/// /** * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License * @module Phaser */ module Phaser { /** * A collection of methods for displaying debug information about game objects. * * @class DebugUtils */ export class DebugUtils { /** * A reference to the currently running Game. * @property game * @type {Phaser.Game} */ public static game: Phaser.Game; /** * The context to which the debug info will be drawn. * Defaults to the Game.Stage.context, but can be redirected anywhere. * @property context * @type {CanvasRenderingContext2D} */ public static context: CanvasRenderingContext2D; /** * An internally used value that holds the X value of the debug text to be rendered. * @property currentX * @type {Number} */ public static currentX: number; /** * An internally used value that holds the Y value of the debug text to be rendered. * @property currentY * @type {Number} */ public static currentY: number; /** * The font of the debug text to be rendered. * @property font * @type {String} */ public static font: string = '14px Courier'; /** * The height in pixels of a line of debug text. If you adjust the font size then adjust this accordingly. * @property lineHeight * @type {Number} */ public static lineHeight: number = 16; /** * The color of the debug text to be rendered in CSS string format (i.e. 'rgb(r,g,b)') * @property font * @type {String} */ public static currentColor: string; /** * If set to true this will render a shadow below any debug text, often making it easier to read. * @property renderShadow * @type {Boolean} */ public static renderShadow: boolean = true; /** * Internal method that resets the debug output values. * @method start * @param {Number} x The X value the debug info will start from. * @param {Number} y The Y value the debug info will start from. * @param {String} color The color the debug info will drawn in. */ public static start(x: number, y: number, color: string = 'rgb(255,255,255)') { Phaser.DebugUtils.currentX = x; Phaser.DebugUtils.currentY = y; Phaser.DebugUtils.currentColor = color; Phaser.DebugUtils.context.fillStyle = color; Phaser.DebugUtils.context.font = Phaser.DebugUtils.font; } /** * Internal method that outputs a single line of text. * @method 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. */ public static line(text: string, x:number = null, y:number = null) { if (x !== null) { Phaser.DebugUtils.currentX = x; } if (y !== null) { Phaser.DebugUtils.currentY = y; } if (Phaser.DebugUtils.renderShadow) { Phaser.DebugUtils.context.fillStyle = 'rgb(0,0,0)'; Phaser.DebugUtils.context.fillText(text, Phaser.DebugUtils.currentX + 1, Phaser.DebugUtils.currentY + 1); Phaser.DebugUtils.context.fillStyle = Phaser.DebugUtils.currentColor; } Phaser.DebugUtils.context.fillText(text, Phaser.DebugUtils.currentX, Phaser.DebugUtils.currentY); Phaser.DebugUtils.currentY += Phaser.DebugUtils.lineHeight; } public static renderSpriteCorners(sprite: Phaser.Sprite, color: string = 'rgb(255,0,255)') { Phaser.DebugUtils.start(0, 0, color); Phaser.DebugUtils.line('x: ' + Math.floor(sprite.transform.upperLeft.x) + ' y: ' + Math.floor(sprite.transform.upperLeft.y), sprite.transform.upperLeft.x, sprite.transform.upperLeft.y); Phaser.DebugUtils.line('x: ' + Math.floor(sprite.transform.upperRight.x) + ' y: ' + Math.floor(sprite.transform.upperRight.y), sprite.transform.upperRight.x, sprite.transform.upperRight.y); Phaser.DebugUtils.line('x: ' + Math.floor(sprite.transform.bottomLeft.x) + ' y: ' + Math.floor(sprite.transform.bottomLeft.y), sprite.transform.bottomLeft.x, sprite.transform.bottomLeft.y); Phaser.DebugUtils.line('x: ' + Math.floor(sprite.transform.bottomRight.x) + ' y: ' + Math.floor(sprite.transform.bottomRight.y), sprite.transform.bottomRight.x, sprite.transform.bottomRight.y); } /** * Render debug infos. (including id, position, rotation, scrolling factor, worldBounds and some other properties) * @param x {number} X position of the debug info to be rendered. * @param y {number} Y position of the debug info to be rendered. * @param [color] {number} color of the debug info to be rendered. (format is css color string) */ public static renderSoundInfo(sound: Phaser.Sound, x: number, y: number, color: string = 'rgb(255,255,255)') { Phaser.DebugUtils.start(x, y, color); Phaser.DebugUtils.line('Sound: ' + sound.key + ' Locked: ' + sound.game.sound.touchLocked + ' Pending Playback: ' + sound.pendingPlayback); Phaser.DebugUtils.line('Decoded: ' + sound.isDecoded + ' Decoding: ' + sound.isDecoding); Phaser.DebugUtils.line('Total Duration: ' + sound.totalDuration + ' Playing: ' + sound.isPlaying); Phaser.DebugUtils.line('Time: ' + sound.currentTime); Phaser.DebugUtils.line('Volume: ' + sound.volume + ' Muted: ' + sound.mute); Phaser.DebugUtils.line('WebAudio: ' + sound.usingWebAudio + ' Audio: ' + sound.usingAudioTag); if (sound.currentMarker !== '') { Phaser.DebugUtils.line('Marker: ' + sound.currentMarker + ' Duration: ' + sound.duration); Phaser.DebugUtils.line('Start: ' + sound.markers[sound.currentMarker].start + ' Stop: ' + sound.markers[sound.currentMarker].stop); Phaser.DebugUtils.line('Position: ' + sound.position); } } /** * Render debug infos. (including id, position, rotation, scrolling factor, worldBounds and some other properties) * @param x {number} X position of the debug info to be rendered. * @param y {number} Y position of the debug info to be rendered. * @param [color] {number} color of the debug info to be rendered. (format is css color string) */ static renderCameraInfo(camera: Phaser.Camera, x: number, y: number, color: string = 'rgb(255,255,255)') { Phaser.DebugUtils.start(x, y, color); Phaser.DebugUtils.line('Camera ID: ' + camera.ID + ' (' + camera.screenView.width + ' x ' + camera.screenView.height + ')'); Phaser.DebugUtils.line('X: ' + camera.x + ' Y: ' + camera.y + ' Rotation: ' + camera.transform.rotation); Phaser.DebugUtils.line('WorldView X: ' + camera.worldView.x + ' Y: ' + camera.worldView.y + ' W: ' + camera.worldView.width + ' H: ' + camera.worldView.height); Phaser.DebugUtils.line('ScreenView X: ' + camera.screenView.x + ' Y: ' + camera.screenView.y + ' W: ' + camera.screenView.width + ' H: ' + camera.screenView.height); if (camera.worldBounds) { Phaser.DebugUtils.line('Bounds: ' + camera.worldBounds.width + ' x ' + camera.worldBounds.height); } } /** * Renders the Pointer.circle object onto the stage in green if down or red if up. * @method renderDebug */ static renderPointer(pointer: Phaser.Pointer, hideIfUp: boolean = false, downColor: string = 'rgba(0,255,0,0.5)', upColor: string = 'rgba(255,0,0,0.5)', color: string = 'rgb(255,255,255)') { if (hideIfUp == true && pointer.isUp == true) { return; } Phaser.DebugUtils.context.beginPath(); Phaser.DebugUtils.context.arc(pointer.x, pointer.y, pointer.circle.radius, 0, Math.PI * 2); if (pointer.active) { Phaser.DebugUtils.context.fillStyle = downColor; } else { Phaser.DebugUtils.context.fillStyle = upColor; } Phaser.DebugUtils.context.fill(); Phaser.DebugUtils.context.closePath(); // Render the points Phaser.DebugUtils.context.beginPath(); Phaser.DebugUtils.context.moveTo(pointer.positionDown.x, pointer.positionDown.y); Phaser.DebugUtils.context.lineTo(pointer.position.x, pointer.position.y); Phaser.DebugUtils.context.lineWidth = 2; Phaser.DebugUtils.context.stroke(); Phaser.DebugUtils.context.closePath(); // Render the text Phaser.DebugUtils.start(pointer.x, pointer.y - 100, color); Phaser.DebugUtils.line('ID: ' + pointer.id + " Active: " + pointer.active); Phaser.DebugUtils.line('World X: ' + pointer.worldX + " World Y: " + pointer.worldY); Phaser.DebugUtils.line('Screen X: ' + pointer.x + " Screen Y: " + pointer.y); Phaser.DebugUtils.line('Duration: ' + pointer.duration + " ms"); } /** * Render Sprite Input Debug information * @param x {number} X position of the debug info to be rendered. * @param y {number} Y position of the debug info to be rendered. * @param [color] {number} color of the debug info to be rendered. (format is css color string) */ static renderSpriteInputInfo(sprite: Phaser.Sprite, x: number, y: number, color: string = 'rgb(255,255,255)') { Phaser.DebugUtils.start(x, y, color); Phaser.DebugUtils.line('Sprite Input: (' + sprite.width + ' x ' + sprite.height + ')'); Phaser.DebugUtils.line('x: ' + sprite.input.pointerX().toFixed(1) + ' y: ' + sprite.input.pointerY().toFixed(1)); Phaser.DebugUtils.line('over: ' + sprite.input.pointerOver() + ' duration: ' + sprite.input.overDuration().toFixed(0)); Phaser.DebugUtils.line('down: ' + sprite.input.pointerDown() + ' duration: ' + sprite.input.downDuration().toFixed(0)); Phaser.DebugUtils.line('just over: ' + sprite.input.justOver() + ' just out: ' + sprite.input.justOut()); } /** * Render debug information about the Input object. * @param x {number} X position of the debug info to be rendered. * @param y {number} Y position of the debug info to be rendered. * @param [color] {number} color of the debug info to be rendered. (format is css color string) */ static renderInputInfo(x: number, y: number, color: string = 'rgb(255,255,255)') { Phaser.DebugUtils.start(x, y, color); if (Phaser.DebugUtils.game.input.camera) { Phaser.DebugUtils.line('Input - Camera: ' + Phaser.DebugUtils.game.input.camera.ID); } else { Phaser.DebugUtils.line('Input - Camera: null'); } Phaser.DebugUtils.line('X: ' + Phaser.DebugUtils.game.input.x + ' Y: ' + Phaser.DebugUtils.game.input.y); Phaser.DebugUtils.line('World X: ' + Phaser.DebugUtils.game.input.worldX + ' World Y: ' + Phaser.DebugUtils.game.input.worldY); Phaser.DebugUtils.line('Scale X: ' + Phaser.DebugUtils.game.input.scale.x.toFixed(1) + ' Scale Y: ' + Phaser.DebugUtils.game.input.scale.x.toFixed(1)); Phaser.DebugUtils.line('Screen X: ' + Phaser.DebugUtils.game.input.activePointer.screenX + ' Screen Y: ' + Phaser.DebugUtils.game.input.activePointer.screenY); } static renderSpriteWorldView(sprite: Phaser.Sprite, x: number, y: number, color: string = 'rgb(255,255,255)') { Phaser.DebugUtils.start(x, y, color); Phaser.DebugUtils.line('Sprite World Coords (' + sprite.width + ' x ' + sprite.height + ')'); Phaser.DebugUtils.line('x: ' + sprite.worldView.x + ' y: ' + sprite.worldView.y); Phaser.DebugUtils.line('bottom: ' + sprite.worldView.bottom + ' right: ' + sprite.worldView.right.toFixed(1)); } static renderSpriteWorldViewBounds(sprite: Phaser.Sprite, color: string = 'rgba(0,255,0,0.3)') { Phaser.DebugUtils.renderRectangle(sprite.worldView, color); } /** * Render debug infos. (including name, bounds info, position and some other properties) * @param x {number} X position of the debug info to be rendered. * @param y {number} Y position of the debug info to be rendered. * @param [color] {number} color of the debug info to be rendered. (format is css color string) */ static renderSpriteInfo(sprite: Phaser.Sprite, x: number, y: number, color: string = 'rgb(255,255,255)') { Phaser.DebugUtils.start(x, y, color); Phaser.DebugUtils.line('Sprite: ' + ' (' + sprite.width + ' x ' + sprite.height + ') origin: ' + sprite.transform.origin.x + ' x ' + sprite.transform.origin.y); Phaser.DebugUtils.line('x: ' + sprite.x.toFixed(1) + ' y: ' + sprite.y.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1)); Phaser.DebugUtils.line('wx: ' + sprite.worldView.x + ' wy: ' + sprite.worldView.y + ' ww: ' + sprite.worldView.width.toFixed(1) + ' wh: ' + sprite.worldView.height.toFixed(1) + ' wb: ' + sprite.worldView.bottom + ' wr: ' + sprite.worldView.right); Phaser.DebugUtils.line('sx: ' + sprite.transform.scale.x.toFixed(1) + ' sy: ' + sprite.transform.scale.y.toFixed(1)); Phaser.DebugUtils.line('tx: ' + sprite.texture.width.toFixed(1) + ' ty: ' + sprite.texture.height.toFixed(1)); Phaser.DebugUtils.line('center x: ' + sprite.transform.center.x + ' y: ' + sprite.transform.center.y); Phaser.DebugUtils.line('cameraView x: ' + sprite.cameraView.x + ' y: ' + sprite.cameraView.y + ' width: ' + sprite.cameraView.width + ' height: ' + sprite.cameraView.height); Phaser.DebugUtils.line('inCamera: ' + Phaser.DebugUtils.game.renderer.spriteRenderer.inCamera(Phaser.DebugUtils.game.camera, sprite)); } static renderSpriteBounds(sprite: Phaser.Sprite, camera: Phaser.Camera = null, color: string = 'rgba(0,255,0,0.2)') { if (camera == null) { camera = Phaser.DebugUtils.game.camera; } var dx = sprite.worldView.x; var dy = sprite.worldView.y; Phaser.DebugUtils.context.fillStyle = color; Phaser.DebugUtils.context.fillRect(dx, dy, sprite.width, sprite.height); } static renderPixel(x: number, y: number, fillStyle: string = 'rgba(0,255,0,1)') { Phaser.DebugUtils.context.fillStyle = fillStyle; Phaser.DebugUtils.context.fillRect(x, y, 1, 1); } static renderPoint(point: Phaser.Point, fillStyle: string = 'rgba(0,255,0,1)') { Phaser.DebugUtils.context.fillStyle = fillStyle; Phaser.DebugUtils.context.fillRect(point.x, point.y, 1, 1); } static renderRectangle(rect: Phaser.Rectangle, fillStyle: string = 'rgba(0,255,0,0.3)') { Phaser.DebugUtils.context.fillStyle = fillStyle; Phaser.DebugUtils.context.fillRect(rect.x, rect.y, rect.width, rect.height); } static renderCircle(circle: Phaser.Circle, fillStyle: string = 'rgba(0,255,0,0.3)') { Phaser.DebugUtils.context.fillStyle = fillStyle; Phaser.DebugUtils.context.arc(circle.x, circle.y, circle.radius, 0, Math.PI * 2, false); Phaser.DebugUtils.context.fill(); } /** * Render text * @param x {number} X position of the debug info to be rendered. * @param y {number} Y position of the debug info to be rendered. * @param [color] {number} color of the debug info to be rendered. (format is css color string) */ static renderText(text: string, x: number, y: number, color: string = 'rgb(255,255,255)', font: string = '16px Courier') { Phaser.DebugUtils.context.font = font; Phaser.DebugUtils.context.fillStyle = color; Phaser.DebugUtils.context.fillText(text, x, y); } /* public render(context:CanvasRenderingContext2D) { context.beginPath(); context.strokeStyle = 'rgb(0,255,0)'; context.strokeRect(this.position.x - this.bounds.halfWidth, this.position.y - this.bounds.halfHeight, this.bounds.width, this.bounds.height); context.stroke(); context.closePath(); // center point context.fillStyle = 'rgb(0,255,0)'; context.fillRect(this.position.x, this.position.y, 2, 2); if (this.touching & Phaser.Types.LEFT) { context.beginPath(); context.strokeStyle = 'rgb(255,0,0)'; context.moveTo(this.position.x - this.bounds.halfWidth, this.position.y - this.bounds.halfHeight); context.lineTo(this.position.x - this.bounds.halfWidth, this.position.y + this.bounds.halfHeight); context.stroke(); context.closePath(); } if (this.touching & Phaser.Types.RIGHT) { context.beginPath(); context.strokeStyle = 'rgb(255,0,0)'; context.moveTo(this.position.x + this.bounds.halfWidth, this.position.y - this.bounds.halfHeight); context.lineTo(this.position.x + this.bounds.halfWidth, this.position.y + this.bounds.halfHeight); context.stroke(); context.closePath(); } if (this.touching & Phaser.Types.UP) { context.beginPath(); context.strokeStyle = 'rgb(255,0,0)'; context.moveTo(this.position.x - this.bounds.halfWidth, this.position.y - this.bounds.halfHeight); context.lineTo(this.position.x + this.bounds.halfWidth, this.position.y - this.bounds.halfHeight); context.stroke(); context.closePath(); } if (this.touching & Phaser.Types.DOWN) { context.beginPath(); context.strokeStyle = 'rgb(255,0,0)'; context.moveTo(this.position.x - this.bounds.halfWidth, this.position.y + this.bounds.halfHeight); context.lineTo(this.position.x + this.bounds.halfWidth, this.position.y + this.bounds.halfHeight); context.stroke(); context.closePath(); } } */ /** * Render debug infos. (including name, bounds info, position and some other properties) * @param x {number} X position of the debug info to be rendered. * @param y {number} Y position of the debug info to be rendered. * @param [color] {number} color of the debug info to be rendered. (format is css color string) */ /* public renderDebugInfo(x: number, y: number, color: string = 'rgb(255,255,255)') { this.sprite.texture.context.fillStyle = color; this.sprite.texture.context.fillText('Sprite: (' + this.sprite.width + ' x ' + this.sprite.height + ')', x, y); //this.sprite.texture.context.fillText('x: ' + this._sprite.frameBounds.x.toFixed(1) + ' y: ' + this._sprite.frameBounds.y.toFixed(1) + ' rotation: ' + this._sprite.rotation.toFixed(1), x, y + 14); this.sprite.texture.context.fillText('x: ' + this.bounds.x.toFixed(1) + ' y: ' + this.bounds.y.toFixed(1) + ' rotation: ' + this.sprite.transform.rotation.toFixed(0), x, y + 14); this.sprite.texture.context.fillText('vx: ' + this.velocity.x.toFixed(1) + ' vy: ' + this.velocity.y.toFixed(1), x, y + 28); this.sprite.texture.context.fillText('acx: ' + this.acceleration.x.toFixed(1) + ' acy: ' + this.acceleration.y.toFixed(1), x, y + 42); this.sprite.texture.context.fillText('angVx: ' + this.angularVelocity.toFixed(1) + ' angAc: ' + this.angularAcceleration.toFixed(1), x, y + 56); } */ } }