/** * @author Richard Davey * @copyright 2016 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. * * If your game is running in Canvas mode, then you should invoke all of the Debug methods from * your games `render` function. This is because they are drawn directly onto the game canvas * itself, so if you call any debug methods outside of `render` they are likely to be overwritten * by the game itself. * * If your game is running in WebGL then Debug will create a Sprite that is placed at the top of the Stage display list and bind a canvas texture * to it, which must be uploaded every frame. Be advised: this is very expensive, especially in browsers like Firefox. So please only enable Debug * in WebGL mode if you really need it (or your desktop can cope with it well) and disable it for production! * * @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 {Phaser.Image} sprite - If debugging in WebGL mode we need this. */ this.sprite = null; /** * @property {Phaser.BitmapData} bmd - In WebGL mode this BitmapData contains a copy of the debug canvas. */ this.bmd = null; /** * @property {HTMLCanvasElement} canvas - The canvas to which Debug calls draws. */ this.canvas = null; /** * @property {CanvasRenderingContext2D} context - The 2d context of the canvas. */ this.context = null; /** * @property {string} font - The font that the debug information is rendered in. * @default '14px Courier' */ this.font = '14px Courier'; /** * @property {number} columnWidth - The spacing between columns. */ this.columnWidth = 100; /** * @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 {number} 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 alpha of the Debug context, set before all debug information is rendered to it. * @default */ this.currentAlpha = 1; /** * @property {boolean} dirty - Does the canvas need re-rendering? */ this.dirty = false; }; Phaser.Utils.Debug.prototype = { /** * Internal method that boots the debug displayer. * * @method Phaser.Utils.Debug#boot * @protected */ boot: function () { if (this.game.renderType === Phaser.CANVAS) { this.context = this.game.context; } else { this.bmd = new Phaser.BitmapData(this.game, '__DEBUG', this.game.width, this.game.height, true); this.sprite = this.game.make.image(0, 0, this.bmd); this.game.stage.addChild(this.sprite); this.game.scale.onSizeChange.add(this.resize, this); this.canvas = Phaser.CanvasPool.create(this, this.game.width, this.game.height); this.context = this.canvas.getContext('2d'); } }, /** * Internal method that resizes the BitmapData and Canvas. * Called by ScaleManager.onSizeChange only in WebGL mode. * * @method Phaser.Utils.Debug#resize * @protected * @param {Phaser.ScaleManager} scaleManager - The Phaser ScaleManager. * @param {number} width - The new width of the game. * @param {number} height - The new height of the game. */ resize: function (scaleManager, width, height) { this.bmd.resize(width, height); this.canvas.width = width; this.canvas.height = height; }, /** * Internal method that clears the canvas (if a Sprite) ready for a new debug session. * * @method Phaser.Utils.Debug#preUpdate * @protected */ preUpdate: function () { if (this.dirty && this.sprite) { this.bmd.clear(); this.bmd.draw(this.canvas, 0, 0); this.context.clearRect(0, 0, this.game.width, this.game.height); this.dirty = false; } }, /** * Clears the Debug canvas. * * @method Phaser.Utils.Debug#reset */ reset: function () { if (this.context) { this.context.clearRect(0, 0, this.game.width, this.game.height); } if (this.sprite) { this.bmd.clear(); } }, /** * Internal method that resets and starts the debug output values. * * @method Phaser.Utils.Debug#start * @protected * @param {number} [x=0] - The X value the debug info will start from. * @param {number} [y=0] - The Y value the debug info will start from. * @param {string} [color='rgb(255,255,255)'] - The color the debug text will drawn in. * @param {number} [columnWidth=0] - The spacing between columns. */ start: function (x, y, color, columnWidth) { if (typeof x !== 'number') { x = 0; } if (typeof y !== 'number') { y = 0; } color = color || 'rgb(255,255,255)'; if (columnWidth === undefined) { columnWidth = 0; } this.currentX = x; this.currentY = y; this.currentColor = color; this.columnWidth = columnWidth; this.dirty = true; this.context.save(); this.context.setTransform(1, 0, 0, 1, 0, 0); this.context.strokeStyle = color; this.context.fillStyle = color; this.context.font = this.font; this.context.globalAlpha = this.currentAlpha; }, /** * Internal method that stops the debug output. * * @method Phaser.Utils.Debug#stop * @protected */ stop: function () { this.context.restore(); }, /** * Internal method that outputs a single line of text split over as many columns as needed, one per parameter. * * @method Phaser.Utils.Debug#line * @protected */ line: function () { var x = this.currentX; for (var i = 0; i < arguments.length; i++) { if (this.renderShadow) { this.context.fillStyle = 'rgb(0,0,0)'; this.context.fillText(arguments[i], x + 1, this.currentY + 1); this.context.fillStyle = this.currentColor; } this.context.fillText(arguments[i], x, this.currentY); x += this.columnWidth; } this.currentY += this.lineHeight; }, /** * Render Sound information, including decoded state, duration, volume and more. * * @method Phaser.Utils.Debug#soundInfo * @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). */ soundInfo: function (sound, x, y, color) { 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 + ' (ms: ' + sound.durationMS + ')'); 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#cameraInfo * @param {Phaser.Camera} camera - The Phaser.Camera to show the debug information for. * @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). */ cameraInfo: function (camera, x, y, color) { this.start(x, y, color); this.line('Camera (' + camera.width + ' x ' + camera.height + ')'); this.line('X: ' + camera.x + ' Y: ' + camera.y); if (camera.bounds) { 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.line('Screen View x: ' + camera.screenView.x + ' Y: ' + camera.screenView.y + ' w: ' + camera.screenView.width + ' h: ' + camera.screenView.height); this.line('Total in view: ' + camera.totalInView); this.stop(); }, /** * Render Timer information. * * @method Phaser.Utils.Debug#timer * @param {Phaser.Timer} timer - The Phaser.Timer to show the debug information for. * @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). */ timer: function (timer, x, y, color) { this.start(x, y, color); this.line('Timer (running: ' + timer.running + ' expired: ' + timer.expired + ')'); this.line('Next Tick: ' + timer.next + ' Duration: ' + timer.duration); this.line('Paused: ' + timer.paused + ' Length: ' + timer.length); 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#pointer * @param {Phaser.Pointer} pointer - The Pointer you wish to display. * @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). */ pointer: function (pointer, hideIfUp, downColor, upColor, color) { if (pointer == null) { return; } if (hideIfUp === undefined) { hideIfUp = false; } downColor = downColor || 'rgba(0,255,0,0.5)'; upColor = upColor || 'rgba(255,0,0,0.5)'; 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.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 + " In: " + pointer.withinGame); this.line('Duration: ' + pointer.duration + " ms"); this.line('is Down: ' + pointer.isDown + " is Up: " + pointer.isUp); this.stop(); }, /** * Render Sprite Input Debug information. * * @method Phaser.Utils.Debug#spriteInputInfo * @param {Phaser.Sprite|Phaser.Image} sprite - The sprite to display the input data for. * @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). */ spriteInputInfo: function (sprite, x, y, color) { 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(); }, /** * Renders Phaser.Key object information. * * @method Phaser.Utils.Debug#key * @param {Phaser.Key} key - The Key to render the information for. * @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). */ key: function (key, x, y, color) { this.start(x, y, color, 150); this.line('Key:', key.keyCode, 'isDown:', key.isDown); this.line('justDown:', key.justDown, 'justUp:', key.justUp); this.line('Time Down:', key.timeDown.toFixed(0), 'duration:', key.duration.toFixed(0)); this.stop(); }, /** * Render debug information about the Input object. * * @method Phaser.Utils.Debug#inputInfo * @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). */ inputInfo: function (x, y, color) { 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(); }, /** * Renders the Sprites bounds. Note: This is really expensive as it has to calculate the bounds every time you call it! * * @method Phaser.Utils.Debug#spriteBounds * @param {Phaser.Sprite|Phaser.Image} sprite - The sprite to display the bounds of. * @param {string} [color] - Color of the debug info to be rendered (format is css color string). * @param {boolean} [filled=true] - Render the rectangle as a fillRect (default, true) or a strokeRect (false) */ spriteBounds: function (sprite, color, filled) { var bounds = sprite.getBounds(); bounds.x += this.game.camera.x; bounds.y += this.game.camera.y; this.rectangle(bounds, color, filled); }, /** * Renders the Rope's segments. Note: This is really expensive as it has to calculate new segments every time you call it * * @method Phaser.Utils.Debug#ropeSegments * @param {Phaser.Rope} rope - The rope to display the segments of. * @param {string} [color] - Color of the debug info to be rendered (format is css color string). * @param {boolean} [filled=true] - Render the rectangle as a fillRect (default, true) or a strokeRect (false) */ ropeSegments: function (rope, color, filled) { var segments = rope.segments; var self = this; segments.forEach(function(segment) { self.rectangle(segment, color, filled); }, this); }, /** * Render debug infos (including name, bounds info, position and some other properties) about the Sprite. * * @method Phaser.Utils.Debug#spriteInfo * @param {Phaser.Sprite} sprite - The Sprite to display the information of. * @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). */ spriteInfo: function (sprite, x, y, color) { 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('bounds x: ' + sprite._bounds.x.toFixed(1) + ' y: ' + sprite._bounds.y.toFixed(1) + ' w: ' + sprite._bounds.width.toFixed(1) + ' h: ' + sprite._bounds.height.toFixed(1)); this.stop(); }, /** * Renders the sprite coordinates in local, positional and world space. * * @method Phaser.Utils.Debug#spriteCoords * @param {Phaser.Sprite|Phaser.Image} sprite - The sprite to display the coordinates for. * @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). */ spriteCoords: function (sprite, x, y, color) { this.start(x, y, color, 100); if (sprite.name) { this.line(sprite.name); } this.line('x:', sprite.x.toFixed(2), 'y:', sprite.y.toFixed(2)); this.line('pos x:', sprite.position.x.toFixed(2), 'pos y:', sprite.position.y.toFixed(2)); this.line('world x:', sprite.world.x.toFixed(2), 'world y:', sprite.world.y.toFixed(2)); this.stop(); }, /** * Renders Line information in the given color. * * @method Phaser.Utils.Debug#lineInfo * @param {Phaser.Line} line - The Line to display the data for. * @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). */ lineInfo: function (line, x, y, color) { this.start(x, y, color, 80); this.line('start.x:', line.start.x.toFixed(2), 'start.y:', line.start.y.toFixed(2)); this.line('end.x:', line.end.x.toFixed(2), 'end.y:', line.end.y.toFixed(2)); this.line('length:', line.length.toFixed(2), 'angle:', line.angle); this.stop(); }, /** * Renders a single pixel at the given size. * * @method Phaser.Utils.Debug#pixel * @param {number} x - X position of the pixel to be rendered. * @param {number} y - Y position of the pixel to be rendered. * @param {string} [color] - Color of the pixel (format is css color string). * @param {number} [size=2] - The 'size' to render the pixel at. */ pixel: function (x, y, color, size) { size = size || 2; this.start(); this.context.fillStyle = color; this.context.fillRect(x, y, size, size); this.stop(); }, /** * Renders a Phaser geometry object including Rectangle, Circle, Point or Line. * * @method Phaser.Utils.Debug#geom * @param {Phaser.Rectangle|Phaser.Circle|Phaser.Point|Phaser.Line} object - The geometry object to render. * @param {string} [color] - Color of the debug info to be rendered (format is css color string). * @param {boolean} [filled=true] - Render the objected as a filled (default, true) or a stroked (false) * @param {number} [forceType=0] - Force rendering of a specific type. If 0 no type will be forced, otherwise 1 = Rectangle, 2 = Circle, 3 = Point and 4 = Line. */ geom: function (object, color, filled, forceType) { if (filled === undefined) { filled = true; } if (forceType === undefined) { forceType = 0; } color = color || 'rgba(0,255,0,0.4)'; this.start(); this.context.fillStyle = color; this.context.strokeStyle = color; if (object instanceof Phaser.Rectangle || forceType === 1) { if (filled) { this.context.fillRect(object.x - this.game.camera.x, object.y - this.game.camera.y, object.width, object.height); } else { this.context.strokeRect(object.x - this.game.camera.x, object.y - this.game.camera.y, object.width, object.height); } } else if (object instanceof Phaser.Circle || forceType === 2) { this.context.beginPath(); this.context.arc(object.x - this.game.camera.x, object.y - this.game.camera.y, object.radius, 0, Math.PI * 2, false); this.context.closePath(); if (filled) { this.context.fill(); } else { this.context.stroke(); } } else if (object instanceof Phaser.Point || forceType === 3) { this.context.fillRect(object.x - this.game.camera.x, object.y - this.game.camera.y, 4, 4); } else if (object instanceof Phaser.Line || forceType === 4) { this.context.lineWidth = 1; this.context.beginPath(); this.context.moveTo((object.start.x + 0.5) - this.game.camera.x, (object.start.y + 0.5) - this.game.camera.y); this.context.lineTo((object.end.x + 0.5) - this.game.camera.x, (object.end.y + 0.5) - this.game.camera.y); this.context.closePath(); this.context.stroke(); } this.stop(); }, /** * Renders a Rectangle. * * @method Phaser.Utils.Debug#geom * @param {Phaser.Rectangle|object} object - The geometry object to render. * @param {string} [color] - Color of the debug info to be rendered (format is css color string). * @param {boolean} [filled=true] - Render the objected as a filled (default, true) or a stroked (false) */ rectangle: function (object, color, filled) { if (filled === undefined) { filled = true; } color = color || 'rgba(0, 255, 0, 0.4)'; this.start(); if (filled) { this.context.fillStyle = color; this.context.fillRect(object.x - this.game.camera.x, object.y - this.game.camera.y, object.width, object.height); } else { this.context.strokeStyle = color; this.context.strokeRect(object.x - this.game.camera.x, object.y - this.game.camera.y, object.width, object.height); } this.stop(); }, /** * Render a string of text. * * @method Phaser.Utils.Debug#text * @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. */ text: function (text, x, y, color, font) { color = color || 'rgb(255,255,255)'; font = font || '16px Courier'; this.start(); this.context.font = font; if (this.renderShadow) { this.context.fillStyle = 'rgb(0,0,0)'; this.context.fillText(text, x + 1, y + 1); } this.context.fillStyle = color; this.context.fillText(text, x, y); this.stop(); }, /** * Visually renders a QuadTree to the display. * * @method Phaser.Utils.Debug#quadTree * @param {Phaser.QuadTree} quadtree - The quadtree to render. * @param {string} color - The color of the lines in the quadtree. */ quadTree: 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.text('size: ' + quadtree.objects.length, bounds.x + 4, bounds.y + 16, 'rgb(0,200,0)', '12px Courier'); this.context.strokeStyle = 'rgb(0,255,0)'; 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.quadTree(quadtree.nodes[i]); } } this.stop(); }, /** * Render a Sprites Physics body if it has one set. The body is rendered as a filled or stroked rectangle. * This only works for Arcade Physics, Ninja Physics (AABB and Circle only) and Box2D Physics bodies. * To display a P2 Physics body you should enable debug mode on the body when creating it. * * @method Phaser.Utils.Debug#body * @param {Phaser.Sprite} sprite - The Sprite who's body will be rendered. * @param {string} [color='rgba(0,255,0,0.4)'] - Color of the debug rectangle to be rendered. The format is a CSS color string such as '#ff0000' or 'rgba(255,0,0,0.5)'. * @param {boolean} [filled=true] - Render the body as a filled rectangle (true) or a stroked rectangle (false) */ body: function (sprite, color, filled) { if (sprite.body) { this.start(); if (sprite.body.type === Phaser.Physics.ARCADE) { Phaser.Physics.Arcade.Body.render(this.context, sprite.body, color, filled); } else if (sprite.body.type === Phaser.Physics.NINJA) { Phaser.Physics.Ninja.Body.render(this.context, sprite.body, color, filled); } else if (sprite.body.type === Phaser.Physics.BOX2D) { Phaser.Physics.Box2D.renderBody(this.context, sprite.body, color); } this.stop(); } }, /** * Render a Sprites Physic Body information. * * @method Phaser.Utils.Debug#bodyInfo * @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). */ bodyInfo: function (sprite, x, y, color) { if (sprite.body) { this.start(x, y, color, 210); if (sprite.body.type === Phaser.Physics.ARCADE) { Phaser.Physics.Arcade.Body.renderBodyInfo(this, sprite.body); } else if (sprite.body.type === Phaser.Physics.BOX2D) { this.game.physics.box2d.renderBodyInfo(this, sprite.body); } this.stop(); } }, /** * Renders 'debug draw' data for the Box2D world if it exists. * This uses the standard debug drawing feature of Box2D, so colors will be decided by * the Box2D engine. * * @method Phaser.Utils.Debug#box2dWorld */ box2dWorld: function () { this.start(); this.context.translate(-this.game.camera.view.x, -this.game.camera.view.y, 0); this.game.physics.box2d.renderDebugDraw(this.context); this.stop(); }, /** * Renders 'debug draw' data for the given Box2D body. * This uses the standard debug drawing feature of Box2D, so colors will be decided by the Box2D engine. * * @method Phaser.Utils.Debug#box2dBody * @param {Phaser.Sprite} sprite - The sprite whos body will be rendered. * @param {string} [color='rgb(0,255,0)'] - color of the debug info to be rendered. (format is css color string). */ box2dBody: function (body, color) { this.start(); Phaser.Physics.Box2D.renderBody(this.context, body, color); this.stop(); }, /** * Call this function from the Dev Tools console. * * It will scan the display list and output all of the Objects it finds, and their renderOrderIDs. * * **Note** Requires a browser that supports console.group and console.groupEnd (such as Chrome) * * @method displayList * @param {Object} [displayObject] - The displayObject level display object to start from. Defaults to the World. */ displayList: function (displayObject) { if (displayObject === undefined) { displayObject = this.game.world; } if (displayObject.hasOwnProperty('renderOrderID')) { console.log('[' + displayObject.renderOrderID + ']', displayObject); } else { console.log('[]', displayObject); } if (displayObject.children && displayObject.children.length > 0) { for (var i = 0; i < displayObject.children.length; i++) { this.game.debug.displayList(displayObject.children[i]); } } }, /** * Destroy this object. * * @method Phaser.Utils.Debug#destroy */ destroy: function () { Phaser.CanvasPool.remove(this); } }; Phaser.Utils.Debug.prototype.constructor = Phaser.Utils.Debug;