/// /** * Phaser - Display - DynamicTexture * * A DynamicTexture can be thought of as a mini canvas into which you can draw anything. * Game Objects can be assigned a DynamicTexture, so when they render in the world they do so * based on the contents of the texture at the time. This allows you to create powerful effects * once and have them replicated across as many game objects as you like. */ module Phaser.Display { export class DynamicTexture { /** * DynamicTexture constructor * Create a new DynamicTexture. * * @param game {Phaser.Game} Current game instance. * @param width {number} Init width of this texture. * @param height {number} Init height of this texture. */ constructor(game: Game, width: number, height: number) { this.game = game; this.type = Phaser.Types.DYNAMICTEXTURE; this.canvas = document.createElement('canvas'); this.canvas.width = width; this.canvas.height = height; this.context = this.canvas.getContext('2d'); this.css3 = new Phaser.Display.CSS3Filters(this.canvas); this.bounds = new Rectangle(0, 0, width, height); } /** * Reference to game. */ public game: Phaser.Game; /** * The type of game object. */ public type: number; private _sx: number = 0; private _sy: number = 0; private _sw: number = 0; private _sh: number = 0; private _dx: number = 0; private _dy: number = 0; private _dw: number = 0; private _dh: number = 0; // Input / Output nodes? /** * Controls the CSS3 Filters applied to the textures canvas object. * Only really useful if you attach this canvas to the DOM. * @type {Phaser.Components.CSS3Filters} */ public css3: Phaser.Display.CSS3Filters; /** * Bound of this texture with width and height info. * @type {Rectangle} */ public bounds: Phaser.Rectangle; /** * This class is actually a wrapper of canvas. * @type {HTMLCanvasElement} */ public canvas: HTMLCanvasElement; /** * Canvas context of this object. * @type {CanvasRenderingContext2D} */ public context: CanvasRenderingContext2D; /** * You can set a globalCompositeOperation that will be applied before the render method is called on this Sprite. * This is useful if you wish to apply an effect like 'lighten'. * If this value is set it will call a canvas context save and restore before and after the render pass, so use it sparingly. * Set to null to disable. */ public globalCompositeOperation: string = null; /** * Get a color of a specific pixel. * @param x {number} X position of the pixel in this texture. * @param y {number} Y position of the pixel in this texture. * @return {number} A native color value integer (format: 0xRRGGBB) */ public getPixel(x: number, y: number): number { //r = imageData.data[0]; //g = imageData.data[1]; //b = imageData.data[2]; //a = imageData.data[3]; var imageData = this.context.getImageData(x, y, 1, 1); return Phaser.ColorUtils.getColor(imageData.data[0], imageData.data[1], imageData.data[2]); } /** * Get a color of a specific pixel (including alpha value). * @param x {number} X position of the pixel in this texture. * @param y {number} Y position of the pixel in this texture. * @return A native color value integer (format: 0xAARRGGBB) */ public getPixel32(x: number, y: number) { var imageData = this.context.getImageData(x, y, 1, 1); return Phaser.ColorUtils.getColor32(imageData.data[3], imageData.data[0], imageData.data[1], imageData.data[2]); } /** * Get pixels in array in a specific Rectangle. * @param rect {Rectangle} The specific Rectangle. * @returns {array} CanvasPixelArray. */ public getPixels(rect: Phaser.Rectangle) { return this.context.getImageData(rect.x, rect.y, rect.width, rect.height); } /** * Set color of a specific pixel. * @param x {number} X position of the target pixel. * @param y {number} Y position of the target pixel. * @param color {number} Native integer with color value. (format: 0xRRGGBB) */ public setPixel(x: number, y: number, color: string) { this.context.fillStyle = color; this.context.fillRect(x, y, 1, 1); } /** * Set color (with alpha) of a specific pixel. * @param x {number} X position of the target pixel. * @param y {number} Y position of the target pixel. * @param color {number} Native integer with color value. (format: 0xAARRGGBB) */ public setPixel32(x: number, y: number, color: number) { this.context.fillStyle = color; this.context.fillRect(x, y, 1, 1); } /** * Set image data to a specific Rectangle. * @param rect {Rectangle} Target Rectangle. * @param input {object} Source image data. */ public setPixels(rect: Phaser.Rectangle, input) { this.context.putImageData(input, rect.x, rect.y); } /** * Fill a given Rectangle with specific color. * @param rect {Rectangle} Target Rectangle you want to fill. * @param color {number} A native number with color value. (format: 0xRRGGBB) */ public fillRect(rect: Phaser.Rectangle, color: number) { this.context.fillStyle = color; this.context.fillRect(rect.x, rect.y, rect.width, rect.height); } /** * */ public pasteImage(key: string, frame: number = -1, destX: number = 0, destY: number = 0, destWidth: number = null, destHeight: number = null) { var texture = null; var frameData; this._sx = 0; this._sy = 0; this._dx = destX; this._dy = destY; // TODO - Load a frame from a sprite sheet, otherwise we'll draw the whole lot if (frame > -1) { //if (this.game.cache.isSpriteSheet(key)) //{ // texture = this.game.cache.getImage(key); //this.animations.loadFrameData(this.game.cache.getFrameData(key)); //} } else { texture = this.game.cache.getImage(key); this._sw = texture.width; this._sh = texture.height; this._dw = texture.width; this._dh = texture.height; } if (destWidth !== null) { this._dw = destWidth; } if (destHeight !== null) { this._dh = destHeight; } if (texture != null) { this.context.drawImage( texture, // Source Image this._sx, // Source X (location within the source image) this._sy, // Source Y this._sw, // Source Width this._sh, // Source Height this._dx, // Destination X (where on the canvas it'll be drawn) this._dy, // Destination Y this._dw, // Destination Width (always same as Source Width unless scaled) this._dh // Destination Height (always same as Source Height unless scaled) ); } } // TODO - Add in support for: alphaBitmapData: BitmapData = null, alphaPoint: Point = null, mergeAlpha: bool = false /** * Copy pixel from another DynamicTexture to this texture. * @param sourceTexture {DynamicTexture} Source texture object. * @param sourceRect {Rectangle} The specific region Rectangle to be copied to this in the source. * @param destPoint {Point} Top-left point the target image data will be paste at. */ public copyPixels(sourceTexture: Phaser.Display.DynamicTexture, sourceRect: Phaser.Rectangle, destPoint: Phaser.Point) { // Swap for drawImage if the sourceRect is the same size as the sourceTexture to avoid a costly getImageData call if (Phaser.RectangleUtils.equals(sourceRect, this.bounds) == true) { this.context.drawImage(sourceTexture.canvas, destPoint.x, destPoint.y); } else { this.context.putImageData(sourceTexture.getPixels(sourceRect), destPoint.x, destPoint.y); } } public add(sprite: Phaser.Sprite) { sprite.texture.canvas = this.canvas; sprite.texture.context = this.context; } /** * Given an array of Sprites it will update each of them so that their canvas/contexts reference this DynamicTexture * @param objects {Array} An array of GameObjects, or objects that inherit from it such as Sprites */ public assignCanvasToGameObjects(objects) { for (var i = 0; i < objects.length; i++) { if (objects[i].texture) { objects[i].texture.canvas = this.canvas; objects[i].texture.context = this.context; } } } /** * Clear the whole canvas. */ public clear() { this.context.clearRect(0, 0, this.bounds.width, this.bounds.height); } /** * Renders this DynamicTexture to the Stage at the given x/y coordinates * * @param x {number} The X coordinate to render on the stage to (given in screen coordinates, not world) * @param y {number} The Y coordinate to render on the stage to (given in screen coordinates, not world) */ public render(x: number = 0, y: number = 0) { if (this.globalCompositeOperation) { this.game.stage.context.save(); this.game.stage.context.globalCompositeOperation = this.globalCompositeOperation; } this.game.stage.context.drawImage(this.canvas, x, y); if (this.globalCompositeOperation) { this.game.stage.context.restore(); } } public get width(): number { return this.bounds.width; } public get height(): number { return this.bounds.height; } } }