/** * @author Richard Davey * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Creates a new `Graphics` object. * * @class Phaser.Graphics * @constructor * * @param {Phaser.Game} game Current game instance. * @param {number} x - X position of the new graphics object. * @param {number} y - Y position of the new graphics object. */ Phaser.Graphics = function (game, x, y) { x = x || 0; y = y || 0; /** * @property {Phaser.Game} game - A reference to the currently running Game. */ this.game = game; /** * @property {boolean} exists - If exists = false then the Text isn't updated by the core game loop. * @default */ this.exists = true; /** * @property {string} name - The user defined name given to this object. * @default */ this.name = ''; /** * @property {number} type - The const type of this object. * @default */ this.type = Phaser.GRAPHICS; /** * @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container. */ this.world = new Phaser.Point(x, y); /** * @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view. */ this.cameraOffset = new Phaser.Point(); PIXI.Graphics.call(this); this.position.set(x, y); /** * A small internal cache: * 0 = previous position.x * 1 = previous position.y * 2 = previous rotation * 3 = renderID * 4 = fresh? (0 = no, 1 = yes) * 5 = outOfBoundsFired (0 = no, 1 = yes) * 6 = exists (0 = no, 1 = yes) * 7 = fixed to camera (0 = no, 1 = yes) * @property {Int16Array} _cache * @private */ this._cache = new Int16Array([0, 0, 0, 0, 1, 0, 1, 0]); }; Phaser.Graphics.prototype = Object.create(PIXI.Graphics.prototype); Phaser.Graphics.prototype.constructor = Phaser.Graphics; /** * Automatically called by World.preUpdate. * @method Phaser.Graphics.prototype.preUpdate */ Phaser.Graphics.prototype.preUpdate = function () { this._cache[0] = this.world.x; this._cache[1] = this.world.y; this._cache[2] = this.rotation; if (!this.exists || !this.parent.exists) { this.renderOrderID = -1; return false; } if (this.autoCull) { // Won't get rendered but will still get its transform updated this.renderable = this.game.world.camera.screenView.intersects(this.getBounds()); } this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]); if (this.visible) { this._cache[3] = this.game.world.currentRenderOrderID++; } return true; } /** * Override and use this function in your own custom objects to handle any update requirements you may have. * * @method Phaser.Graphics#update * @memberof Phaser.Graphics */ Phaser.Graphics.prototype.update = function() { } /** * Automatically called by World.postUpdate. * @method Phaser.Graphics.prototype.postUpdate */ Phaser.Graphics.prototype.postUpdate = function () { // Fixed to Camera? if (this._cache[7] === 1) { this.position.x = this.game.camera.view.x + this.cameraOffset.x; this.position.y = this.game.camera.view.y + this.cameraOffset.y; } } /** * Destroy this Graphics instance. * * @method Phaser.Graphics.prototype.destroy * @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called? */ Phaser.Graphics.prototype.destroy = function(destroyChildren) { if (typeof destroyChildren === 'undefined') { destroyChildren = true; } this.clear(); if (this.parent) { this.parent.remove(this); } var i = this.children.length; if (destroyChildren) { while (i--) { this.children[i].destroy(destroyChildren); } } else { while (i--) { this.removeChild(this.children[i]); } } this.exists = false; this.visible = false; this.game = null; } /* * Draws a {Phaser.Polygon} or a {PIXI.Polygon} filled * * @method Phaser.Graphics.prototype.drawPolygon */ Phaser.Graphics.prototype.drawPolygon = function (poly) { this.moveTo(poly.points[0].x, poly.points[0].y); for (var i = 1; i < poly.points.length; i += 1) { this.lineTo(poly.points[i].x, poly.points[i].y); } this.lineTo(poly.points[0].x, poly.points[0].y); } /** * Indicates the rotation of the Graphics, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. * Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90. * If you wish to work in radians instead of degrees use the property Sprite.rotation instead. * @name Phaser.Graphics#angle * @property {number} angle - Gets or sets the angle of rotation in degrees. */ Object.defineProperty(Phaser.Graphics.prototype, 'angle', { get: function() { return Phaser.Math.radToDeg(this.rotation); }, set: function(value) { this.rotation = Phaser.Math.degToRad(value); } }); /** * An Graphics that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Graphics.cameraOffset. * Note that the cameraOffset values are in addition to any parent in the display list. * So if this Graphics was in a Group that has x: 200, then this will be added to the cameraOffset.x * * @name Phaser.Graphics#fixedToCamera * @property {boolean} fixedToCamera - Set to true to fix this Graphics to the Camera at its current world coordinates. */ Object.defineProperty(Phaser.Graphics.prototype, "fixedToCamera", { get: function () { return !!this._cache[7]; }, set: function (value) { if (value) { this._cache[7] = 1; this.cameraOffset.set(this.x, this.y); } else { this._cache[7] = 0; } } });