Phaser.Utils. Debug

new Debug(game)

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!

Parameters:
Name Type Description
game Phaser.Game

A reference to the currently running game.

Source - utils/Debug.js, line 23

Members

bmd :Phaser.BitmapData

In WebGL mode this BitmapData contains a copy of the debug canvas.

Source - utils/Debug.js, line 38

canvas :HTMLCanvasElement

The canvas to which Debug calls draws.

Source - utils/Debug.js, line 43

columnWidth :number

The spacing between columns.

Source - utils/Debug.js, line 59

context :CanvasRenderingContext2D

The 2d context of the canvas.

Source - utils/Debug.js, line 48

currentAlpha :number

The alpha of the Debug context, set before all debug information is rendered to it.

Default Value:
  • 1
Source - utils/Debug.js, line 87

currentX :number

The current X position the debug information will be rendered at.

Source - utils/Debug.js, line 75

currentY :number

The current Y position the debug information will be rendered at.

Source - utils/Debug.js, line 81

dirty :boolean

Does the canvas need re-rendering?

Source - utils/Debug.js, line 92

font :string

The font that the debug information is rendered in.

Default Value:
  • '14px Courier'
Source - utils/Debug.js, line 54

game :Phaser.Game

A reference to the currently running Game.

Source - utils/Debug.js, line 28

lineHeight :number

The line height between the debug text.

Source - utils/Debug.js, line 64

renderShadow :boolean

Should the text be rendered with a slight shadow? Makes it easier to read on different types of background.

Source - utils/Debug.js, line 69

sprite :Phaser.Image

If debugging in WebGL mode we need this.

Source - utils/Debug.js, line 33

Methods

body(sprite, color, filled)

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.

Parameters:
Name Type Argument Default Description
sprite Phaser.Sprite

The Sprite who's body will be rendered.

color string <optional>
'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)'.

filled boolean <optional>
true

Render the body as a filled rectangle (true) or a stroked rectangle (false)

Source - utils/Debug.js, line 747

bodyInfo(sprite, x, y, color)

Render a Sprites Physic Body information.

Parameters:
Name Type Argument Default Description
sprite Phaser.Sprite

The sprite to be rendered.

x number

X position of the debug info to be rendered.

y number

Y position of the debug info to be rendered.

color string <optional>
'rgb(255,255,255)'

color of the debug info to be rendered. (format is css color string).

Source - utils/Debug.js, line 781

<internal> boot()

Internal method that boots the debug displayer.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - utils/Debug.js, line 98

box2dBody(sprite, color)

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.

Parameters:
Name Type Argument Default Description
sprite Phaser.Sprite

The sprite whos body will be rendered.

color string <optional>
'rgb(0,255,0)'

color of the debug info to be rendered. (format is css color string).

Source - utils/Debug.js, line 828

box2dWorld()

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.

Source - utils/Debug.js, line 810

cameraInfo(camera, x, y, color)

Render camera information including dimensions and location.

Parameters:
Name Type Argument Default Description
camera Phaser.Camera

The Phaser.Camera to show the debug information for.

x number

X position of the debug info to be rendered.

y number

Y position of the debug info to be rendered.

color string <optional>
'rgb(255,255,255)'

color of the debug info to be rendered. (format is css color string).

Source - utils/Debug.js, line 285

destroy()

Destroy this object.

Source - utils/Debug.js, line 877

geom(object, color, filled)

Renders a Rectangle.

Parameters:
Name Type Argument Default Description
object Phaser.Rectangle | object

The geometry object to render.

color string <optional>

Color of the debug info to be rendered (format is css color string).

filled boolean <optional>
true

Render the objected as a filled (default, true) or a stroked (false)

Source - utils/Debug.js, line 645

geom(object, color, filled, forceType)

Renders a Phaser geometry object including Rectangle, Circle, Point or Line.

Parameters:
Name Type Argument Default Description
object Phaser.Rectangle | Phaser.Circle | Phaser.Point | Phaser.Line

The geometry object to render.

color string <optional>

Color of the debug info to be rendered (format is css color string).

filled boolean <optional>
true

Render the objected as a filled (default, true) or a stroked (false)

forceType number <optional>
0

Force rendering of a specific type. If 0 no type will be forced, otherwise 1 = Rectangle, 2 = Circle, 3 = Point and 4 = Line.

Source - utils/Debug.js, line 580

inputInfo(x, y, color)

Render debug information about the Input object.

Parameters:
Name Type Argument Default Description
x number

X position of the debug info to be rendered.

y number

Y position of the debug info to be rendered.

color string <optional>
'rgb(255,255,255)'

color of the debug info to be rendered. (format is css color string).

Source - utils/Debug.js, line 433

key(key, x, y, color)

Renders Phaser.Key object information.

Parameters:
Name Type Argument Default Description
key Phaser.Key

The Key to render the information for.

x number

X position of the debug info to be rendered.

y number

Y position of the debug info to be rendered.

color string <optional>
'rgb(255,255,255)'

color of the debug info to be rendered. (format is css color string).

Source - utils/Debug.js, line 412

<internal> line()

Internal method that outputs a single line of text split over as many columns as needed, one per parameter.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - utils/Debug.js, line 226

lineInfo(line, x, y, color)

Renders Line information in the given color.

Parameters:
Name Type Argument Default Description
line Phaser.Line

The Line to display the data for.

x number

X position of the debug info to be rendered.

y number

Y position of the debug info to be rendered.

color string <optional>
'rgb(255,255,255)'

color of the debug info to be rendered. (format is css color string).

Source - utils/Debug.js, line 541

pixel(x, y, color, size)

Renders a single pixel at the given size.

Parameters:
Name Type Argument Default Description
x number

X position of the pixel to be rendered.

y number

Y position of the pixel to be rendered.

color string <optional>

Color of the pixel (format is css color string).

size number <optional>
2

The 'size' to render the pixel at.

Source - utils/Debug.js, line 560

pointer(pointer, hideIfUp, downColor, upColor, color)

Renders the Pointer.circle object onto the stage in green if down or red if up along with debug text.

Parameters:
Name Type Argument Default Description
pointer Phaser.Pointer

The Pointer you wish to display.

hideIfUp boolean <optional>
false

Doesn't render the circle if the pointer is up.

downColor string <optional>
'rgba(0,255,0,0.5)'

The color the circle is rendered in if down.

upColor string <optional>
'rgba(255,0,0,0.5)'

The color the circle is rendered in if up (and hideIfUp is false).

color string <optional>
'rgb(255,255,255)'

color of the debug info to be rendered. (format is css color string).

Source - utils/Debug.js, line 331

<internal> preUpdate()

Internal method that clears the canvas (if a Sprite) ready for a new debug session.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - utils/Debug.js, line 143

quadTree(quadtree, color)

Visually renders a QuadTree to the display.

Parameters:
Name Type Description
quadtree Phaser.QuadTree

The quadtree to render.

color string

The color of the lines in the quadtree.

Source - utils/Debug.js, line 707

reset()

Clears the Debug canvas.

Source - utils/Debug.js, line 162

<internal> resize(scaleManager, width, height)

Internal method that resizes the BitmapData and Canvas.
Called by ScaleManager.onSizeChange only in WebGL mode.

Parameters:
Name Type Description
scaleManager Phaser.ScaleManager

The Phaser ScaleManager.

width number

The new width of the game.

height number

The new height of the game.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - utils/Debug.js, line 124

ropeSegments(rope, color, filled)

Renders the Rope's segments. Note: This is really expensive as it has to calculate new segments every time you call it

Parameters:
Name Type Argument Default Description
rope Phaser.Rope

The rope to display the segments of.

color string <optional>

Color of the debug info to be rendered (format is css color string).

filled boolean <optional>
true

Render the rectangle as a fillRect (default, true) or a strokeRect (false)

Source - utils/Debug.js, line 472

soundInfo(sound, x, y, color)

Render Sound information, including decoded state, duration, volume and more.

Parameters:
Name Type Argument Default Description
sound Phaser.Sound

The sound object to debug.

x number

X position of the debug info to be rendered.

y number

Y position of the debug info to be rendered.

color string <optional>
'rgb(255,255,255)'

color of the debug info to be rendered. (format is css color string).

Source - utils/Debug.js, line 254

spriteBounds(sprite, color, filled)

Renders the Sprites bounds. Note: This is really expensive as it has to calculate the bounds every time you call it!

Parameters:
Name Type Argument Default Description
sprite Phaser.Sprite | Phaser.Image

The sprite to display the bounds of.

color string <optional>

Color of the debug info to be rendered (format is css color string).

filled boolean <optional>
true

Render the rectangle as a fillRect (default, true) or a strokeRect (false)

Source - utils/Debug.js, line 453

spriteCoords(sprite, x, y, color)

Renders the sprite coordinates in local, positional and world space.

Parameters:
Name Type Argument Default Description
sprite Phaser.Sprite | Phaser.Image

The sprite to display the coordinates for.

x number

X position of the debug info to be rendered.

y number

Y position of the debug info to be rendered.

color string <optional>
'rgb(255,255,255)'

color of the debug info to be rendered. (format is css color string).

Source - utils/Debug.js, line 515

spriteInfo(sprite, x, y, color)

Render debug infos (including name, bounds info, position and some other properties) about the Sprite.

Parameters:
Name Type Argument Default Description
sprite Phaser.Sprite

The Sprite to display the information of.

x number

X position of the debug info to be rendered.

y number

Y position of the debug info to be rendered.

color string <optional>
'rgb(255,255,255)'

color of the debug info to be rendered. (format is css color string).

Source - utils/Debug.js, line 492

spriteInputInfo(sprite, x, y, color)

Render Sprite Input Debug information.

Parameters:
Name Type Argument Default Description
sprite Phaser.Sprite | Phaser.Image

The sprite to display the input data for.

x number

X position of the debug info to be rendered.

y number

Y position of the debug info to be rendered.

color string <optional>
'rgb(255,255,255)'

color of the debug info to be rendered. (format is css color string).

Source - utils/Debug.js, line 391

<internal> start(x, y, color, columnWidth)

Internal method that resets and starts the debug output values.

Parameters:
Name Type Argument Default Description
x number <optional>
0

The X value the debug info will start from.

y number <optional>
0

The Y value the debug info will start from.

color string <optional>
'rgb(255,255,255)'

The color the debug text will drawn in.

columnWidth number <optional>
0

The spacing between columns.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - utils/Debug.js, line 181

<internal> stop()

Internal method that stops the debug output.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - utils/Debug.js, line 214

text(text, x, y, color, font)

Render a string of text.

Parameters:
Name Type Argument Description
text string

The line of text to draw.

x number

X position of the debug info to be rendered.

y number

Y position of the debug info to be rendered.

color string <optional>

Color of the debug info to be rendered (format is css color string).

font string <optional>

The font of text to draw.

Source - utils/Debug.js, line 676

timer(timer, x, y, color)

Render Timer information.

Parameters:
Name Type Argument Default Description
timer Phaser.Timer

The Phaser.Timer to show the debug information for.

x number

X position of the debug info to be rendered.

y number

Y position of the debug info to be rendered.

color string <optional>
'rgb(255,255,255)'

color of the debug info to be rendered. (format is css color string).

Source - utils/Debug.js, line 312
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