line height between the debug text. */ this.lineHeight = 16; /** * @property {boolean} renderShadow - Should the text be rendered with a slight shadow? Makes it easier to read on different types of background. */ this.renderShadow = true; /** * @property {Context} currentX - The current X position the debug information will be rendered at. * @default */ this.currentX = 0; /** * @property {number} currentY - The current Y position the debug information will be rendered at. * @default */ this.currentY = 0; /** * @property {number} currentAlpha - The current alpha the debug information will be rendered at. * @default */ this.currentAlpha = 1; }; Phaser.Utils.Debug.prototype = { /** * Internal method that resets and starts the debug output values. * @method Phaser.Utils.Debug#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; } if (typeof x !== 'number') { x = 0; } if (typeof y !== 'number') { y = 0; } color = color || 'rgb(255,255,255)'; this.currentX = x; this.currentY = y; this.currentColor = color; this.currentAlpha = this.context.globalAlpha; this.context.save(); this.context.setTransform(1, 0, 0, 1, 0, 0); this.context.fillStyle = color; this.context.font = this.font; this.context.globalAlpha = 1; }, /** * Internal method that stops the debug output. * @method Phaser.Utils.Debug#stop */ stop: function () { this.context.restore(); this.context.globalAlpha = this.currentAlpha; }, /** * Internal method that outputs a single line of text. * @method Phaser.Utils.Debug#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; }, /** * Visually renders a QuadTree to the display. * @method Phaser.Utils.Debug#renderQuadTree * @param {Phaser.QuadTree} quadtree - The quadtree to render. * @param {string} color - The color of the lines in the quadtree. */ renderQuadTree: function (quadtree, color) { color = color || 'rgba(255,0,0,0.3)'; this.start(); var bounds = quadtree.bounds; if (quadtree.nodes.length === 0) { this.context.strokeStyle = color; this.context.strokeRect(bounds.x, bounds.y, bounds.width, bounds.height); this.renderText(quadtree.ID + ' / ' + quadtree.objects.length, bounds.x + 4, bounds.y + 16, 'rgb(0,200,0)', '12px Courier'); this.context.strokeStyle = 'rgb(0,255,0)'; // children for (var i = 0; i < quadtree.objects.length; i++) { this.context.strokeRect(quadtree.objects[i].x, quadtree.objects[i].y, quadtree.objects[i].width, quadtree.objects[i].height); } } else { for (var i = 0; i < quadtree.nodes.length; i++) { this.renderQuadTree(quadtree.nodes[i]); } } this.stop(); }, /** * Renders the corners and point information of the given Sprite. * @method Phaser.Utils.Debug#renderSpriteCorners * @param {Phaser.Sprite} sprite - The sprite to be rendered. * @param {boolean} [showText=false] - If true the x/y coordinates of each point will be rendered. * @param {boolean} [showBounds=false] - If true the bounds will be rendered over the top of the sprite. * @param {string} [color='rgb(255,0,255)'] - The color the text is rendered in. */ renderSpriteCorners: function (sprite, showText, showBounds, color) { if (this.context == null) { return; } showText = showText || false; showBounds = showBounds || false; color = color || 'rgb(255,255,255)'; this.start(0, 0, color); if (showBounds) { this.context.beginPath(); this.context.strokeStyle = 'rgba(0, 255, 0, 0.7)'; this.context.strokeRect(sprite.bounds.x, sprite.bounds.y, sprite.bounds.width, sprite.bounds.height); this.context.closePath(); this.context.stroke(); } this.context.beginPath(); this.context.moveTo(sprite.topLeft.x, sprite.topLeft.y); this.context.lineTo(sprite.topRight.x, sprite.topRight.y); this.context.lineTo(sprite.bottomRight.x, sprite.bottomRight.y); this.context.lineTo(sprite.bottomLeft.x, sprite.bottomLeft.y); this.context.closePath(); this.context.strokeStyle = 'rgba(255, 0, 255, 0.7)'; this.context.stroke(); this.renderPoint(sprite.offset); this.renderPoint(sprite.center); this.renderPoint(sprite.topLeft); this.renderPoint(sprite.topRight); this.renderPoint(sprite.bottomLeft); this.renderPoint(sprite.bottomRight); if (showText) { this.currentColor = color; this.line('x: ' + Math.floor(sprite.topLeft.x) + ' y: ' + Math.floor(sprite.topLeft.y), sprite.topLeft.x, sprite.topLeft.y); this.line('x: ' + Math.floor(sprite.topRight.x) + ' y: ' + Math.floor(sprite.topRight.y), sprite.topRight.x, sprite.topRight.y); this.line('x: ' + Math.floor(sprite.bottomLeft.x) + ' y: ' + Math.floor(sprite.bottomLeft.y), sprite.bottomLeft.x, sprite.bottomLeft.y); this.line('x: ' + Math.floor(sprite.bottomRight.x) + ' y: ' + Math.floor(sprite.bottomRight.y), sprite.bottomRight.x, sprite.bottomRight.y); } this.stop(); }, /** * Render Sound information, including decoded state, duration, volume and more. * @method Phaser.Utils.Debug#renderSoundInfo * @param {Phaser.Sound} sound - The sound object to debug. * @param {number} x - X position of the debug info to be rendered. * @param {number} y - Y position of the debug info to be rendered. * @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string). */ 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); this.line('Is Ready?: ' + this.game.cache.isSoundReady(sound.key) + ' 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); } this.stop(); }, /** * Render camera information including dimensions and location. * @method Phaser.Utils.Debug#renderCameraInfo * @param {Phaser.Camera} camera - Description. * @param {number} x - X position of the debug info to be rendered. * @param {number} y - Y position of the debug info to be rendered. * @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string). */ renderCameraInfo: function (camera, x, y, color) { if (this.context == null) { return; } color = color || 'rgb(255,255,255)'; this.start(x, y, color); this.line('Camera (' + camera.width + ' x ' + camera.height + ')'); this.line('X: ' + camera.x + ' Y: ' + camera.y); this.line('Bounds x: ' + camera.bounds.x + ' Y: ' + camera.bounds.y + ' w: ' + camera.bounds.width + ' h: ' + camera.bounds.height); this.line('View x: ' + camera.view.x + ' Y: ' + camera.view.y + ' w: ' + camera.view.width + ' h: ' + camera.view.height); this.stop(); }, /** * Renders the Pointer.circle object onto the stage in green if down or red if up along with debug text. * @method Phaser.Utils.Debug#renderPointer * @param {Phaser.Pointer} pointer - Description. * @param {boolean} [hideIfUp=false] - Doesn't render the circle if the pointer is up. * @param {string} [downColor='rgba(0,255,0,0.5)'] - The color the circle is rendered in if down. * @param {string} [upColor='rgba(255,0,0,0.5)'] - The color the circle is rendered in if up (and hideIfUp is false). * @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string). */ renderPointer: function (pointer, hideIfUp, downColor, upColor, color) { if (this.context == null || pointer == null) { return; } if (typeof hideIfUp === 'undefined') { hideIfUp = false; } downColor = downColor || 'rgba(0,255,0,0.5)'; upColor = upColor || 'rgba(255,0,0,0.5)'; color = color || 'rgb(255,255,255)'; if (hideIfUp === true && pointer.isUp === true) { return; } this.start(pointer.x, pointer.y - 100, color); 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"); this.stop(); }, /** * Render Sprite Input Debug information. * @method Phaser.Utils.Debug#renderSpriteInputInfo * @param {Phaser.Sprite} sprite - The sprite to be rendered. * @param {number} x - X position of the debug info to be rendered. * @param {number} y - Y position of the debug info to be rendered. * @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string). */ renderSpriteInputInfo: function (sprite, x, y, color) { color = color || 'rgb(255,255,255)'; this.start(x, y, color); this.line('Sprite Input: (' + sprite.width + ' x ' + sprite.height + ')'); this.line('x: ' + sprite.input.pointerX().toFixed(1) + ' y: ' + sprite.input.pointerY().toFixed(1)); this.line('over: ' + sprite.input.pointerOver() + ' duration: ' + sprite.input.overDuration().toFixed(0)); this.line('down: ' + sprite.input.pointerDown() + ' duration: ' + sprite.input.downDuration().toFixed(0)); this.line('just over: ' + sprite.input.justOver() + ' just out: ' + sprite.input.justOut()); this.stop(); }, /** * Render Sprite collision. * @method Phaser.Utils.Debug#renderSpriteCollision * @param {Phaser.Sprite} sprite - The sprite to be rendered. * @param {number} x - X position of the debug info to be rendered. * @param {number} y - Y position of the debug info to be rendered. * @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string). */ renderSpriteCollision: function (sprite, x, y, color) { color = color || 'rgb(255,255,255)'; this.start(x, y, color); this.line('Sprite Collision: (' + sprite.width + ' x ' + sprite.height + ')'); this.line('left: ' + sprite.body.touching.left); this.line('right: ' + sprite.body.touching.right); this.line('up: ' + sprite.body.touching.up); this.line('down: ' + sprite.body.touching.down); this.line('velocity.x: ' + sprite.body.velocity.x); this.line('velocity.y: ' + sprite.body.velocity.y); this.stop(); }, /** * Render debug information about the Input object. * @method Phaser.Utils.Debug#renderInputInfo * @param {number} x - X position of the debug info to be rendered. * @param {number} y - Y position of the debug info to be rendered. * @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string). */ 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) about the Sprite. * @method Phaser.Utils.Debug#renderSpriteInfo * @param {Phaser.Sprite} sprite - Description. * @param {number} x - X position of the debug info to be rendered. * @param {number} y - Y position of the debug info to be rendered. * @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string). */ 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)); this.line('angle: ' + sprite.angle.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1)); this.line('visible: ' + sprite.visible + ' in camera: ' + sprite.inCamera); this.line('body x: ' + sprite.body.x.toFixed(1) + ' y: ' + sprite.body.y.toFixed(1)); // 0 = scaleX // 1 = skewY // 2 = translateX // 3 = skewX // 4 = scaleY // 5 = translateY // this.line('id: ' + sprite._id); // 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[3]); // this.line('skew y: ' + sprite.worldTransform[1]); this.line('deltaX: ' + sprite.body.deltaX()); this.line('deltaY: ' + sprite.body.deltaY()); // this.line('sdx: ' + sprite.deltaX()); // this.line('sdy: ' + sprite.deltaY()); // this.line('inCamera: ' + this.game.renderer.spriteRenderer.inCamera(this.game.camera, sprite)); this.stop(); }, /** * Render the World Transform information of the given Sprite. * @method Phaser.Utils.Debug#renderWorldTransformInfo * @param {Phaser.Sprite} sprite - Description. * @param {number} x - X position of the debug info to be rendered. * @param {number} y - Y position of the debug info to be rendered. * @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string). */ renderWorldTransformInfo: function (sprite, x, y, color) { if (this.context == null) { return; } color = color || 'rgb(255, 255, 255)'; this.start(x, y, color); this.line('World Transform'); this.line('skewX: ' + sprite.worldTransform[3]); this.line('skewY: ' + sprite.worldTransform[1]); this.line('scaleX: ' + sprite.worldTransform[0]); this.line('scaleY: ' + sprite.worldTransform[4]); this.line('transX: ' + sprite.worldTransform[2]); this.line('transY: ' + sprite.worldTransform[5]); this.stop(); }, /** * Render the Local Transform information of the given Sprite. * @method Phaser.Utils.Debug#renderLocalTransformInfo * @param {Phaser.Sprite} sprite - Description. * @param {number} x - X position of the debug info to be rendered. * @param {number} y - Y position of the debug info to be rendered. * @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string). */ renderLocalTransformInfo: function (sprite, x, y, color) { if (this.context == null) { return; } color = color || 'rgb(255, 255, 255)'; this.start(x, y, color); this.line('Local Transform'); this.line('skewX: ' + sprite.localTransform[3]); this.line('skewY: ' + sprite.localTransform[1]); this.line('scaleX: ' + sprite.localTransform[0]); this.line('scaleY: ' + sprite.localTransform[4]); this.line('transX: ' + sprite.localTransform[2]); this.line('transY: ' + sprite.localTransform[5]); this.stop(); }, renderSpriteCoords: function (sprite, x, y, color) { if (this.context == null) { return; } color = color || 'rgb(255, 255, 255)'; this.start(x, y, color); if (sprite.name) { this.line(sprite.name); } this.line('x: ' + sprite.x); this.line('y: ' + sprite.y); this.line('pos x: ' + sprite.position.x); this.line('pos y: ' + sprite.position.y); this.line('local x: ' + sprite.localTransform[2]); this.line('local y: ' + sprite.localTransform[5]); this.line('t x: ' + sprite.worldTransform[2]); this.line('t y: ' + sprite.worldTransform[5]); this.line('world x: ' + sprite.world.x); this.line('world y: ' + sprite.world.y); this.stop(); }, renderGroupInfo: function (group, x, y, color) { if (this.context == null) { return; } color = color || 'rgb(255, 255, 255)'; this.start(x, y, color); this.line('Group (size: ' + group.length + ')'); this.line('x: ' + group.x); this.line('y: ' + group.y); this.stop(); }, /** * Renders Point coordinates in the given color. * @method Phaser.Utils.Debug#renderPointInfo * @param {Phaser.Point} sprite - Description. * @param {number} x - X position of the debug info to be rendered. * @param {number} y - Y position of the debug info to be rendered. * @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string). */ renderPointInfo: function (point, x, y, color) { if (this.context == null) { return; } color = color || 'rgb(255, 255, 255)'; this.start(x, y, color); this.line('px: ' + point.x.toFixed(1) + ' py: ' + point.y.toFixed(1)); this.stop(); }, /** * Renders just the Sprite.body bounds. * @method Phaser.Utils.Debug#renderSpriteBody * @param {Phaser.Sprite} sprite - Description. * @param {string} [color] - Color of the debug info to be rendered (format is css color string). */ renderSpriteBody: function (sprite, color) { if (this.context == null) { return; } color = color || 'rgba(255,0,255, 0.3)'; this.start(0, 0, color); this.context.fillStyle = color; this.context.fillRect(sprite.body.screenX, sprite.body.screenY, sprite.body.width, sprite.body.height); this.stop(); }, /** * Renders just the full Sprite bounds. * @method Phaser.Utils.Debug#renderSpriteBounds * @param {Phaser.Sprite} sprite - Description. * @param {string} [color] - Color of the debug info to be rendered (format is css color string). * @param {boolean} [fill=false] - If false the bounds outline is rendered, if true the whole rectangle is rendered. */ renderSpriteBounds: function (sprite, color, fill) { if (this.context == null) { return; } color = color || 'rgb(255,0,255)'; if (typeof fill === 'undefined') { fill = false; } this.start(0, 0, color); if (fill) { this.context.fillStyle = color; this.context.fillRect(sprite.bounds.x, sprite.bounds.y, sprite.bounds.width, sprite.bounds.height); } else { this.context.strokeStyle = color; this.context.strokeRect(sprite.bounds.x, sprite.bounds.y, sprite.bounds.width, sprite.bounds.height); this.context.stroke(); } this.stop(); }, /** * Renders a single pixel. * @method Phaser.Utils.Debug#renderPixel * @param {number} x - X position of the debug info to be rendered. * @param {number} y - Y position of the debug info to be rendered. * @param {string} [color] - Color of the debug info to be rendered (format is css color string). */ renderPixel: function (x, y, color) { if (this.context == null) { return; } color = color || 'rgba(0,255,0,1)'; this.start(); this.context.fillStyle = color; this.context.fillRect(x, y, 2, 2); this.stop(); }, /** * Renders a Point object. * @method Phaser.Utils.Debug#renderPoint * @param {Phaser.Point} point - The Point to render. * @param {string} [color] - Color of the debug info to be rendered (format is css color string). */ renderPoint: function (point, color) { if (this.context == null) { return; } color = color || 'rgba(0,255,0,1)'; this.start(); this.context.fillStyle = color; this.context.fillRect(point.x, point.y, 4, 4); this.stop(); }, /** * Renders a Rectangle. * @method Phaser.Utils.Debug#renderRectangle * @param {Phaser.Rectangle} rect - The Rectangle to render. * @param {string} [color] - Color of the debug info to be rendered (format is css color string). */ renderRectangle: function (rect, color) { if (this.context == null) { return; } color = color || 'rgba(0,255,0,0.3)'; this.start(); this.context.fillStyle = color; this.context.fillRect(rect.x, rect.y, rect.width, rect.height); this.stop(); }, /** * Renders a Circle. * @method Phaser.Utils.Debug#renderCircle * @param {Phaser.Circle} circle - The Circle to render. * @param {string} [color] - Color of the debug info to be rendered (format is css color string). */ renderCircle: function (circle, color) { if (this.context == null) { return; } color = color || 'rgba(0,255,0,0.3)'; this.start(); this.context.beginPath(); this.context.fillStyle = color; this.context.arc(circle.x, circle.y, circle.radius, 0, Math.PI * 2, false); this.context.fill(); this.context.closePath(); this.stop(); }, /** * Render text. * @method Phaser.Utils.Debug#renderText * @param {string} text - The line of text to draw. * @param {number} x - X position of the debug info to be rendered. * @param {number} y - Y position of the debug info to be rendered. * @param {string} [color] - Color of the debug info to be rendered (format is css color string). * @param {string} font - The font of text to draw. */ renderText: function (text, x, y, color, font) { if (this.context == null) { return; } color = color || 'rgb(255,255,255)'; font = font || '16px Courier'; this.start(); this.context.font = font; this.context.fillStyle = color; this.context.fillText(text, x, y); this.stop(); }, /** * Dumps the Linked List to the console. * * @method Phaser.Utils.Debug#Phaser.LinkedList#dump * @param {Phaser.LinkedList} list - The LinkedList to dump. */ dumpLinkedList: function (list) { var spacing = 20; var output = "\n" + Phaser.Utils.pad('Node', spacing) + "|" + Phaser.Utils.pad('Next', spacing) + "|" + Phaser.Utils.pad('Previous', spacing) + "|" + Phaser.Utils.pad('First', spacing) + "|" + Phaser.Utils.pad('Last', spacing); console.log(output); var output = Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing); console.log(output); var entity = list; var testObject = entity.last.next; entity = entity.first; do { var name = entity.sprite.name || '*'; var nameNext = '-'; var namePrev = '-'; var nameFirst = '-'; var nameLast = '-'; if (entity.next) { nameNext = entity.next.sprite.name; } if (entity.prev) { namePrev = entity.prev.sprite.name; } if (entity.first) { nameFirst = entity.first.sprite.name; } if (entity.last) { nameLast = entity.last.sprite.name; } if (typeof nameNext === 'undefined') { nameNext = '-'; } if (typeof namePrev === 'undefined') { namePrev = '-'; } if (typeof nameFirst === 'undefined') { nameFirst = '-'; } if (typeof nameLast === 'undefined') { nameLast = '-'; } var output = Phaser.Utils.pad(name, spacing) + "|" + Phaser.Utils.pad(nameNext, spacing) + "|" + Phaser.Utils.pad(namePrev, spacing) + "|" + Phaser.Utils.pad(nameFirst, spacing) + "|" + Phaser.Utils.pad(nameLast, spacing); console.log(output); entity = entity.next; } while(entity != testObject) } };