/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2014 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. Phaser.Debug requires a CANVAS game type in order to render, so if you've got * your game set to use Phaser.AUTO then swap it for Phaser.CANVAS to ensure WebGL doesn't kick in, then the Debug functions will all display. * * @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 {Context} context - The canvas context on which to render the debug information. */ this.context = game.context; /** * @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 {Context} 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 current alpha the debug information will be rendered at. * @default */ this.currentAlpha = 1; }; Phaser.Utils.Debug.prototype = { /** * Internal method that resets and starts the debug output values. * @method Phaser.Utils.Debug#start * @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 (this.context === null) { return; } if (typeof x !== 'number') { x = 0; } if (typeof y !== 'number') { y = 0; } color = color || 'rgb(255,255,255)'; if (typeof columnWidth === 'undefined') { columnWidth = 0; } this.currentX = x; this.currentY = y; this.currentColor = color; this.currentAlpha = this.context.globalAlpha; this.columnWidth = columnWidth; 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 = 1; }, /** * Internal method that stops the debug output. * @method Phaser.Utils.Debug#stop */ stop: function () { this.context.restore(); this.context.globalAlpha = this.currentAlpha; }, /** * Internal method that outputs a single line of text. * @method Phaser.Utils.Debug#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; } if (typeof x !== 'undefined') { this.currentX = x; } if (typeof y !== 'undefined') { 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; }, /** * Internal method that outputs a single line of text split over as many columns as needed, one per parameter. * @method Phaser.Utils.Debug#splitline * @param {string} text - The text to render. You can have as many columns of text as you want, just pass them as additional parameters. */ splitline: function (text) { if (this.context === null) { return; } 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#renderSoundInfo * @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). */ 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 camera information including dimensions and location. * @method Phaser.Utils.Debug#renderCameraInfo * @param {Phaser.Camera} camera - Description. * @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). */ renderCameraInfo: function (camera, x, y, color) { if (this.context === null) { return; } color = color || 'rgb(255,255,255)'; this.start(x, y, color); this.line('Camera (' + camera.width + ' x ' + camera.height + ')'); this.line('X: ' + camera.x + ' Y: ' + camera.y); 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.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#renderPointer * @param {Phaser.Pointer} pointer - Description. * @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). */ renderPointer: function (pointer, hideIfUp, downColor, upColor, color) { if (this.context === null || pointer == null) { return; } if (typeof hideIfUp === 'undefined') { 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. * @method Phaser.Utils.Debug#renderSpriteInputInfo * @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). */ renderSpriteInputInfo: function (sprite, x, y, color) { if (this.context === null) { return; } 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(); }, /** * Render debug information about the Input object. * @method Phaser.Utils.Debug#renderInputInfo * @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). */ 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(); }, /** * 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#renderSpriteBounds * @param {Phaser.Sprite} sprite - Description. * @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) */ renderSpriteBounds: function (sprite, color, filled) { var bounds = sprite.getBounds(); this.renderRectangle(bounds, color, filled); }, /** * Render debug infos (including name, bounds info, position and some other properties) about the Sprite. * @method Phaser.Utils.Debug#renderSpriteInfo * @param {Phaser.Sprite} sprite - Description. * @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). */ 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)); this.line('angle: ' + sprite.angle.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1)); this.line('visible: ' + sprite.visible + ' in camera: ' + sprite.inCamera); this.stop(); }, /** * Renders the sprite coordinates in local, positional and world space. * @method Phaser.Utils.Debug#renderSpriteCoords * @param {Phaser.Sprite} line - The sprite to inspect. * @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). */ renderSpriteCoords: function (sprite, x, y, color) { if (this.context === null) { return; } color = color || 'rgb(255, 255, 255)'; this.start(x, y, color, 100); if (sprite.name) { this.line(sprite.name); } this.splitline('x:', sprite.x.toFixed(2), 'y:', sprite.y.toFixed(2)); this.splitline('pos x:', sprite.position.x.toFixed(2), 'pos y:', sprite.position.y.toFixed(2)); this.splitline('world x:', sprite.world.x.toFixed(2), 'world y:', sprite.world.y.toFixed(2)); this.stop(); }, /** * Renders a Line object in the given color. * @method Phaser.Utils.Debug#renderLine * @param {Phaser.Line} line - The Line to render. * @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string). */ renderLine: function (line, color) { if (this.context === null) { return; } color = color || 'rgb(255, 255, 255)'; this.start(0, 0, color); this.context.lineWidth = 1; this.context.beginPath(); this.context.moveTo(line.start.x + 0.5, line.start.y + 0.5); this.context.lineTo(line.end.x + 0.5, line.end.y + 0.5); this.context.closePath(); this.context.stroke(); this.stop(); }, /** * Renders Line information in the given color. * @method Phaser.Utils.Debug#renderLineInfo * @param {Phaser.Line} line - The Line to render. * @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). */ renderLineInfo: function (line, x, y, color) { if (this.context === null) { return; } color = color || 'rgb(255, 255, 255)'; this.start(x, y, color, 80); this.splitline('start.x:', line.start.x.toFixed(2), 'start.y:', line.start.y.toFixed(2)); this.splitline('end.x:', line.end.x.toFixed(2), 'end.y:', line.end.y.toFixed(2)); this.splitline('length:', line.length.toFixed(2), 'angle:', line.angle); this.stop(); }, /** * Renders Point coordinates in the given color. * @method Phaser.Utils.Debug#renderPointInfo * @param {Phaser.Point} sprite - Description. * @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). */ 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(); }, /** * Renders a single pixel. * @method Phaser.Utils.Debug#renderPixel * @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). */ renderPixel: function (x, y, color) { if (this.context === null) { return; } color = color || 'rgba(0,255,0,1)'; this.start(); this.context.fillStyle = color; this.context.fillRect(x, y, 2, 2); this.stop(); }, /** * Renders a Point object. * @method Phaser.Utils.Debug#renderPoint * @param {Phaser.Point} point - The Point to render. * @param {string} [color] - Color of the debug info to be rendered (format is css color string). */ renderPoint: function (point, color) { if (this.context === null) { return; } color = color || 'rgba(0,255,0,1)'; this.start(); this.context.fillStyle = color; this.context.fillRect(point.x, point.y, 4, 4); this.stop(); }, /** * Renders a Rectangle. * @method Phaser.Utils.Debug#renderRectangle * @param {Phaser.Rectangle} rect - The Rectangle to render. * @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) */ renderRectangle: function (rect, color, filled) { if (this.context === null) { return; } if (typeof filled === 'undefined') { filled = true; } color = color || 'rgba(0,255,0,0.3)'; this.start(); if (filled) { this.context.fillStyle = color; this.context.fillRect(rect.x, rect.y, rect.width, rect.height); } else { this.context.strokeStyle = color; this.context.strokeRect(rect.x, rect.y, rect.width, rect.height); } this.stop(); }, /** * Renders a Circle. * @method Phaser.Utils.Debug#renderCircle * @param {Phaser.Circle} circle - The Circle to render. * @param {string} [color] - Color of the debug info to be rendered (format is css color string). */ renderCircle: function (circle, color) { if (this.context === null) { return; } color = color || 'rgba(0,255,0,0.3)'; this.start(); this.context.beginPath(); this.context.fillStyle = color; this.context.arc(circle.x, circle.y, circle.radius, 0, Math.PI * 2, false); this.context.fill(); this.context.closePath(); this.stop(); }, /** * Render text. * @method Phaser.Utils.Debug#renderText * @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. */ 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(); }, /** * Render Sprite Body Physics Data as text. * @method Phaser.Utils.Debug#renderBodyInfo * @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). */ renderBodyInfo: function (sprite, x, y, color) { if (this.context === null) { return; } color = color || 'rgb(255,255,255)'; this.start(x, y, color, 210); this.splitline('x: ' + sprite.body.x.toFixed(2), 'y: ' + sprite.body.y.toFixed(2), 'width: ' + sprite.width, 'height: ' + sprite.height); // this.splitline('speed: ' + sprite.body.speed.toFixed(2), 'angle: ' + sprite.body.angle.toFixed(2), 'linear damping: ' + sprite.body.linearDamping); // this.splitline('blocked left: ' + sprite.body.blocked.left, 'right: ' + sprite.body.blocked.right, 'up: ' + sprite.body.blocked.up, 'down: ' + sprite.body.blocked.down); // this.splitline('touching left: ' + sprite.body.touching.left, 'right: ' + sprite.body.touching.right, 'up: ' + sprite.body.touching.up, 'down: ' + sprite.body.touching.down); // this.splitline('gravity x: ' + sprite.body.gravity.x, 'y: ' + sprite.body.gravity.y, 'world gravity x: ' + this.game.physics.gravity.x, 'y: ' + this.game.physics.gravity.y); // this.splitline('acceleration x: ' + sprite.body.acceleration.x.toFixed(2), 'y: ' + sprite.body.acceleration.y.toFixed(2)); // this.splitline('velocity x: ' + sprite.body.velocity.x.toFixed(2), 'y: ' + sprite.body.velocity.y.toFixed(2), 'deltaX: ' + sprite.body.deltaX().toFixed(2), 'deltaY: ' + sprite.body.deltaY().toFixed(2)); // this.splitline('bounce x: ' + sprite.body.bounce.x.toFixed(2), 'y: ' + sprite.body.bounce.y.toFixed(2)); this.stop(); }, /** * @method Phaser.Utils.Debug#renderPhysicsBody * @param {Phaser.Physics.Body} body - The Phaser.Physics.Body instance to render all shapes from. * @param {string} [color='rgb(255,255,255)'] - The color the polygon is stroked in. */ renderPhysicsBody: function (body, color) { if (this.context === null) { return; } color = color || 'rgb(255,255,255)'; this.start(0, 0, color); var shapes = body.data.shapes; var shapeOffsets = body.data.shapeOffsets; var shapeAngles = body.data.shapeAngles; var i = shapes.length; var x = this.game.math.p2pxi(body.data.position[0]) - this.game.camera.view.x; var y = this.game.math.p2pxi(body.data.position[1]) - this.game.camera.view.y; var angle = body.data.angle; while (i--) { if (shapes[i] instanceof p2.Rectangle) { this.renderShapeRectangle(x, y, angle, shapes[i], shapeOffsets[i], shapeAngles[i]); } else if (shapes[i] instanceof p2.Line) { this.renderShapeLine(x, y, angle, shapes[i], shapeOffsets[i], shapeAngles[i]); } else if (shapes[i] instanceof p2.Convex) { this.renderShapeConvex(x, y, angle, shapes[i], shapeOffsets[i], shapeAngles[i]); } else if (shapes[i] instanceof p2.Circle) { this.renderShapeCircle(x, y, angle, shapes[i], shapeOffsets[i], shapeAngles[i]); } } this.stop(); }, /** * Renders a p2.Rectangle shape. Do not call this directly - instead use Debug.renderPhysicsBody. * * @method Phaser.Utils.Debug#renderShapeRectangle * @param {number} x - The x coordinate of the Shape to translate to. * @param {number} y - The y coordinate of the Shape to translate to. * @param {number} bodyAngle - The angle of the Body to rotate to. * @param {p2.Shape} shape - The shape to render. * @param {array} offset - The shape offset vector. * @param {number} angle - The shape angle. */ renderShapeRectangle: function (x, y, bodyAngle, shape, offset, angle) { var w = this.game.math.p2px(shape.width); var h = this.game.math.p2px(shape.height); var points = shape.vertices; this.context.beginPath(); this.context.save(); this.context.translate(x + this.game.math.p2pxi(offset[0]), y + this.game.math.p2pxi(offset[1])); this.context.rotate(bodyAngle + angle); this.context.moveTo(this.game.math.p2pxi(points[0][0]), this.game.math.p2pxi(points[0][1])); for (var i = 1; i < points.length; i++) { this.context.lineTo(this.game.math.p2pxi(points[i][0]), this.game.math.p2pxi(points[i][1])); } this.context.closePath(); this.context.stroke(); this.context.restore(); }, /** * Renders a p2.Line shape. Do not call this directly - instead use Debug.renderPhysicsBody. * * @method Phaser.Utils.Debug#renderShapeLine * @param {number} x - The x coordinate of the Shape to translate to. * @param {number} y - The y coordinate of the Shape to translate to. * @param {number} bodyAngle - The angle of the Body to rotate to. * @param {p2.Shape} shape - The shape to render. * @param {array} offset - The shape offset vector. * @param {number} angle - The shape angle. */ renderShapeLine: function (x, y, bodyAngle, shape, offset, angle) { this.context.beginPath(); this.context.save(); this.context.translate(x, y); this.context.rotate(bodyAngle + angle); this.context.lineWidth = 0.5; this.context.moveTo(0, 0); this.context.lineTo(this.game.math.p2px(shape.length), 0); this.context.closePath(); this.context.stroke(); this.context.restore(); }, /** * Renders a convex shape. Do not call this directly - instead use Debug.renderPhysicsBody. * * @method Phaser.Utils.Debug#renderShapeConvex * @param {number} x - The x coordinate of the Shape to translate to. * @param {number} y - The y coordinate of the Shape to translate to. * @param {number} bodyAngle - The angle of the Body to rotate to. * @param {p2.Shape} shape - The shape to render. * @param {array} offset - The shape offset vector. * @param {number} angle - The shape angle. */ renderShapeConvex: function (x, y, bodyAngle, shape, offset, angle) { var points = shape.vertices; this.context.beginPath(); this.context.save(); this.context.translate(x + this.game.math.p2pxi(offset[0]), y + this.game.math.p2pxi(offset[1])); this.context.rotate(bodyAngle + angle); this.context.moveTo(this.game.math.p2pxi(points[0][0]), this.game.math.p2pxi(points[0][1])); for (var i = 1; i < points.length; i++) { this.context.lineTo(this.game.math.p2pxi(points[i][0]), this.game.math.p2pxi(points[i][1])); } // this.context.arc(0, 0, this.game.math.p2px(shape.radius) , 0, Math.PI * 2); this.context.closePath(); this.context.stroke(); this.context.restore(); }, /** * Renders a p2.Circle shape. Do not call this directly - instead use Debug.renderPhysicsBody. * * @method Phaser.Utils.Debug#renderShapeCircle * @param {number} x - The x coordinate of the Shape to translate to. * @param {number} y - The y coordinate of the Shape to translate to. * @param {number} bodyAngle - The angle of the Body to rotate to. * @param {p2.Shape} shape - The shape to render. * @param {array} offset - The shape offset vector. * @param {number} angle - The shape angle. */ renderShapeCircle: function (x, y, bodyAngle, shape, offset, angle) { this.context.beginPath(); this.context.save(); this.context.translate(x + this.game.math.p2pxi(offset[0]), y + this.game.math.p2pxi(offset[1])); this.context.arc(0, 0, this.game.math.p2px(shape.radius) , 0, Math.PI * 2); this.context.closePath(); this.context.stroke(); this.context.restore(); } }; Phaser.Utils.Debug.prototype.constructor = Phaser.Utils.Debug;