/** * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License * @module Phaser */ /** * A collection of methods for displaying debug information about game objects. * * @class DebugUtils */ Phaser.Utils.Debug = function (game) { this.game = game; this.context = game.context; this.font = '14px Courier'; this.lineHeight = 16; this.renderShadow = true; this.currentX = 0; this.currentY = 0; this.currentAlpha = 1; }; Phaser.Utils.Debug.prototype = { /** * Internal method that resets the debug output values. * @method 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; } x = x || null; y = y || null; color = color || 'rgb(255,255,255)'; if (x && y) { 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; }, stop: function () { this.context.restore(); this.context.globalAlpha = this.currentAlpha; }, /** * Internal method that outputs a single line of text. * @method 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; }, 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(); }, renderSpriteCorners: function (sprite, showText, showBounds, color) { if (this.context == null) { return; } showText = showText || false; showBounds = showBounds || false; color = color || 'rgb(255,0,255)'; this.start(0, 0, color); if (showBounds) { this.context.strokeStyle = 'rgba(255,0,255,0.5)'; this.context.strokeRect(sprite.bounds.x, sprite.bounds.y, sprite.bounds.width, sprite.bounds.height); 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(0,0,255,0.8)'; this.context.stroke(); 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 debug infos. (including id, position, rotation, scrolling factor, worldBounds and some other properties) * @param x {number} X position of the debug info to be rendered. * @param y {number} Y position of the debug info to be rendered. * @param [color] {number} 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 debug infos. (including id, position, rotation, scrolling factor, worldBounds and some other properties) * @param x {number} X position of the debug info to be rendered. * @param y {number} Y position of the debug info to be rendered. * @param [color] {number} 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(255,255,0)'; this.start(x, y, color); this.line('Camera (' + camera.width + ' x ' + camera.height + ')'); this.line('X: ' + camera.x + ' Y: ' + camera.y); this.stop(); }, /** * Renders the Pointer.circle object onto the stage in green if down or red if up. * @method renderDebug */ renderPointer: function (pointer, hideIfUp, downColor, upColor, color) { if (this.context == null || pointer == null) { return; } hideIfUp = 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 * @param x {number} X position of the debug info to be rendered. * @param y {number} Y position of the debug info to be rendered. * @param [color] {number} 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(); }, 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. * @param x {number} X position of the debug info to be rendered. * @param y {number} Y position of the debug info to be rendered. * @param [color] {number} 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) * @param x {number} X position of the debug info to be rendered. * @param y {number} Y position of the debug info to be rendered. * @param [color] {number} 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) + ' rotation: ' + sprite.rotation.toFixed(1)); this.line('visible: ' + sprite.visible); this.line('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('dx: ' + sprite.body.deltaX()); // this.line('dy: ' + sprite.body.deltaY()); // this.line('inCamera: ' + this.game.renderer.spriteRenderer.inCamera(this.game.camera, sprite)); }, 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]); }, 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.line('sX: ' + sprite._sx); this.line('sY: ' + sprite._sy); }, 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(); }, 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.x - sprite.body.deltaX(), sprite.body.y - sprite.body.deltaY(), sprite.body.width, sprite.body.height); this.context.fillRect(sprite.body.x, sprite.body.y, sprite.body.width, sprite.body.height); this.stop(); }, renderSpriteBounds: function (sprite, color, fill) { if (this.context == null) { return; } color = color || 'rgb(255,0,255)'; 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(); }, renderPixel: function (x, y, fillStyle) { if (this.context == null) { return; } fillStyle = fillStyle || 'rgba(0,255,0,1)'; this.start(); this.context.fillStyle = fillStyle; this.context.fillRect(x, y, 2, 2); this.stop(); }, renderPoint: function (point, fillStyle) { if (this.context == null) { return; } fillStyle = fillStyle || 'rgba(0,255,0,1)'; this.start(); this.context.fillStyle = fillStyle; this.context.fillRect(point.x, point.y, 4, 4); this.stop(); }, renderRectangle: function (rect, fillStyle) { if (this.context == null) { return; } fillStyle = fillStyle || 'rgba(0,255,0,0.3)'; this.start(); this.context.fillStyle = fillStyle; this.context.fillRect(rect.x, rect.y, rect.width, rect.height); this.stop(); }, renderCircle: function (circle, fillStyle) { if (this.context == null) { return; } fillStyle = fillStyle || 'rgba(0,255,0,0.3)'; this.start(); this.context.beginPath(); this.context.fillStyle = fillStyle; this.context.arc(circle.x, circle.y, circle.radius, 0, Math.PI * 2, false); this.context.fill(); this.context.closePath(); this.stop(); }, /** * Render text * @param x {number} X position of the debug info to be rendered. * @param y {number} Y position of the debug info to be rendered. * @param [color] {number} color of the debug info to be rendered. (format is css color string) */ 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(); } };