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5b73bb21bb
Sprite would "fly off" if it had an ArcadePhysics Body that was re-positioned during an input handler. Newly generated docs
870 lines
23 KiB
HTML
870 lines
23 KiB
HTML
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<title>Phaser Source: system/Canvas.js</title>
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</div>
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<div class="row-fluid">
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<div class="span12">
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<div id="main">
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<h1 class="page-title">Source: system/Canvas.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Canvas class handles everything related to creating the `canvas` DOM tag that Phaser will use, including styles, offset and aspect ratio.
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*
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* @class Phaser.Canvas
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* @static
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*/
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Phaser.Canvas = {
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/**
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* Creates a `canvas` DOM element. The element is not automatically added to the document.
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*
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* @method Phaser.Canvas.create
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* @param {number} [width=256] - The width of the canvas element.
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* @param {number} [height=256] - The height of the canvas element..
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* @param {string} [id=''] - If given this will be set as the ID of the canvas element, otherwise no ID will be set.
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* @param {boolean} [noCocoon=false] - CocoonJS only allows 1 screencanvas object, which should be your game. If you need to create another canvas (i.e. for a texture) set this to 'true'.
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* @return {HTMLCanvasElement} The newly created canvas element.
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*/
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create: function (width, height, id, noCocoon) {
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if (typeof noCocoon === 'undefined') { noCocoon = false; }
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width = width || 256;
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height = height || 256;
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if (noCocoon)
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{
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var canvas = document.createElement('canvas');
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}
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else
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{
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var canvas = document.createElement(navigator.isCocoonJS ? 'screencanvas' : 'canvas');
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}
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if (typeof id === 'string' && id !== '')
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{
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canvas.id = id;
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}
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canvas.width = width;
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canvas.height = height;
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canvas.style.display = 'block';
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return canvas;
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},
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/**
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* Get the DOM offset values of any given element
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* @method Phaser.Canvas.getOffset
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* @param {HTMLElement} element - The targeted element that we want to retrieve the offset.
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* @param {Phaser.Point} [point] - The point we want to take the x/y values of the offset.
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* @return {Phaser.Point} - A point objet with the offsetX and Y as its properties.
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*/
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getOffset: function (element, point) {
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point = point || new Phaser.Point();
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var box = element.getBoundingClientRect();
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var clientTop = element.clientTop || document.body.clientTop || 0;
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var clientLeft = element.clientLeft || document.body.clientLeft || 0;
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// Without this check Chrome is now throwing console warnings about strict vs. quirks :(
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var scrollTop = 0;
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var scrollLeft = 0;
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if (document.compatMode === 'CSS1Compat')
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{
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scrollTop = window.pageYOffset || document.documentElement.scrollTop || element.scrollTop || 0;
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scrollLeft = window.pageXOffset || document.documentElement.scrollLeft || element.scrollLeft || 0;
|
|
}
|
|
else
|
|
{
|
|
scrollTop = window.pageYOffset || document.body.scrollTop || element.scrollTop || 0;
|
|
scrollLeft = window.pageXOffset || document.body.scrollLeft || element.scrollLeft || 0;
|
|
}
|
|
|
|
point.x = box.left + scrollLeft - clientLeft;
|
|
point.y = box.top + scrollTop - clientTop;
|
|
|
|
return point;
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the aspect ratio of the given canvas.
|
|
*
|
|
* @method Phaser.Canvas.getAspectRatio
|
|
* @param {HTMLCanvasElement} canvas - The canvas to get the aspect ratio from.
|
|
* @return {number} The ratio between canvas' width and height.
|
|
*/
|
|
getAspectRatio: function (canvas) {
|
|
return canvas.width / canvas.height;
|
|
},
|
|
|
|
/**
|
|
* Sets the background color behind the canvas. This changes the canvas style property.
|
|
*
|
|
* @method Phaser.Canvas.setBackgroundColor
|
|
* @param {HTMLCanvasElement} canvas - The canvas to set the background color on.
|
|
* @param {string} [color] - The color to set. Can be in the format 'rgb(r,g,b)', or '#RRGGBB' or any valid CSS color.
|
|
* @return {HTMLCanvasElement} Returns the source canvas.
|
|
*/
|
|
setBackgroundColor: function (canvas, color) {
|
|
|
|
color = color || 'rgb(0,0,0)';
|
|
|
|
canvas.style.backgroundColor = color;
|
|
|
|
return canvas;
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the touch-action property on the canvas style. Can be used to disable default browser touch actions.
|
|
*
|
|
* @method Phaser.Canvas.setTouchAction
|
|
* @param {HTMLCanvasElement} canvas - The canvas to set the touch action on.
|
|
* @param {String} [value] - The touch action to set. Defaults to 'none'.
|
|
* @return {HTMLCanvasElement} The source canvas.
|
|
*/
|
|
setTouchAction: function (canvas, value) {
|
|
|
|
value = value || 'none';
|
|
|
|
canvas.style.msTouchAction = value;
|
|
canvas.style['ms-touch-action'] = value;
|
|
canvas.style['touch-action'] = value;
|
|
|
|
return canvas;
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the user-select property on the canvas style. Can be used to disable default browser selection actions.
|
|
*
|
|
* @method Phaser.Canvas.setUserSelect
|
|
* @param {HTMLCanvasElement} canvas - The canvas to set the touch action on.
|
|
* @param {String} [value] - The touch action to set. Defaults to 'none'.
|
|
* @return {HTMLCanvasElement} The source canvas.
|
|
*/
|
|
setUserSelect: function (canvas, value) {
|
|
|
|
value = value || 'none';
|
|
|
|
canvas.style['-webkit-touch-callout'] = value;
|
|
canvas.style['-webkit-user-select'] = value;
|
|
canvas.style['-khtml-user-select'] = value;
|
|
canvas.style['-moz-user-select'] = value;
|
|
canvas.style['-ms-user-select'] = value;
|
|
canvas.style['user-select'] = value;
|
|
canvas.style['-webkit-tap-highlight-color'] = 'rgba(0, 0, 0, 0)';
|
|
|
|
return canvas;
|
|
|
|
},
|
|
|
|
/**
|
|
* Adds the given canvas element to the DOM. The canvas will be added as a child of the given parent.
|
|
* If no parent is given it will be added as a child of the document.body.
|
|
*
|
|
* @method Phaser.Canvas.addToDOM
|
|
* @param {HTMLCanvasElement} canvas - The canvas to set the touch action on.
|
|
* @param {string|HTMLElement} parent - The DOM element to add the canvas to.
|
|
* @param {boolean} [overflowHidden=true] - If set to true it will add the overflow='hidden' style to the parent DOM element.
|
|
* @return {HTMLCanvasElement} Returns the source canvas.
|
|
*/
|
|
addToDOM: function (canvas, parent, overflowHidden) {
|
|
|
|
var target;
|
|
|
|
if (typeof overflowHidden === 'undefined') { overflowHidden = true; }
|
|
|
|
if (parent)
|
|
{
|
|
if (typeof parent === 'string')
|
|
{
|
|
// hopefully an element ID
|
|
target = document.getElementById(parent);
|
|
}
|
|
else if (typeof parent === 'object' && parent.nodeType === 1)
|
|
{
|
|
// quick test for a HTMLelement
|
|
target = parent;
|
|
}
|
|
}
|
|
|
|
// Fallback, covers an invalid ID and a non HTMLelement object
|
|
if (!target)
|
|
{
|
|
target = document.body;
|
|
}
|
|
|
|
if (overflowHidden && target.style)
|
|
{
|
|
target.style.overflow = 'hidden';
|
|
}
|
|
|
|
target.appendChild(canvas);
|
|
|
|
return canvas;
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the transform of the given canvas to the matrix values provided.
|
|
*
|
|
* @method Phaser.Canvas.setTransform
|
|
* @param {CanvasRenderingContext2D} context - The context to set the transform on.
|
|
* @param {number} translateX - The value to translate horizontally by.
|
|
* @param {number} translateY - The value to translate vertically by.
|
|
* @param {number} scaleX - The value to scale horizontally by.
|
|
* @param {number} scaleY - The value to scale vertically by.
|
|
* @param {number} skewX - The value to skew horizontaly by.
|
|
* @param {number} skewY - The value to skew vertically by.
|
|
* @return {CanvasRenderingContext2D} Returns the source context.
|
|
*/
|
|
setTransform: function (context, translateX, translateY, scaleX, scaleY, skewX, skewY) {
|
|
|
|
context.setTransform(scaleX, skewX, skewY, scaleY, translateX, translateY);
|
|
|
|
return context;
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the Image Smoothing property on the given context. Set to false to disable image smoothing.
|
|
* By default browsers have image smoothing enabled, which isn't always what you visually want, especially
|
|
* when using pixel art in a game. Note that this sets the property on the context itself, so that any image
|
|
* drawn to the context will be affected. This sets the property across all current browsers but support is
|
|
* patchy on earlier browsers, especially on mobile.
|
|
*
|
|
* @method Phaser.Canvas.setSmoothingEnabled
|
|
* @param {CanvasRenderingContext2D} context - The context to enable or disable the image smoothing on.
|
|
* @param {boolean} value - If set to true it will enable image smoothing, false will disable it.
|
|
* @return {CanvasRenderingContext2D} Returns the source context.
|
|
*/
|
|
setSmoothingEnabled: function (context, value) {
|
|
|
|
context['imageSmoothingEnabled'] = value;
|
|
context['mozImageSmoothingEnabled'] = value;
|
|
context['oImageSmoothingEnabled'] = value;
|
|
context['webkitImageSmoothingEnabled'] = value;
|
|
context['msImageSmoothingEnabled'] = value;
|
|
|
|
return context;
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the CSS image-rendering property on the given canvas to be 'crisp' (aka 'optimize contrast on webkit').
|
|
* Note that if this doesn't given the desired result then see the setSmoothingEnabled.
|
|
*
|
|
* @method Phaser.Canvas.setImageRenderingCrisp
|
|
* @param {HTMLCanvasElement} canvas - The canvas to set image-rendering crisp on.
|
|
* @return {HTMLCanvasElement} Returns the source canvas.
|
|
*/
|
|
setImageRenderingCrisp: function (canvas) {
|
|
|
|
canvas.style['image-rendering'] = 'optimizeSpeed';
|
|
canvas.style['image-rendering'] = 'crisp-edges';
|
|
canvas.style['image-rendering'] = '-moz-crisp-edges';
|
|
canvas.style['image-rendering'] = '-webkit-optimize-contrast';
|
|
canvas.style['image-rendering'] = 'optimize-contrast';
|
|
canvas.style.msInterpolationMode = 'nearest-neighbor';
|
|
|
|
return canvas;
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the CSS image-rendering property on the given canvas to be 'bicubic' (aka 'auto').
|
|
* Note that if this doesn't given the desired result then see the CanvasUtils.setSmoothingEnabled method.
|
|
*
|
|
* @method Phaser.Canvas.setImageRenderingBicubic
|
|
* @param {HTMLCanvasElement} canvas The canvas to set image-rendering bicubic on.
|
|
* @return {HTMLCanvasElement} Returns the source canvas.
|
|
*/
|
|
setImageRenderingBicubic: function (canvas) {
|
|
|
|
canvas.style['image-rendering'] = 'auto';
|
|
canvas.style.msInterpolationMode = 'bicubic';
|
|
|
|
return canvas;
|
|
|
|
}
|
|
|
|
};
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
|
on Fri Mar 28 2014 01:41:22 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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</div>
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<br clear="both">
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