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1037 lines
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HTML
1037 lines
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<a href="Phaser.Physics.Ninja.Body.html">Body</a>
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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<a href="Phaser.Point.html">Point</a>
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<a href="Phaser.Pointer.html">Pointer</a>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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<a href="Phaser.RetroFont.html">RetroFont</a>
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<a href="Phaser.Rope.html">Rope</a>
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<a href="Phaser.Signal.html">Signal</a>
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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<a href="Phaser.SinglePad.html">SinglePad</a>
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<a href="Phaser.Sound.html">Sound</a>
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<a href="Phaser.SoundManager.html">SoundManager</a>
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<a href="Phaser.Sprite.html">Sprite</a>
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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<a href="Phaser.State.html">State</a>
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<a href="Phaser.StateManager.html">StateManager</a>
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<a href="Phaser.Text.html">Text</a>
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<a href="Phaser.Tilemap.html">Tilemap</a>
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<a href="Phaser.Tileset.html">Tileset</a>
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<a href="Phaser.TileSprite.html">TileSprite</a>
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<a href="Phaser.Time.html">Time</a>
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<a href="Phaser.Timer.html">Timer</a>
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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<a href="Phaser.Touch.html">Touch</a>
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<a href="Phaser.Tween.html">Tween</a>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<a href="Phaser.Utils.html">Utils</a>
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<a href="Phaser.Utils.Debug.html">Debug</a>
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<a href="Phaser.World.html">World</a>
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</ul>
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</ul>
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<h1 class="page-title">Source: physics/p2/BodyDebug.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author George https://github.com/georgiee
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Draws a P2 Body to a Graphics instance for visual debugging.
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* Needless to say, for every body you enable debug drawing on, you are adding processor and graphical overhead.
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* So use sparingly and rarely (if ever) in production code.
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*
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* @class Phaser.Physics.P2.BodyDebug
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* @constructor
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* @extends Phaser.Group
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* @param {Phaser.Game} game - Game reference to the currently running game.
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* @param {Phaser.Physics.P2.Body} body - The P2 Body to display debug data for.
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* @param {object} settings - Settings object.
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*/
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Phaser.Physics.P2.BodyDebug = function(game, body, settings) {
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Phaser.Group.call(this, game);
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/**
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* @property {object} defaultSettings - Default debug settings.
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* @private
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*/
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var defaultSettings = {
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pixelsPerLengthUnit: 20,
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debugPolygons: false,
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lineWidth: 1,
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alpha: 0.5
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};
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this.settings = Phaser.Utils.extend(defaultSettings, settings);
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/**
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* @property {number} ppu - Pixels per Length Unit.
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*/
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this.ppu = this.settings.pixelsPerLengthUnit;
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this.ppu = -1 * this.ppu;
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/**
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* @property {Phaser.Physics.P2.Body} body - The P2 Body to display debug data for.
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*/
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this.body = body;
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/**
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* @property {Phaser.Graphics} canvas - The canvas to render the debug info to.
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*/
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this.canvas = new Phaser.Graphics(game);
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this.canvas.alpha = this.settings.alpha;
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this.add(this.canvas);
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this.draw();
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};
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Phaser.Physics.P2.BodyDebug.prototype = Object.create(Phaser.Group.prototype);
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Phaser.Physics.P2.BodyDebug.prototype.constructor = Phaser.Physics.P2.BodyDebug;
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Phaser.Utils.extend(Phaser.Physics.P2.BodyDebug.prototype, {
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/**
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* Core update.
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*
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* @method Phaser.Physics.P2.BodyDebug#update
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*/
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update: function() {
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this.updateSpriteTransform();
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},
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/**
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* Core update.
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*
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* @method Phaser.Physics.P2.BodyDebug#updateSpriteTransform
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*/
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updateSpriteTransform: function() {
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this.position.x = this.body.position[0] * this.ppu;
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this.position.y = this.body.position[1] * this.ppu;
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return this.rotation = this.body.angle;
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},
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/**
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* Draws the P2 shapes to the Graphics object.
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*
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* @method Phaser.Physics.P2.BodyDebug#draw
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*/
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draw: function() {
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var angle, child, color, i, j, lineColor, lw, obj, offset, sprite, v, verts, vrot, _j, _ref1;
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obj = this.body;
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sprite = this.canvas;
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sprite.clear();
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color = parseInt(this.randomPastelHex(), 16);
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lineColor = 0xff0000;
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lw = this.lineWidth;
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if (obj instanceof p2.Body && obj.shapes.length)
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{
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var l = obj.shapes.length;
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i = 0;
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while (i !== l)
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{
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child = obj.shapes[i];
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offset = obj.shapeOffsets[i];
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angle = obj.shapeAngles[i];
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offset = offset || 0;
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angle = angle || 0;
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if (child instanceof p2.Circle)
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{
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this.drawCircle(sprite, offset[0] * this.ppu, offset[1] * this.ppu, angle, child.radius * this.ppu, color, lw);
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}
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else if (child instanceof p2.Convex)
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{
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verts = [];
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vrot = p2.vec2.create();
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for (j = _j = 0, _ref1 = child.vertices.length; 0 <= _ref1 ? _j < _ref1 : _j > _ref1; j = 0 <= _ref1 ? ++_j : --_j)
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{
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v = child.vertices[j];
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p2.vec2.rotate(vrot, v, angle);
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verts.push([(vrot[0] + offset[0]) * this.ppu, -(vrot[1] + offset[1]) * this.ppu]);
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}
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this.drawConvex(sprite, verts, child.triangles, lineColor, color, lw, this.settings.debugPolygons, [offset[0] * this.ppu, -offset[1] * this.ppu]);
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}
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else if (child instanceof p2.Plane)
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{
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this.drawPlane(sprite, offset[0] * this.ppu, -offset[1] * this.ppu, color, lineColor, lw * 5, lw * 10, lw * 10, this.ppu * 100, angle);
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}
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else if (child instanceof p2.Line)
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{
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this.drawLine(sprite, child.length * this.ppu, lineColor, lw);
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}
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else if (child instanceof p2.Rectangle)
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{
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this.drawRectangle(sprite, offset[0] * this.ppu, -offset[1] * this.ppu, angle, child.width * this.ppu, child.height * this.ppu, lineColor, color, lw);
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}
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i++;
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}
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}
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},
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/**
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* Draws the P2 shapes to the Graphics object.
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*
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* @method Phaser.Physics.P2.BodyDebug#draw
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*/
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drawRectangle: function(g, x, y, angle, w, h, color, fillColor, lineWidth) {
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if (typeof lineWidth === 'undefined') { lineWidth = 1; }
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if (typeof color === 'undefined') { color = 0x000000; }
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g.lineStyle(lineWidth, color, 1);
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g.beginFill(fillColor);
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g.drawRect(x - w / 2, y - h / 2, w, h);
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},
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/**
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* Draws a P2 Circle shape.
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*
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* @method Phaser.Physics.P2.BodyDebug#drawCircle
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*/
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drawCircle: function(g, x, y, angle, radius, color, lineWidth) {
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if (typeof lineWidth === 'undefined') { lineWidth = 1; }
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if (typeof color === 'undefined') { color = 0xffffff; }
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g.lineStyle(lineWidth, 0x000000, 1);
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g.beginFill(color, 1.0);
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g.drawCircle(x, y, -radius);
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g.endFill();
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g.moveTo(x, y);
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g.lineTo(x + radius * Math.cos(-angle), y + radius * Math.sin(-angle));
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},
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/**
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* Draws a P2 Line shape.
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*
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* @method Phaser.Physics.P2.BodyDebug#drawCircle
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*/
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drawLine: function(g, len, color, lineWidth) {
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if (typeof lineWidth === 'undefined') { lineWidth = 1; }
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if (typeof color === 'undefined') { color = 0x000000; }
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g.lineStyle(lineWidth * 5, color, 1);
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g.moveTo(-len / 2, 0);
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g.lineTo(len / 2, 0);
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},
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/**
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* Draws a P2 Convex shape.
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*
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* @method Phaser.Physics.P2.BodyDebug#drawConvex
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*/
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drawConvex: function(g, verts, triangles, color, fillColor, lineWidth, debug, offset) {
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var colors, i, v, v0, v1, x, x0, x1, y, y0, y1;
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if (typeof lineWidth === 'undefined') { lineWidth = 1; }
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if (typeof color === 'undefined') { color = 0x000000; }
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if (!debug)
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{
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g.lineStyle(lineWidth, color, 1);
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g.beginFill(fillColor);
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i = 0;
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while (i !== verts.length)
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{
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v = verts[i];
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x = v[0];
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y = v[1];
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if (i === 0)
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{
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g.moveTo(x, -y);
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}
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else
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{
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g.lineTo(x, -y);
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}
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i++;
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}
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g.endFill();
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if (verts.length > 2)
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{
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g.moveTo(verts[verts.length - 1][0], -verts[verts.length - 1][1]);
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return g.lineTo(verts[0][0], -verts[0][1]);
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}
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}
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else
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{
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colors = [0xff0000, 0x00ff00, 0x0000ff];
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i = 0;
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while (i !== verts.length + 1)
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{
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v0 = verts[i % verts.length];
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v1 = verts[(i + 1) % verts.length];
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x0 = v0[0];
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y0 = v0[1];
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x1 = v1[0];
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y1 = v1[1];
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g.lineStyle(lineWidth, colors[i % colors.length], 1);
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g.moveTo(x0, -y0);
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g.lineTo(x1, -y1);
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g.drawCircle(x0, -y0, lineWidth * 2);
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i++;
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}
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g.lineStyle(lineWidth, 0x000000, 1);
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return g.drawCircle(offset[0], offset[1], lineWidth * 2);
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}
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},
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/**
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* Draws a P2 Path.
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*
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* @method Phaser.Physics.P2.BodyDebug#drawPath
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*/
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drawPath: function(g, path, color, fillColor, lineWidth) {
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var area, i, lastx, lasty, p1x, p1y, p2x, p2y, p3x, p3y, v, x, y;
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if (typeof lineWidth === 'undefined') { lineWidth = 1; }
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if (typeof color === 'undefined') { color = 0x000000; }
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g.lineStyle(lineWidth, color, 1);
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if (typeof fillColor === "number")
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{
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g.beginFill(fillColor);
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}
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lastx = null;
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lasty = null;
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i = 0;
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while (i < path.length)
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{
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v = path[i];
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x = v[0];
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y = v[1];
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if (x !== lastx || y !== lasty)
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{
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if (i === 0)
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{
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g.moveTo(x, y);
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}
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else
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{
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p1x = lastx;
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p1y = lasty;
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p2x = x;
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p2y = y;
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p3x = path[(i + 1) % path.length][0];
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p3y = path[(i + 1) % path.length][1];
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area = ((p2x - p1x) * (p3y - p1y)) - ((p3x - p1x) * (p2y - p1y));
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if (area !== 0)
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{
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g.lineTo(x, y);
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}
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}
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lastx = x;
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lasty = y;
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}
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i++;
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}
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if (typeof fillColor === "number")
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{
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g.endFill();
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}
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if (path.length > 2 && typeof fillColor === "number")
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{
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g.moveTo(path[path.length - 1][0], path[path.length - 1][1]);
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g.lineTo(path[0][0], path[0][1]);
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}
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},
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/**
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* Draws a P2 Plane shape.
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*
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* @method Phaser.Physics.P2.BodyDebug#drawPlane
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*/
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drawPlane: function(g, x0, x1, color, lineColor, lineWidth, diagMargin, diagSize, maxLength, angle) {
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var max, xd, yd;
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if (typeof lineWidth === 'undefined') { lineWidth = 1; }
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if (typeof color === 'undefined') { color = 0xffffff; }
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g.lineStyle(lineWidth, lineColor, 11);
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g.beginFill(color);
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max = maxLength;
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g.moveTo(x0, -x1);
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xd = x0 + Math.cos(angle) * this.game.width;
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yd = x1 + Math.sin(angle) * this.game.height;
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g.lineTo(xd, -yd);
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g.moveTo(x0, -x1);
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xd = x0 + Math.cos(angle) * -this.game.width;
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yd = x1 + Math.sin(angle) * -this.game.height;
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g.lineTo(xd, -yd);
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},
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/**
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* Picks a random pastel color.
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*
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* @method Phaser.Physics.P2.BodyDebug#randomPastelHex
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*/
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randomPastelHex: function() {
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var blue, green, mix, red;
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mix = [255, 255, 255];
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red = Math.floor(Math.random() * 256);
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green = Math.floor(Math.random() * 256);
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blue = Math.floor(Math.random() * 256);
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red = Math.floor((red + 3 * mix[0]) / 4);
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green = Math.floor((green + 3 * mix[1]) / 4);
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blue = Math.floor((blue + 3 * mix[2]) / 4);
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return this.rgbToHex(red, green, blue);
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},
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/**
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* Converts from RGB to Hex.
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*
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* @method Phaser.Physics.P2.BodyDebug#rgbToHex
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*/
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rgbToHex: function(r, g, b) {
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return this.componentToHex(r) + this.componentToHex(g) + this.componentToHex(b);
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},
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/**
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* Component to hex conversion.
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*
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* @method Phaser.Physics.P2.BodyDebug#componentToHex
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*/
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componentToHex: function(c) {
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var hex;
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hex = c.toString(16);
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if (hex.len === 2)
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{
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return hex;
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}
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else
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{
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return hex + '0';
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}
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}
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});
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</pre>
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</article>
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<footer>
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<span class="copyright">
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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