phaser/v3/merge/gameobjects/graphics/Graphics.js
2016-11-23 00:17:46 +00:00

1395 lines
38 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A Graphics object is a way to draw primitives to your game. Primitives include forms of geometry, such as Rectangles,
* Circles and Polygons. They also include lines, arcs and curves. When you initially create a Graphics object it will
* be empty. To 'draw' to it you first specify a lineStyle or fillStyle (or both), and then draw a shape. For example:
*
* ```
* graphics.beginFill(0xff0000);
* graphics.drawCircle(50, 50, 100);
* graphics.endFill();
* ```
*
* This will draw a circle shape to the Graphics object, with a diameter of 100, located at x: 50, y: 50.
*
* When a Graphics object is rendered it will render differently based on if the game is running under Canvas or
* WebGL. Under Canvas it will use the HTML Canvas context drawing operations to draw the path. Under WebGL the
* graphics data is decomposed into polygons. Both of these are expensive processes, especially with complex shapes.
*
* If your Graphics object doesn't change much (or at all) once you've drawn your shape to it, then you will help
* performance by calling `Graphics.generateTexture`. This will 'bake' the Graphics object into a Texture, and return it.
* You can then use this Texture for Sprites or other display objects. If your Graphics object updates frequently then
* you should avoid doing this, as it will constantly generate new textures, which will consume memory.
*
* As you can tell, Graphics objects are a bit of a trade-off. While they are extremely useful, you need to be careful
* in their complexity and quantity of them in your game.
*
* @class Phaser.GameObject.Graphics
* @constructor
* @extends PIXI.DisplayObjectContainer
* @extends Phaser.Component.Core
* @extends Phaser.Component.Angle
* @extends Phaser.Component.AutoCull
* @extends Phaser.Component.Bounds
* @extends Phaser.Component.Destroy
* @extends Phaser.Component.FixedToCamera
* @extends Phaser.Component.InputEnabled
* @extends Phaser.Component.InWorld
* @extends Phaser.Component.LifeSpan
* @extends Phaser.Component.PhysicsBody
* @extends Phaser.Component.Reset
* @param {Phaser.Game} game - Current game instance.
* @param {number} [x=0] - X position of the new graphics object.
* @param {number} [y=0] - Y position of the new graphics object.
*/
Phaser.GameObject.Graphics = function (game, x, y) {
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
/**
* @property {number} type - The const type of this object.
* @default
*/
this.type = Phaser.GRAPHICS;
/**
* @property {number} physicsType - The const physics body type of this object.
* @readonly
*/
this.physicsType = Phaser.SPRITE;
/**
* @property {Phaser.Point} anchor - Required for a Graphics shape to work as a Physics body, do not modify this value.
* @private
*/
this.anchor = new Phaser.Point();
PIXI.DisplayObjectContainer.call(this);
this.renderable = true;
/**
* The alpha value used when filling the Graphics object.
*
* @property fillAlpha
* @type Number
*/
this.fillAlpha = 1;
/**
* The width (thickness) of any lines drawn.
*
* @property lineWidth
* @type Number
*/
this.lineWidth = 0;
/**
* The color of any lines drawn.
*
* @property lineColor
* @type String
* @default 0
*/
this.lineColor = 0;
/**
* Graphics data
*
* @property graphicsData
* @type Array
* @private
*/
this.graphicsData = [];
/**
* The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to reset the tint.
*
* @property tint
* @type Number
* @default 0xFFFFFF
*/
this.tint = 0xFFFFFF;
/**
* The blend mode to be applied to the graphic shape. Apply a value of PIXI.blendModes.NORMAL to reset the blend mode.
*
* @property blendMode
* @type Number
* @default PIXI.blendModes.NORMAL;
*/
this.blendMode = Phaser.blendModes.NORMAL;
/**
* Current path
*
* @property currentPath
* @type Object
* @private
*/
this.currentPath = null;
/**
* Array containing some WebGL-related properties used by the WebGL renderer.
*
* @property _webGL
* @type Array
* @private
*/
this._webGL = null;
/**
* Whether this shape is being used as a mask.
*
* @property isMask
* @type Boolean
*/
this.isMask = false;
/**
* The bounds' padding used for bounds calculation.
*
* @property boundsPadding
* @type Number
*/
this.boundsPadding = 0;
this._localBounds = new Phaser.Rectangle(0, 0, 1, 1);
/**
* Used to detect if the graphics object has changed. If this is set to true then the graphics object will be recalculated.
*
* @property dirty
* @type Boolean
* @private
*/
this.dirty = true;
/**
* Used to detect if the bounds have been invalidated, by this Graphics being cleared or drawn to.
* If this is set to true then the updateLocalBounds is called once in the postUpdate method.
*
* @property _boundsDirty
* @type Boolean
* @private
*/
this._boundsDirty = false;
/**
* Used to detect if the webgl graphics object has changed. If this is set to true then the graphics object will be recalculated.
*
* @property webGLDirty
* @type Boolean
* @private
*/
this.webGLDirty = false;
/**
* Used to detect if the cached sprite object needs to be updated.
*
* @property cachedSpriteDirty
* @type Boolean
* @private
*/
this.cachedSpriteDirty = false;
Phaser.Component.Core.init.call(this, game, x, y, '', null);
};
Phaser.GameObject.Graphics.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
Phaser.GameObject.Graphics.prototype.constructor = Phaser.GameObject.Graphics;
Phaser.Component.Core.install.call(Phaser.GameObject.Graphics.prototype, [
'Angle',
'AutoCull',
'Bounds',
'Destroy',
'FixedToCamera',
'InputEnabled',
'InWorld',
'LifeSpan',
'PhysicsBody',
'Reset'
]);
Phaser.GameObject.Graphics.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate;
Phaser.GameObject.Graphics.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate;
Phaser.GameObject.Graphics.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
Phaser.GameObject.Graphics.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;
/**
* Automatically called by World.preUpdate.
*
* @method
* @memberof Phaser.GameObject.Graphics
*/
Phaser.GameObject.Graphics.prototype.preUpdate = function () {
if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())
{
return false;
}
return this.preUpdateCore();
};
/**
* Automatically called by World
* @method Phaser.GameObject.Graphics.prototype.postUpdate
*/
Phaser.GameObject.Graphics.prototype.postUpdate = function () {
Phaser.Component.PhysicsBody.postUpdate.call(this);
Phaser.Component.FixedToCamera.postUpdate.call(this);
if (this._boundsDirty)
{
this.updateLocalBounds();
this._boundsDirty = false;
}
for (var i = 0; i < this.children.length; i++)
{
this.children[i].postUpdate();
}
};
/**
* Destroy this Graphics instance.
*
* @method Phaser.GameObject.Graphics.prototype.destroy
* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
*/
Phaser.GameObject.Graphics.prototype.destroy = function (destroyChildren) {
this.clear();
Phaser.Component.Destroy.prototype.destroy.call(this, destroyChildren);
};
/*
* Draws a single {Phaser.Polygon} triangle from a {Phaser.Point} array
*
* @method Phaser.GameObject.Graphics.prototype.drawTriangle
* @param {Array<Phaser.Point>} points - An array of Phaser.Points that make up the three vertices of this triangle
* @param {boolean} [cull=false] - Should we check if the triangle is back-facing
*/
Phaser.GameObject.Graphics.prototype.drawTriangle = function (points, cull) {
if (cull === undefined) { cull = false; }
var triangle = new Phaser.Polygon(points);
if (cull)
{
var cameraToFace = new Phaser.Point(this.game.camera.x - points[0].x, this.game.camera.y - points[0].y);
var ab = new Phaser.Point(points[1].x - points[0].x, points[1].y - points[0].y);
var cb = new Phaser.Point(points[1].x - points[2].x, points[1].y - points[2].y);
var faceNormal = cb.cross(ab);
if (cameraToFace.dot(faceNormal) > 0)
{
this.drawPolygon(triangle);
}
}
else
{
this.drawPolygon(triangle);
}
};
/*
* Draws {Phaser.Polygon} triangles
*
* @method Phaser.GameObject.Graphics.prototype.drawTriangles
* @param {Array<Phaser.Point>|Array<number>} vertices - An array of Phaser.Points or numbers that make up the vertices of the triangles
* @param {Array<number>} {indices=null} - An array of numbers that describe what order to draw the vertices in
* @param {boolean} [cull=false] - Should we check if the triangle is back-facing
*/
Phaser.GameObject.Graphics.prototype.drawTriangles = function (vertices, indices, cull) {
if (cull === undefined) { cull = false; }
var point1 = new Phaser.Point();
var point2 = new Phaser.Point();
var point3 = new Phaser.Point();
var points = [];
var i;
if (!indices)
{
if (vertices[0] instanceof Phaser.Point)
{
for (i = 0; i < vertices.length / 3; i++)
{
this.drawTriangle([vertices[i * 3], vertices[i * 3 + 1], vertices[i * 3 + 2]], cull);
}
}
else
{
for (i = 0; i < vertices.length / 6; i++)
{
point1.x = vertices[i * 6 + 0];
point1.y = vertices[i * 6 + 1];
point2.x = vertices[i * 6 + 2];
point2.y = vertices[i * 6 + 3];
point3.x = vertices[i * 6 + 4];
point3.y = vertices[i * 6 + 5];
this.drawTriangle([point1, point2, point3], cull);
}
}
}
else
{
if (vertices[0] instanceof Phaser.Point)
{
for (i = 0; i < indices.length /3; i++)
{
points.push(vertices[indices[i * 3 ]]);
points.push(vertices[indices[i * 3 + 1]]);
points.push(vertices[indices[i * 3 + 2]]);
if (points.length === 3)
{
this.drawTriangle(points, cull);
points = [];
}
}
}
else
{
for (i = 0; i < indices.length; i++)
{
point1.x = vertices[indices[i] * 2];
point1.y = vertices[indices[i] * 2 + 1];
points.push(point1.copyTo({}));
if (points.length === 3)
{
this.drawTriangle(points, cull);
points = [];
}
}
}
}
};
/**
* Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method.
*
* @method lineStyle
* @param lineWidth {Number} width of the line to draw, will update the objects stored style
* @param color {Number} color of the line to draw, will update the objects stored style
* @param alpha {Number} alpha of the line to draw, will update the objects stored style
* @return {Graphics}
*/
Phaser.GameObject.Graphics.prototype.lineStyle = function (lineWidth, color, alpha) {
this.lineWidth = lineWidth || 0;
this.lineColor = color || 0;
this.lineAlpha = (alpha === undefined) ? 1 : alpha;
if (this.currentPath)
{
if (this.currentPath.shape.points.length)
{
// halfway through a line? start a new one!
this.drawShape(new Phaser.Polygon(this.currentPath.shape.points.slice(-2)));
}
else
{
// otherwise its empty so lets just set the line properties
this.currentPath.lineWidth = this.lineWidth;
this.currentPath.lineColor = this.lineColor;
this.currentPath.lineAlpha = this.lineAlpha;
}
}
return this;
};
/**
* Moves the current drawing position to x, y.
*
* @method moveTo
* @param x {Number} the X coordinate to move to
* @param y {Number} the Y coordinate to move to
* @return {Graphics}
*/
Phaser.GameObject.Graphics.prototype.moveTo = function (x, y) {
this.drawShape(new Phaser.Polygon([ x, y ]));
return this;
};
/**
* Draws a line using the current line style from the current drawing position to (x, y);
* The current drawing position is then set to (x, y).
*
* @method lineTo
* @param x {Number} the X coordinate to draw to
* @param y {Number} the Y coordinate to draw to
* @return {Graphics}
*/
Phaser.GameObject.Graphics.prototype.lineTo = function (x, y) {
if (!this.currentPath)
{
this.moveTo(0, 0);
}
this.currentPath.shape.points.push(x, y);
this.dirty = true;
this._boundsDirty = true;
return this;
};
/**
* Calculate the points for a quadratic bezier curve and then draws it.
* Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c
*
* @method quadraticCurveTo
* @param cpX {Number} Control point x
* @param cpY {Number} Control point y
* @param toX {Number} Destination point x
* @param toY {Number} Destination point y
* @return {Graphics}
*/
Phaser.GameObject.Graphics.prototype.quadraticCurveTo = function (cpX, cpY, toX, toY) {
if (this.currentPath)
{
if (this.currentPath.shape.points.length === 0)
{
this.currentPath.shape.points = [ 0, 0 ];
}
}
else
{
this.moveTo(0,0);
}
var xa,
ya,
n = 20,
points = this.currentPath.shape.points;
if (points.length === 0)
{
this.moveTo(0, 0);
}
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;
xa = fromX + ((cpX - fromX) * j);
ya = fromY + ((cpY - fromY) * j);
points.push( xa + ( ((cpX + ( (toX - cpX) * j )) - xa) * j ),
ya + ( ((cpY + ( (toY - cpY) * j )) - ya) * j ) );
}
this.dirty = true;
this._boundsDirty = true;
return this;
};
/**
* Calculate the points for a bezier curve and then draws it.
*
* @method bezierCurveTo
* @param cpX {Number} Control point x
* @param cpY {Number} Control point y
* @param cpX2 {Number} Second Control point x
* @param cpY2 {Number} Second Control point y
* @param toX {Number} Destination point x
* @param toY {Number} Destination point y
* @return {Graphics}
*/
Phaser.GameObject.Graphics.prototype.bezierCurveTo = function (cpX, cpY, cpX2, cpY2, toX, toY) {
if (this.currentPath)
{
if (this.currentPath.shape.points.length === 0)
{
this.currentPath.shape.points = [0, 0];
}
}
else
{
this.moveTo(0,0);
}
var n = 20,
dt,
dt2,
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;
}
});