/** * @author Richard Davey * @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. * 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 expenive. * If your game is using a Canvas renderer then the debug information is literally drawn on the top of the active game canvas and no Sprite is used. * * @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 {PIXI.Sprite} sprite - If debugging in WebGL mode we need this. */ this.sprite = null; /** * @property {HTMLCanvasElement} canvas - The canvas to which this BitmapData draws. */ this.canvas = null; /** * @property {PIXI.BaseTexture} baseTexture - Required Pixi var. */ this.baseTexture = null; /** * @property {PIXI.Texture} texture - Required Pixi var. */ this.texture = null; /** * @property {Phaser.Frame} textureFrame - Dimensions of the renderable area. */ this.textureFrame = null; /** * @property {CanvasRenderingContext2D} context - The 2d context of the canvas. */ this.context = null; /** * @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; /** * @property {boolean} dirty - Does the canvas need re-rendering? */ this.dirty = false; }; Phaser.Utils.Debug.prototype = { /** * Internal method that boots the debug displayer. * * @method Phaser.Utils.Debug#boot * @protected */ boot: function () { if (this.game.renderType === Phaser.CANVAS) { this.context = this.game.context; } else { this.canvas = Phaser.Canvas.create(this.game.width, this.game.height, '', true); this.context = this.canvas.getContext('2d'); this.baseTexture = new PIXI.BaseTexture(this.canvas); this.texture = new PIXI.Texture(this.baseTexture); this.textureFrame = new Phaser.Frame(0, 0, 0, this.game.width, this.game.height, 'debug', game.rnd.uuid()); this.sprite = this.game.make.image(0, 0, this.texture, this.textureFrame); this.game.stage.addChild(this.sprite); } }, /** * Internal method that resets and starts the debug output values. * * @method Phaser.Utils.Debug#start * @protected * @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 (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; if (this.sprite && this.dirty) { // this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); } 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 * @protected */ stop: function () { this.context.restore(); this.context.globalAlpha = this.currentAlpha; if (this.sprite) { PIXI.updateWebGLTexture(this.baseTexture, this.game.renderer.gl); } }, /** * Internal method that outputs a single line of text. * * @method Phaser.Utils.Debug#line * @protected * @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 (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#line * @protected * @param {string} text - The text to render. You can have as many columns of text as you want, just pass them as additional parameters. */ line: function (text) { 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#soundInfo * @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). */ soundInfo: function (sound, x, y, color) { 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#cameraInfo * @param {Phaser.Camera} camera - The Phaser.Camera to show the debug information for. * @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). */ cameraInfo: function (camera, x, y, color) { 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#pointer * @param {Phaser.Pointer} pointer - The Pointer you wish to display. * @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). */ pointer: function (pointer, hideIfUp, downColor, upColor, color) { if (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)'; 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.line('is Down: ' + pointer.isDown + " is Up: " + pointer.isUp); this.stop(); }, /** * Render Sprite Input Debug information. * * @method Phaser.Utils.Debug#spriteInputInfo * @param {Phaser.Sprite|Phaser.Image} sprite - The sprite to display the input data for. * @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). */ spriteInputInfo: function (sprite, x, y, color) { 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(); }, /** * Renders Phaser.Key object information. * * @method Phaser.Utils.Debug#key * @param {Phaser.Key} key - The Key to render the information for. * @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). */ key: function (key, x, y, color) { this.start(x, y, color, 150); this.line('Key:', key.keyCode, 'isDown:', key.isDown); this.line('justPressed:', key.justPressed(), 'justReleased:', key.justReleased()); this.line('Time Down:', key.timeDown.toFixed(0), 'duration:', key.duration.toFixed(0)); this.stop(); }, /** * Render debug information about the Input object. * * @method Phaser.Utils.Debug#inputInfo * @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). */ inputInfo: function (x, y, color) { 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#spriteBounds * @param {Phaser.Sprite|Phaser.Image} sprite - The sprite to display the bounds of. * @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) */ spriteBounds: 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#spriteInfo * @param {Phaser.Sprite} sprite - The Sprite to display the information of. * @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). */ spriteInfo: function (sprite, x, y, color) { 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#spriteCoords * @param {Phaser.Sprite|Phaser.Image} sprite - The sprite to display the coordinates for. * @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). */ spriteCoords: function (sprite, x, y, color) { this.start(x, y, color, 100); if (sprite.name) { this.line(sprite.name); } this.line('x:', sprite.x.toFixed(2), 'y:', sprite.y.toFixed(2)); this.line('pos x:', sprite.position.x.toFixed(2), 'pos y:', sprite.position.y.toFixed(2)); this.line('world x:', sprite.world.x.toFixed(2), 'world y:', sprite.world.y.toFixed(2)); this.stop(); }, /** * Renders Line information in the given color. * * @method Phaser.Utils.Debug#lineInfo * @param {Phaser.Line} line - The Line to display the data for. * @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). */ lineInfo: function (line, x, y, color) { this.start(x, y, color, 80); this.line('start.x:', line.start.x.toFixed(2), 'start.y:', line.start.y.toFixed(2)); this.line('end.x:', line.end.x.toFixed(2), 'end.y:', line.end.y.toFixed(2)); this.line('length:', line.length.toFixed(2), 'angle:', line.angle); this.stop(); }, /** * Renders a single pixel at the given size. * * @method Phaser.Utils.Debug#pixel * @param {number} x - X position of the pixel to be rendered. * @param {number} y - Y position of the pixel to be rendered. * @param {string} [color] - Color of the pixel (format is css color string). * @param {number} [size=2] - The 'size' to render the pixel at. */ pixel: function (x, y, color, size) { size = size || 2; this.start(); this.context.fillStyle = color; this.context.fillRect(x, y, size, size); this.stop(); }, /** * Renders a Phaser geometry object including Rectangle, Circle, Point or Line. * * @method Phaser.Utils.Debug#geom * @param {Phaser.Rectangle|Phaser.Circle|Phaser.Point|Phaser.Line} object - The geometry object to render. * @param {string} [color] - Color of the debug info to be rendered (format is css color string). * @param {boolean} [filled=true] - Render the objected as a filled (default, true) or a stroked (false) */ geom: function (object, color, filled) { if (typeof filled === 'undefined') { filled = true; } color = color || 'rgba(0,255,0,0.3)'; this.start(); this.context.fillStyle = color; this.context.strokeStyle = color; if (object instanceof Phaser.Rectangle) { if (filled) { this.context.fillRect(object.x, object.y, object.width, object.height); } else { this.context.strokeRect(object.x, object.y, object.width, object.height); } } else if (object instanceof Phaser.Circle) { this.context.beginPath(); this.context.arc(object.x, object.y, object.radius, 0, Math.PI * 2, false); this.context.closePath(); if (filled) { this.context.fill(); } else { this.context.stroke(); } } else if (object instanceof Phaser.Point) { this.context.fillRect(object.x, object.y, 4, 4); } else if (object instanceof Phaser.Line) { this.context.lineWidth = 1; this.context.beginPath(); this.context.moveTo(object.start.x + 0.5, object.start.y + 0.5); this.context.lineTo(object.end.x + 0.5, object.end.y + 0.5); this.context.closePath(); this.context.stroke(); } this.stop(); }, /** * Render a string of text. * * @method Phaser.Utils.Debug#text * @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. */ text: function (text, x, y, color, font) { color = color || 'rgb(255,255,255)'; font = font || '16px Courier'; this.start(); this.context.font = font; if (this.renderShadow) { this.context.fillStyle = 'rgb(0,0,0)'; this.context.fillText(text, x + 1, y + 1); } this.context.fillStyle = color; this.context.fillText(text, x, y); this.stop(); }, /** * Render Sprite Body Physics Data as text. * * @method Phaser.Utils.Debug#bodyInfo * @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). */ bodyInfo: function (sprite, x, y, color) { this.start(x, y, color, 210); this.line('x: ' + sprite.body.x.toFixed(2), 'y: ' + sprite.body.y.toFixed(2), 'width: ' + sprite.width, 'height: ' + sprite.height); // this.line('speed: ' + sprite.body.speed.toFixed(2), 'angle: ' + sprite.body.angle.toFixed(2), 'linear damping: ' + sprite.body.linearDamping); // this.line('blocked left: ' + sprite.body.blocked.left, 'right: ' + sprite.body.blocked.right, 'up: ' + sprite.body.blocked.up, 'down: ' + sprite.body.blocked.down); // this.line('touching left: ' + sprite.body.touching.left, 'right: ' + sprite.body.touching.right, 'up: ' + sprite.body.touching.up, 'down: ' + sprite.body.touching.down); // this.line('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.line('acceleration x: ' + sprite.body.acceleration.x.toFixed(2), 'y: ' + sprite.body.acceleration.y.toFixed(2)); // this.line('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.line('bounce x: ' + sprite.body.bounce.x.toFixed(2), 'y: ' + sprite.body.bounce.y.toFixed(2)); this.stop(); }, /** * Renders the physics body including all shapes. * * @method Phaser.Utils.Debug#physicsBody * @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. */ physicsBody: function (body, color) { 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.shapeRectangle(x, y, angle, shapes[i], shapeOffsets[i], shapeAngles[i]); } else if (shapes[i] instanceof p2.Line) { this.shapeLine(x, y, angle, shapes[i], shapeOffsets[i], shapeAngles[i]); } else if (shapes[i] instanceof p2.Convex) { this.shapeConvex(x, y, angle, shapes[i], shapeOffsets[i], shapeAngles[i]); } else if (shapes[i] instanceof p2.Circle) { this.shapeCircle(x, y, angle, shapes[i], shapeOffsets[i], shapeAngles[i]); } } this.stop(); }, /** * Renders a p2.Rectangle shape. Do not call this directly - instead use Debug.physicsBody. * * @method Phaser.Utils.Debug#shapeRectangle * @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. */ shapeRectangle: 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.physicsBody. * * @method Phaser.Utils.Debug#shapeLine * @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. */ shapeLine: 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.physicsBody. * * @method Phaser.Utils.Debug#shapeConvex * @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. */ shapeConvex: 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.physicsBody. * * @method Phaser.Utils.Debug#shapeCircle * @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. */ shapeCircle: 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;