/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Creates a new BitmapData object. * * @class Phaser.BitmapData * * @classdesc A BitmapData object contains a Canvas element to which you can draw anything you like via normal Canvas context operations. * A single BitmapData can be used as the texture one or many Images/Sprites. So if you need to dynamically create a Sprite texture then they are a good choice. * * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {string} key - Internal Phaser reference key for the render texture. * @param {number} [width=100] - The width of the BitmapData in pixels. * @param {number} [height=100] - The height of the BitmapData in pixels. */ Phaser.BitmapData = function (game, key, width, height) { if (typeof width === 'undefined') { width = 100; } if (typeof height === 'undefined') { height = 100; } /** * @property {Phaser.Game} game - A reference to the currently running game. */ this.game = game; /** * @property {string} key - The key of the BitmapData in the Cache, if stored there. */ this.key = key; /** * @property {number} width - The width of the BitmapData in pixels. */ this.width = width; /** * @property {number} height - The height of the BitmapData in pixels. */ this.height = height; /** * @property {HTMLCanvasElement} canvas - The canvas to which this BitmapData draws. * @default */ this.canvas = Phaser.Canvas.create(width, height, '', true); /** * @property {CanvasRenderingContext2D} context - The 2d context of the canvas. * @default */ this.context = this.canvas.getContext('2d'); /** * @property {CanvasRenderingContext2D} ctx - A reference to BitmapData.context. */ this.ctx = this.context; /** * @property {ImageData} imageData - The context image data. */ this.imageData = this.context.getImageData(0, 0, width, height); /** * @property {Uint8ClampedArray} data - A Uint8ClampedArray view into BitmapData.buffer. */ this.data = this.imageData.data; /** * @property {Uint32Array} pixels - An Uint32Array view into BitmapData.buffer. */ this.pixels = null; /** * @property {ArrayBuffer} buffer - An ArrayBuffer the same size as the context ImageData. */ if (this.imageData.data.buffer) { this.buffer = this.imageData.data.buffer; this.pixels = new Uint32Array(this.buffer); } else { if (window['ArrayBuffer']) { this.buffer = new ArrayBuffer(this.imageData.data.length); this.pixels = new Uint32Array(this.buffer); } else { this.pixels = this.imageData.data; } } /** * @property {PIXI.BaseTexture} baseTexture - The PIXI.BaseTexture. * @default */ this.baseTexture = new PIXI.BaseTexture(this.canvas); /** * @property {PIXI.Texture} texture - The PIXI.Texture. * @default */ this.texture = new PIXI.Texture(this.baseTexture); /** * @property {Phaser.Frame} textureFrame - The Frame this BitmapData uses for rendering. * @default */ this.textureFrame = new Phaser.Frame(0, 0, 0, width, height, 'bitmapData', game.rnd.uuid()); /** * @property {number} type - The const type of this object. * @default */ this.type = Phaser.BITMAPDATA; /** * @property {boolean} disableTextureUpload - If disableTextureUpload is true this BitmapData will never send its image data to the GPU when its dirty flag is true. */ this.disableTextureUpload = false; /** * @property {boolean} dirty - If dirty this BitmapData will be re-rendered. */ this.dirty = false; // Aliases this.cls = this.clear; this.update = this.refreshBuffer; /** * @property {number} _tempR - Internal cache var. * @private */ this._tempR = 0; /** * @property {number} _tempG - Internal cache var. * @private */ this._tempG = 0; /** * @property {number} _tempB - Internal cache var. * @private */ this._tempB = 0; }; Phaser.BitmapData.prototype = { /** * Updates the given objects so that they use this BitmapData as their texture. This will replace any texture they will currently have set. * * @method Phaser.BitmapData#add * @param {Phaser.Sprite|Phaser.Sprite[]|Phaser.Image|Phaser.Image[]} object - Either a single Sprite/Image or an Array of Sprites/Images. */ add: function (object) { if (Array.isArray(object)) { for (var i = 0; i < object.length; i++) { if (object[i]['loadTexture']) { object[i].loadTexture(this); } } } else { object.loadTexture(this); } }, /** * Clears the BitmapData context using a clearRect. * * @method Phaser.BitmapData#cls */ /** * Clears the BitmapData context using a clearRect. * * @method Phaser.BitmapData#clear */ clear: function () { this.context.clearRect(0, 0, this.width, this.height); this.dirty = true; }, /** * Fills the BitmapData with the given color. * * @method Phaser.BitmapData#fill * @param {number} r - The red color value, between 0 and 0xFF (255). * @param {number} g - The green color value, between 0 and 0xFF (255). * @param {number} b - The blue color value, between 0 and 0xFF (255). * @param {number} [a=1] - The alpha color value, between 0 and 1. */ fill: function (r, g, b, a) { if (typeof a === 'undefined') { a = 1; } this.context.fillStyle = 'rgba(' + r + ',' + g + ',' + b + ',' + a + ')'; this.context.fillRect(0, 0, this.width, this.height); this.dirty = true; }, /** * Resizes the BitmapData. This changes the size of the underlying canvas and refreshes the buffer. * * @method Phaser.BitmapData#resize */ resize: function (width, height) { if (width !== this.width || height !== this.height) { this.width = width; this.height = height; this.canvas.width = width; this.canvas.height = height; this.textureFrame.width = width; this.textureFrame.height = height; this.refreshBuffer(); } this.dirty = true; }, /** * This re-creates the BitmapData.imageData from the current context. * It then re-builds the ArrayBuffer, the data Uint8ClampedArray reference and the pixels Int32Array. * If not given the dimensions defaults to the full size of the context. * * @method Phaser.BitmapData#update * @param {number} [x=0] - The x coordinate of the top-left of the image data area to grab from. * @param {number} [y=0] - The y coordinate of the top-left of the image data area to grab from. * @param {number} [width] - The width of the image data area. * @param {number} [height] - The height of the image data area. */ /** * DEPRECATED: This method will be removed in Phaser 2.1. Please use BitmapData.update instead. * * This re-creates the BitmapData.imageData from the current context. * It then re-builds the ArrayBuffer, the data Uint8ClampedArray reference and the pixels Int32Array. * If not given the dimensions defaults to the full size of the context. * * @method Phaser.BitmapData#refreshBuffer * @param {number} [x=0] - The x coordinate of the top-left of the image data area to grab from. * @param {number} [y=0] - The y coordinate of the top-left of the image data area to grab from. * @param {number} [width] - The width of the image data area. * @param {number} [height] - The height of the image data area. */ refreshBuffer: function (x, y, width, height) { if (typeof x === 'undefined') { x = 0; } if (typeof y === 'undefined') { y = 0; } if (typeof width === 'undefined') { width = this.width; } if (typeof height === 'undefined') { height = this.height; } this.imageData = this.context.getImageData(x, y, width, height); this.data = this.imageData.data; if (this.imageData.data.buffer) { this.buffer = this.imageData.data.buffer; this.pixels = new Uint32Array(this.buffer); } else { if (window['ArrayBuffer']) { this.buffer = new ArrayBuffer(this.imageData.data.length); this.pixels = new Uint32Array(this.buffer); } else { this.pixels = this.imageData.data; } } }, /** * Scans through the area specified in this BitmapData and sends a color object for every pixel to the given callback. * The callback will be sent a color object with 6 properties: `{ r: number, g: number, b: number, a: number, color: number, rgba: string }`. * Where r, g, b and a are integers between 0 and 255 representing the color component values for red, green, blue and alpha. * The `color` property is an Int32 of the full color. Note the endianess of this will change per system. * The `rgba` property is a CSS style rgba() string which can be used with context.fillStyle calls, among others. * The callback will also be sent the pixels x and y coordinates respectively. * The callback must return either `false`, in which case no change will be made to the pixel, or a new color object. * If a new color object is returned the pixel will be set to the r, g, b and a color values given within it. * * @method Phaser.BitmapData#processPixelRGB * @param {function} callback - The callback that will be sent each pixel color object to be processed. * @param {object} callbackContext - The context under which the callback will be called. * @param {number} [x=0] - The x coordinate of the top-left of the region to process from. * @param {number} [y=0] - The y coordinate of the top-left of the region to process from. * @param {number} [width] - The width of the region to process. * @param {number} [height] - The height of the region to process. */ processPixelRGB: function (callback, callbackContext, x, y, width, height) { if (typeof x === 'undefined') { x = 0; } if (typeof y === 'undefined') { y = 0; } if (typeof width === 'undefined') { width = this.width; } if (typeof height === 'undefined') { height = this.height; } var w = x + width; var h = y + height; var pixel = Phaser.Color.createColor(); var result = { r: 0, g: 0, b: 0, a: 0 }; var dirty = false; for (var ty = y; ty < h; ty++) { for (var tx = x; tx < w; tx++) { Phaser.Color.unpackPixel(this.getPixel32(tx, ty), pixel); result = callback.call(callbackContext, pixel, tx, ty); if (result !== false && result !== null && result !== undefined) { this.setPixel32(tx, ty, result.r, result.g, result.b, result.a, false); dirty = true; } } } if (dirty) { this.context.putImageData(this.imageData, 0, 0); this.dirty = true; } }, /** * Scans through the area specified in this BitmapData and sends the color for every pixel to the given callback along with its x and y coordinates. * Whatever value the callback returns is set as the new color for that pixel, unless it returns the same color, in which case it's skipped. * Note that the format of the color received will be different depending on if the system is big or little endian. * It is expected that your callback will deal with endianess. If you'd rather Phaser did it then use processPixelRGB instead. * The callback will also be sent the pixels x and y coordinates respectively. * * @method Phaser.BitmapData#processPixel * @param {function} callback - The callback that will be sent each pixel color to be processed. * @param {object} callbackContext - The context under which the callback will be called. * @param {number} [x=0] - The x coordinate of the top-left of the region to process from. * @param {number} [y=0] - The y coordinate of the top-left of the region to process from. * @param {number} [width] - The width of the region to process. * @param {number} [height] - The height of the region to process. */ processPixel: function (callback, callbackContext, x, y, width, height) { if (typeof x === 'undefined') { x = 0; } if (typeof y === 'undefined') { y = 0; } if (typeof width === 'undefined') { width = this.width; } if (typeof height === 'undefined') { height = this.height; } var w = x + width; var h = y + height; var pixel = 0; var result = 0; var dirty = false; for (var ty = y; ty < h; ty++) { for (var tx = x; tx < w; tx++) { pixel = this.getPixel32(tx, ty); result = callback.call(callbackContext, pixel, tx, ty); if (result !== pixel) { this.pixels[ty * this.width + tx] = result; dirty = true; } } } if (dirty) { this.context.putImageData(this.imageData, 0, 0); this.dirty = true; } }, /** * Replaces all pixels matching one color with another. The color values are given as two sets of RGBA values. * An optional region parameter controls if the replacement happens in just a specific area of the BitmapData or the entire thing. * * @method Phaser.BitmapData#replaceRGB * @param {number} r1 - The red color value to be replaced. Between 0 and 255. * @param {number} g1 - The green color value to be replaced. Between 0 and 255. * @param {number} b1 - The blue color value to be replaced. Between 0 and 255. * @param {number} a1 - The alpha color value to be replaced. Between 0 and 255. * @param {number} r2 - The red color value that is the replacement color. Between 0 and 255. * @param {number} g2 - The green color value that is the replacement color. Between 0 and 255. * @param {number} b2 - The blue color value that is the replacement color. Between 0 and 255. * @param {number} a2 - The alpha color value that is the replacement color. Between 0 and 255. * @param {Phaser.Rectangle} [region] - The area to perform the search over. If not given it will replace over the whole BitmapData. */ replaceRGB: function (r1, g1, b1, a1, r2, g2, b2, a2, region) { var sx = 0; var sy = 0; var w = this.width; var h = this.height; var source = Phaser.Color.packPixel(r1, g1, b1, a1); if (region !== undefined && region instanceof Phaser.Rectangle) { sx = region.x; sy = region.y; w = region.width; h = region.height; } for (var y = 0; y < h; y++) { for (var x = 0; x < w; x++) { if (this.getPixel32(sx + x, sy + y) === source) { this.setPixel32(sx + x, sy + y, r2, g2, b2, a2, false); } } } this.context.putImageData(this.imageData, 0, 0); this.dirty = true; }, /** * Sets the hue, saturation and lightness values on every pixel in the given region, or the whole BitmapData if no region was specified. * * @method Phaser.BitmapData#setHSL * @param {number} [h=null] - The hue, in the range 0 - 1. * @param {number} [s=null] - The saturation, in the range 0 - 1. * @param {number} [l=null] - The lightness, in the range 0 - 1. * @param {Phaser.Rectangle} [region] - The area to perform the operation on. If not given it will run over the whole BitmapData. */ setHSL: function (h, s, l, region) { if (typeof h === 'undefined' || h === null) { h = false; } if (typeof s === 'undefined' || s === null) { s = false; } if (typeof l === 'undefined' || l === null) { l = false; } if (!h && !s && !l) { return; } if (typeof region === 'undefined') { region = new Phaser.Rectangle(0, 0, this.width, this.height); } var pixel = Phaser.Color.createColor(); for (var y = region.y; y < region.bottom; y++) { for (var x = region.x; x < region.right; x++) { Phaser.Color.unpackPixel(this.getPixel32(x, y), pixel, true); if (h) { pixel.h = h; } if (s) { pixel.s = s; } if (l) { pixel.l = l; } Phaser.Color.HSLtoRGB(pixel.h, pixel.s, pixel.l, pixel); this.setPixel32(x, y, pixel.r, pixel.g, pixel.b, pixel.a, false); } } this.context.putImageData(this.imageData, 0, 0); this.dirty = true; }, /** * Shifts any or all of the hue, saturation and lightness values on every pixel in the given region, or the whole BitmapData if no region was specified. * Shifting will add the given value onto the current h, s and l values, not replace them. * The hue is wrapped to keep it within the range 0 to 1. Saturation and lightness are clamped to not exceed 1. * * @method Phaser.BitmapData#shiftHSL * @param {number} [h=null] - The amount to shift the hue by. * @param {number} [s=null] - The amount to shift the saturation by. * @param {number} [l=null] - The amount to shift the lightness by. * @param {Phaser.Rectangle} [region] - The area to perform the operation on. If not given it will run over the whole BitmapData. */ shiftHSL: function (h, s, l, region) { if (typeof h === 'undefined' || h === null) { h = false; } if (typeof s === 'undefined' || s === null) { s = false; } if (typeof l === 'undefined' || l === null) { l = false; } if (!h && !s && !l) { return; } if (typeof region === 'undefined') { region = new Phaser.Rectangle(0, 0, this.width, this.height); } var pixel = Phaser.Color.createColor(); for (var y = region.y; y < region.bottom; y++) { for (var x = region.x; x < region.right; x++) { Phaser.Color.unpackPixel(this.getPixel32(x, y), pixel, true); if (h) { pixel.h = this.game.math.wrap(pixel.h + h, 0, 1); } if (s) { pixel.s = this.game.math.limitValue(pixel.s + s, 0, 1); } if (l) { pixel.l = this.game.math.limitValue(pixel.l + l, 0, 1); } Phaser.Color.HSLtoRGB(pixel.h, pixel.s, pixel.l, pixel); this.setPixel32(x, y, pixel.r, pixel.g, pixel.b, pixel.a, false); } } this.context.putImageData(this.imageData, 0, 0); this.dirty = true; }, /** * Sets the color of the given pixel to the specified red, green, blue and alpha values. * * @method Phaser.BitmapData#setPixel32 * @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @param {number} red - The red color value, between 0 and 0xFF (255). * @param {number} green - The green color value, between 0 and 0xFF (255). * @param {number} blue - The blue color value, between 0 and 0xFF (255). * @param {number} alpha - The alpha color value, between 0 and 0xFF (255). * @param {boolean} [immediate=true] - If `true` the context.putImageData will be called and the dirty flag set. */ setPixel32: function (x, y, red, green, blue, alpha, immediate) { if (typeof immediate === 'undefined') { immediate = true; } if (x >= 0 && x <= this.width && y >= 0 && y <= this.height) { if (Phaser.Device.LITTLE_ENDIAN) { this.pixels[y * this.width + x] = (alpha << 24) | (blue << 16) | (green << 8) | red; } else { this.pixels[y * this.width + x] = (red << 24) | (green << 16) | (blue << 8) | alpha; } if (immediate) { this.context.putImageData(this.imageData, 0, 0); this.dirty = true; } } }, /** * Sets the color of the given pixel to the specified red, green and blue values. * * @method Phaser.BitmapData#setPixel * @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @param {number} red - The red color value, between 0 and 0xFF (255). * @param {number} green - The green color value, between 0 and 0xFF (255). * @param {number} blue - The blue color value, between 0 and 0xFF (255). * @param {number} alpha - The alpha color value, between 0 and 0xFF (255). * @param {boolean} [immediate=true] - If `true` the context.putImageData will be called and the dirty flag set. */ setPixel: function (x, y, red, green, blue, immediate) { this.setPixel32(x, y, red, green, blue, 255, immediate); }, /** * Get the color of a specific pixel in the context into a color object. * If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer, * otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist. * * @method Phaser.BitmapData#getPixel * @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @param {object} [out] - An object into which 4 properties will be created: r, g, b and a. If not provided a new object will be created. * @return {object} An object with the red, green, blue and alpha values set in the r, g, b and a properties. */ getPixel: function (x, y, out) { if (!out) { out = Phaser.Color.createColor(); } var index = ~~(x + (y * this.width)); index *= 4; if (this.data[index]) { out.r = this.data[index]; out.g = this.data[++index]; out.b = this.data[++index]; out.a = this.data[++index]; } return out; }, /** * Get the color of a specific pixel including its alpha value. * If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer, * otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist. * Note that on little-endian systems the format is 0xAABBGGRR and on big-endian the format is 0xRRGGBBAA. * * @method Phaser.BitmapData#getPixel32 * @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @return {number} A native color value integer (format: 0xAARRGGBB) */ getPixel32: function (x, y) { if (x >= 0 && x <= this.width && y >= 0 && y <= this.height) { return this.pixels[y * this.width + x]; } }, /** * Get the color of a specific pixel including its alpha value as a color object containing r,g,b,a and rgba properties. * If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer, * otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist. * * @method Phaser.BitmapData#getPixelRGB * @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @param {object} [out] - An object into which 3 properties will be created: r, g and b. If not provided a new object will be created. * @param {boolean} [hsl=false] - Also convert the rgb values into hsl? * @param {boolean} [hsv=false] - Also convert the rgb values into hsv? * @return {object} An object with the red, green and blue values set in the r, g and b properties. */ getPixelRGB: function (x, y, out, hsl, hsv) { return Phaser.Color.unpackPixel(this.getPixel32(x, y), out, hsl, hsv); }, /** * Gets all the pixels from the region specified by the given Rectangle object. * * @method Phaser.BitmapData#getPixels * @param {Phaser.Rectangle} rect - The Rectangle region to get. * @return {ImageData} Returns a ImageData object containing a Uint8ClampedArray data property. */ getPixels: function (rect) { return this.context.getImageData(rect.x, rect.y, rect.width, rect.height); }, /** * Copies the pixels from the source image to this BitmapData based on the given area and destination. * * @method Phaser.BitmapData#copyPixels * @param {HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache. * @param {Phaser.Rectangle} area - The Rectangle region to copy from the source image. * @param {number} destX - The destination x coordinate to copy the image to. * @param {number} destY - The destination y coordinate to copy the image to. */ copyPixels: function (source, area, destX, destY) { if (typeof source === 'string') { source = this.game.cache.getImage(source); } if (source) { this.context.drawImage(source, area.x, area.y, area.width, area.height, destX, destY, area.width, area.height); } this.dirty = true; }, /** * Draws the given image to this BitmapData at the coordinates specified. If you need to only draw a part of the image use BitmapData.copyPixels instead. * * @method Phaser.BitmapData#draw * @param {HTMLImage|string} source - The Image to draw. If you give a string it will try and find the Image in the Game.Cache. * @param {number} [x=0] - The x coordinate to draw the image to. * @param {number} [y=0] - The y coordinate to draw the image to. */ draw: function (source, x, y) { if (typeof x === 'undefined') { x = 0; } if (typeof y === 'undefined') { y = 0; } if (typeof source === 'string') { source = this.game.cache.getImage(source); } if (source) { this.context.drawImage(source, 0, 0, source.width, source.height, x, y, source.width, source.height); } this.dirty = true; }, /** * Draws the given image to this BitmapData at the coordinates specified. If you need to only draw a part of the image use BitmapData.copyPixels instead. * * @method Phaser.BitmapData#drawSprite * @param {Phaser.Sprite|Phaser.Image} sprite - The Sprite to draw. Must have a loaded texture and frame. * @param {number} [x=0] - The x coordinate to draw the Sprite to. * @param {number} [y=0] - The y coordinate to draw the Sprite to. */ drawSprite: function (sprite, x, y) { if (typeof x === 'undefined') { x = 0; } if (typeof y === 'undefined') { y = 0; } var frame = sprite.texture.frame; this.context.drawImage(sprite.texture.baseTexture.source, frame.x, frame.y, frame.width, frame.height, x, y, frame.width, frame.height); this.dirty = true; }, /** * Draws the given image onto this BitmapData using an image as an alpha mask. * * @method Phaser.BitmapData#alphaMask * @param {HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache. * @param {HTMLImage|string} mask - The Image to use as the alpha mask. If you give a key it will try and find the Image in the Game.Cache. */ alphaMask: function (source, mask) { var temp = this.context.globalCompositeOperation; if (typeof mask === 'string') { mask = this.game.cache.getImage(mask); } if (mask) { this.context.drawImage(mask, 0, 0); } this.context.globalCompositeOperation = 'source-atop'; if (typeof source === 'string') { source = this.game.cache.getImage(source); } if (source) { this.context.drawImage(source, 0, 0); } this.context.globalCompositeOperation = temp; this.dirty = true; }, /** * Scans this BitmapData for all pixels matching the given r,g,b values and then draws them into the given destination BitmapData. * The destination BitmapData must be large enough to receive all of the pixels that are scanned. * Although the destination BitmapData is returned from this method, it's actually modified directly in place, meaning this call is perfectly valid: * `picture.extract(mask, r, g, b)` * * @method Phaser.BitmapData#extract * @param {Phaser.BitmapData} destination - The BitmapData that the extracts pixels will be drawn to. * @param {number} r - The red color component, in the range 0 - 255. * @param {number} g - The green color component, in the range 0 - 255. * @param {number} b - The blue color component, in the range 0 - 255. * @param {number} [a=255] - The alpha color component, in the range 0 - 255. * @returns {Phaser.BitmapData} The BitmapData that the extract pixels were drawn on. */ extract: function (destination, r, g, b, a) { if (typeof a === 'undefined') { a = 255; } this.processPixelRGB( function(pixel, x, y){ if (pixel.r === r && pixel.g === g && pixel.b === b) { destination.setPixel32(x, y, r, g, b, a, false); } return false; }, this); destination.context.putImageData(destination.imageData, 0, 0); destination.dirty = true; return destination; }, /** * Draws a filled Rectangle to the BitmapData at the given x, y coordinates and width / height in size. * * @method Phaser.BitmapData#rect * @param {number} x - The x coordinate of the top-left of the Rectangle. * @param {number} y - The y coordinate of the top-left of the Rectangle. * @param {number} width - The width of the Rectangle. * @param {number} height - The height of the Rectangle. * @param {string} [fillStyle] - If set the context fillStyle will be set to this value before the rect is drawn. */ rect: function (x, y, width, height, fillStyle) { if (typeof fillStyle !== 'undefined') { this.context.fillStyle = fillStyle; } this.context.fillRect(x, y, width, height); this.context.fill(); }, /** * Draws a filled Circle to the BitmapData at the given x, y coordinates and radius in size. * * @method Phaser.BitmapData#circle * @param {number} x - The x coordinate to draw the Circle at. This is the center of the circle. * @param {number} y - The y coordinate to draw the Circle at. This is the center of the circle. * @param {number} radius - The radius of the Circle in pixels. The radius is half the diameter. * @param {string} [fillStyle] - If set the context fillStyle will be set to this value before the circle is drawn. */ circle: function (x, y, radius, fillStyle) { if (typeof fillStyle !== 'undefined') { this.context.fillStyle = fillStyle; } this.context.beginPath(); this.context.arc(x, y, radius, 0, Math.PI * 2, false); this.context.closePath(); this.context.fill(); }, /** * If the game is running in WebGL this will push the texture up to the GPU if it's dirty. * This is called automatically if the BitmapData is being used by a Sprite, otherwise you need to remember to call it in your render function. * If you wish to suppress this functionality set BitmapData.disableTextureUpload to `true`. * * @method Phaser.BitmapData#render */ render: function () { if (!this.disableTextureUpload && this.game.renderType === Phaser.WEBGL && this.dirty) { // Only needed if running in WebGL, otherwise this array will never get cleared down // should use the rendersession PIXI.updateWebGLTexture(this.baseTexture, this.game.renderer.gl); this.dirty = false; } } }; Phaser.BitmapData.prototype.constructor = Phaser.BitmapData;