Phaser.Graphics = function (game, x, y) { // If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all this.exists = true; // This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering this.alive = true; this.group = null; this.name = ''; this.game = game; PIXI.DisplayObjectContainer.call(this); this.position.x = x; this.position.y = y; // Replaces the PIXI.Point with a slightly more flexible one this.scale = new Phaser.Point(1, 1); // Influence of camera movement upon the position this.scrollFactor = new Phaser.Point(1, 1); // A mini cache for storing all of the calculated values this._cache = { dirty: false, // Transform cache a00: 1, a01: 0, a02: x, a10: 0, a11: 1, a12: y, id: 1, // The previous calculated position inc. camera x/y and scrollFactor x: -1, y: -1, // The actual scale values based on the worldTransform scaleX: 1, scaleY: 1 }; this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x); this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y); this.renderable = true; /** * The alpha of the fill of this graphics object * * @property fillAlpha * @type Number */ this.fillAlpha = 1; /** * The width of any lines drawn * * @property lineWidth * @type Number */ this.lineWidth = 0; /** * The color of any lines drawn * * @property lineColor * @type String */ this.lineColor = "black"; /** * Graphics data * * @property graphicsData * @type Array * @private */ this.graphicsData = []; /** * Current path * * @property currentPath * @type Object * @private */ this.currentPath = {points:[]}; }; Phaser.Graphics.prototype = Phaser.Utils.extend(true, PIXI.Graphics.prototype, PIXI.DisplayObjectContainer.prototype, Phaser.Sprite.prototype); Phaser.Graphics.prototype.constructor = Phaser.Graphics; // Add our own custom methods /** * Automatically called by World.update */ Phaser.Graphics.prototype.update = function() { if (!this.exists) { return; } this._cache.dirty = false; this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x); this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y); if (this.position.x != this._cache.x || this.position.y != this._cache.y) { this.position.x = this._cache.x; this.position.y = this._cache.y; this._cache.dirty = true; } } Object.defineProperty(Phaser.Graphics.prototype, 'angle', { get: function() { return Phaser.Math.radToDeg(this.rotation); }, set: function(value) { this.rotation = Phaser.Math.degToRad(value); } }); Object.defineProperty(Phaser.Graphics.prototype, 'x', { get: function() { return this.position.x; }, set: function(value) { this.position.x = value; } }); Object.defineProperty(Phaser.Graphics.prototype, 'y', { get: function() { return this.position.y; }, set: function(value) { this.position.y = value; } });