/** * @author Richard Davey * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Creates a new `Graphics` object. * * @class Phaser.Graphics * @constructor * @extends PIXI.Graphics * @param {Phaser.Game} game Current game instance. * @param {number} x - X position of the new graphics object. * @param {number} y - Y position of the new graphics object. */ Phaser.Graphics = function (game, x, y) { x = x || 0; y = y || 0; /** * @property {number} type - The const type of this object. * @default */ this.type = Phaser.GRAPHICS; PIXI.Graphics.call(this); Phaser.Utils.mixinPrototype(this, Phaser.Component.Core.prototype); var components = [ 'Angle', 'AutoCull', 'Bounds', 'Destroy', 'FixedToCamera', 'InputEnabled', 'InWorld', 'LifeSpan', 'PhysicsBody', 'Reset' ]; Phaser.Component.Core.install.call(this, components); Phaser.Component.Core.init.call(this, game, x, y, '', null); }; Phaser.Graphics.prototype = Object.create(PIXI.Graphics.prototype); Phaser.Graphics.prototype.constructor = Phaser.Graphics; /** * Automatically called by World.preUpdate. * @method Phaser.Graphics.prototype.preUpdate */ Phaser.Graphics.prototype.preUpdate = function () { // Phaser.Component.PhysicsBody.preUpdate.call(this); // Phaser.Component.LifeSpan.preUpdate.call(this); Phaser.Component.InWorld.preUpdate.call(this); Phaser.Component.Core.preUpdate.call(this); return true; }; /** * 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} 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 (typeof 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|Array} vertices - An array of Phaser.Points or numbers that make up the vertices of the triangles * @param {Array} {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 (typeof 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 = []; } } } } };