phaser/docs/Graphics.js.html
2014-12-03 10:39:20 +00:00

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<div id="main">
<h1 class="page-title">Source: d:/wamp/www/phaser/src/pixi/primitives/Graphics.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* The Graphics class contains methods used to draw primitive shapes such as lines, circles and rectangles to the display, and color and fill them.
*
* @class Graphics
* @extends DisplayObjectContainer
* @constructor
*/
PIXI.Graphics = function()
{
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 = PIXI.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 = [];
/**
* 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 PIXI.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 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;
};
// constructor
PIXI.Graphics.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
PIXI.Graphics.prototype.constructor = PIXI.Graphics;
/**
* 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(PIXI.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;
}
}
});
/**
* 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}
*/
PIXI.Graphics.prototype.lineStyle = function(lineWidth, color, alpha)
{
this.lineWidth = lineWidth || 0;
this.lineColor = color || 0;
this.lineAlpha = (arguments.length &lt; 3) ? 1 : alpha;
if(this.currentPath)
{
if(this.currentPath.shape.points.length)
{
// halfway through a line? start a new one!
this.drawShape( new PIXI.Polygon( this.currentPath.shape.points.slice(-2) ));
return this;
}
// 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}
*/
PIXI.Graphics.prototype.moveTo = function(x, y)
{
this.drawShape(new PIXI.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}
*/
PIXI.Graphics.prototype.lineTo = function(x, y)
{
this.currentPath.shape.points.push(x, y);
this.dirty = 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}
*/
PIXI.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 &lt;= 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;
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}
*/
PIXI.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&lt;=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;
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}
*/
PIXI.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;
var fromX = points[points.length-2];
var fromY = points[points.length-1];
var a1 = fromY - y1;
var b1 = fromX - x1;
var a2 = y2 - y1;
var b2 = x2 - x1;
var mm = Math.abs(a1 * b2 - b1 * a2);
if (mm &lt; 1.0e-8 || radius === 0)
{
if( points[points.length-2] !== x1 || points[points.length-1] !== y1)
{
//console.log(">>")
points.push(x1, y1);
}
}
else
{
var dd = a1 * a1 + b1 * b1;
var cc = a2 * a2 + b2 * b2;
var tt = a1 * a2 + b1 * b2;
var k1 = radius * Math.sqrt(dd) / mm;
var k2 = radius * Math.sqrt(cc) / mm;
var j1 = k1 * tt / dd;
var j2 = k2 * tt / cc;
var cx = k1 * b2 + k2 * b1;
var cy = k1 * a2 + k2 * a1;
var px = b1 * (k2 + j1);
var py = a1 * (k2 + j1);
var qx = b2 * (k1 + j2);
var qy = a2 * (k1 + j2);
var startAngle = Math.atan2(py - cy, px - cx);
var endAngle = Math.atan2(qy - cy, qx - cx);
this.arc(cx + x1, cy + y1, radius, startAngle, endAngle, b1 * a2 > b2 * a1);
}
this.dirty = 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.
* @return {Graphics}
*/
PIXI.Graphics.prototype.arc = function(cx, cy, radius, startAngle, endAngle, anticlockwise)
{
var startX = cx + Math.cos(startAngle) * radius;
var startY = cy + Math.sin(startAngle) * radius;
var points;
if( this.currentPath )
{
points = this.currentPath.shape.points;
if(points.length === 0)
{
points.push(startX, startY);
}
else if( points[points.length-2] !== startX || points[points.length-1] !== startY)
{
points.push(startX, startY);
}
}
else
{
this.moveTo(startX, startY);
points = this.currentPath.shape.points;
}
if (startAngle === endAngle)return this;
if( !anticlockwise && endAngle &lt;= startAngle )
{
endAngle += Math.PI * 2;
}
else if( anticlockwise && startAngle &lt;= endAngle )
{
startAngle += Math.PI * 2;
}
var sweep = anticlockwise ? (startAngle - endAngle) *-1 : (endAngle - startAngle);
var segs = ( Math.abs(sweep)/ (Math.PI * 2) ) * 40;
if( sweep === 0 ) return this;
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&lt;=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;
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}
*/
PIXI.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 &lt;= 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}
*/
PIXI.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}
*/
PIXI.Graphics.prototype.drawRect = function( x, y, width, height )
{
this.drawShape(new PIXI.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
*/
PIXI.Graphics.prototype.drawRoundedRect = function( x, y, width, height, radius )
{
this.drawShape(new PIXI.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 radius {Number} The radius of the circle
* @return {Graphics}
*/
PIXI.Graphics.prototype.drawCircle = function(x, y, radius)
{
this.drawShape(new PIXI.Circle(x,y, radius));
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}
*/
PIXI.Graphics.prototype.drawEllipse = function(x, y, width, height)
{
this.drawShape(new PIXI.Ellipse(x, y, width, height));
return this;
};
/**
* Draws a polygon using the given path.
*
* @method drawPolygon
* @param path {Array} The path data used to construct the polygon.
* @return {Graphics}
*/
PIXI.Graphics.prototype.drawPolygon = function(path)
{
if(!(path instanceof Array))path = Array.prototype.slice.call(arguments);
this.drawShape(new PIXI.Polygon(path));
return this;
};
/**
* Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.
*
* @method clear
* @return {Graphics}
*/
PIXI.Graphics.prototype.clear = function()
{
this.lineWidth = 0;
this.filling = false;
this.dirty = true;
this.clearDirty = true;
this.graphicsData = [];
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 {Number} The resolution of the texture being generated
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
* @return {Texture} a texture of the graphics object
*/
PIXI.Graphics.prototype.generateTexture = function(resolution, scaleMode)
{
resolution = resolution || 1;
var bounds = this.getBounds();
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;
};
/**
* Renders the object using the WebGL renderer
*
* @method _renderWebGL
* @param renderSession {RenderSession}
* @private
*/
PIXI.Graphics.prototype._renderWebGL = function(renderSession)
{
// if the sprite is not visible or the alpha is 0 then no need to render this element
if(this.visible === false || this.alpha === 0 || this.isMask === true)return;
if(this._cacheAsBitmap)
{
if(this.dirty || this.cachedSpriteDirty)
{
this._generateCachedSprite();
// we will also need to update the texture on the gpu too!
this.updateCachedSpriteTexture();
this.cachedSpriteDirty = false;
this.dirty = false;
}
this._cachedSprite.worldAlpha = this.worldAlpha;
PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);
return;
}
else
{
renderSession.spriteBatch.stop();
renderSession.blendModeManager.setBlendMode(this.blendMode);
if(this._mask)renderSession.maskManager.pushMask(this._mask, renderSession);
if(this._filters)renderSession.filterManager.pushFilter(this._filterBlock);
// check blend mode
if(this.blendMode !== renderSession.spriteBatch.currentBlendMode)
{
renderSession.spriteBatch.currentBlendMode = this.blendMode;
var blendModeWebGL = PIXI.blendModesWebGL[renderSession.spriteBatch.currentBlendMode];
renderSession.spriteBatch.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
}
// check if the webgl graphic needs to be updated
if(this.webGLDirty)
{
this.dirty = true;
this.webGLDirty = false;
}
PIXI.WebGLGraphics.renderGraphics(this, renderSession);
// only render if it has children!
if(this.children.length)
{
renderSession.spriteBatch.start();
// simple render children!
for(var i=0, j=this.children.length; i&lt;j; i++)
{
this.children[i]._renderWebGL(renderSession);
}
renderSession.spriteBatch.stop();
}
if(this._filters)renderSession.filterManager.popFilter();
if(this._mask)renderSession.maskManager.popMask(this.mask, renderSession);
renderSession.drawCount++;
renderSession.spriteBatch.start();
}
};
/**
* Renders the object using the Canvas renderer
*
* @method _renderCanvas
* @param renderSession {RenderSession}
* @private
*/
PIXI.Graphics.prototype._renderCanvas = function(renderSession)
{
// if the sprite is not visible or the alpha is 0 then no need to render this element
if(this.visible === false || this.alpha === 0 || this.isMask === true)return;
if(this._cacheAsBitmap)
{
if(this.dirty || this.cachedSpriteDirty)
{
this._generateCachedSprite();
// we will also need to update the texture
this.updateCachedSpriteTexture();
this.cachedSpriteDirty = false;
this.dirty = false;
}
this._cachedSprite.alpha = this.alpha;
PIXI.Sprite.prototype._renderCanvas.call(this._cachedSprite, renderSession);
return;
}
else
{
var context = renderSession.context;
var transform = this.worldTransform;
if(this.blendMode !== renderSession.currentBlendMode)
{
renderSession.currentBlendMode = this.blendMode;
context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode];
}
if(this._mask)
{
renderSession.maskManager.pushMask(this._mask, renderSession);
}
var resolution = renderSession.resolution;
context.setTransform(transform.a * resolution,
transform.b * resolution,
transform.c * resolution,
transform.d * resolution,
transform.tx * resolution,
transform.ty * resolution);
PIXI.CanvasGraphics.renderGraphics(this, context);
// simple render children!
for(var i=0, j=this.children.length; i&lt;j; i++)
{
this.children[i]._renderCanvas(renderSession);
}
if(this._mask)
{
renderSession.maskManager.popMask(renderSession);
}
}
};
/**
* Retrieves the bounds of the graphic shape as a rectangle object
*
* @method getBounds
* @return {Rectangle} the rectangular bounding area
*/
PIXI.Graphics.prototype.getBounds = function( matrix )
{
// return an empty object if the item is a mask!
if(this.isMask)return PIXI.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 &lt; minX ? x2 : minX;
minX = x3 &lt; minX ? x3 : minX;
minX = x4 &lt; minX ? x4 : minX;
minY = y2 &lt; minY ? y2 : minY;
minY = y3 &lt; minY ? y3 : minY;
minY = y4 &lt; 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;
return this._bounds;
};
/**
* Update the bounds of the object
*
* @method updateLocalBounds
*/
PIXI.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 &lt; this.graphicsData.length; i++) {
var data = this.graphicsData[i];
var type = data.type;
var lineWidth = data.lineWidth;
shape = data.shape;
if(type === PIXI.Graphics.RECT || type === PIXI.Graphics.RREC)
{
x = shape.x - lineWidth/2;
y = shape.y - lineWidth/2;
w = shape.width + lineWidth;
h = shape.height + lineWidth;
minX = x &lt; minX ? x : minX;
maxX = x + w > maxX ? x + w : maxX;
minY = y &lt; minY ? y : minY;
maxY = y + h > maxY ? y + h : maxY;
}
else if(type === PIXI.Graphics.CIRC)
{
x = shape.x;
y = shape.y;
w = shape.radius + lineWidth/2;
h = shape.radius + lineWidth/2;
minX = x - w &lt; minX ? x - w : minX;
maxX = x + w > maxX ? x + w : maxX;
minY = y - h &lt; minY ? y - h : minY;
maxY = y + h > maxY ? y + h : maxY;
}
else if(type === PIXI.Graphics.ELIP)
{
x = shape.x;
y = shape.y;
w = shape.width + lineWidth/2;
h = shape.height + lineWidth/2;
minX = x - w &lt; minX ? x - w : minX;
maxX = x + w > maxX ? x + w : maxX;
minY = y - h &lt; minY ? y - h : minY;
maxY = y + h > maxY ? y + h : maxY;
}
else
{
// POLY
points = shape.points;
for (var j = 0; j &lt; points.length; j+=2)
{
x = points[j];
y = points[j+1];
minX = x-lineWidth &lt; minX ? x-lineWidth : minX;
maxX = x+lineWidth > maxX ? x+lineWidth : maxX;
minY = y-lineWidth &lt; 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
*/
PIXI.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
*/
PIXI.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
*/
PIXI.Graphics.prototype.destroyCachedSprite = function()
{
this._cachedSprite.texture.destroy(true);
// let the gc collect the unused sprite
// TODO could be object pooled!
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.
*/
PIXI.Graphics.prototype.drawShape = function(shape)
{
if(this.currentPath)
{
// check current path!
if(this.currentPath.shape.points.length &lt;= 2)this.graphicsData.pop();
}
this.currentPath = null;
var data = new PIXI.GraphicsData(this.lineWidth, this.lineColor, this.lineAlpha, this.fillColor, this.fillAlpha, this.filling, shape);
this.graphicsData.push(data);
if(data.type === PIXI.Graphics.POLY)
{
data.shape.closed = this.filling;
this.currentPath = data;
}
this.dirty = true;
return data;
};
/**
* A GraphicsData object.
*
* @class GraphicsData
* @constructor
*/
PIXI.GraphicsData = function(lineWidth, lineColor, lineAlpha, fillColor, fillAlpha, fill, shape)
{
this.lineWidth = lineWidth;
this.lineColor = lineColor;
this.lineAlpha = lineAlpha;
this._lineTint = lineColor;
this.fillColor = fillColor;
this.fillAlpha = fillAlpha;
this._fillTint = fillColor;
this.fill = fill;
this.shape = shape;
this.type = shape.type;
};
// SOME TYPES:
PIXI.Graphics.POLY = 0;
PIXI.Graphics.RECT = 1;
PIXI.Graphics.CIRC = 2;
PIXI.Graphics.ELIP = 3;
PIXI.Graphics.RREC = 4;
PIXI.Polygon.prototype.type = PIXI.Graphics.POLY;
PIXI.Rectangle.prototype.type = PIXI.Graphics.RECT;
PIXI.Circle.prototype.type = PIXI.Graphics.CIRC;
PIXI.Ellipse.prototype.type = PIXI.Graphics.ELIP;
PIXI.RoundedRectangle.prototype.type = PIXI.Graphics.RREC;
</pre>
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