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</li>
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<li class="class-depth-1">
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<a href="PIXI.BitmapFontLoader.html">BitmapFontLoader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BitmapText.html">BitmapText</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BlurFilter.html">BlurFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BlurXFilter.html">BlurXFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BlurYFilter.html">BlurYFilter</a>
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</li>
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Circle.html">Circle</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ColorMatrixFilter.html">ColorMatrixFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ColorStepFilter.html">ColorStepFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ConvolutionFilter.html">ConvolutionFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CrossHatchFilter.html">CrossHatchFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplacementFilter.html">DisplacementFilter</a>
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</li>
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<a href="PIXI.DisplayObject.html">DisplayObject</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DotScreenFilter.html">DotScreenFilter</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Ellipse.html">Ellipse</a>
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</li>
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<a href="PIXI.Event.html">Event</a>
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</li>
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<a href="PIXI.EventTarget.html">EventTarget</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.FilterBlock.html">FilterBlock</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Graphics.html">Graphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.GrayFilter.html">GrayFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ImageLoader.html">ImageLoader</a>
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</li>
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<a href="PIXI.InteractionData.html">InteractionData</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.InteractionManager.html">InteractionManager</a>
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</li>
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<a href="PIXI.InvertFilter.html">InvertFilter</a>
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<a href="PIXI.JsonLoader.html">JsonLoader</a>
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<a href="PIXI.Matrix.html">Matrix</a>
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<a href="PIXI.NormalMapFilter.html">NormalMapFilter</a>
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<a href="PIXI.PixelateFilter.html">PixelateFilter</a>
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<a href="PIXI.PIXI.html">PIXI</a>
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<li class="class-depth-1">
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiShader.html">PixiShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Point.html">Point</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Polygon.html">Polygon</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PolyK.html">PolyK</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Rectangle.html">Rectangle</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.RenderTexture.html">RenderTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.RGBSplitFilter.html">RGBSplitFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Rope.html">Rope</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.RoundedRectangle.html">RoundedRectangle</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.SepiaFilter.html">SepiaFilter</a>
|
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</li>
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|
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<a href="PIXI.SmartBlurFilter.html">SmartBlurFilter</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.Spine.html">Spine</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.SpineLoader.html">SpineLoader</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.SpineTextureLoader.html">SpineTextureLoader</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.Sprite.html">Sprite</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.SpriteSheetLoader.html">SpriteSheetLoader</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.Stage.html">Stage</a>
|
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</li>
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<a href="PIXI.Strip.html">Strip</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.StripShader.html">StripShader</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.Text.html">Text</a>
|
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</li>
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|
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<li class="class-depth-1">
|
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<a href="PIXI.Texture.html">Texture</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.TiltShiftFilter.html">TiltShiftFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.TiltShiftXFilter.html">TiltShiftXFilter</a>
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.TiltShiftYFilter.html">TiltShiftYFilter</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.TwistFilter.html">TwistFilter</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.VideoTexture.html">VideoTexture</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
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</li>
|
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</ul>
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</li>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
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<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
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<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
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<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
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<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
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<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
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<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
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<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
|
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<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
|
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<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
|
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</ul>
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</li>
|
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
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<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
|
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<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
|
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<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
|
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<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
|
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<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
|
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<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
|
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</ul>
|
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</li>
|
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
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</ul>
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</li>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
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|
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<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
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<li class="class-depth-1"><a href="https://leanpub.com/u/photonstorm">Phaser Books</a></li>
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<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
|
|
<li class="class-depth-1"><a href="http://examples.phaser.io">Phaser Examples</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
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<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
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<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
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<li class="class-depth-1"><a href="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Newsletter</a></li>
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<li class="class-depth-1"><a href="https://twitter.com/photonstorm">Twitter</a></li>
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<li class="class-depth-1"><a href="http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/">IRC</a></li>
|
|
<li class="class-depth-1"><a href="https://www.gittip.com/photonstorm/">GitTip</a></li>
|
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</ul>
|
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</li>
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</ul>
|
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</div>
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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: D:/wamp/www/phaser/src/utils/Debug.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2014 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* A collection of methods for displaying debug information about game objects.
|
|
* If your game is running in WebGL then Debug will create a Sprite that is placed at the top of the Stage display list and bind a canvas texture
|
|
* to it, which must be uploaded every frame. Be advised: this is very expensive, especially in browsers like Firefox. So please only enable Debug
|
|
* in WebGL mode if you really need it (or your desktop can cope with it well) and disable it for production!
|
|
* If your game is using a Canvas renderer then the debug information is literally drawn on the top of the active game canvas and no Sprite is used.
|
|
*
|
|
* @class Phaser.Utils.Debug
|
|
* @constructor
|
|
* @param {Phaser.Game} game - A reference to the currently running game.
|
|
*/
|
|
Phaser.Utils.Debug = function (game) {
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - A reference to the currently running Game.
|
|
*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* @property {Phaser.Image} sprite - If debugging in WebGL mode we need this.
|
|
*/
|
|
this.sprite = null;
|
|
|
|
/**
|
|
* @property {Phaser.BitmapData} bmd - In WebGL mode this BitmapData contains a copy of the debug canvas.
|
|
*/
|
|
this.bmd = null;
|
|
|
|
/**
|
|
* @property {HTMLCanvasElement} canvas - The canvas to which Debug calls draws.
|
|
*/
|
|
this.canvas = null;
|
|
|
|
/**
|
|
* @property {CanvasRenderingContext2D} context - The 2d context of the canvas.
|
|
*/
|
|
this.context = null;
|
|
|
|
/**
|
|
* @property {string} font - The font that the debug information is rendered in.
|
|
* @default '14px Courier'
|
|
*/
|
|
this.font = '14px Courier';
|
|
|
|
/**
|
|
* @property {number} columnWidth - The spacing between columns.
|
|
*/
|
|
this.columnWidth = 100;
|
|
|
|
/**
|
|
* @property {number} lineHeight - The line height between the debug text.
|
|
*/
|
|
this.lineHeight = 16;
|
|
|
|
/**
|
|
* @property {boolean} renderShadow - Should the text be rendered with a slight shadow? Makes it easier to read on different types of background.
|
|
*/
|
|
this.renderShadow = true;
|
|
|
|
/**
|
|
* @property {number} currentX - The current X position the debug information will be rendered at.
|
|
* @default
|
|
*/
|
|
this.currentX = 0;
|
|
|
|
/**
|
|
* @property {number} currentY - The current Y position the debug information will be rendered at.
|
|
* @default
|
|
*/
|
|
this.currentY = 0;
|
|
|
|
/**
|
|
* @property {number} currentAlpha - The current alpha the debug information will be rendered at.
|
|
* @default
|
|
*/
|
|
this.currentAlpha = 1;
|
|
|
|
/**
|
|
* @property {boolean} dirty - Does the canvas need re-rendering?
|
|
*/
|
|
this.dirty = false;
|
|
|
|
};
|
|
|
|
Phaser.Utils.Debug.prototype = {
|
|
|
|
/**
|
|
* Internal method that boots the debug displayer.
|
|
*
|
|
* @method Phaser.Utils.Debug#boot
|
|
* @protected
|
|
*/
|
|
boot: function () {
|
|
|
|
if (this.game.renderType === Phaser.CANVAS)
|
|
{
|
|
this.context = this.game.context;
|
|
}
|
|
else
|
|
{
|
|
this.bmd = this.game.make.bitmapData(this.game.width, this.game.height);
|
|
this.sprite = this.game.make.image(0, 0, this.bmd);
|
|
this.game.stage.addChild(this.sprite);
|
|
|
|
this.canvas = Phaser.Canvas.create(this.game.width, this.game.height, '', true);
|
|
this.context = this.canvas.getContext('2d');
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Internal method that clears the canvas (if a Sprite) ready for a new debug session.
|
|
*
|
|
* @method Phaser.Utils.Debug#preUpdate
|
|
*/
|
|
preUpdate: function () {
|
|
|
|
if (this.dirty && this.sprite)
|
|
{
|
|
this.bmd.clear();
|
|
this.bmd.draw(this.canvas, 0, 0);
|
|
|
|
this.context.clearRect(0, 0, this.game.width, this.game.height);
|
|
this.dirty = false;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Clears the Debug canvas.
|
|
*
|
|
* @method Phaser.Utils.Debug#reset
|
|
*/
|
|
reset: function () {
|
|
|
|
if (this.context)
|
|
{
|
|
this.context.clearRect(0, 0, this.game.width, this.game.height);
|
|
}
|
|
|
|
if (this.sprite)
|
|
{
|
|
this.bmd.clear();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Internal method that resets and starts the debug output values.
|
|
*
|
|
* @method Phaser.Utils.Debug#start
|
|
* @protected
|
|
* @param {number} [x=0] - The X value the debug info will start from.
|
|
* @param {number} [y=0] - The Y value the debug info will start from.
|
|
* @param {string} [color='rgb(255,255,255)'] - The color the debug text will drawn in.
|
|
* @param {number} [columnWidth=0] - The spacing between columns.
|
|
*/
|
|
start: function (x, y, color, columnWidth) {
|
|
|
|
if (typeof x !== 'number') { x = 0; }
|
|
if (typeof y !== 'number') { y = 0; }
|
|
color = color || 'rgb(255,255,255)';
|
|
if (typeof columnWidth === 'undefined') { columnWidth = 0; }
|
|
|
|
this.currentX = x;
|
|
this.currentY = y;
|
|
this.currentColor = color;
|
|
this.currentAlpha = this.context.globalAlpha;
|
|
this.columnWidth = columnWidth;
|
|
|
|
this.dirty = true;
|
|
|
|
this.context.save();
|
|
this.context.setTransform(1, 0, 0, 1, 0, 0);
|
|
this.context.strokeStyle = color;
|
|
this.context.fillStyle = color;
|
|
this.context.font = this.font;
|
|
this.context.globalAlpha = 1;
|
|
|
|
},
|
|
|
|
/**
|
|
* Internal method that stops the debug output.
|
|
*
|
|
* @method Phaser.Utils.Debug#stop
|
|
* @protected
|
|
*/
|
|
stop: function () {
|
|
|
|
this.context.restore();
|
|
this.context.globalAlpha = this.currentAlpha;
|
|
|
|
},
|
|
|
|
/**
|
|
* Internal method that outputs a single line of text split over as many columns as needed, one per parameter.
|
|
*
|
|
* @method Phaser.Utils.Debug#line
|
|
* @protected
|
|
*/
|
|
line: function () {
|
|
|
|
var x = this.currentX;
|
|
|
|
for (var i = 0; i < arguments.length; i++)
|
|
{
|
|
if (this.renderShadow)
|
|
{
|
|
this.context.fillStyle = 'rgb(0,0,0)';
|
|
this.context.fillText(arguments[i], x + 1, this.currentY + 1);
|
|
this.context.fillStyle = this.currentColor;
|
|
}
|
|
|
|
this.context.fillText(arguments[i], x, this.currentY);
|
|
|
|
x += this.columnWidth;
|
|
}
|
|
|
|
this.currentY += this.lineHeight;
|
|
|
|
},
|
|
|
|
/**
|
|
* Render Sound information, including decoded state, duration, volume and more.
|
|
*
|
|
* @method Phaser.Utils.Debug#soundInfo
|
|
* @param {Phaser.Sound} sound - The sound object to debug.
|
|
* @param {number} x - X position of the debug info to be rendered.
|
|
* @param {number} y - Y position of the debug info to be rendered.
|
|
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
|
|
*/
|
|
soundInfo: function (sound, x, y, color) {
|
|
|
|
this.start(x, y, color);
|
|
this.line('Sound: ' + sound.key + ' Locked: ' + sound.game.sound.touchLocked);
|
|
this.line('Is Ready?: ' + this.game.cache.isSoundReady(sound.key) + ' Pending Playback: ' + sound.pendingPlayback);
|
|
this.line('Decoded: ' + sound.isDecoded + ' Decoding: ' + sound.isDecoding);
|
|
this.line('Total Duration: ' + sound.totalDuration + ' Playing: ' + sound.isPlaying);
|
|
this.line('Time: ' + sound.currentTime);
|
|
this.line('Volume: ' + sound.volume + ' Muted: ' + sound.mute);
|
|
this.line('WebAudio: ' + sound.usingWebAudio + ' Audio: ' + sound.usingAudioTag);
|
|
|
|
if (sound.currentMarker !== '')
|
|
{
|
|
this.line('Marker: ' + sound.currentMarker + ' Duration: ' + sound.duration + ' (ms: ' + sound.durationMS + ')');
|
|
this.line('Start: ' + sound.markers[sound.currentMarker].start + ' Stop: ' + sound.markers[sound.currentMarker].stop);
|
|
this.line('Position: ' + sound.position);
|
|
}
|
|
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Render camera information including dimensions and location.
|
|
*
|
|
* @method Phaser.Utils.Debug#cameraInfo
|
|
* @param {Phaser.Camera} camera - The Phaser.Camera to show the debug information for.
|
|
* @param {number} x - X position of the debug info to be rendered.
|
|
* @param {number} y - Y position of the debug info to be rendered.
|
|
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
|
|
*/
|
|
cameraInfo: function (camera, x, y, color) {
|
|
|
|
this.start(x, y, color);
|
|
this.line('Camera (' + camera.width + ' x ' + camera.height + ')');
|
|
this.line('X: ' + camera.x + ' Y: ' + camera.y);
|
|
|
|
if (camera.bounds)
|
|
{
|
|
this.line('Bounds x: ' + camera.bounds.x + ' Y: ' + camera.bounds.y + ' w: ' + camera.bounds.width + ' h: ' + camera.bounds.height);
|
|
}
|
|
|
|
this.line('View x: ' + camera.view.x + ' Y: ' + camera.view.y + ' w: ' + camera.view.width + ' h: ' + camera.view.height);
|
|
// this.line('Screen View x: ' + camera.screenView.x + ' Y: ' + camera.screenView.y + ' w: ' + camera.screenView.width + ' h: ' + camera.screenView.height);
|
|
this.line('Total in view: ' + camera.totalInView);
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Render Timer information.
|
|
*
|
|
* @method Phaser.Utils.Debug#timer
|
|
* @param {Phaser.Timer} timer - The Phaser.Timer to show the debug information for.
|
|
* @param {number} x - X position of the debug info to be rendered.
|
|
* @param {number} y - Y position of the debug info to be rendered.
|
|
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
|
|
*/
|
|
timer: function (timer, x, y, color) {
|
|
|
|
this.start(x, y, color);
|
|
this.line('Timer (running: ' + timer.running + ' expired: ' + timer.expired + ')');
|
|
this.line('Next Tick: ' + timer.next + ' Duration: ' + timer.duration);
|
|
this.line('Paused: ' + timer.paused + ' Length: ' + timer.length);
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Renders the Pointer.circle object onto the stage in green if down or red if up along with debug text.
|
|
*
|
|
* @method Phaser.Utils.Debug#pointer
|
|
* @param {Phaser.Pointer} pointer - The Pointer you wish to display.
|
|
* @param {boolean} [hideIfUp=false] - Doesn't render the circle if the pointer is up.
|
|
* @param {string} [downColor='rgba(0,255,0,0.5)'] - The color the circle is rendered in if down.
|
|
* @param {string} [upColor='rgba(255,0,0,0.5)'] - The color the circle is rendered in if up (and hideIfUp is false).
|
|
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
|
|
*/
|
|
pointer: function (pointer, hideIfUp, downColor, upColor, color) {
|
|
|
|
if (pointer == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (typeof hideIfUp === 'undefined') { hideIfUp = false; }
|
|
downColor = downColor || 'rgba(0,255,0,0.5)';
|
|
upColor = upColor || 'rgba(255,0,0,0.5)';
|
|
|
|
if (hideIfUp === true && pointer.isUp === true)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this.start(pointer.x, pointer.y - 100, color);
|
|
this.context.beginPath();
|
|
this.context.arc(pointer.x, pointer.y, pointer.circle.radius, 0, Math.PI * 2);
|
|
|
|
if (pointer.active)
|
|
{
|
|
this.context.fillStyle = downColor;
|
|
}
|
|
else
|
|
{
|
|
this.context.fillStyle = upColor;
|
|
}
|
|
|
|
this.context.fill();
|
|
this.context.closePath();
|
|
|
|
// Render the points
|
|
this.context.beginPath();
|
|
this.context.moveTo(pointer.positionDown.x, pointer.positionDown.y);
|
|
this.context.lineTo(pointer.position.x, pointer.position.y);
|
|
this.context.lineWidth = 2;
|
|
this.context.stroke();
|
|
this.context.closePath();
|
|
|
|
// Render the text
|
|
this.line('ID: ' + pointer.id + " Active: " + pointer.active);
|
|
this.line('World X: ' + pointer.worldX + " World Y: " + pointer.worldY);
|
|
this.line('Screen X: ' + pointer.x + " Screen Y: " + pointer.y);
|
|
this.line('Duration: ' + pointer.duration + " ms");
|
|
this.line('is Down: ' + pointer.isDown + " is Up: " + pointer.isUp);
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Render Sprite Input Debug information.
|
|
*
|
|
* @method Phaser.Utils.Debug#spriteInputInfo
|
|
* @param {Phaser.Sprite|Phaser.Image} sprite - The sprite to display the input data for.
|
|
* @param {number} x - X position of the debug info to be rendered.
|
|
* @param {number} y - Y position of the debug info to be rendered.
|
|
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
|
|
*/
|
|
spriteInputInfo: function (sprite, x, y, color) {
|
|
|
|
this.start(x, y, color);
|
|
this.line('Sprite Input: (' + sprite.width + ' x ' + sprite.height + ')');
|
|
this.line('x: ' + sprite.input.pointerX().toFixed(1) + ' y: ' + sprite.input.pointerY().toFixed(1));
|
|
this.line('over: ' + sprite.input.pointerOver() + ' duration: ' + sprite.input.overDuration().toFixed(0));
|
|
this.line('down: ' + sprite.input.pointerDown() + ' duration: ' + sprite.input.downDuration().toFixed(0));
|
|
this.line('just over: ' + sprite.input.justOver() + ' just out: ' + sprite.input.justOut());
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Renders Phaser.Key object information.
|
|
*
|
|
* @method Phaser.Utils.Debug#key
|
|
* @param {Phaser.Key} key - The Key to render the information for.
|
|
* @param {number} x - X position of the debug info to be rendered.
|
|
* @param {number} y - Y position of the debug info to be rendered.
|
|
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
|
|
*/
|
|
key: function (key, x, y, color) {
|
|
|
|
this.start(x, y, color, 150);
|
|
|
|
this.line('Key:', key.keyCode, 'isDown:', key.isDown);
|
|
this.line('justDown:', key.justDown, 'justUp:', key.justUp);
|
|
this.line('Time Down:', key.timeDown.toFixed(0), 'duration:', key.duration.toFixed(0));
|
|
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Render debug information about the Input object.
|
|
*
|
|
* @method Phaser.Utils.Debug#inputInfo
|
|
* @param {number} x - X position of the debug info to be rendered.
|
|
* @param {number} y - Y position of the debug info to be rendered.
|
|
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
|
|
*/
|
|
inputInfo: function (x, y, color) {
|
|
|
|
this.start(x, y, color);
|
|
this.line('Input');
|
|
this.line('X: ' + this.game.input.x + ' Y: ' + this.game.input.y);
|
|
this.line('World X: ' + this.game.input.worldX + ' World Y: ' + this.game.input.worldY);
|
|
this.line('Scale X: ' + this.game.input.scale.x.toFixed(1) + ' Scale Y: ' + this.game.input.scale.x.toFixed(1));
|
|
this.line('Screen X: ' + this.game.input.activePointer.screenX + ' Screen Y: ' + this.game.input.activePointer.screenY);
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Renders the Sprites bounds. Note: This is really expensive as it has to calculate the bounds every time you call it!
|
|
*
|
|
* @method Phaser.Utils.Debug#spriteBounds
|
|
* @param {Phaser.Sprite|Phaser.Image} sprite - The sprite to display the bounds of.
|
|
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
|
|
* @param {boolean} [filled=true] - Render the rectangle as a fillRect (default, true) or a strokeRect (false)
|
|
*/
|
|
spriteBounds: function (sprite, color, filled) {
|
|
|
|
var bounds = sprite.getBounds();
|
|
|
|
bounds.x += this.game.camera.x;
|
|
bounds.y += this.game.camera.y;
|
|
|
|
this.rectangle(bounds, color, filled);
|
|
|
|
},
|
|
/**
|
|
* Renders the Rope's segments. Note: This is really expensive as it has to calculate new segments everytime you call it
|
|
*
|
|
* @method Phaser.Utils.Debug#ropeSegments
|
|
* @param {Phaser.Rope} rope - The rope to display the segments of.
|
|
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
|
|
* @param {boolean} [filled=true] - Render the rectangle as a fillRect (default, true) or a strokeRect (false)
|
|
*/
|
|
ropeSegments: function(rope, color, filled) {
|
|
var segments = rope.segments;
|
|
segments.forEach(function(segment) {
|
|
this.rectangle(segment, color, filled);
|
|
}, this);
|
|
|
|
},
|
|
|
|
/**
|
|
* Render debug infos (including name, bounds info, position and some other properties) about the Sprite.
|
|
*
|
|
* @method Phaser.Utils.Debug#spriteInfo
|
|
* @param {Phaser.Sprite} sprite - The Sprite to display the information of.
|
|
* @param {number} x - X position of the debug info to be rendered.
|
|
* @param {number} y - Y position of the debug info to be rendered.
|
|
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
|
|
*/
|
|
spriteInfo: function (sprite, x, y, color) {
|
|
|
|
this.start(x, y, color);
|
|
|
|
this.line('Sprite: ' + ' (' + sprite.width + ' x ' + sprite.height + ') anchor: ' + sprite.anchor.x + ' x ' + sprite.anchor.y);
|
|
this.line('x: ' + sprite.x.toFixed(1) + ' y: ' + sprite.y.toFixed(1));
|
|
this.line('angle: ' + sprite.angle.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1));
|
|
this.line('visible: ' + sprite.visible + ' in camera: ' + sprite.inCamera);
|
|
this.line('bounds x: ' + sprite._bounds.x.toFixed(1) + ' y: ' + sprite._bounds.y.toFixed(1) + ' w: ' + sprite._bounds.width.toFixed(1) + ' h: ' + sprite._bounds.height.toFixed(1));
|
|
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Renders the sprite coordinates in local, positional and world space.
|
|
*
|
|
* @method Phaser.Utils.Debug#spriteCoords
|
|
* @param {Phaser.Sprite|Phaser.Image} sprite - The sprite to display the coordinates for.
|
|
* @param {number} x - X position of the debug info to be rendered.
|
|
* @param {number} y - Y position of the debug info to be rendered.
|
|
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
|
|
*/
|
|
spriteCoords: function (sprite, x, y, color) {
|
|
|
|
this.start(x, y, color, 100);
|
|
|
|
if (sprite.name)
|
|
{
|
|
this.line(sprite.name);
|
|
}
|
|
|
|
this.line('x:', sprite.x.toFixed(2), 'y:', sprite.y.toFixed(2));
|
|
this.line('pos x:', sprite.position.x.toFixed(2), 'pos y:', sprite.position.y.toFixed(2));
|
|
this.line('world x:', sprite.world.x.toFixed(2), 'world y:', sprite.world.y.toFixed(2));
|
|
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Renders Line information in the given color.
|
|
*
|
|
* @method Phaser.Utils.Debug#lineInfo
|
|
* @param {Phaser.Line} line - The Line to display the data for.
|
|
* @param {number} x - X position of the debug info to be rendered.
|
|
* @param {number} y - Y position of the debug info to be rendered.
|
|
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
|
|
*/
|
|
lineInfo: function (line, x, y, color) {
|
|
|
|
this.start(x, y, color, 80);
|
|
this.line('start.x:', line.start.x.toFixed(2), 'start.y:', line.start.y.toFixed(2));
|
|
this.line('end.x:', line.end.x.toFixed(2), 'end.y:', line.end.y.toFixed(2));
|
|
this.line('length:', line.length.toFixed(2), 'angle:', line.angle);
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Renders a single pixel at the given size.
|
|
*
|
|
* @method Phaser.Utils.Debug#pixel
|
|
* @param {number} x - X position of the pixel to be rendered.
|
|
* @param {number} y - Y position of the pixel to be rendered.
|
|
* @param {string} [color] - Color of the pixel (format is css color string).
|
|
* @param {number} [size=2] - The 'size' to render the pixel at.
|
|
*/
|
|
pixel: function (x, y, color, size) {
|
|
|
|
size = size || 2;
|
|
|
|
this.start();
|
|
this.context.fillStyle = color;
|
|
this.context.fillRect(x, y, size, size);
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Renders a Phaser geometry object including Rectangle, Circle, Point or Line.
|
|
*
|
|
* @method Phaser.Utils.Debug#geom
|
|
* @param {Phaser.Rectangle|Phaser.Circle|Phaser.Point|Phaser.Line} object - The geometry object to render.
|
|
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
|
|
* @param {boolean} [filled=true] - Render the objected as a filled (default, true) or a stroked (false)
|
|
* @param {number} [forceType=0] - Force rendering of a specific type. If 0 no type will be forced, otherwise 1 = Rectangle, 2 = Circle, 3 = Point and 4 = Line.
|
|
*/
|
|
geom: function (object, color, filled, forceType) {
|
|
|
|
if (typeof filled === 'undefined') { filled = true; }
|
|
if (typeof forceType === 'undefined') { forceType = 0; }
|
|
|
|
color = color || 'rgba(0,255,0,0.4)';
|
|
|
|
this.start();
|
|
|
|
this.context.fillStyle = color;
|
|
this.context.strokeStyle = color;
|
|
|
|
if (object instanceof Phaser.Rectangle || forceType === 1)
|
|
{
|
|
if (filled)
|
|
{
|
|
this.context.fillRect(object.x - this.game.camera.x, object.y - this.game.camera.y, object.width, object.height);
|
|
}
|
|
else
|
|
{
|
|
this.context.strokeRect(object.x - this.game.camera.x, object.y - this.game.camera.y, object.width, object.height);
|
|
}
|
|
}
|
|
else if (object instanceof Phaser.Circle || forceType === 2)
|
|
{
|
|
this.context.beginPath();
|
|
this.context.arc(object.x - this.game.camera.x, object.y - this.game.camera.y, object.radius, 0, Math.PI * 2, false);
|
|
this.context.closePath();
|
|
|
|
if (filled)
|
|
{
|
|
this.context.fill();
|
|
}
|
|
else
|
|
{
|
|
this.context.stroke();
|
|
}
|
|
}
|
|
else if (object instanceof Phaser.Point || forceType === 3)
|
|
{
|
|
this.context.fillRect(object.x - this.game.camera.x, object.y - this.game.camera.y, 4, 4);
|
|
}
|
|
else if (object instanceof Phaser.Line || forceType === 4)
|
|
{
|
|
this.context.lineWidth = 1;
|
|
this.context.beginPath();
|
|
this.context.moveTo((object.start.x + 0.5) - this.game.camera.x, (object.start.y + 0.5) - this.game.camera.y);
|
|
this.context.lineTo((object.end.x + 0.5) - this.game.camera.x, (object.end.y + 0.5) - this.game.camera.y);
|
|
this.context.closePath();
|
|
this.context.stroke();
|
|
}
|
|
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Renders a Rectangle.
|
|
*
|
|
* @method Phaser.Utils.Debug#geom
|
|
* @param {Phaser.Rectangle|object} object - The geometry object to render.
|
|
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
|
|
* @param {boolean} [filled=true] - Render the objected as a filled (default, true) or a stroked (false)
|
|
*/
|
|
rectangle: function (object, color, filled) {
|
|
|
|
if (typeof filled === 'undefined') { filled = true; }
|
|
|
|
color = color || 'rgba(0, 255, 0, 0.4)';
|
|
|
|
this.start();
|
|
|
|
if (filled)
|
|
{
|
|
this.context.fillStyle = color;
|
|
this.context.fillRect(object.x - this.game.camera.x, object.y - this.game.camera.y, object.width, object.height);
|
|
}
|
|
else
|
|
{
|
|
this.context.strokeStyle = color;
|
|
this.context.strokeRect(object.x - this.game.camera.x, object.y - this.game.camera.y, object.width, object.height);
|
|
}
|
|
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Render a string of text.
|
|
*
|
|
* @method Phaser.Utils.Debug#text
|
|
* @param {string} text - The line of text to draw.
|
|
* @param {number} x - X position of the debug info to be rendered.
|
|
* @param {number} y - Y position of the debug info to be rendered.
|
|
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
|
|
* @param {string} [font] - The font of text to draw.
|
|
*/
|
|
text: function (text, x, y, color, font) {
|
|
|
|
color = color || 'rgb(255,255,255)';
|
|
font = font || '16px Courier';
|
|
|
|
this.start();
|
|
this.context.font = font;
|
|
|
|
if (this.renderShadow)
|
|
{
|
|
this.context.fillStyle = 'rgb(0,0,0)';
|
|
this.context.fillText(text, x + 1, y + 1);
|
|
}
|
|
|
|
this.context.fillStyle = color;
|
|
this.context.fillText(text, x, y);
|
|
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Visually renders a QuadTree to the display.
|
|
*
|
|
* @method Phaser.Utils.Debug#quadTree
|
|
* @param {Phaser.QuadTree} quadtree - The quadtree to render.
|
|
* @param {string} color - The color of the lines in the quadtree.
|
|
*/
|
|
quadTree: function (quadtree, color) {
|
|
|
|
color = color || 'rgba(255,0,0,0.3)';
|
|
|
|
this.start();
|
|
|
|
var bounds = quadtree.bounds;
|
|
|
|
if (quadtree.nodes.length === 0)
|
|
{
|
|
this.context.strokeStyle = color;
|
|
this.context.strokeRect(bounds.x, bounds.y, bounds.width, bounds.height);
|
|
this.text('size: ' + quadtree.objects.length, bounds.x + 4, bounds.y + 16, 'rgb(0,200,0)', '12px Courier');
|
|
|
|
this.context.strokeStyle = 'rgb(0,255,0)';
|
|
|
|
for (var i = 0; i < quadtree.objects.length; i++)
|
|
{
|
|
this.context.strokeRect(quadtree.objects[i].x, quadtree.objects[i].y, quadtree.objects[i].width, quadtree.objects[i].height);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (var i = 0; i < quadtree.nodes.length; i++)
|
|
{
|
|
this.quadTree(quadtree.nodes[i]);
|
|
}
|
|
}
|
|
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Render a Sprites Physics body if it has one set. Note this only works for Arcade and
|
|
* Ninja (AABB, circle only) Physics.
|
|
* To display a P2 body you should enable debug mode on the body when creating it.
|
|
*
|
|
* @method Phaser.Utils.Debug#body
|
|
* @param {Phaser.Sprite} sprite - The sprite whos body will be rendered.
|
|
* @param {string} [color='rgba(0,255,0,0.4)'] - color of the debug info to be rendered. (format is css color string).
|
|
* @param {boolean} [filled=true] - Render the objected as a filled (default, true) or a stroked (false)
|
|
*/
|
|
body: function (sprite, color, filled) {
|
|
|
|
if (sprite.body)
|
|
{
|
|
this.start();
|
|
|
|
if (sprite.body.type === Phaser.Physics.ARCADE)
|
|
{
|
|
Phaser.Physics.Arcade.Body.render(this.context, sprite.body, color, filled);
|
|
}
|
|
else if (sprite.body.type === Phaser.Physics.NINJA)
|
|
{
|
|
Phaser.Physics.Ninja.Body.render(this.context, sprite.body, color, filled);
|
|
}
|
|
else if (sprite.body.type === Phaser.Physics.BOX2D)
|
|
{
|
|
Phaser.Physics.Box2D.renderBody(this.context, sprite.body, color);
|
|
}
|
|
|
|
this.stop();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Render a Sprites Physic Body information.
|
|
*
|
|
* @method Phaser.Utils.Debug#bodyInfo
|
|
* @param {Phaser.Sprite} sprite - The sprite to be rendered.
|
|
* @param {number} x - X position of the debug info to be rendered.
|
|
* @param {number} y - Y position of the debug info to be rendered.
|
|
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
|
|
*/
|
|
bodyInfo: function (sprite, x, y, color) {
|
|
|
|
if (sprite.body)
|
|
{
|
|
this.start(x, y, color, 210);
|
|
|
|
if (sprite.body.type === Phaser.Physics.ARCADE)
|
|
{
|
|
Phaser.Physics.Arcade.Body.renderBodyInfo(this, sprite.body);
|
|
}
|
|
else if (sprite.body.type === Phaser.Physics.BOX2D)
|
|
{
|
|
this.game.physics.box2d.renderBodyInfo(this, sprite.body);
|
|
}
|
|
|
|
this.stop();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Renders 'debug draw' data for the Box2D world if it exists.
|
|
* This uses the standard debug drawing feature of Box2D, so colors will be decided by
|
|
* the Box2D engine.
|
|
*
|
|
* @method Phaser.Utils.Debug#box2dWorld
|
|
*/
|
|
box2dWorld: function () {
|
|
|
|
this.start();
|
|
|
|
this.context.translate(-this.game.camera.view.x, -this.game.camera.view.y, 0);
|
|
this.game.physics.box2d.renderDebugDraw(this.context);
|
|
|
|
this.stop();
|
|
|
|
},
|
|
|
|
/**
|
|
* Renders 'debug draw' data for the given Box2D body.
|
|
* This uses the standard debug drawing feature of Box2D, so colors will be decided by the Box2D engine.
|
|
*
|
|
* @method Phaser.Utils.Debug#box2dBody
|
|
* @param {Phaser.Sprite} sprite - The sprite whos body will be rendered.
|
|
* @param {string} [color='rgb(0,255,0)'] - color of the debug info to be rendered. (format is css color string).
|
|
*/
|
|
box2dBody: function (body, color) {
|
|
|
|
this.start();
|
|
Phaser.Physics.Box2D.renderBody(this.context, body, color);
|
|
this.stop();
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Utils.Debug.prototype.constructor = Phaser.Utils.Debug;
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
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|
|
<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>
|
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on Tue Jan 06 2015 06:31:49 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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