phaser/src/gameobjects/BitmapData.js
2014-05-26 20:15:11 +01:00

1021 lines
38 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Creates a new BitmapData object.
*
* @class Phaser.BitmapData
*
* @classdesc A BitmapData object contains a Canvas element to which you can draw anything you like via normal Canvas context operations.
* A single BitmapData can be used as the texture one or many Images/Sprites. So if you need to dynamically create a Sprite texture then they are a good choice.
*
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {string} key - Internal Phaser reference key for the render texture.
* @param {number} [width=100] - The width of the BitmapData in pixels.
* @param {number} [height=100] - The height of the BitmapData in pixels.
*/
Phaser.BitmapData = function (game, key, width, height) {
if (typeof width === 'undefined') { width = 100; }
if (typeof height === 'undefined') { height = 100; }
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {string} key - The key of the BitmapData in the Cache, if stored there.
*/
this.key = key;
/**
* @property {number} width - The width of the BitmapData in pixels.
*/
this.width = width;
/**
* @property {number} height - The height of the BitmapData in pixels.
*/
this.height = height;
/**
* @property {HTMLCanvasElement} canvas - The canvas to which this BitmapData draws.
* @default
*/
this.canvas = Phaser.Canvas.create(width, height, '', true);
/**
* @property {CanvasRenderingContext2D} context - The 2d context of the canvas.
* @default
*/
this.context = this.canvas.getContext('2d');
/**
* @property {CanvasRenderingContext2D} ctx - A reference to BitmapData.context.
*/
this.ctx = this.context;
/**
* @property {ImageData} imageData - The context image data.
*/
this.imageData = this.context.getImageData(0, 0, width, height);
/**
* @property {Uint8ClampedArray} data - A Uint8ClampedArray view into BitmapData.buffer.
*/
this.data = this.imageData.data;
/**
* @property {Uint32Array} pixels - An Uint32Array view into BitmapData.buffer.
*/
this.pixels = null;
/**
* @property {ArrayBuffer} buffer - An ArrayBuffer the same size as the context ImageData.
*/
if (this.imageData.data.buffer)
{
this.buffer = this.imageData.data.buffer;
this.pixels = new Uint32Array(this.buffer);
}
else
{
if (window['ArrayBuffer'])
{
this.buffer = new ArrayBuffer(this.imageData.data.length);
this.pixels = new Uint32Array(this.buffer);
}
else
{
this.pixels = this.imageData.data;
}
}
/**
* @property {PIXI.BaseTexture} baseTexture - The PIXI.BaseTexture.
* @default
*/
this.baseTexture = new PIXI.BaseTexture(this.canvas);
/**
* @property {PIXI.Texture} texture - The PIXI.Texture.
* @default
*/
this.texture = new PIXI.Texture(this.baseTexture);
/**
* @property {Phaser.Frame} textureFrame - The Frame this BitmapData uses for rendering.
* @default
*/
this.textureFrame = new Phaser.Frame(0, 0, 0, width, height, 'bitmapData', game.rnd.uuid());
this.texture.frame = this.textureFrame;
/**
* @property {number} type - The const type of this object.
* @default
*/
this.type = Phaser.BITMAPDATA;
/**
* @property {boolean} disableTextureUpload - If disableTextureUpload is true this BitmapData will never send its image data to the GPU when its dirty flag is true.
*/
this.disableTextureUpload = false;
/**
* @property {boolean} dirty - If dirty this BitmapData will be re-rendered.
*/
this.dirty = false;
// Aliases
this.cls = this.clear;
this.update = this.refreshBuffer;
/**
* @property {number} _tempR - Internal cache var.
* @private
*/
this._tempR = 0;
/**
* @property {number} _tempG - Internal cache var.
* @private
*/
this._tempG = 0;
/**
* @property {number} _tempB - Internal cache var.
* @private
*/
this._tempB = 0;
};
Phaser.BitmapData.prototype = {
/**
* Updates the given objects so that they use this BitmapData as their texture. This will replace any texture they will currently have set.
*
* @method Phaser.BitmapData#add
* @param {Phaser.Sprite|Phaser.Sprite[]|Phaser.Image|Phaser.Image[]} object - Either a single Sprite/Image or an Array of Sprites/Images.
*/
add: function (object) {
if (Array.isArray(object))
{
for (var i = 0; i < object.length; i++)
{
if (object[i]['loadTexture'])
{
object[i].loadTexture(this);
}
}
}
else
{
object.loadTexture(this);
}
},
/**
* Takes the given Game Object, resizes this BitmapData to match it and then draws it into this BitmapDatas canvas, ready for further processing.
* The source game object is not modified by this operation.
* If the source object uses a texture as part of a Texture Atlas or Sprite Sheet, only the current frame will be used for sizing and draw.
* If a string is given it will assume it's a cache key and look in Phaser.Cache for an image key matching the string.
*
* @method Phaser.BitmapData#load
* @param {Phaser.Sprite|Phaser.Image|Phaser.BitmapData|string} source - The object that will be used to populate this BitmapData.
*/
load: function (source) {
if (typeof source === 'string')
{
source = this.game.cache.getImage(source);
}
this.resize(source.width, source.height);
this.cls();
if (source instanceof Phaser.Image || source instanceof Phaser.Sprite)
{
this.drawSprite(source, 0, 0);
}
else
{
this.draw(source, 0, 0);
}
this.update();
},
/**
* Clears the BitmapData context using a clearRect.
*
* @method Phaser.BitmapData#cls
*/
/**
* Clears the BitmapData context using a clearRect.
*
* @method Phaser.BitmapData#clear
*/
clear: function () {
this.context.clearRect(0, 0, this.width, this.height);
this.dirty = true;
},
/**
* Fills the BitmapData with the given color.
*
* @method Phaser.BitmapData#fill
* @param {number} r - The red color value, between 0 and 0xFF (255).
* @param {number} g - The green color value, between 0 and 0xFF (255).
* @param {number} b - The blue color value, between 0 and 0xFF (255).
* @param {number} [a=1] - The alpha color value, between 0 and 1.
*/
fill: function (r, g, b, a) {
if (typeof a === 'undefined') { a = 1; }
this.context.fillStyle = 'rgba(' + r + ',' + g + ',' + b + ',' + a + ')';
this.context.fillRect(0, 0, this.width, this.height);
this.dirty = true;
},
/**
* Resizes the BitmapData. This changes the size of the underlying canvas and refreshes the buffer.
*
* @method Phaser.BitmapData#resize
*/
resize: function (width, height) {
if (width !== this.width || height !== this.height)
{
this.width = width;
this.height = height;
this.canvas.width = width;
this.canvas.height = height;
this.baseTexture.width = width;
this.baseTexture.height = height;
this.textureFrame.width = width;
this.textureFrame.height = height;
this.texture.width = width;
this.texture.height = height;
this.refreshBuffer();
this.dirty = true;
}
},
/**
* This re-creates the BitmapData.imageData from the current context.
* It then re-builds the ArrayBuffer, the data Uint8ClampedArray reference and the pixels Int32Array.
* If not given the dimensions defaults to the full size of the context.
*
* @method Phaser.BitmapData#update
* @param {number} [x=0] - The x coordinate of the top-left of the image data area to grab from.
* @param {number} [y=0] - The y coordinate of the top-left of the image data area to grab from.
* @param {number} [width] - The width of the image data area.
* @param {number} [height] - The height of the image data area.
*/
/**
* DEPRECATED: This method will be removed in Phaser 2.1. Please use BitmapData.update instead.
*
* This re-creates the BitmapData.imageData from the current context.
* It then re-builds the ArrayBuffer, the data Uint8ClampedArray reference and the pixels Int32Array.
* If not given the dimensions defaults to the full size of the context.
*
* @method Phaser.BitmapData#refreshBuffer
* @param {number} [x=0] - The x coordinate of the top-left of the image data area to grab from.
* @param {number} [y=0] - The y coordinate of the top-left of the image data area to grab from.
* @param {number} [width] - The width of the image data area.
* @param {number} [height] - The height of the image data area.
*/
refreshBuffer: function (x, y, width, height) {
if (typeof x === 'undefined') { x = 0; }
if (typeof y === 'undefined') { y = 0; }
if (typeof width === 'undefined') { width = this.width; }
if (typeof height === 'undefined') { height = this.height; }
this.imageData = this.context.getImageData(x, y, width, height);
this.data = this.imageData.data;
if (this.imageData.data.buffer)
{
this.buffer = this.imageData.data.buffer;
this.pixels = new Uint32Array(this.buffer);
}
else
{
if (window['ArrayBuffer'])
{
this.buffer = new ArrayBuffer(this.imageData.data.length);
this.pixels = new Uint32Array(this.buffer);
}
else
{
this.pixels = this.imageData.data;
}
}
},
/**
* Scans through the area specified in this BitmapData and sends a color object for every pixel to the given callback.
* The callback will be sent a color object with 6 properties: `{ r: number, g: number, b: number, a: number, color: number, rgba: string }`.
* Where r, g, b and a are integers between 0 and 255 representing the color component values for red, green, blue and alpha.
* The `color` property is an Int32 of the full color. Note the endianess of this will change per system.
* The `rgba` property is a CSS style rgba() string which can be used with context.fillStyle calls, among others.
* The callback will also be sent the pixels x and y coordinates respectively.
* The callback must return either `false`, in which case no change will be made to the pixel, or a new color object.
* If a new color object is returned the pixel will be set to the r, g, b and a color values given within it.
*
* @method Phaser.BitmapData#processPixelRGB
* @param {function} callback - The callback that will be sent each pixel color object to be processed.
* @param {object} callbackContext - The context under which the callback will be called.
* @param {number} [x=0] - The x coordinate of the top-left of the region to process from.
* @param {number} [y=0] - The y coordinate of the top-left of the region to process from.
* @param {number} [width] - The width of the region to process.
* @param {number} [height] - The height of the region to process.
*/
processPixelRGB: function (callback, callbackContext, x, y, width, height) {
if (typeof x === 'undefined') { x = 0; }
if (typeof y === 'undefined') { y = 0; }
if (typeof width === 'undefined') { width = this.width; }
if (typeof height === 'undefined') { height = this.height; }
var w = x + width;
var h = y + height;
var pixel = Phaser.Color.createColor();
var result = { r: 0, g: 0, b: 0, a: 0 };
var dirty = false;
for (var ty = y; ty < h; ty++)
{
for (var tx = x; tx < w; tx++)
{
Phaser.Color.unpackPixel(this.getPixel32(tx, ty), pixel);
result = callback.call(callbackContext, pixel, tx, ty);
if (result !== false && result !== null && result !== undefined)
{
this.setPixel32(tx, ty, result.r, result.g, result.b, result.a, false);
dirty = true;
}
}
}
if (dirty)
{
this.context.putImageData(this.imageData, 0, 0);
this.dirty = true;
}
},
/**
* Scans through the area specified in this BitmapData and sends the color for every pixel to the given callback along with its x and y coordinates.
* Whatever value the callback returns is set as the new color for that pixel, unless it returns the same color, in which case it's skipped.
* Note that the format of the color received will be different depending on if the system is big or little endian.
* It is expected that your callback will deal with endianess. If you'd rather Phaser did it then use processPixelRGB instead.
* The callback will also be sent the pixels x and y coordinates respectively.
*
* @method Phaser.BitmapData#processPixel
* @param {function} callback - The callback that will be sent each pixel color to be processed.
* @param {object} callbackContext - The context under which the callback will be called.
* @param {number} [x=0] - The x coordinate of the top-left of the region to process from.
* @param {number} [y=0] - The y coordinate of the top-left of the region to process from.
* @param {number} [width] - The width of the region to process.
* @param {number} [height] - The height of the region to process.
*/
processPixel: function (callback, callbackContext, x, y, width, height) {
if (typeof x === 'undefined') { x = 0; }
if (typeof y === 'undefined') { y = 0; }
if (typeof width === 'undefined') { width = this.width; }
if (typeof height === 'undefined') { height = this.height; }
var w = x + width;
var h = y + height;
var pixel = 0;
var result = 0;
var dirty = false;
for (var ty = y; ty < h; ty++)
{
for (var tx = x; tx < w; tx++)
{
pixel = this.getPixel32(tx, ty);
result = callback.call(callbackContext, pixel, tx, ty);
if (result !== pixel)
{
this.pixels[ty * this.width + tx] = result;
dirty = true;
}
}
}
if (dirty)
{
this.context.putImageData(this.imageData, 0, 0);
this.dirty = true;
}
},
/**
* Replaces all pixels matching one color with another. The color values are given as two sets of RGBA values.
* An optional region parameter controls if the replacement happens in just a specific area of the BitmapData or the entire thing.
*
* @method Phaser.BitmapData#replaceRGB
* @param {number} r1 - The red color value to be replaced. Between 0 and 255.
* @param {number} g1 - The green color value to be replaced. Between 0 and 255.
* @param {number} b1 - The blue color value to be replaced. Between 0 and 255.
* @param {number} a1 - The alpha color value to be replaced. Between 0 and 255.
* @param {number} r2 - The red color value that is the replacement color. Between 0 and 255.
* @param {number} g2 - The green color value that is the replacement color. Between 0 and 255.
* @param {number} b2 - The blue color value that is the replacement color. Between 0 and 255.
* @param {number} a2 - The alpha color value that is the replacement color. Between 0 and 255.
* @param {Phaser.Rectangle} [region] - The area to perform the search over. If not given it will replace over the whole BitmapData.
*/
replaceRGB: function (r1, g1, b1, a1, r2, g2, b2, a2, region) {
var sx = 0;
var sy = 0;
var w = this.width;
var h = this.height;
var source = Phaser.Color.packPixel(r1, g1, b1, a1);
if (region !== undefined && region instanceof Phaser.Rectangle)
{
sx = region.x;
sy = region.y;
w = region.width;
h = region.height;
}
for (var y = 0; y < h; y++)
{
for (var x = 0; x < w; x++)
{
if (this.getPixel32(sx + x, sy + y) === source)
{
this.setPixel32(sx + x, sy + y, r2, g2, b2, a2, false);
}
}
}
this.context.putImageData(this.imageData, 0, 0);
this.dirty = true;
},
/**
* Sets the hue, saturation and lightness values on every pixel in the given region, or the whole BitmapData if no region was specified.
*
* @method Phaser.BitmapData#setHSL
* @param {number} [h=null] - The hue, in the range 0 - 1.
* @param {number} [s=null] - The saturation, in the range 0 - 1.
* @param {number} [l=null] - The lightness, in the range 0 - 1.
* @param {Phaser.Rectangle} [region] - The area to perform the operation on. If not given it will run over the whole BitmapData.
*/
setHSL: function (h, s, l, region) {
if (typeof h === 'undefined' || h === null) { h = false; }
if (typeof s === 'undefined' || s === null) { s = false; }
if (typeof l === 'undefined' || l === null) { l = false; }
if (!h && !s && !l)
{
return;
}
if (typeof region === 'undefined')
{
region = new Phaser.Rectangle(0, 0, this.width, this.height);
}
var pixel = Phaser.Color.createColor();
for (var y = region.y; y < region.bottom; y++)
{
for (var x = region.x; x < region.right; x++)
{
Phaser.Color.unpackPixel(this.getPixel32(x, y), pixel, true);
if (h)
{
pixel.h = h;
}
if (s)
{
pixel.s = s;
}
if (l)
{
pixel.l = l;
}
Phaser.Color.HSLtoRGB(pixel.h, pixel.s, pixel.l, pixel);
this.setPixel32(x, y, pixel.r, pixel.g, pixel.b, pixel.a, false);
}
}
this.context.putImageData(this.imageData, 0, 0);
this.dirty = true;
},
/**
* Shifts any or all of the hue, saturation and lightness values on every pixel in the given region, or the whole BitmapData if no region was specified.
* Shifting will add the given value onto the current h, s and l values, not replace them.
* The hue is wrapped to keep it within the range 0 to 1. Saturation and lightness are clamped to not exceed 1.
*
* @method Phaser.BitmapData#shiftHSL
* @param {number} [h=null] - The amount to shift the hue by.
* @param {number} [s=null] - The amount to shift the saturation by.
* @param {number} [l=null] - The amount to shift the lightness by.
* @param {Phaser.Rectangle} [region] - The area to perform the operation on. If not given it will run over the whole BitmapData.
*/
shiftHSL: function (h, s, l, region) {
if (typeof h === 'undefined' || h === null) { h = false; }
if (typeof s === 'undefined' || s === null) { s = false; }
if (typeof l === 'undefined' || l === null) { l = false; }
if (!h && !s && !l)
{
return;
}
if (typeof region === 'undefined')
{
region = new Phaser.Rectangle(0, 0, this.width, this.height);
}
var pixel = Phaser.Color.createColor();
for (var y = region.y; y < region.bottom; y++)
{
for (var x = region.x; x < region.right; x++)
{
Phaser.Color.unpackPixel(this.getPixel32(x, y), pixel, true);
if (h)
{
pixel.h = this.game.math.wrap(pixel.h + h, 0, 1);
}
if (s)
{
pixel.s = this.game.math.limitValue(pixel.s + s, 0, 1);
}
if (l)
{
pixel.l = this.game.math.limitValue(pixel.l + l, 0, 1);
}
Phaser.Color.HSLtoRGB(pixel.h, pixel.s, pixel.l, pixel);
this.setPixel32(x, y, pixel.r, pixel.g, pixel.b, pixel.a, false);
}
}
this.context.putImageData(this.imageData, 0, 0);
this.dirty = true;
},
/**
* Sets the color of the given pixel to the specified red, green, blue and alpha values.
*
* @method Phaser.BitmapData#setPixel32
* @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
* @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
* @param {number} red - The red color value, between 0 and 0xFF (255).
* @param {number} green - The green color value, between 0 and 0xFF (255).
* @param {number} blue - The blue color value, between 0 and 0xFF (255).
* @param {number} alpha - The alpha color value, between 0 and 0xFF (255).
* @param {boolean} [immediate=true] - If `true` the context.putImageData will be called and the dirty flag set.
*/
setPixel32: function (x, y, red, green, blue, alpha, immediate) {
if (typeof immediate === 'undefined') { immediate = true; }
if (x >= 0 && x <= this.width && y >= 0 && y <= this.height)
{
if (Phaser.Device.LITTLE_ENDIAN)
{
this.pixels[y * this.width + x] = (alpha << 24) | (blue << 16) | (green << 8) | red;
}
else
{
this.pixels[y * this.width + x] = (red << 24) | (green << 16) | (blue << 8) | alpha;
}
if (immediate)
{
this.context.putImageData(this.imageData, 0, 0);
this.dirty = true;
}
}
},
/**
* Sets the color of the given pixel to the specified red, green and blue values.
*
* @method Phaser.BitmapData#setPixel
* @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
* @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
* @param {number} red - The red color value, between 0 and 0xFF (255).
* @param {number} green - The green color value, between 0 and 0xFF (255).
* @param {number} blue - The blue color value, between 0 and 0xFF (255).
* @param {number} alpha - The alpha color value, between 0 and 0xFF (255).
* @param {boolean} [immediate=true] - If `true` the context.putImageData will be called and the dirty flag set.
*/
setPixel: function (x, y, red, green, blue, immediate) {
this.setPixel32(x, y, red, green, blue, 255, immediate);
},
/**
* Get the color of a specific pixel in the context into a color object.
* If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer,
* otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist.
*
* @method Phaser.BitmapData#getPixel
* @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
* @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
* @param {object} [out] - An object into which 4 properties will be created: r, g, b and a. If not provided a new object will be created.
* @return {object} An object with the red, green, blue and alpha values set in the r, g, b and a properties.
*/
getPixel: function (x, y, out) {
if (!out)
{
out = Phaser.Color.createColor();
}
var index = ~~(x + (y * this.width));
index *= 4;
if (this.data[index])
{
out.r = this.data[index];
out.g = this.data[++index];
out.b = this.data[++index];
out.a = this.data[++index];
}
return out;
},
/**
* Get the color of a specific pixel including its alpha value.
* If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer,
* otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist.
* Note that on little-endian systems the format is 0xAABBGGRR and on big-endian the format is 0xRRGGBBAA.
*
* @method Phaser.BitmapData#getPixel32
* @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
* @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
* @return {number} A native color value integer (format: 0xAARRGGBB)
*/
getPixel32: function (x, y) {
if (x >= 0 && x <= this.width && y >= 0 && y <= this.height)
{
return this.pixels[y * this.width + x];
}
},
/**
* Get the color of a specific pixel including its alpha value as a color object containing r,g,b,a and rgba properties.
* If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer,
* otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist.
*
* @method Phaser.BitmapData#getPixelRGB
* @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
* @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
* @param {object} [out] - An object into which 3 properties will be created: r, g and b. If not provided a new object will be created.
* @param {boolean} [hsl=false] - Also convert the rgb values into hsl?
* @param {boolean} [hsv=false] - Also convert the rgb values into hsv?
* @return {object} An object with the red, green and blue values set in the r, g and b properties.
*/
getPixelRGB: function (x, y, out, hsl, hsv) {
return Phaser.Color.unpackPixel(this.getPixel32(x, y), out, hsl, hsv);
},
/**
* Gets all the pixels from the region specified by the given Rectangle object.
*
* @method Phaser.BitmapData#getPixels
* @param {Phaser.Rectangle} rect - The Rectangle region to get.
* @return {ImageData} Returns a ImageData object containing a Uint8ClampedArray data property.
*/
getPixels: function (rect) {
return this.context.getImageData(rect.x, rect.y, rect.width, rect.height);
},
/**
* Copies the pixels from the source image to this BitmapData based on the given area and destination.
*
* @method Phaser.BitmapData#copyPixels
* @param {HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache.
* @param {Phaser.Rectangle} area - The Rectangle region to copy from the source image.
* @param {number} destX - The destination x coordinate to copy the image to.
* @param {number} destY - The destination y coordinate to copy the image to.
*/
copyPixels: function (source, area, destX, destY) {
if (typeof source === 'string')
{
source = this.game.cache.getImage(source);
}
if (source)
{
this.context.drawImage(source, area.x, area.y, area.width, area.height, destX, destY, area.width, area.height);
}
this.dirty = true;
},
/**
* Draws the given image or Game Object to this BitmapData at the coordinates specified.
* You can use the optional width and height values to 'stretch' the image as it's drawn.
*
* @method Phaser.BitmapData#draw
* @param {Phaser.Sprite|Phaser.Image|Phaser.BitmapData|HTMLImage|string} source - The Image to draw. If you give a string it will try and find the Image in the Game.Cache.
* @param {number} [x=0] - The x coordinate to draw the image to.
* @param {number} [y=0] - The y coordinate to draw the image to.
* @param {number} [width] - The width when drawing the image. You can use this to optionally stretch the drawn image horizontally.
* @param {number} [height] - The height when drawing the image. You can use this to optionally stretch the drawn image vertically.
*/
draw: function (source, x, y, width, height) {
if (typeof x === 'undefined') { x = 0; }
if (typeof y === 'undefined') { y = 0; }
if (typeof source === 'string')
{
source = this.game.cache.getImage(source);
}
var src = source;
var sx = 0;
var sy = 0;
var sw = 0;
var sh = 0;
if (source instanceof Phaser.Image || source instanceof Phaser.Sprite)
{
src = source.texture.baseTexture.source;
var frame = source.texture.frame;
sx = frame.x;
sy = frame.y;
sw = frame.width;
sh = frame.height;
// this.context.drawImage(sprite.texture.baseTexture.source, frame.x, frame.y, frame.width, frame.height, x, y, frame.width, frame.height);
}
else
{
if (source instanceof Phaser.BitmapData)
{
src = source.canvas;
// this.context.drawImage(source.canvas, 0, 0, source.width, source.height, x, y, source.width, source.height);
}
sw = source.width;
sh = source.height;
// this.context.drawImage(source, 0, 0, source.width, source.height, x, y, source.width, source.height);
}
if (typeof width === 'undefined') { width = sw; }
if (typeof height === 'undefined') { height = sh; }
this.context.drawImage(src, sx, sy, sw, sh, x, y, width, height);
this.dirty = true;
},
/**
* DEPRECATED: Use BitmapData.draw instead.
*
* Draws the given image to this BitmapData at the coordinates specified.
* If you need to only draw a part of the image use BitmapData.copyPixels instead.
*
* @method Phaser.BitmapData#drawSprite
* @param {Phaser.Sprite|Phaser.Image} sprite - The Sprite to draw. Must have a loaded texture and frame.
* @param {number} [x=0] - The x coordinate to draw the Sprite to.
* @param {number} [y=0] - The y coordinate to draw the Sprite to.
*/
drawSprite: function (sprite, x, y) {
if (typeof x === 'undefined') { x = 0; }
if (typeof y === 'undefined') { y = 0; }
this.draw(sprite, x, y);
},
/**
* Draws the given image onto this BitmapData using an image as an alpha mask.
*
* @method Phaser.BitmapData#alphaMask
* @param {Phaser.Sprite|Phaser.Image|Phaser.BitmapData|HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache.
* @param {Phaser.Sprite|Phaser.Image|Phaser.BitmapData|HTMLImage|string|null} [mask] - The Image to use as the alpha mask. If you give a key it will try and find the Image in the Game.Cache. If you pass nothing or null it will use itself.
* @param {Phaser.Rectangle} [sourceRect] - A Rectangle where x/y define the coordinates to draw the Source image to and width/height define the size.
* @param {Phaser.Rectangle} [maskRect] - A Rectangle where x/y define the coordinates to draw the Mask image to and width/height define the size.
*/
alphaMask: function (source, mask, sourceRect, maskRect) {
if (typeof mask === 'undefined' || mask === null) { mask = this; }
var temp = this.context.globalCompositeOperation;
if (typeof maskRect === 'undefined' || maskRect === null)
{
this.draw(mask);
}
else
{
this.draw(mask, maskRect.x, maskRect.y, maskRect.width, maskRect.height);
}
this.context.globalCompositeOperation = 'source-atop';
if (typeof sourceRect === 'undefined' || sourceRect === null)
{
this.draw(source);
}
else
{
this.draw(source, sourceRect.x, sourceRect.y, sourceRect.width, sourceRect.height);
}
this.context.globalCompositeOperation = temp;
this.update();
this.dirty = true;
},
/**
* Scans this BitmapData for all pixels matching the given r,g,b values and then draws them into the given destination BitmapData.
* The original BitmapData remains unchanged.
* The destination BitmapData must be large enough to receive all of the pixels that are scanned unless the 'resize' parameter is true.
* Although the destination BitmapData is returned from this method, it's actually modified directly in place, meaning this call is perfectly valid:
* `picture.extract(mask, r, g, b)`
* You can specify optional r2, g2, b2 color values. If given the pixel written to the destination bitmap will be of the r2, g2, b2 color.
* If not given it will be written as the same color it was extracted. You can provide one or more alternative colors, allowing you to tint
* the color during extraction.
*
* @method Phaser.BitmapData#extract
* @param {Phaser.BitmapData} destination - The BitmapData that the extracts pixels will be drawn to.
* @param {number} r - The red color component, in the range 0 - 255.
* @param {number} g - The green color component, in the range 0 - 255.
* @param {number} b - The blue color component, in the range 0 - 255.
* @param {number} [a=255] - The alpha color component, in the range 0 - 255 that the new pixel will be drawn at.
* @param {boolean} [resize=false] - Should the destination BitmapData be resized to match this one before the pixels are copied?
* @param {number} [r2] - An alternative red color component to be written to the destination, in the range 0 - 255.
* @param {number} [g2] - An alternative green color component to be written to the destination, in the range 0 - 255.
* @param {number} [b2] - An alternative blue color component to be written to the destination, in the range 0 - 255.
* @returns {Phaser.BitmapData} The BitmapData that the extract pixels were drawn on.
*/
extract: function (destination, r, g, b, a, resize, r2, g2, b2) {
if (typeof a === 'undefined') { a = 255; }
if (typeof resize === 'undefined') { resize = false; }
if (typeof r2 === 'undefined') { r2 = r; }
if (typeof g2 === 'undefined') { g2 = g; }
if (typeof b2 === 'undefined') { b2 = b; }
if (resize)
{
destination.resize(this.width, this.height);
}
this.processPixelRGB(
function (pixel, x, y)
{
if (pixel.r === r && pixel.g === g && pixel.b === b)
{
destination.setPixel32(x, y, r2, g2, b2, a, false);
}
return false;
},
this);
destination.context.putImageData(destination.imageData, 0, 0);
destination.dirty = true;
return destination;
},
/**
* Draws a filled Rectangle to the BitmapData at the given x, y coordinates and width / height in size.
*
* @method Phaser.BitmapData#rect
* @param {number} x - The x coordinate of the top-left of the Rectangle.
* @param {number} y - The y coordinate of the top-left of the Rectangle.
* @param {number} width - The width of the Rectangle.
* @param {number} height - The height of the Rectangle.
* @param {string} [fillStyle] - If set the context fillStyle will be set to this value before the rect is drawn.
*/
rect: function (x, y, width, height, fillStyle) {
if (typeof fillStyle !== 'undefined')
{
this.context.fillStyle = fillStyle;
}
this.context.fillRect(x, y, width, height);
this.context.fill();
},
/**
* Draws a filled Circle to the BitmapData at the given x, y coordinates and radius in size.
*
* @method Phaser.BitmapData#circle
* @param {number} x - The x coordinate to draw the Circle at. This is the center of the circle.
* @param {number} y - The y coordinate to draw the Circle at. This is the center of the circle.
* @param {number} radius - The radius of the Circle in pixels. The radius is half the diameter.
* @param {string} [fillStyle] - If set the context fillStyle will be set to this value before the circle is drawn.
*/
circle: function (x, y, radius, fillStyle) {
if (typeof fillStyle !== 'undefined')
{
this.context.fillStyle = fillStyle;
}
this.context.beginPath();
this.context.arc(x, y, radius, 0, Math.PI * 2, false);
this.context.closePath();
this.context.fill();
},
/**
* If the game is running in WebGL this will push the texture up to the GPU if it's dirty.
* This is called automatically if the BitmapData is being used by a Sprite, otherwise you need to remember to call it in your render function.
* If you wish to suppress this functionality set BitmapData.disableTextureUpload to `true`.
*
* @method Phaser.BitmapData#render
*/
render: function () {
if (!this.disableTextureUpload && this.game.renderType === Phaser.WEBGL && this.dirty)
{
// Only needed if running in WebGL, otherwise this array will never get cleared down
// should use the rendersession
PIXI.updateWebGLTexture(this.baseTexture, this.game.renderer.gl);
this.dirty = false;
}
}
};
Phaser.BitmapData.prototype.constructor = Phaser.BitmapData;