mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 20:13:35 +00:00
1395 lines
38 KiB
JavaScript
1395 lines
38 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 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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* A Graphics object is a way to draw primitives to your game. Primitives include forms of geometry, such as Rectangles,
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* Circles and Polygons. They also include lines, arcs and curves. When you initially create a Graphics object it will
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* be empty. To 'draw' to it you first specify a lineStyle or fillStyle (or both), and then draw a shape. For example:
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*
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* ```
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* graphics.beginFill(0xff0000);
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* graphics.drawCircle(50, 50, 100);
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* graphics.endFill();
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* ```
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*
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* This will draw a circle shape to the Graphics object, with a diameter of 100, located at x: 50, y: 50.
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*
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* When a Graphics object is rendered it will render differently based on if the game is running under Canvas or
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* WebGL. Under Canvas it will use the HTML Canvas context drawing operations to draw the path. Under WebGL the
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* graphics data is decomposed into polygons. Both of these are expensive processes, especially with complex shapes.
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*
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* If your Graphics object doesn't change much (or at all) once you've drawn your shape to it, then you will help
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* performance by calling `Graphics.generateTexture`. This will 'bake' the Graphics object into a Texture, and return it.
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* You can then use this Texture for Sprites or other display objects. If your Graphics object updates frequently then
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* you should avoid doing this, as it will constantly generate new textures, which will consume memory.
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*
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* As you can tell, Graphics objects are a bit of a trade-off. While they are extremely useful, you need to be careful
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* in their complexity and quantity of them in your game.
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*
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* @class Phaser.GameObject.Graphics
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* @constructor
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* @extends PIXI.DisplayObjectContainer
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* @extends Phaser.Component.Core
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* @extends Phaser.Component.Angle
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* @extends Phaser.Component.AutoCull
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* @extends Phaser.Component.Bounds
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* @extends Phaser.Component.Destroy
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* @extends Phaser.Component.FixedToCamera
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* @extends Phaser.Component.InputEnabled
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* @extends Phaser.Component.InWorld
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* @extends Phaser.Component.LifeSpan
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* @extends Phaser.Component.PhysicsBody
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* @extends Phaser.Component.Reset
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* @param {Phaser.Game} game - Current game instance.
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* @param {number} [x=0] - X position of the new graphics object.
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* @param {number} [y=0] - Y position of the new graphics object.
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*/
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Phaser.GameObject.Graphics = function (game, x, y) {
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if (x === undefined) { x = 0; }
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if (y === undefined) { y = 0; }
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/**
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* @property {number} type - The const type of this object.
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* @default
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*/
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this.type = Phaser.GRAPHICS;
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/**
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* @property {number} physicsType - The const physics body type of this object.
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* @readonly
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*/
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this.physicsType = Phaser.SPRITE;
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/**
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* @property {Phaser.Point} anchor - Required for a Graphics shape to work as a Physics body, do not modify this value.
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* @private
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*/
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this.anchor = new Phaser.Point();
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PIXI.DisplayObjectContainer.call(this);
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this.renderable = true;
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/**
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* The alpha value used when filling the Graphics object.
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*
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* @property fillAlpha
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* @type Number
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*/
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this.fillAlpha = 1;
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/**
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* The width (thickness) of any lines drawn.
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*
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* @property lineWidth
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* @type Number
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*/
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this.lineWidth = 0;
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/**
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* The color of any lines drawn.
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*
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* @property lineColor
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* @type String
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* @default 0
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*/
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this.lineColor = 0;
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/**
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* Graphics data
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*
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* @property graphicsData
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* @type Array
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* @private
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*/
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this.graphicsData = [];
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/**
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* The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to reset the tint.
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*
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* @property tint
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* @type Number
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* @default 0xFFFFFF
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*/
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this.tint = 0xFFFFFF;
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/**
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* The blend mode to be applied to the graphic shape. Apply a value of PIXI.blendModes.NORMAL to reset the blend mode.
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*
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* @property blendMode
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* @type Number
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* @default PIXI.blendModes.NORMAL;
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*/
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this.blendMode = Phaser.blendModes.NORMAL;
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/**
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* Current path
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*
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* @property currentPath
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* @type Object
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* @private
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*/
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this.currentPath = null;
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/**
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* Array containing some WebGL-related properties used by the WebGL renderer.
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*
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* @property _webGL
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* @type Array
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* @private
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*/
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this._webGL = null;
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/**
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* Whether this shape is being used as a mask.
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*
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* @property isMask
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* @type Boolean
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*/
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this.isMask = false;
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/**
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* The bounds' padding used for bounds calculation.
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*
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* @property boundsPadding
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* @type Number
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*/
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this.boundsPadding = 0;
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this._localBounds = new Phaser.Rectangle(0, 0, 1, 1);
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/**
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* Used to detect if the graphics object has changed. If this is set to true then the graphics object will be recalculated.
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*
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* @property dirty
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* @type Boolean
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* @private
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*/
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this.dirty = true;
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/**
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* Used to detect if the bounds have been invalidated, by this Graphics being cleared or drawn to.
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* If this is set to true then the updateLocalBounds is called once in the postUpdate method.
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*
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* @property _boundsDirty
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* @type Boolean
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* @private
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*/
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this._boundsDirty = false;
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/**
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* Used to detect if the webgl graphics object has changed. If this is set to true then the graphics object will be recalculated.
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*
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* @property webGLDirty
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* @type Boolean
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* @private
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*/
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this.webGLDirty = false;
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/**
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* Used to detect if the cached sprite object needs to be updated.
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*
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* @property cachedSpriteDirty
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* @type Boolean
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* @private
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*/
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this.cachedSpriteDirty = false;
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Phaser.Component.Core.init.call(this, game, x, y, '', null);
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};
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Phaser.GameObject.Graphics.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
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Phaser.GameObject.Graphics.prototype.constructor = Phaser.GameObject.Graphics;
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Phaser.Component.Core.install.call(Phaser.GameObject.Graphics.prototype, [
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'Angle',
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'AutoCull',
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'Bounds',
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'Destroy',
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'FixedToCamera',
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'InputEnabled',
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'InWorld',
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'LifeSpan',
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'PhysicsBody',
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'Reset'
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]);
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Phaser.GameObject.Graphics.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate;
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Phaser.GameObject.Graphics.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate;
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Phaser.GameObject.Graphics.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
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Phaser.GameObject.Graphics.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;
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/**
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* Automatically called by World.preUpdate.
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*
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* @method
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* @memberof Phaser.GameObject.Graphics
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*/
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Phaser.GameObject.Graphics.prototype.preUpdate = function () {
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if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())
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{
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return false;
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}
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return this.preUpdateCore();
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};
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/**
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* Automatically called by World
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* @method Phaser.GameObject.Graphics.prototype.postUpdate
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*/
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Phaser.GameObject.Graphics.prototype.postUpdate = function () {
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Phaser.Component.PhysicsBody.postUpdate.call(this);
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Phaser.Component.FixedToCamera.postUpdate.call(this);
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if (this._boundsDirty)
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{
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this.updateLocalBounds();
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this._boundsDirty = false;
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}
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for (var i = 0; i < this.children.length; i++)
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{
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this.children[i].postUpdate();
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}
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};
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/**
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* Destroy this Graphics instance.
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*
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* @method Phaser.GameObject.Graphics.prototype.destroy
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* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
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*/
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Phaser.GameObject.Graphics.prototype.destroy = function (destroyChildren) {
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this.clear();
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Phaser.Component.Destroy.prototype.destroy.call(this, destroyChildren);
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};
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/*
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* Draws a single {Phaser.Polygon} triangle from a {Phaser.Point} array
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*
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* @method Phaser.GameObject.Graphics.prototype.drawTriangle
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* @param {Array<Phaser.Point>} points - An array of Phaser.Points that make up the three vertices of this triangle
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* @param {boolean} [cull=false] - Should we check if the triangle is back-facing
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*/
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Phaser.GameObject.Graphics.prototype.drawTriangle = function (points, cull) {
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if (cull === undefined) { cull = false; }
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var triangle = new Phaser.Polygon(points);
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if (cull)
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{
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var cameraToFace = new Phaser.Point(this.game.camera.x - points[0].x, this.game.camera.y - points[0].y);
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var ab = new Phaser.Point(points[1].x - points[0].x, points[1].y - points[0].y);
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var cb = new Phaser.Point(points[1].x - points[2].x, points[1].y - points[2].y);
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var faceNormal = cb.cross(ab);
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if (cameraToFace.dot(faceNormal) > 0)
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{
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this.drawPolygon(triangle);
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}
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}
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else
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{
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this.drawPolygon(triangle);
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}
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};
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/*
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* Draws {Phaser.Polygon} triangles
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*
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* @method Phaser.GameObject.Graphics.prototype.drawTriangles
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* @param {Array<Phaser.Point>|Array<number>} vertices - An array of Phaser.Points or numbers that make up the vertices of the triangles
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* @param {Array<number>} {indices=null} - An array of numbers that describe what order to draw the vertices in
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* @param {boolean} [cull=false] - Should we check if the triangle is back-facing
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*/
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Phaser.GameObject.Graphics.prototype.drawTriangles = function (vertices, indices, cull) {
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if (cull === undefined) { cull = false; }
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var point1 = new Phaser.Point();
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var point2 = new Phaser.Point();
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var point3 = new Phaser.Point();
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var points = [];
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var i;
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if (!indices)
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{
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if (vertices[0] instanceof Phaser.Point)
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{
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for (i = 0; i < vertices.length / 3; i++)
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{
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this.drawTriangle([vertices[i * 3], vertices[i * 3 + 1], vertices[i * 3 + 2]], cull);
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}
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}
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else
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{
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for (i = 0; i < vertices.length / 6; i++)
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{
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point1.x = vertices[i * 6 + 0];
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point1.y = vertices[i * 6 + 1];
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point2.x = vertices[i * 6 + 2];
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point2.y = vertices[i * 6 + 3];
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point3.x = vertices[i * 6 + 4];
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point3.y = vertices[i * 6 + 5];
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this.drawTriangle([point1, point2, point3], cull);
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}
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}
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}
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else
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{
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if (vertices[0] instanceof Phaser.Point)
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{
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for (i = 0; i < indices.length /3; i++)
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{
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points.push(vertices[indices[i * 3 ]]);
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points.push(vertices[indices[i * 3 + 1]]);
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points.push(vertices[indices[i * 3 + 2]]);
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if (points.length === 3)
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{
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this.drawTriangle(points, cull);
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points = [];
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}
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}
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}
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else
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{
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for (i = 0; i < indices.length; i++)
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{
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point1.x = vertices[indices[i] * 2];
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point1.y = vertices[indices[i] * 2 + 1];
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points.push(point1.copyTo({}));
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if (points.length === 3)
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{
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this.drawTriangle(points, cull);
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points = [];
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}
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}
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}
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}
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};
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/**
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* Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method.
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*
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* @method lineStyle
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* @param lineWidth {Number} width of the line to draw, will update the objects stored style
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* @param color {Number} color of the line to draw, will update the objects stored style
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* @param alpha {Number} alpha of the line to draw, will update the objects stored style
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* @return {Graphics}
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*/
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Phaser.GameObject.Graphics.prototype.lineStyle = function (lineWidth, color, alpha) {
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this.lineWidth = lineWidth || 0;
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this.lineColor = color || 0;
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this.lineAlpha = (alpha === undefined) ? 1 : alpha;
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if (this.currentPath)
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{
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if (this.currentPath.shape.points.length)
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{
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// halfway through a line? start a new one!
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this.drawShape(new Phaser.Polygon(this.currentPath.shape.points.slice(-2)));
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}
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else
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{
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// otherwise its empty so lets just set the line properties
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this.currentPath.lineWidth = this.lineWidth;
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this.currentPath.lineColor = this.lineColor;
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this.currentPath.lineAlpha = this.lineAlpha;
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}
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}
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return this;
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};
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/**
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* Moves the current drawing position to x, y.
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*
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* @method moveTo
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* @param x {Number} the X coordinate to move to
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* @param y {Number} the Y coordinate to move to
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* @return {Graphics}
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*/
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Phaser.GameObject.Graphics.prototype.moveTo = function (x, y) {
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this.drawShape(new Phaser.Polygon([ x, y ]));
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return this;
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};
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/**
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* Draws a line using the current line style from the current drawing position to (x, y);
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* The current drawing position is then set to (x, y).
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*
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* @method lineTo
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* @param x {Number} the X coordinate to draw to
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* @param y {Number} the Y coordinate to draw to
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* @return {Graphics}
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*/
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Phaser.GameObject.Graphics.prototype.lineTo = function (x, y) {
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if (!this.currentPath)
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{
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this.moveTo(0, 0);
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}
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this.currentPath.shape.points.push(x, y);
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this.dirty = true;
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this._boundsDirty = true;
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return this;
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};
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/**
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* Calculate the points for a quadratic bezier curve and then draws it.
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* Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c
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*
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* @method quadraticCurveTo
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* @param cpX {Number} Control point x
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* @param cpY {Number} Control point y
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* @param toX {Number} Destination point x
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* @param toY {Number} Destination point y
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* @return {Graphics}
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*/
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Phaser.GameObject.Graphics.prototype.quadraticCurveTo = function (cpX, cpY, toX, toY) {
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if (this.currentPath)
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{
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if (this.currentPath.shape.points.length === 0)
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{
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this.currentPath.shape.points = [ 0, 0 ];
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}
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}
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else
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{
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this.moveTo(0,0);
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}
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var xa,
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ya,
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n = 20,
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points = this.currentPath.shape.points;
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if (points.length === 0)
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{
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this.moveTo(0, 0);
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}
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var fromX = points[points.length - 2];
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var fromY = points[points.length - 1];
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var j = 0;
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for (var i = 1; i <= n; ++i)
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{
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j = i / n;
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xa = fromX + ((cpX - fromX) * j);
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ya = fromY + ((cpY - fromY) * j);
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points.push( xa + ( ((cpX + ( (toX - cpX) * j )) - xa) * j ),
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ya + ( ((cpY + ( (toY - cpY) * j )) - ya) * j ) );
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}
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this.dirty = true;
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this._boundsDirty = true;
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return this;
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};
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/**
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* Calculate the points for a bezier curve and then draws it.
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*
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* @method bezierCurveTo
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* @param cpX {Number} Control point x
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* @param cpY {Number} Control point y
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* @param cpX2 {Number} Second Control point x
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* @param cpY2 {Number} Second Control point y
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* @param toX {Number} Destination point x
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* @param toY {Number} Destination point y
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* @return {Graphics}
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*/
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Phaser.GameObject.Graphics.prototype.bezierCurveTo = function (cpX, cpY, cpX2, cpY2, toX, toY) {
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if (this.currentPath)
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{
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if (this.currentPath.shape.points.length === 0)
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{
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this.currentPath.shape.points = [0, 0];
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}
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}
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else
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{
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this.moveTo(0,0);
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}
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var n = 20,
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dt,
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dt2,
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dt3,
|
|
t2,
|
|
t3,
|
|
points = this.currentPath.shape.points;
|
|
|
|
var fromX = points[points.length-2];
|
|
var fromY = points[points.length-1];
|
|
var j = 0;
|
|
|
|
for (var i = 1; i <= n; ++i)
|
|
{
|
|
j = i / n;
|
|
|
|
dt = (1 - j);
|
|
dt2 = dt * dt;
|
|
dt3 = dt2 * dt;
|
|
|
|
t2 = j * j;
|
|
t3 = t2 * j;
|
|
|
|
points.push( dt3 * fromX + 3 * dt2 * j * cpX + 3 * dt * t2 * cpX2 + t3 * toX,
|
|
dt3 * fromY + 3 * dt2 * j * cpY + 3 * dt * t2 * cpY2 + t3 * toY);
|
|
}
|
|
|
|
this.dirty = true;
|
|
this._boundsDirty = true;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/*
|
|
* The arcTo() method creates an arc/curve between two tangents on the canvas.
|
|
*
|
|
* "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google!
|
|
*
|
|
* @method arcTo
|
|
* @param x1 {Number} The x-coordinate of the beginning of the arc
|
|
* @param y1 {Number} The y-coordinate of the beginning of the arc
|
|
* @param x2 {Number} The x-coordinate of the end of the arc
|
|
* @param y2 {Number} The y-coordinate of the end of the arc
|
|
* @param radius {Number} The radius of the arc
|
|
* @return {Graphics}
|
|
*/
|
|
Phaser.GameObject.Graphics.prototype.arcTo = function (x1, y1, x2, y2, radius) {
|
|
|
|
if (this.currentPath)
|
|
{
|
|
if (this.currentPath.shape.points.length === 0)
|
|
{
|
|
this.currentPath.shape.points.push(x1, y1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this.moveTo(x1, y1);
|
|
}
|
|
|
|
var points = this.currentPath.shape.points,
|
|
fromX = points[points.length-2],
|
|
fromY = points[points.length-1],
|
|
a1 = fromY - y1,
|
|
b1 = fromX - x1,
|
|
a2 = y2 - y1,
|
|
b2 = x2 - x1,
|
|
mm = Math.abs(a1 * b2 - b1 * a2);
|
|
|
|
if (mm < 1.0e-8 || radius === 0)
|
|
{
|
|
if (points[points.length-2] !== x1 || points[points.length-1] !== y1)
|
|
{
|
|
points.push(x1, y1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
var dd = a1 * a1 + b1 * b1,
|
|
cc = a2 * a2 + b2 * b2,
|
|
tt = a1 * a2 + b1 * b2,
|
|
k1 = radius * Math.sqrt(dd) / mm,
|
|
k2 = radius * Math.sqrt(cc) / mm,
|
|
j1 = k1 * tt / dd,
|
|
j2 = k2 * tt / cc,
|
|
cx = k1 * b2 + k2 * b1,
|
|
cy = k1 * a2 + k2 * a1,
|
|
px = b1 * (k2 + j1),
|
|
py = a1 * (k2 + j1),
|
|
qx = b2 * (k1 + j2),
|
|
qy = a2 * (k1 + j2),
|
|
startAngle = Math.atan2(py - cy, px - cx),
|
|
endAngle = Math.atan2(qy - cy, qx - cx);
|
|
|
|
this.arc(cx + x1, cy + y1, radius, startAngle, endAngle, b1 * a2 > b2 * a1);
|
|
}
|
|
|
|
this.dirty = true;
|
|
this._boundsDirty = true;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* The arc method creates an arc/curve (used to create circles, or parts of circles).
|
|
*
|
|
* @method arc
|
|
* @param cx {Number} The x-coordinate of the center of the circle
|
|
* @param cy {Number} The y-coordinate of the center of the circle
|
|
* @param radius {Number} The radius of the circle
|
|
* @param startAngle {Number} The starting angle, in radians (0 is at the 3 o'clock position of the arc's circle)
|
|
* @param endAngle {Number} The ending angle, in radians
|
|
* @param anticlockwise {Boolean} Optional. Specifies whether the drawing should be counterclockwise or clockwise. False is default, and indicates clockwise, while true indicates counter-clockwise.
|
|
* @param segments {Number} Optional. The number of segments to use when calculating the arc. The default is 40. If you need more fidelity use a higher number.
|
|
* @return {Graphics}
|
|
*/
|
|
Phaser.GameObject.Graphics.prototype.arc = function (cx, cy, radius, startAngle, endAngle, anticlockwise, segments) {
|
|
|
|
// If we do this we can never draw a full circle
|
|
if (startAngle === endAngle)
|
|
{
|
|
return this;
|
|
}
|
|
|
|
if (anticlockwise === undefined) { anticlockwise = false; }
|
|
if (segments === undefined) { segments = 40; }
|
|
|
|
if (!anticlockwise && endAngle <= startAngle)
|
|
{
|
|
endAngle += Math.PI * 2;
|
|
}
|
|
else if (anticlockwise && startAngle <= endAngle)
|
|
{
|
|
startAngle += Math.PI * 2;
|
|
}
|
|
|
|
var sweep = anticlockwise ? (startAngle - endAngle) * -1 : (endAngle - startAngle);
|
|
var segs = Math.ceil(Math.abs(sweep) / (Math.PI * 2)) * segments;
|
|
|
|
// Sweep check - moved here because we don't want to do the moveTo below if the arc fails
|
|
if (sweep === 0)
|
|
{
|
|
return this;
|
|
}
|
|
|
|
var startX = cx + Math.cos(startAngle) * radius;
|
|
var startY = cy + Math.sin(startAngle) * radius;
|
|
|
|
if (anticlockwise && this.filling)
|
|
{
|
|
this.moveTo(cx, cy);
|
|
}
|
|
else
|
|
{
|
|
this.moveTo(startX, startY);
|
|
}
|
|
|
|
// currentPath will always exist after calling a moveTo
|
|
var points = this.currentPath.shape.points;
|
|
|
|
var theta = sweep / (segs * 2);
|
|
var theta2 = theta * 2;
|
|
|
|
var cTheta = Math.cos(theta);
|
|
var sTheta = Math.sin(theta);
|
|
|
|
var segMinus = segs - 1;
|
|
|
|
var remainder = (segMinus % 1) / segMinus;
|
|
|
|
for (var i = 0; i <= segMinus; i++)
|
|
{
|
|
var real = i + remainder * i;
|
|
|
|
var angle = ((theta) + startAngle + (theta2 * real));
|
|
|
|
var c = Math.cos(angle);
|
|
var s = -Math.sin(angle);
|
|
|
|
points.push(( (cTheta * c) + (sTheta * s) ) * radius + cx,
|
|
( (cTheta * -s) + (sTheta * c) ) * radius + cy);
|
|
}
|
|
|
|
this.dirty = true;
|
|
this._boundsDirty = true;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* Specifies a simple one-color fill that subsequent calls to other Graphics methods
|
|
* (such as lineTo() or drawCircle()) use when drawing.
|
|
*
|
|
* @method beginFill
|
|
* @param color {Number} the color of the fill
|
|
* @param alpha {Number} the alpha of the fill
|
|
* @return {Graphics}
|
|
*/
|
|
Phaser.GameObject.Graphics.prototype.beginFill = function (color, alpha) {
|
|
|
|
this.filling = true;
|
|
this.fillColor = color || 0;
|
|
this.fillAlpha = (alpha === undefined) ? 1 : alpha;
|
|
|
|
if (this.currentPath)
|
|
{
|
|
if (this.currentPath.shape.points.length <= 2)
|
|
{
|
|
this.currentPath.fill = this.filling;
|
|
this.currentPath.fillColor = this.fillColor;
|
|
this.currentPath.fillAlpha = this.fillAlpha;
|
|
}
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.
|
|
*
|
|
* @method endFill
|
|
* @return {Graphics}
|
|
*/
|
|
Phaser.GameObject.Graphics.prototype.endFill = function () {
|
|
|
|
this.filling = false;
|
|
this.fillColor = null;
|
|
this.fillAlpha = 1;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* @method drawRect
|
|
*
|
|
* @param x {Number} The X coord of the top-left of the rectangle
|
|
* @param y {Number} The Y coord of the top-left of the rectangle
|
|
* @param width {Number} The width of the rectangle
|
|
* @param height {Number} The height of the rectangle
|
|
* @return {Graphics}
|
|
*/
|
|
Phaser.GameObject.Graphics.prototype.drawRect = function (x, y, width, height) {
|
|
|
|
this.drawShape(new Phaser.Rectangle(x, y, width, height));
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* @method drawRoundedRect
|
|
* @param x {Number} The X coord of the top-left of the rectangle
|
|
* @param y {Number} The Y coord of the top-left of the rectangle
|
|
* @param width {Number} The width of the rectangle
|
|
* @param height {Number} The height of the rectangle
|
|
* @param radius {Number} Radius of the rectangle corners. In WebGL this must be a value between 0 and 9.
|
|
*/
|
|
Phaser.GameObject.Graphics.prototype.drawRoundedRect = function (x, y, width, height, radius) {
|
|
|
|
this.drawShape(new Phaser.RoundedRectangle(x, y, width, height, radius));
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* Draws a circle.
|
|
*
|
|
* @method drawCircle
|
|
* @param x {Number} The X coordinate of the center of the circle
|
|
* @param y {Number} The Y coordinate of the center of the circle
|
|
* @param diameter {Number} The diameter of the circle
|
|
* @return {Graphics}
|
|
*/
|
|
Phaser.GameObject.Graphics.prototype.drawCircle = function (x, y, diameter) {
|
|
|
|
this.drawShape(new Phaser.Circle(x, y, diameter));
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* Draws an ellipse.
|
|
*
|
|
* @method drawEllipse
|
|
* @param x {Number} The X coordinate of the center of the ellipse
|
|
* @param y {Number} The Y coordinate of the center of the ellipse
|
|
* @param width {Number} The half width of the ellipse
|
|
* @param height {Number} The half height of the ellipse
|
|
* @return {Graphics}
|
|
*/
|
|
Phaser.GameObject.Graphics.prototype.drawEllipse = function (x, y, width, height) {
|
|
|
|
this.drawShape(new Phaser.Ellipse(x, y, width, height));
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* Draws a polygon using the given path.
|
|
*
|
|
* @method drawPolygon
|
|
* @param path {Array|Phaser.Polygon} The path data used to construct the polygon. Can either be an array of points or a Phaser.Polygon object.
|
|
* @return {Graphics}
|
|
*/
|
|
Phaser.GameObject.Graphics.prototype.drawPolygon = function (path) {
|
|
|
|
if (path instanceof Phaser.Polygon)
|
|
{
|
|
path = path.points;
|
|
}
|
|
|
|
// prevents an argument assignment deopt
|
|
// see section 3.1: https://github.com/petkaantonov/bluebird/wiki/Optimization-killers#3-managing-arguments
|
|
var points = path;
|
|
|
|
if (!Array.isArray(points))
|
|
{
|
|
// prevents an argument leak deopt
|
|
// see section 3.2: https://github.com/petkaantonov/bluebird/wiki/Optimization-killers#3-managing-arguments
|
|
points = new Array(arguments.length);
|
|
|
|
for (var i = 0; i < points.length; ++i)
|
|
{
|
|
points[i] = arguments[i];
|
|
}
|
|
}
|
|
|
|
this.drawShape(new Phaser.Polygon(points));
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.
|
|
*
|
|
* @method clear
|
|
* @return {Graphics}
|
|
*/
|
|
Phaser.GameObject.Graphics.prototype.clear = function () {
|
|
|
|
this.lineWidth = 0;
|
|
this.filling = false;
|
|
|
|
this.dirty = true;
|
|
this._boundsDirty = true;
|
|
this.clearDirty = true;
|
|
this.graphicsData = [];
|
|
|
|
this.updateLocalBounds();
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* Useful function that returns a texture of the graphics object that can then be used to create sprites
|
|
* This can be quite useful if your geometry is complicated and needs to be reused multiple times.
|
|
*
|
|
* @method generateTexture
|
|
* @param [resolution=1] {Number} The resolution of the texture being generated
|
|
* @param [scaleMode=0] {Number} Should be one of the PIXI.scaleMode consts
|
|
* @param [padding=0] {Number} Add optional extra padding to the generated texture (default 0)
|
|
* @return {Texture} a texture of the graphics object
|
|
*/
|
|
Phaser.GameObject.Graphics.prototype.generateTexture = function (resolution, scaleMode, padding) {
|
|
|
|
if (resolution === undefined) { resolution = 1; }
|
|
if (scaleMode === undefined) { scaleMode = Phaser.scaleModes.DEFAULT; }
|
|
if (padding === undefined) { padding = 0; }
|
|
|
|
var bounds = this.getBounds();
|
|
|
|
bounds.width += padding;
|
|
bounds.height += padding;
|
|
|
|
var canvasBuffer = new PIXI.CanvasBuffer(bounds.width * resolution, bounds.height * resolution);
|
|
|
|
var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas, scaleMode);
|
|
|
|
texture.baseTexture.resolution = resolution;
|
|
|
|
canvasBuffer.context.scale(resolution, resolution);
|
|
|
|
canvasBuffer.context.translate(-bounds.x, -bounds.y);
|
|
|
|
PIXI.CanvasGraphics.renderGraphics(this, canvasBuffer.context);
|
|
|
|
return texture;
|
|
|
|
};
|
|
|
|
/**
|
|
* Retrieves the bounds of the graphic shape as a rectangle object
|
|
*
|
|
* @method getBounds
|
|
* @return {Rectangle} the rectangular bounding area
|
|
*/
|
|
Phaser.GameObject.Graphics.prototype.getBounds = function (matrix) {
|
|
|
|
if (this._currentBounds)
|
|
{
|
|
return this._currentBounds;
|
|
}
|
|
|
|
// Return an empty object if the item is a mask!
|
|
if (!this.renderable)
|
|
{
|
|
return Phaser.EmptyRectangle;
|
|
}
|
|
|
|
if (this.dirty)
|
|
{
|
|
this.updateLocalBounds();
|
|
this.webGLDirty = true;
|
|
this.cachedSpriteDirty = true;
|
|
this.dirty = false;
|
|
}
|
|
|
|
var bounds = this._localBounds;
|
|
|
|
var w0 = bounds.x;
|
|
var w1 = bounds.width + bounds.x;
|
|
|
|
var h0 = bounds.y;
|
|
var h1 = bounds.height + bounds.y;
|
|
|
|
var worldTransform = matrix || this.worldTransform;
|
|
|
|
var a = worldTransform.a;
|
|
var b = worldTransform.b;
|
|
var c = worldTransform.c;
|
|
var d = worldTransform.d;
|
|
var tx = worldTransform.tx;
|
|
var ty = worldTransform.ty;
|
|
|
|
var x1 = a * w1 + c * h1 + tx;
|
|
var y1 = d * h1 + b * w1 + ty;
|
|
|
|
var x2 = a * w0 + c * h1 + tx;
|
|
var y2 = d * h1 + b * w0 + ty;
|
|
|
|
var x3 = a * w0 + c * h0 + tx;
|
|
var y3 = d * h0 + b * w0 + ty;
|
|
|
|
var x4 = a * w1 + c * h0 + tx;
|
|
var y4 = d * h0 + b * w1 + ty;
|
|
|
|
var maxX = x1;
|
|
var maxY = y1;
|
|
|
|
var minX = x1;
|
|
var minY = y1;
|
|
|
|
minX = x2 < minX ? x2 : minX;
|
|
minX = x3 < minX ? x3 : minX;
|
|
minX = x4 < minX ? x4 : minX;
|
|
|
|
minY = y2 < minY ? y2 : minY;
|
|
minY = y3 < minY ? y3 : minY;
|
|
minY = y4 < minY ? y4 : minY;
|
|
|
|
maxX = x2 > maxX ? x2 : maxX;
|
|
maxX = x3 > maxX ? x3 : maxX;
|
|
maxX = x4 > maxX ? x4 : maxX;
|
|
|
|
maxY = y2 > maxY ? y2 : maxY;
|
|
maxY = y3 > maxY ? y3 : maxY;
|
|
maxY = y4 > maxY ? y4 : maxY;
|
|
|
|
this._bounds.x = minX;
|
|
this._bounds.width = maxX - minX;
|
|
|
|
this._bounds.y = minY;
|
|
this._bounds.height = maxY - minY;
|
|
|
|
this._currentBounds = this._bounds;
|
|
|
|
return this._currentBounds;
|
|
|
|
};
|
|
|
|
/**
|
|
* Retrieves the non-global local bounds of the graphic shape as a rectangle. The calculation takes all visible children into consideration.
|
|
*
|
|
* @method getLocalBounds
|
|
* @return {Rectangle} The rectangular bounding area
|
|
*/
|
|
Phaser.GameObject.Graphics.prototype.getLocalBounds = function () {
|
|
|
|
var matrixCache = this.worldTransform;
|
|
|
|
this.worldTransform = Phaser.identityMatrix;
|
|
|
|
for (var i = 0; i < this.children.length; i++)
|
|
{
|
|
this.children[i].updateTransform();
|
|
}
|
|
|
|
var bounds = this.getBounds();
|
|
|
|
this.worldTransform = matrixCache;
|
|
|
|
for (i = 0; i < this.children.length; i++)
|
|
{
|
|
this.children[i].updateTransform();
|
|
}
|
|
|
|
return bounds;
|
|
|
|
};
|
|
|
|
/**
|
|
* Tests if a point is inside this graphics object
|
|
*
|
|
* @param point {Point} the point to test
|
|
* @return {boolean} the result of the test
|
|
*/
|
|
Phaser.GameObject.Graphics.prototype.containsPoint = function (point) {
|
|
|
|
this.worldTransform.applyInverse(point, tempPoint);
|
|
|
|
var graphicsData = this.graphicsData;
|
|
|
|
for (var i = 0; i < graphicsData.length; i++)
|
|
{
|
|
var data = graphicsData[i];
|
|
|
|
if (!data.fill)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// only deal with fills..
|
|
if (data.shape)
|
|
{
|
|
if (data.shape.contains(tempPoint.x, tempPoint.y))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
|
|
};
|
|
|
|
/**
|
|
* Update the bounds of the object
|
|
*
|
|
* @method updateLocalBounds
|
|
*/
|
|
Phaser.GameObject.Graphics.prototype.updateLocalBounds = function () {
|
|
|
|
var minX = Infinity;
|
|
var maxX = -Infinity;
|
|
|
|
var minY = Infinity;
|
|
var maxY = -Infinity;
|
|
|
|
if (this.graphicsData.length)
|
|
{
|
|
var shape, points, x, y, w, h;
|
|
|
|
for (var i = 0; i < this.graphicsData.length; i++)
|
|
{
|
|
var data = this.graphicsData[i];
|
|
var type = data.type;
|
|
var lineWidth = data.lineWidth;
|
|
shape = data.shape;
|
|
|
|
if (type === Phaser.RECTANGLE || type === Phaser.ROUNDEDRECTANGLE)
|
|
{
|
|
x = shape.x - lineWidth / 2;
|
|
y = shape.y - lineWidth / 2;
|
|
w = shape.width + lineWidth;
|
|
h = shape.height + lineWidth;
|
|
|
|
minX = x < minX ? x : minX;
|
|
maxX = x + w > maxX ? x + w : maxX;
|
|
|
|
minY = y < minY ? y : minY;
|
|
maxY = y + h > maxY ? y + h : maxY;
|
|
}
|
|
else if (type === Phaser.CIRCLE)
|
|
{
|
|
x = shape.x;
|
|
y = shape.y;
|
|
w = shape.radius + lineWidth / 2;
|
|
h = shape.radius + lineWidth / 2;
|
|
|
|
minX = x - w < minX ? x - w : minX;
|
|
maxX = x + w > maxX ? x + w : maxX;
|
|
|
|
minY = y - h < minY ? y - h : minY;
|
|
maxY = y + h > maxY ? y + h : maxY;
|
|
}
|
|
else if (type === Phaser.ELLIPSE)
|
|
{
|
|
x = shape.x;
|
|
y = shape.y;
|
|
w = shape.width + lineWidth / 2;
|
|
h = shape.height + lineWidth / 2;
|
|
|
|
minX = x - w < minX ? x - w : minX;
|
|
maxX = x + w > maxX ? x + w : maxX;
|
|
|
|
minY = y - h < minY ? y - h : minY;
|
|
maxY = y + h > maxY ? y + h : maxY;
|
|
}
|
|
else
|
|
{
|
|
// POLY - assumes points are sequential, not Point objects
|
|
points = shape.points;
|
|
|
|
for (var j = 0; j < points.length; j++)
|
|
{
|
|
if (points[j] instanceof Phaser.Point)
|
|
{
|
|
x = points[j].x;
|
|
y = points[j].y;
|
|
}
|
|
else
|
|
{
|
|
x = points[j];
|
|
y = points[j + 1];
|
|
|
|
if (j < points.length - 1)
|
|
{
|
|
j++;
|
|
}
|
|
}
|
|
|
|
minX = x - lineWidth < minX ? x - lineWidth : minX;
|
|
maxX = x + lineWidth > maxX ? x + lineWidth : maxX;
|
|
|
|
minY = y - lineWidth < minY ? y - lineWidth : minY;
|
|
maxY = y + lineWidth > maxY ? y + lineWidth : maxY;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
minX = 0;
|
|
maxX = 0;
|
|
minY = 0;
|
|
maxY = 0;
|
|
}
|
|
|
|
var padding = this.boundsPadding;
|
|
|
|
this._localBounds.x = minX - padding;
|
|
this._localBounds.width = (maxX - minX) + padding * 2;
|
|
|
|
this._localBounds.y = minY - padding;
|
|
this._localBounds.height = (maxY - minY) + padding * 2;
|
|
|
|
};
|
|
|
|
/**
|
|
* Generates the cached sprite when the sprite has cacheAsBitmap = true
|
|
*
|
|
* @method _generateCachedSprite
|
|
* @private
|
|
*/
|
|
Phaser.GameObject.Graphics.prototype._generateCachedSprite = function () {
|
|
|
|
var bounds = this.getLocalBounds();
|
|
|
|
if (!this._cachedSprite)
|
|
{
|
|
var canvasBuffer = new PIXI.CanvasBuffer(bounds.width, bounds.height);
|
|
var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas);
|
|
|
|
this._cachedSprite = new PIXI.Sprite(texture);
|
|
this._cachedSprite.buffer = canvasBuffer;
|
|
|
|
this._cachedSprite.worldTransform = this.worldTransform;
|
|
}
|
|
else
|
|
{
|
|
this._cachedSprite.buffer.resize(bounds.width, bounds.height);
|
|
}
|
|
|
|
// leverage the anchor to account for the offset of the element
|
|
this._cachedSprite.anchor.x = -(bounds.x / bounds.width);
|
|
this._cachedSprite.anchor.y = -(bounds.y / bounds.height);
|
|
|
|
// this._cachedSprite.buffer.context.save();
|
|
this._cachedSprite.buffer.context.translate(-bounds.x, -bounds.y);
|
|
|
|
// make sure we set the alpha of the graphics to 1 for the render..
|
|
this.worldAlpha = 1;
|
|
|
|
// now render the graphic..
|
|
PIXI.CanvasGraphics.renderGraphics(this, this._cachedSprite.buffer.context);
|
|
this._cachedSprite.alpha = this.alpha;
|
|
|
|
};
|
|
|
|
/**
|
|
* Updates texture size based on canvas size
|
|
*
|
|
* @method updateCachedSpriteTexture
|
|
* @private
|
|
*/
|
|
Phaser.GameObject.Graphics.prototype.updateCachedSpriteTexture = function () {
|
|
|
|
var cachedSprite = this._cachedSprite;
|
|
var texture = cachedSprite.texture;
|
|
var canvas = cachedSprite.buffer.canvas;
|
|
|
|
texture.baseTexture.width = canvas.width;
|
|
texture.baseTexture.height = canvas.height;
|
|
texture.crop.width = texture.frame.width = canvas.width;
|
|
texture.crop.height = texture.frame.height = canvas.height;
|
|
|
|
cachedSprite._width = canvas.width;
|
|
cachedSprite._height = canvas.height;
|
|
|
|
// update the dirty base textures
|
|
texture.baseTexture.dirty();
|
|
|
|
};
|
|
|
|
/**
|
|
* Destroys a previous cached sprite.
|
|
*
|
|
* @method destroyCachedSprite
|
|
*/
|
|
Phaser.GameObject.Graphics.prototype.destroyCachedSprite = function () {
|
|
|
|
this._cachedSprite.texture.destroy(true);
|
|
this._cachedSprite = null;
|
|
|
|
};
|
|
|
|
/**
|
|
* Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.
|
|
*
|
|
* @method drawShape
|
|
* @param {Circle|Rectangle|Ellipse|Line|Polygon} shape The Shape object to draw.
|
|
* @return {GraphicsData} The generated GraphicsData object.
|
|
*/
|
|
Phaser.GameObject.Graphics.prototype.drawShape = function (shape) {
|
|
|
|
if (this.currentPath)
|
|
{
|
|
// check current path!
|
|
if (this.currentPath.shape.points.length <= 2)
|
|
{
|
|
this.graphicsData.pop();
|
|
}
|
|
}
|
|
|
|
this.currentPath = null;
|
|
|
|
// Handle mixed-type polygons
|
|
if (shape instanceof Phaser.Polygon)
|
|
{
|
|
shape = shape.clone();
|
|
shape.flatten();
|
|
}
|
|
|
|
var data = new Phaser.GameObject.GraphicsData(this.lineWidth, this.lineColor, this.lineAlpha, this.fillColor, this.fillAlpha, this.filling, shape);
|
|
|
|
this.graphicsData.push(data);
|
|
|
|
if (data.type === Phaser.POLYGON)
|
|
{
|
|
data.shape.closed = this.filling;
|
|
this.currentPath = data;
|
|
}
|
|
|
|
this.dirty = true;
|
|
this._boundsDirty = true;
|
|
|
|
return data;
|
|
|
|
};
|
|
|
|
Phaser.GameObject.Graphics.prototype.updateGraphicsTint = function () {
|
|
|
|
if (this.tint === 0xFFFFFF)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var tintR = (this.tint >> 16 & 0xFF) / 255;
|
|
var tintG = (this.tint >> 8 & 0xFF) / 255;
|
|
var tintB = (this.tint & 0xFF) / 255;
|
|
|
|
for (var i = 0; i < this.graphicsData.length; i++)
|
|
{
|
|
var data = this.graphicsData[i];
|
|
|
|
var fillColor = data.fillColor | 0;
|
|
var lineColor = data.lineColor | 0;
|
|
|
|
data._fillTint = (((fillColor >> 16 & 0xFF) / 255 * tintR * 255 << 16) + ((fillColor >> 8 & 0xFF) / 255 * tintG * 255 << 8) + (fillColor & 0xFF) / 255 * tintB * 255);
|
|
data._lineTint = (((lineColor >> 16 & 0xFF) / 255 * tintR * 255 << 16) + ((lineColor >> 8 & 0xFF) / 255 * tintG * 255 << 8) + (lineColor & 0xFF) / 255 * tintB * 255);
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite.
|
|
* This is useful if your graphics element does not change often, as it will speed up the rendering of the object in exchange for taking up texture memory.
|
|
* It is also useful if you need the graphics object to be anti-aliased, because it will be rendered using canvas.
|
|
* This is not recommended if you are constantly redrawing the graphics element.
|
|
*
|
|
* @property cacheAsBitmap
|
|
* @type Boolean
|
|
* @default false
|
|
* @private
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.Graphics.prototype, 'cacheAsBitmap', {
|
|
|
|
get: function () {
|
|
|
|
return this._cacheAsBitmap;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this._cacheAsBitmap = value;
|
|
|
|
if (this._cacheAsBitmap)
|
|
{
|
|
this._generateCachedSprite();
|
|
}
|
|
else
|
|
{
|
|
this.destroyCachedSprite();
|
|
}
|
|
|
|
this.dirty = true;
|
|
this.webGLDirty = true;
|
|
|
|
}
|
|
});
|