mirror of
https://github.com/photonstorm/phaser
synced 2024-12-14 23:32:52 +00:00
318 lines
No EOL
10 KiB
TypeScript
318 lines
No EOL
10 KiB
TypeScript
/// <reference path="../Game.ts" />
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/// <reference path="../utils/RectangleUtils.ts" />
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/// <reference path="../utils/ColorUtils.ts" />
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/// <reference path="IGameObject.ts" />
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/**
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* Phaser - DynamicTexture
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*
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* A DynamicTexture can be thought of as a mini canvas into which you can draw anything.
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* Game Objects can be assigned a DynamicTexture, so when they render in the world they do so
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* based on the contents of the texture at the time. This allows you to create powerful effects
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* once and have them replicated across as many game objects as you like.
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*/
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module Phaser {
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export class DynamicTexture {
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/**
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* DynamicTexture constructor
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* Create a new <code>DynamicTexture</code>.
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*
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* @param game {Phaser.Game} Current game instance.
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* @param width {number} Init width of this texture.
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* @param height {number} Init height of this texture.
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*/
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constructor(game: Game, width: number, height: number) {
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this.game = game;
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this.type = Phaser.Types.GEOMSPRITE;
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this.canvas = <HTMLCanvasElement> document.createElement('canvas');
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this.canvas.width = width;
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this.canvas.height = height;
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this.context = this.canvas.getContext('2d');
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this.bounds = new Rectangle(0, 0, width, height);
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}
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/**
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* Reference to game.
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*/
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public game: Game;
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/**
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* The type of game object.
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*/
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public type: number;
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private _sx: number = 0;
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private _sy: number = 0;
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private _sw: number = 0;
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private _sh: number = 0;
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private _dx: number = 0;
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private _dy: number = 0;
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private _dw: number = 0;
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private _dh: number = 0;
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// Input / Output nodes?
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/**
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* Bound of this texture with width and height info.
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* @type {Rectangle}
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*/
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public bounds: Rectangle;
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/**
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* This class is actually a wrapper of canvas.
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* @type {HTMLCanvasElement}
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*/
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public canvas: HTMLCanvasElement;
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/**
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* Canvas context of this object.
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* @type {CanvasRenderingContext2D}
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*/
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public context: CanvasRenderingContext2D;
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/**
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* You can set a globalCompositeOperation that will be applied before the render method is called on this Sprite.
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* This is useful if you wish to apply an effect like 'lighten'.
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* If this value is set it will call a canvas context save and restore before and after the render pass, so use it sparingly.
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* Set to null to disable.
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*/
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public globalCompositeOperation: string = null;
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/**
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* Get a color of a specific pixel.
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* @param x {number} X position of the pixel in this texture.
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* @param y {number} Y position of the pixel in this texture.
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* @return {number} A native color value integer (format: 0xRRGGBB)
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*/
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public getPixel(x: number, y: number): number {
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//r = imageData.data[0];
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//g = imageData.data[1];
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//b = imageData.data[2];
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//a = imageData.data[3];
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var imageData = this.context.getImageData(x, y, 1, 1);
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return ColorUtils.getColor(imageData.data[0], imageData.data[1], imageData.data[2]);
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}
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/**
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* Get a color of a specific pixel (including alpha value).
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* @param x {number} X position of the pixel in this texture.
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* @param y {number} Y position of the pixel in this texture.
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* @return A native color value integer (format: 0xAARRGGBB)
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*/
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public getPixel32(x: number, y: number) {
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var imageData = this.context.getImageData(x, y, 1, 1);
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return ColorUtils.getColor32(imageData.data[3], imageData.data[0], imageData.data[1], imageData.data[2]);
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}
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/**
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* Get pixels in array in a specific Rectangle.
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* @param rect {Rectangle} The specific Rectangle.
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* @returns {array} CanvasPixelArray.
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*/
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public getPixels(rect: Rectangle) {
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return this.context.getImageData(rect.x, rect.y, rect.width, rect.height);
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}
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/**
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* Set color of a specific pixel.
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* @param x {number} X position of the target pixel.
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* @param y {number} Y position of the target pixel.
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* @param color {number} Native integer with color value. (format: 0xRRGGBB)
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*/
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public setPixel(x: number, y: number, color: string) {
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this.context.fillStyle = color;
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this.context.fillRect(x, y, 1, 1);
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}
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/**
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* Set color (with alpha) of a specific pixel.
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* @param x {number} X position of the target pixel.
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* @param y {number} Y position of the target pixel.
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* @param color {number} Native integer with color value. (format: 0xAARRGGBB)
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*/
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public setPixel32(x: number, y: number, color: number) {
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this.context.fillStyle = color;
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this.context.fillRect(x, y, 1, 1);
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}
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/**
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* Set image data to a specific Rectangle.
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* @param rect {Rectangle} Target Rectangle.
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* @param input {object} Source image data.
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*/
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public setPixels(rect: Rectangle, input) {
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this.context.putImageData(input, rect.x, rect.y);
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}
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/**
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* Fill a given Rectangle with specific color.
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* @param rect {Rectangle} Target Rectangle you want to fill.
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* @param color {number} A native number with color value. (format: 0xRRGGBB)
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*/
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public fillRect(rect: Rectangle, color: number) {
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this.context.fillStyle = color;
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this.context.fillRect(rect.x, rect.y, rect.width, rect.height);
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}
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/**
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*
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*/
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public pasteImage(key: string, frame?: number = -1, destX?: number = 0, destY?: number = 0, destWidth?: number = null, destHeight?: number = null) {
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var texture = null;
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var frameData;
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this._sx = 0;
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this._sy = 0;
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this._dx = destX;
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this._dy = destY;
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// TODO - Load a frame from a sprite sheet, otherwise we'll draw the whole lot
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if (frame > -1)
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{
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//if (this.game.cache.isSpriteSheet(key))
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//{
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// texture = this.game.cache.getImage(key);
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//this.animations.loadFrameData(this.game.cache.getFrameData(key));
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//}
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}
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else
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{
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texture = this.game.cache.getImage(key);
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this._sw = texture.width;
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this._sh = texture.height;
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this._dw = texture.width;
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this._dh = texture.height;
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}
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if (destWidth !== null)
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{
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this._dw = destWidth;
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}
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if (destHeight !== null)
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{
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this._dh = destHeight;
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}
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if (texture != null)
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{
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this.context.drawImage(
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texture, // Source Image
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this._sx, // Source X (location within the source image)
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this._sy, // Source Y
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this._sw, // Source Width
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this._sh, // Source Height
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this._dx, // Destination X (where on the canvas it'll be drawn)
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this._dy, // Destination Y
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this._dw, // Destination Width (always same as Source Width unless scaled)
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this._dh // Destination Height (always same as Source Height unless scaled)
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);
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}
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}
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// TODO - Add in support for: alphaBitmapData: BitmapData = null, alphaPoint: Point = null, mergeAlpha: bool = false
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/**
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* Copy pixel from another DynamicTexture to this texture.
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* @param sourceTexture {DynamicTexture} Source texture object.
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* @param sourceRect {Rectangle} The specific region Rectangle to be copied to this in the source.
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* @param destPoint {Point} Top-left point the target image data will be paste at.
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*/
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public copyPixels(sourceTexture: DynamicTexture, sourceRect: Rectangle, destPoint: Point) {
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// Swap for drawImage if the sourceRect is the same size as the sourceTexture to avoid a costly getImageData call
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if (Phaser.RectangleUtils.equals(sourceRect, this.bounds) == true)
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{
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this.context.drawImage(sourceTexture.canvas, destPoint.x, destPoint.y);
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}
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else
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{
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this.context.putImageData(sourceTexture.getPixels(sourceRect), destPoint.x, destPoint.y);
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}
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}
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/**
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* Given an array of Sprites it will update each of them so that their canvas/contexts reference this DynamicTexture
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* @param objects {Array} An array of GameObjects, or objects that inherit from it such as Sprites
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*/
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public assignCanvasToGameObjects(objects) {
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for (var i = 0; i < objects.length; i++)
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{
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if (objects[i].texture)
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{
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objects[i].texture.canvas = this.canvas;
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objects[i].texture.context = this.context;
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}
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}
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}
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/**
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* Clear the whole canvas.
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*/
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public clear() {
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this.context.clearRect(0, 0, this.bounds.width, this.bounds.height);
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}
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/**
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* Renders this DynamicTexture to the Stage at the given x/y coordinates
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*
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* @param x {number} The X coordinate to render on the stage to (given in screen coordinates, not world)
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* @param y {number} The Y coordinate to render on the stage to (given in screen coordinates, not world)
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*/
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public render(x?: number = 0, y?: number = 0) {
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if (this.globalCompositeOperation)
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{
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this.game.stage.context.save();
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this.game.stage.context.globalCompositeOperation = this.globalCompositeOperation;
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}
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this.game.stage.context.drawImage(this.canvas, x, y);
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if (this.globalCompositeOperation)
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{
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this.game.stage.context.restore();
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}
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}
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public get width(): number {
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return this.bounds.width;
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}
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public get height(): number {
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return this.bounds.height;
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}
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}
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} |