mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 21:24:09 +00:00
1512 lines
48 KiB
HTML
1512 lines
48 KiB
HTML
<!DOCTYPE html>
|
|
|
|
<html lang="en">
|
|
<head>
|
|
<meta charset="utf-8">
|
|
<title>Phaser Source: gameobjects/BitmapData.js</title>
|
|
|
|
<!--[if lt IE 9]>
|
|
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
|
<![endif]-->
|
|
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
|
|
|
|
|
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
|
|
|
</head>
|
|
|
|
<body>
|
|
<div class="container-fluid">
|
|
<div class="navbar navbar-fixed-top navbar-inverse">
|
|
<div class="navbar-inner">
|
|
<a class="brand" href="index.html">Phaser</a>
|
|
<ul class="nav">
|
|
|
|
<li class="dropdown">
|
|
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-0">
|
|
<a href="Phaser.html">Phaser</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Animation.html">Animation</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.AnimationParser.html">AnimationParser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.ArrayList.html">ArrayList</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.BitmapData.html">BitmapData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.BitmapText.html">BitmapText</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Button.html">Button</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Cache.html">Cache</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Camera.html">Camera</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Canvas.html">Canvas</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Circle.html">Circle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Color.html">Color</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Device.html">Device</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Easing.html">Easing</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Back.html">Back</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Bounce.html">Bounce</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Circular.html">Circular</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Cubic.html">Cubic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Elastic.html">Elastic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Exponential.html">Exponential</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Linear.html">Linear</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Quartic.html">Quartic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Quintic.html">Quintic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Ellipse.html">Ellipse</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Events.html">Events</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Filter.html">Filter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Frame.html">Frame</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.FrameData.html">FrameData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Game.html">Game</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Gamepad.html">Gamepad</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.GamepadButton.html">GamepadButton</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Graphics.html">Graphics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Group.html">Group</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Image.html">Image</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Input.html">Input</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.InputHandler.html">InputHandler</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Key.html">Key</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Keyboard.html">Keyboard</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Line.html">Line</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.LinkedList.html">LinkedList</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Loader.html">Loader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.LoaderParser.html">LoaderParser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Math.html">Math</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Mouse.html">Mouse</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.MSPointer.html">MSPointer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Net.html">Net</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Particle.html">Particle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Particles.html">Particles</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Physics.html">Physics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Physics.Arcade.html">Arcade</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Physics.Ninja.html">Ninja</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Physics.P2.html">P2</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.Material.html">Material</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.Spring.html">Spring</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Plugin.html">Plugin</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.PluginManager.html">PluginManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Point.html">Point</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Pointer.html">Pointer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Polygon.html">Polygon</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.QuadTree.html">QuadTree</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Rectangle.html">Rectangle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RenderTexture.html">RenderTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RetroFont.html">RetroFont</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.ScaleManager.html">ScaleManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Signal.html">Signal</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SignalBinding.html">SignalBinding</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SinglePad.html">SinglePad</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Sound.html">Sound</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SoundManager.html">SoundManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Sprite.html">Sprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Stage.html">Stage</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.State.html">State</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.StateManager.html">StateManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Text.html">Text</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tile.html">Tile</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tilemap.html">Tilemap</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TilemapParser.html">TilemapParser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tileset.html">Tileset</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TileSprite.html">TileSprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Time.html">Time</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Timer.html">Timer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Touch.html">Touch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tween.html">Tween</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TweenManager.html">TweenManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Utils.html">Utils</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Utils.Debug.html">Debug</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.World.html">World</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="row-fluid">
|
|
|
|
|
|
<div class="span12">
|
|
|
|
<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: gameobjects/BitmapData.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @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());
|
|
|
|
/**
|
|
* @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);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* 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.textureFrame.width = width;
|
|
this.textureFrame.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;
|
|
|
|
if (this.data[index])
|
|
{
|
|
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);
|
|
|
|
},
|
|
|
|
/**
|
|
* Copies the pixels from the source image to this BitmapData based on the given area and destination.
|
|
*
|
|
* @method Phaser.BitmapData#copyPixels
|
|
* @param {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.Rectangle} area - The Rectangle region to copy from the source image.
|
|
* @param {number} destX - The destination x coordinate to copy the image to.
|
|
* @param {number} destY - The destination y coordinate to copy the image to.
|
|
*/
|
|
copyPixels: function (source, area, destX, destY) {
|
|
|
|
if (typeof source === 'string')
|
|
{
|
|
source = this.game.cache.getImage(source);
|
|
}
|
|
|
|
if (source)
|
|
{
|
|
this.context.drawImage(source, area.x, area.y, area.width, area.height, destX, destY, area.width, area.height);
|
|
}
|
|
|
|
this.dirty = true;
|
|
|
|
},
|
|
|
|
/**
|
|
* 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#draw
|
|
* @param {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.
|
|
*/
|
|
draw: function (source, x, y) {
|
|
|
|
if (typeof x === 'undefined') { x = 0; }
|
|
if (typeof y === 'undefined') { y = 0; }
|
|
|
|
if (typeof source === 'string')
|
|
{
|
|
source = this.game.cache.getImage(source);
|
|
}
|
|
|
|
if (source)
|
|
{
|
|
this.context.drawImage(source, 0, 0, source.width, source.height, x, y, source.width, source.height);
|
|
}
|
|
|
|
this.dirty = true;
|
|
|
|
},
|
|
|
|
/**
|
|
* 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; }
|
|
|
|
var frame = sprite.texture.frame;
|
|
|
|
this.context.drawImage(sprite.texture.baseTexture.source, frame.x, frame.y, frame.width, frame.height, x, y, frame.width, frame.height);
|
|
|
|
this.dirty = true;
|
|
|
|
},
|
|
|
|
/**
|
|
* Draws the given image onto this BitmapData using an image as an alpha mask.
|
|
*
|
|
* @method Phaser.BitmapData#alphaMask
|
|
* @param {HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache.
|
|
* @param {HTMLImage|string} 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.
|
|
*/
|
|
alphaMask: function (source, mask) {
|
|
|
|
var temp = this.context.globalCompositeOperation;
|
|
|
|
if (typeof mask === 'string')
|
|
{
|
|
mask = this.game.cache.getImage(mask);
|
|
}
|
|
|
|
if (mask)
|
|
{
|
|
this.context.drawImage(mask, 0, 0);
|
|
}
|
|
|
|
this.context.globalCompositeOperation = 'source-atop';
|
|
|
|
if (typeof source === 'string')
|
|
{
|
|
source = this.game.cache.getImage(source);
|
|
}
|
|
|
|
if (source)
|
|
{
|
|
this.context.drawImage(source, 0, 0);
|
|
}
|
|
|
|
this.context.globalCompositeOperation = temp;
|
|
|
|
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 destination BitmapData must be large enough to receive all of the pixels that are scanned.
|
|
* 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)`
|
|
*
|
|
* @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.
|
|
* @returns {Phaser.BitmapData} The BitmapData that the extract pixels were drawn on.
|
|
*/
|
|
extract: function (destination, r, g, b, a) {
|
|
|
|
if (typeof a === 'undefined') { a = 255; }
|
|
|
|
this.processPixelRGB(
|
|
function(pixel, x, y){
|
|
if (pixel.r === r && pixel.g === g && pixel.b === b)
|
|
{
|
|
destination.setPixel32(x, y, r, g, b, 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);
|
|
this.context.fill();
|
|
|
|
},
|
|
|
|
/**
|
|
* 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;
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
|
on Tue May 20 2014 10:05:49 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
|
</span>
|
|
</footer>
|
|
</div>
|
|
|
|
|
|
<br clear="both">
|
|
</div>
|
|
|
|
</div>
|
|
<script src="scripts/sunlight.js"></script>
|
|
<script src="scripts/sunlight.javascript.js"></script>
|
|
<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
|
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
|
|
<script src="scripts/sunlight-plugin.menu.js"></script>
|
|
<script src="scripts/jquery.min.js"></script>
|
|
<script src="scripts/jquery.scrollTo.js"></script>
|
|
<script src="scripts/jquery.localScroll.js"></script>
|
|
<script src="scripts/bootstrap-dropdown.js"></script>
|
|
<script src="scripts/toc.js"></script>
|
|
|
|
|
|
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
|
|
|
|
<script>
|
|
$( function () {
|
|
$( "#toc" ).toc( {
|
|
anchorName : function(i, heading, prefix) {
|
|
return $(heading).attr("id") || ( prefix + i );
|
|
},
|
|
selectors : "h1,h2,h3,h4",
|
|
showAndHide : false,
|
|
scrollTo : 60
|
|
} );
|
|
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
|
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
|
|
|
} );
|
|
</script>
|
|
|
|
|
|
|
|
</body>
|
|
</html>
|