Source: gameobjects/BitmapData.js

/**
* @author       Richard Davey <rich@photonstorm.com>
* @copyright    2014 Photon Storm Ltd.
* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/

/**
* Creates a new BitmapData object.
*
* @class Phaser.BitmapData
*
* @classdesc A BitmapData object contains a Canvas element to which you can draw anything you like via normal Canvas context operations.
* A single BitmapData can be used as the texture one or many Images/Sprites. So if you need to dynamically create a Sprite texture then they are a good choice.
*
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {string} key - Internal Phaser reference key for the render texture.
* @param {number} [width=100] - The width of the BitmapData in pixels.
* @param {number} [height=100] - The height of the BitmapData in pixels.
*/
Phaser.BitmapData = function (game, key, width, height) {

    if (typeof width === 'undefined') { width = 100; }
    if (typeof height === 'undefined') { height = 100; }

    /**
    * @property {Phaser.Game} game - A reference to the currently running game.
    */
    this.game = game;

    /**
    * @property {string} key - The key of the BitmapData in the Cache, if stored there.
    */
    this.key = key;

    /**
    * @property {number} width - The width of the BitmapData in pixels.
    */
    this.width = width;

    /**
    * @property {number} height - The height of the BitmapData in pixels.
    */
    this.height = height;

    /**
    * @property {HTMLCanvasElement} canvas - The canvas to which this BitmapData draws.
    * @default
    */
    this.canvas = Phaser.Canvas.create(width, height, '', true);

    /**
    * @property {CanvasRenderingContext2D} context - The 2d context of the canvas.
    * @default
    */
    this.context = this.canvas.getContext('2d');

    /**
    * @property {CanvasRenderingContext2D} ctx - A reference to BitmapData.context.
    */
    this.ctx = this.context;

    /**
    * @property {ImageData} imageData - The context image data.
    */
    this.imageData = this.context.getImageData(0, 0, width, height);

    /**
    * @property {Uint8ClampedArray} data - A Uint8ClampedArray view into BitmapData.buffer.
    */
    this.data = this.imageData.data;

    /**
    * @property {Uint32Array} pixels - An Uint32Array view into BitmapData.buffer.
    */
    this.pixels = null;

    /**
    * @property {ArrayBuffer} buffer - An ArrayBuffer the same size as the context ImageData.
    */
    if (this.imageData.data.buffer)
    {
        this.buffer = this.imageData.data.buffer;
        this.pixels = new Uint32Array(this.buffer);
    }
    else
    {
        if (window['ArrayBuffer'])
        {
            this.buffer = new ArrayBuffer(this.imageData.data.length);
            this.pixels = new Uint32Array(this.buffer);
        }
        else
        {
            this.pixels = this.imageData.data;
        }
    }

    /**
    * @property {PIXI.BaseTexture} baseTexture - The PIXI.BaseTexture.
    * @default
    */
    this.baseTexture = new PIXI.BaseTexture(this.canvas);

    /**
    * @property {PIXI.Texture} texture - The PIXI.Texture.
    * @default
    */
    this.texture = new PIXI.Texture(this.baseTexture);

    /**
    * @property {Phaser.Frame} textureFrame - The Frame this BitmapData uses for rendering.
    * @default
    */
    this.textureFrame = new Phaser.Frame(0, 0, 0, width, height, 'bitmapData', game.rnd.uuid());

    this.texture.frame = this.textureFrame;

    /**
    * @property {number} type - The const type of this object.
    * @default
    */
    this.type = Phaser.BITMAPDATA;

    /**
    * @property {boolean} disableTextureUpload - If disableTextureUpload is true this BitmapData will never send its image data to the GPU when its dirty flag is true.
    */
    this.disableTextureUpload = false;

    /**
    * @property {boolean} dirty - If dirty this BitmapData will be re-rendered.
    */
    this.dirty = false;

    //  Aliases
    this.cls = this.clear;
    this.update = this.refreshBuffer;

    /**
    * @property {number} _tempR - Internal cache var.
    * @private
    */
    this._tempR = 0;

    /**
    * @property {number} _tempG - Internal cache var.
    * @private
    */
    this._tempG = 0;

    /**
    * @property {number} _tempB - Internal cache var.
    * @private
    */
    this._tempB = 0;

};

Phaser.BitmapData.prototype = {

    /**
    * Updates the given objects so that they use this BitmapData as their texture. This will replace any texture they will currently have set.
    *
    * @method Phaser.BitmapData#add
    * @param {Phaser.Sprite|Phaser.Sprite[]|Phaser.Image|Phaser.Image[]} object - Either a single Sprite/Image or an Array of Sprites/Images.
    */
    add: function (object) {

        if (Array.isArray(object))
        {
            for (var i = 0; i < object.length; i++)
            {
                if (object[i]['loadTexture'])
                {
                    object[i].loadTexture(this);
                }
            }
        }
        else
        {
            object.loadTexture(this);
        }

    },

    /**
    * Takes the given Game Object, resizes this BitmapData to match it and then draws it into this BitmapDatas canvas, ready for further processing.
    * The source game object is not modified by this operation.
    * If the source object uses a texture as part of a Texture Atlas or Sprite Sheet, only the current frame will be used for sizing and draw.
    * If a string is given it will assume it's a cache key and look in Phaser.Cache for an image key matching the string.
    *
    * @method Phaser.BitmapData#load
    * @param {Phaser.Sprite|Phaser.Image|Phaser.BitmapData|string} source - The object that will be used to populate this BitmapData.
    */
    load: function (source) {

        if (typeof source === 'string')
        {
            source = this.game.cache.getImage(source);
        }

        this.resize(source.width, source.height);

        this.cls();

        if (source instanceof Phaser.Image || source instanceof Phaser.Sprite)
        {
            this.drawSprite(source, 0, 0);
        }
        else
        {
            this.draw(source, 0, 0);
        }

        this.update();

    },

    /**
    * Clears the BitmapData context using a clearRect.
    *
    * @method Phaser.BitmapData#cls
    */

    /**
    * Clears the BitmapData context using a clearRect.
    *
    * @method Phaser.BitmapData#clear
    */
    clear: function () {

        this.context.clearRect(0, 0, this.width, this.height);

        this.dirty = true;

    },

    /**
    * Fills the BitmapData with the given color.
    *
    * @method Phaser.BitmapData#fill
    * @param {number} r - The red color value, between 0 and 0xFF (255).
    * @param {number} g - The green color value, between 0 and 0xFF (255).
    * @param {number} b - The blue color value, between 0 and 0xFF (255).
    * @param {number} [a=1] - The alpha color value, between 0 and 1.
    */
    fill: function (r, g, b, a) {

        if (typeof a === 'undefined') { a = 1; }

        this.context.fillStyle = 'rgba(' + r + ',' + g + ',' + b + ',' + a + ')';
        this.context.fillRect(0, 0, this.width, this.height);
        this.dirty = true;

    },

    /**
    * Resizes the BitmapData. This changes the size of the underlying canvas and refreshes the buffer.
    *
    * @method Phaser.BitmapData#resize
    */
    resize: function (width, height) {

        if (width !== this.width || height !== this.height)
        {
            this.width = width;
            this.height = height;

            this.canvas.width = width;
            this.canvas.height = height;

            this.baseTexture.width = width;
            this.baseTexture.height = height;

            this.textureFrame.width = width;
            this.textureFrame.height = height;

            this.texture.width = width;
            this.texture.height = height;

            this.refreshBuffer();
            this.dirty = true;
        }

    },

    /**
    * This re-creates the BitmapData.imageData from the current context.
    * It then re-builds the ArrayBuffer, the data Uint8ClampedArray reference and the pixels Int32Array.
    * If not given the dimensions defaults to the full size of the context.
    *
    * @method Phaser.BitmapData#update
    * @param {number} [x=0] - The x coordinate of the top-left of the image data area to grab from.
    * @param {number} [y=0] - The y coordinate of the top-left of the image data area to grab from.
    * @param {number} [width] - The width of the image data area.
    * @param {number} [height] - The height of the image data area.
    */

    /**
    * DEPRECATED: This method will be removed in Phaser 2.1. Please use BitmapData.update instead.
    *
    * This re-creates the BitmapData.imageData from the current context.
    * It then re-builds the ArrayBuffer, the data Uint8ClampedArray reference and the pixels Int32Array.
    * If not given the dimensions defaults to the full size of the context.
    *
    * @method Phaser.BitmapData#refreshBuffer
    * @param {number} [x=0] - The x coordinate of the top-left of the image data area to grab from.
    * @param {number} [y=0] - The y coordinate of the top-left of the image data area to grab from.
    * @param {number} [width] - The width of the image data area.
    * @param {number} [height] - The height of the image data area.
    */
    refreshBuffer: function (x, y, width, height) {

        if (typeof x === 'undefined') { x = 0; }
        if (typeof y === 'undefined') { y = 0; }
        if (typeof width === 'undefined') { width = this.width; }
        if (typeof height === 'undefined') { height = this.height; }

        this.imageData = this.context.getImageData(x, y, width, height);
        this.data = this.imageData.data;

        if (this.imageData.data.buffer)
        {
            this.buffer = this.imageData.data.buffer;
            this.pixels = new Uint32Array(this.buffer);
        }
        else
        {
            if (window['ArrayBuffer'])
            {
                this.buffer = new ArrayBuffer(this.imageData.data.length);
                this.pixels = new Uint32Array(this.buffer);
            }
            else
            {
                this.pixels = this.imageData.data;
            }
        }

    },

    /**
    * Scans through the area specified in this BitmapData and sends a color object for every pixel to the given callback.
    * The callback will be sent a color object with 6 properties: `{ r: number, g: number, b: number, a: number, color: number, rgba: string }`.
    * Where r, g, b and a are integers between 0 and 255 representing the color component values for red, green, blue and alpha.
    * The `color` property is an Int32 of the full color. Note the endianess of this will change per system.
    * The `rgba` property is a CSS style rgba() string which can be used with context.fillStyle calls, among others.
    * The callback will also be sent the pixels x and y coordinates respectively.
    * The callback must return either `false`, in which case no change will be made to the pixel, or a new color object.
    * If a new color object is returned the pixel will be set to the r, g, b and a color values given within it.
    *
    * @method Phaser.BitmapData#processPixelRGB
    * @param {function} callback - The callback that will be sent each pixel color object to be processed.
    * @param {object} callbackContext - The context under which the callback will be called.
    * @param {number} [x=0] - The x coordinate of the top-left of the region to process from.
    * @param {number} [y=0] - The y coordinate of the top-left of the region to process from.
    * @param {number} [width] - The width of the region to process.
    * @param {number} [height] - The height of the region to process.
    */
    processPixelRGB: function (callback, callbackContext, x, y, width, height) {

        if (typeof x === 'undefined') { x = 0; }
        if (typeof y === 'undefined') { y = 0; }
        if (typeof width === 'undefined') { width = this.width; }
        if (typeof height === 'undefined') { height = this.height; }

        var w = x + width;
        var h = y + height;
        var pixel = Phaser.Color.createColor();
        var result = { r: 0, g: 0, b: 0, a: 0 };
        var dirty = false;

        for (var ty = y; ty < h; ty++)
        {
            for (var tx = x; tx < w; tx++)
            {
                Phaser.Color.unpackPixel(this.getPixel32(tx, ty), pixel);

                result = callback.call(callbackContext, pixel, tx, ty);

                if (result !== false && result !== null && result !== undefined)
                {
                    this.setPixel32(tx, ty, result.r, result.g, result.b, result.a, false);
                    dirty = true;
                }
            }
        }

        if (dirty)
        {
            this.context.putImageData(this.imageData, 0, 0);
            this.dirty = true;
        }

    },

    /**
    * Scans through the area specified in this BitmapData and sends the color for every pixel to the given callback along with its x and y coordinates.
    * Whatever value the callback returns is set as the new color for that pixel, unless it returns the same color, in which case it's skipped.
    * Note that the format of the color received will be different depending on if the system is big or little endian.
    * It is expected that your callback will deal with endianess. If you'd rather Phaser did it then use processPixelRGB instead.
    * The callback will also be sent the pixels x and y coordinates respectively.
    *
    * @method Phaser.BitmapData#processPixel
    * @param {function} callback - The callback that will be sent each pixel color to be processed.
    * @param {object} callbackContext - The context under which the callback will be called.
    * @param {number} [x=0] - The x coordinate of the top-left of the region to process from.
    * @param {number} [y=0] - The y coordinate of the top-left of the region to process from.
    * @param {number} [width] - The width of the region to process.
    * @param {number} [height] - The height of the region to process.
    */
    processPixel: function (callback, callbackContext, x, y, width, height) {

        if (typeof x === 'undefined') { x = 0; }
        if (typeof y === 'undefined') { y = 0; }
        if (typeof width === 'undefined') { width = this.width; }
        if (typeof height === 'undefined') { height = this.height; }

        var w = x + width;
        var h = y + height;
        var pixel = 0;
        var result = 0;
        var dirty = false;

        for (var ty = y; ty < h; ty++)
        {
            for (var tx = x; tx < w; tx++)
            {
                pixel = this.getPixel32(tx, ty);
                result = callback.call(callbackContext, pixel, tx, ty);

                if (result !== pixel)
                {
                    this.pixels[ty * this.width + tx] = result;
                    dirty = true;
                }
            }
        }

        if (dirty)
        {
            this.context.putImageData(this.imageData, 0, 0);
            this.dirty = true;
        }

    },

    /**
    * Replaces all pixels matching one color with another. The color values are given as two sets of RGBA values.
    * An optional region parameter controls if the replacement happens in just a specific area of the BitmapData or the entire thing. 
    *
    * @method Phaser.BitmapData#replaceRGB
    * @param {number} r1 - The red color value to be replaced. Between 0 and 255.
    * @param {number} g1 - The green color value to be replaced. Between 0 and 255.
    * @param {number} b1 - The blue color value to be replaced. Between 0 and 255.
    * @param {number} a1 - The alpha color value to be replaced. Between 0 and 255.
    * @param {number} r2 - The red color value that is the replacement color. Between 0 and 255.
    * @param {number} g2 - The green color value that is the replacement color. Between 0 and 255.
    * @param {number} b2 - The blue color value that is the replacement color. Between 0 and 255.
    * @param {number} a2 - The alpha color value that is the replacement color. Between 0 and 255.
    * @param {Phaser.Rectangle} [region] - The area to perform the search over. If not given it will replace over the whole BitmapData.
    */
    replaceRGB: function (r1, g1, b1, a1, r2, g2, b2, a2, region) {

        var sx = 0;
        var sy = 0;
        var w = this.width;
        var h = this.height;
        var source = Phaser.Color.packPixel(r1, g1, b1, a1);

        if (region !== undefined && region instanceof Phaser.Rectangle)
        {
            sx = region.x;
            sy = region.y;
            w = region.width;
            h = region.height;
        }

        for (var y = 0; y < h; y++)
        {
            for (var x = 0; x < w; x++)
            {
                if (this.getPixel32(sx + x, sy + y) === source)
                {
                    this.setPixel32(sx + x, sy + y, r2, g2, b2, a2, false);
                }
            }
        }

        this.context.putImageData(this.imageData, 0, 0);
        this.dirty = true;

    },

    /**
    * Sets the hue, saturation and lightness values on every pixel in the given region, or the whole BitmapData if no region was specified.
    *
    * @method Phaser.BitmapData#setHSL
    * @param {number} [h=null] - The hue, in the range 0 - 1.
    * @param {number} [s=null] - The saturation, in the range 0 - 1.
    * @param {number} [l=null] - The lightness, in the range 0 - 1.
    * @param {Phaser.Rectangle} [region] - The area to perform the operation on. If not given it will run over the whole BitmapData.
    */
    setHSL: function (h, s, l, region) {

        if (typeof h === 'undefined' || h === null) { h = false; }
        if (typeof s === 'undefined' || s === null) { s = false; }
        if (typeof l === 'undefined' || l === null) { l = false; }

        if (!h && !s && !l)
        {
            return;
        }

        if (typeof region === 'undefined')
        {
            region = new Phaser.Rectangle(0, 0, this.width, this.height);
        }

        var pixel = Phaser.Color.createColor();

        for (var y = region.y; y < region.bottom; y++)
        {
            for (var x = region.x; x < region.right; x++)
            {
                Phaser.Color.unpackPixel(this.getPixel32(x, y), pixel, true);

                if (h)
                {
                    pixel.h = h;
                }

                if (s)
                {
                    pixel.s = s;
                }

                if (l)
                {
                    pixel.l = l;
                }

                Phaser.Color.HSLtoRGB(pixel.h, pixel.s, pixel.l, pixel);
                this.setPixel32(x, y, pixel.r, pixel.g, pixel.b, pixel.a, false);
            }
        }

        this.context.putImageData(this.imageData, 0, 0);
        this.dirty = true;

    },

    /**
    * Shifts any or all of the hue, saturation and lightness values on every pixel in the given region, or the whole BitmapData if no region was specified.
    * Shifting will add the given value onto the current h, s and l values, not replace them.
    * The hue is wrapped to keep it within the range 0 to 1. Saturation and lightness are clamped to not exceed 1.
    *
    * @method Phaser.BitmapData#shiftHSL
    * @param {number} [h=null] - The amount to shift the hue by.
    * @param {number} [s=null] - The amount to shift the saturation by.
    * @param {number} [l=null] - The amount to shift the lightness by.
    * @param {Phaser.Rectangle} [region] - The area to perform the operation on. If not given it will run over the whole BitmapData.
    */
    shiftHSL: function (h, s, l, region) {

        if (typeof h === 'undefined' || h === null) { h = false; }
        if (typeof s === 'undefined' || s === null) { s = false; }
        if (typeof l === 'undefined' || l === null) { l = false; }

        if (!h && !s && !l)
        {
            return;
        }

        if (typeof region === 'undefined')
        {
            region = new Phaser.Rectangle(0, 0, this.width, this.height);
        }

        var pixel = Phaser.Color.createColor();

        for (var y = region.y; y < region.bottom; y++)
        {
            for (var x = region.x; x < region.right; x++)
            {
                Phaser.Color.unpackPixel(this.getPixel32(x, y), pixel, true);

                if (h)
                {
                    pixel.h = this.game.math.wrap(pixel.h + h, 0, 1);
                }

                if (s)
                {
                    pixel.s = this.game.math.limitValue(pixel.s + s, 0, 1);
                }

                if (l)
                {
                    pixel.l = this.game.math.limitValue(pixel.l + l, 0, 1);
                }

                Phaser.Color.HSLtoRGB(pixel.h, pixel.s, pixel.l, pixel);
                this.setPixel32(x, y, pixel.r, pixel.g, pixel.b, pixel.a, false);
            }
        }

        this.context.putImageData(this.imageData, 0, 0);
        this.dirty = true;

    },

    /**
    * Sets the color of the given pixel to the specified red, green, blue and alpha values.
    *
    * @method Phaser.BitmapData#setPixel32
    * @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
    * @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
    * @param {number} red - The red color value, between 0 and 0xFF (255).
    * @param {number} green - The green color value, between 0 and 0xFF (255).
    * @param {number} blue - The blue color value, between 0 and 0xFF (255).
    * @param {number} alpha - The alpha color value, between 0 and 0xFF (255).
    * @param {boolean} [immediate=true] - If `true` the context.putImageData will be called and the dirty flag set.
    */
    setPixel32: function (x, y, red, green, blue, alpha, immediate) {

        if (typeof immediate === 'undefined') { immediate = true; }

        if (x >= 0 && x <= this.width && y >= 0 && y <= this.height)
        {
            if (Phaser.Device.LITTLE_ENDIAN)
            {
                this.pixels[y * this.width + x] = (alpha << 24) | (blue << 16) | (green << 8) | red;
            }
            else
            {
                this.pixels[y * this.width + x] = (red << 24) | (green << 16) | (blue << 8) | alpha;
            }

            if (immediate)
            {
                this.context.putImageData(this.imageData, 0, 0);
                this.dirty = true;
            }
        }

    },

    /**
    * Sets the color of the given pixel to the specified red, green and blue values.
    *
    * @method Phaser.BitmapData#setPixel
    * @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
    * @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
    * @param {number} red - The red color value, between 0 and 0xFF (255).
    * @param {number} green - The green color value, between 0 and 0xFF (255).
    * @param {number} blue - The blue color value, between 0 and 0xFF (255).
    * @param {number} alpha - The alpha color value, between 0 and 0xFF (255).
    * @param {boolean} [immediate=true] - If `true` the context.putImageData will be called and the dirty flag set.
    */
    setPixel: function (x, y, red, green, blue, immediate) {

        this.setPixel32(x, y, red, green, blue, 255, immediate);

    },

    /**
    * Get the color of a specific pixel in the context into a color object.
    * If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer,
    * otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist.
    *
    * @method Phaser.BitmapData#getPixel
    * @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
    * @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
    * @param {object} [out] - An object into which 4 properties will be created: r, g, b and a. If not provided a new object will be created.
    * @return {object} An object with the red, green, blue and alpha values set in the r, g, b and a properties.
    */
    getPixel: function (x, y, out) {

        if (!out)
        {
            out = Phaser.Color.createColor();
        }

        var index = ~~(x + (y * this.width));

        index *= 4;

        out.r = this.data[index];
        out.g = this.data[++index];
        out.b = this.data[++index];
        out.a = this.data[++index];

        return out;

    },

    /**
    * Get the color of a specific pixel including its alpha value.
    * If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer,
    * otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist.
    * Note that on little-endian systems the format is 0xAABBGGRR and on big-endian the format is 0xRRGGBBAA.
    *
    * @method Phaser.BitmapData#getPixel32
    * @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
    * @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
    * @return {number} A native color value integer (format: 0xAARRGGBB)
    */
    getPixel32: function (x, y) {

        if (x >= 0 && x <= this.width && y >= 0 && y <= this.height)
        {
            return this.pixels[y * this.width + x];
        }

    },

    /**
    * Get the color of a specific pixel including its alpha value as a color object containing r,g,b,a and rgba properties.
    * If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer,
    * otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist.
    *
    * @method Phaser.BitmapData#getPixelRGB
    * @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
    * @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
    * @param {object} [out] - An object into which 3 properties will be created: r, g and b. If not provided a new object will be created.
    * @param {boolean} [hsl=false] - Also convert the rgb values into hsl?
    * @param {boolean} [hsv=false] - Also convert the rgb values into hsv?
    * @return {object} An object with the red, green and blue values set in the r, g and b properties.
    */
    getPixelRGB: function (x, y, out, hsl, hsv) {

        return Phaser.Color.unpackPixel(this.getPixel32(x, y), out, hsl, hsv);

    },

    /**
    * Gets all the pixels from the region specified by the given Rectangle object.
    *
    * @method Phaser.BitmapData#getPixels
    * @param {Phaser.Rectangle} rect - The Rectangle region to get.
    * @return {ImageData} Returns a ImageData object containing a Uint8ClampedArray data property.
    */
    getPixels: function (rect) {

        return this.context.getImageData(rect.x, rect.y, rect.width, rect.height);

    },

    /**
    * Creates a new Phaser.Image object, assigns this BitmapData to be its texture, adds it to the world then returns it.
    *
    * @method Phaser.BitmapData#addToWorld
    * @param {number} [x=0] - The x coordinate to place the image at.
    * @param {number} [y=0] - The y coordinate to place the image at.
    * @return {Phaser.Image} The newly added Image object.
    */
    addToWorld: function (x, y) {

        return this.game.add.image(x, y, this);

    },

    /**
    * Copies the pixels from the source image to this BitmapData based on the given area and destination.
    *
    * @method Phaser.BitmapData#copyPixels
    * @param {Phaser.Sprite|Phaser.Image|Phaser.BitmapData|HTMLImage|string} source - The Image to copy from. If you give a string it will try and find the Image in the Game.Cache.
    * @param {Phaser.Rectangle} area - The Rectangle region to copy from the source image.
    * @param {number} x - The destination x coordinate to copy the image to.
    * @param {number} y - The destination y coordinate to copy the image to.
    */
    copyPixels: function (source, area, x, y) {

        if (typeof source === 'string')
        {
            source = this.game.cache.getImage(source);
        }

        var src = source;
        var sx = 0;
        var sy = 0;

        if (source instanceof Phaser.Image || source instanceof Phaser.Sprite)
        {
            src = source.texture.baseTexture.source;
            var frame = source.texture.frame;
            sx = frame.x;
            sy = frame.y;
        }
        else
        {
            if (source instanceof Phaser.BitmapData)
            {
                src = source.canvas;
            }
        }

        this.context.drawImage(src, sx + area.x, sy + area.y, area.width, area.height, x, y, area.width, area.height);

        this.dirty = true;

    },

    /**
    * Draws the given image or Game Object to this BitmapData at the coordinates specified.
    * You can use the optional width and height values to 'stretch' the image as it's drawn.
    *
    * @method Phaser.BitmapData#draw
    * @param {Phaser.Sprite|Phaser.Image|Phaser.BitmapData|HTMLImage|string} source - The Image to draw. If you give a string it will try and find the Image in the Game.Cache.
    * @param {number} [x=0] - The x coordinate to draw the image to.
    * @param {number} [y=0] - The y coordinate to draw the image to.
    * @param {number} [width] - The width when drawing the image. You can use this to optionally stretch the drawn image horizontally.
    * @param {number} [height] - The height when drawing the image. You can use this to optionally stretch the drawn image vertically.
    */
    draw: function (source, x, y, width, height) {

        if (typeof x === 'undefined') { x = 0; }
        if (typeof y === 'undefined') { y = 0; }

        if (typeof source === 'string')
        {
            source = this.game.cache.getImage(source);
        }

        var src = source;
        var sx = 0;
        var sy = 0;
        var sw = 0;
        var sh = 0;

        if (source instanceof Phaser.Image || source instanceof Phaser.Sprite)
        {
            src = source.texture.baseTexture.source;
            var frame = source.texture.frame;
            sx = frame.x;
            sy = frame.y;
            sw = frame.width;
            sh = frame.height;
            // this.context.drawImage(sprite.texture.baseTexture.source, frame.x, frame.y, frame.width, frame.height, x, y, frame.width, frame.height);
        }
        else
        {
            if (source instanceof Phaser.BitmapData)
            {
                src = source.canvas;
                // this.context.drawImage(source.canvas, 0, 0, source.width, source.height, x, y, source.width, source.height);
            }

            sw = source.width;
            sh = source.height;
            // this.context.drawImage(source, 0, 0, source.width, source.height, x, y, source.width, source.height);
        }

        if (typeof width === 'undefined') { width = sw; }
        if (typeof height === 'undefined') { height = sh; }

        this.context.drawImage(src, sx, sy, sw, sh, x, y, width, height);

        this.dirty = true;

    },

    /**
    * DEPRECATED: Use BitmapData.draw instead.
    * 
    * Draws the given image to this BitmapData at the coordinates specified.
    * If you need to only draw a part of the image use BitmapData.copyPixels instead.
    *
    * @method Phaser.BitmapData#drawSprite
    * @param {Phaser.Sprite|Phaser.Image} sprite - The Sprite to draw. Must have a loaded texture and frame.
    * @param {number} [x=0] - The x coordinate to draw the Sprite to.
    * @param {number} [y=0] - The y coordinate to draw the Sprite to.
    */
    drawSprite: function (sprite, x, y) {

        if (typeof x === 'undefined') { x = 0; }
        if (typeof y === 'undefined') { y = 0; }

        this.draw(sprite, x, y);

    },

    /**
    * Draws the given image onto this BitmapData using an image as an alpha mask.
    *
    * @method Phaser.BitmapData#alphaMask
    * @param {Phaser.Sprite|Phaser.Image|Phaser.BitmapData|HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache.
    * @param {Phaser.Sprite|Phaser.Image|Phaser.BitmapData|HTMLImage|string|null} [mask] - The Image to use as the alpha mask. If you give a key it will try and find the Image in the Game.Cache. If you pass nothing or null it will use itself.
    * @param {Phaser.Rectangle} [sourceRect] - A Rectangle where x/y define the coordinates to draw the Source image to and width/height define the size.
    * @param {Phaser.Rectangle} [maskRect] - A Rectangle where x/y define the coordinates to draw the Mask image to and width/height define the size.
    */
    alphaMask: function (source, mask, sourceRect, maskRect) {

        if (typeof mask === 'undefined' || mask === null) { mask = this; }

        var temp = this.context.globalCompositeOperation;

        if (typeof maskRect === 'undefined' || maskRect === null)
        {
            this.draw(mask);
        }
        else
        {
            this.draw(mask, maskRect.x, maskRect.y, maskRect.width, maskRect.height);
        }

        this.context.globalCompositeOperation = 'source-atop';

        if (typeof sourceRect === 'undefined' || sourceRect === null)
        {
            this.draw(source);
        }
        else
        {
            this.draw(source, sourceRect.x, sourceRect.y, sourceRect.width, sourceRect.height);
        }

        this.context.globalCompositeOperation = temp;

        this.update();

        this.dirty = true;

    },

    /**
    * Scans this BitmapData for all pixels matching the given r,g,b values and then draws them into the given destination BitmapData.
    * The original BitmapData remains unchanged.
    * The destination BitmapData must be large enough to receive all of the pixels that are scanned unless the 'resize' parameter is true.
    * Although the destination BitmapData is returned from this method, it's actually modified directly in place, meaning this call is perfectly valid:
    * `picture.extract(mask, r, g, b)`
    * You can specify optional r2, g2, b2 color values. If given the pixel written to the destination bitmap will be of the r2, g2, b2 color.
    * If not given it will be written as the same color it was extracted. You can provide one or more alternative colors, allowing you to tint
    * the color during extraction.
    *
    * @method Phaser.BitmapData#extract
    * @param {Phaser.BitmapData} destination - The BitmapData that the extracts pixels will be drawn to.
    * @param {number} r - The red color component, in the range 0 - 255.
    * @param {number} g - The green color component, in the range 0 - 255.
    * @param {number} b - The blue color component, in the range 0 - 255.
    * @param {number} [a=255] - The alpha color component, in the range 0 - 255 that the new pixel will be drawn at.
    * @param {boolean} [resize=false] - Should the destination BitmapData be resized to match this one before the pixels are copied?
    * @param {number} [r2] - An alternative red color component to be written to the destination, in the range 0 - 255.
    * @param {number} [g2] - An alternative green color component to be written to the destination, in the range 0 - 255.
    * @param {number} [b2] - An alternative blue color component to be written to the destination, in the range 0 - 255.
    * @returns {Phaser.BitmapData} The BitmapData that the extract pixels were drawn on.
    */
    extract: function (destination, r, g, b, a, resize, r2, g2, b2) {

        if (typeof a === 'undefined') { a = 255; }
        if (typeof resize === 'undefined') { resize = false; }
        if (typeof r2 === 'undefined') { r2 = r; }
        if (typeof g2 === 'undefined') { g2 = g; }
        if (typeof b2 === 'undefined') { b2 = b; }

        if (resize)
        {
            destination.resize(this.width, this.height);
        }

        this.processPixelRGB(
            function (pixel, x, y)
            {
                if (pixel.r === r && pixel.g === g && pixel.b === b)
                {
                    destination.setPixel32(x, y, r2, g2, b2, a, false);
                }
                return false;
            },
            this);

        destination.context.putImageData(destination.imageData, 0, 0);
        destination.dirty = true;

        return destination;

    },

    /**
    * Draws a filled Rectangle to the BitmapData at the given x, y coordinates and width / height in size.
    *
    * @method Phaser.BitmapData#rect
    * @param {number} x - The x coordinate of the top-left of the Rectangle.
    * @param {number} y - The y coordinate of the top-left of the Rectangle.
    * @param {number} width - The width of the Rectangle.
    * @param {number} height - The height of the Rectangle.
    * @param {string} [fillStyle] - If set the context fillStyle will be set to this value before the rect is drawn.
    */
    rect: function (x, y, width, height, fillStyle) {

        if (typeof fillStyle !== 'undefined')
        {
            this.context.fillStyle = fillStyle;
        }

        this.context.fillRect(x, y, width, height);

    },

    /**
    * Draws a filled Circle to the BitmapData at the given x, y coordinates and radius in size.
    *
    * @method Phaser.BitmapData#circle
    * @param {number} x - The x coordinate to draw the Circle at. This is the center of the circle.
    * @param {number} y - The y coordinate to draw the Circle at. This is the center of the circle.
    * @param {number} radius - The radius of the Circle in pixels. The radius is half the diameter.
    * @param {string} [fillStyle] - If set the context fillStyle will be set to this value before the circle is drawn.
    */
    circle: function (x, y, radius, fillStyle) {

        if (typeof fillStyle !== 'undefined')
        {
            this.context.fillStyle = fillStyle;
        }

        this.context.beginPath();
        this.context.arc(x, y, radius, 0, Math.PI * 2, false);
        this.context.closePath();

        this.context.fill();

    },

    /**
    * If the game is running in WebGL this will push the texture up to the GPU if it's dirty.
    * This is called automatically if the BitmapData is being used by a Sprite, otherwise you need to remember to call it in your render function.
    * If you wish to suppress this functionality set BitmapData.disableTextureUpload to `true`.
    *
    * @method Phaser.BitmapData#render
    */
    render: function () {

        if (!this.disableTextureUpload && this.game.renderType === Phaser.WEBGL && this.dirty)
        {
            //  Only needed if running in WebGL, otherwise this array will never get cleared down
            //  should use the rendersession
            PIXI.updateWebGLTexture(this.baseTexture, this.game.renderer.gl);

            this.dirty = false;
        }

    }

};

Phaser.BitmapData.prototype.constructor = Phaser.BitmapData;
Phaser Copyright © 2012-2014 Photon Storm Ltd.
Documentation generated by JSDoc 3.3.0-dev on Thu Jul 10 2014 20:18:55 GMT+0100 (BST) using the DocStrap template.