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933 lines
23 KiB
HTML
933 lines
23 KiB
HTML
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<title>Phaser Source: gameobjects/BitmapData.js</title>
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<h1 class="page-title">Source: gameobjects/BitmapData.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Creates a new BitmapData object.
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*
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* @class Phaser.BitmapData
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*
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* @classdesc A BitmapData object contains a Canvas element to which you can draw anything you like via normal Canvas context operations.
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* A single BitmapData can be used as the texture one or many Images/Sprites. So if you need to dynamically create a Sprite texture then they are a good choice.
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*
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {string} key - Internal Phaser reference key for the render texture.
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* @param {number} [width=100] - The width of the BitmapData in pixels.
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* @param {number} [height=100] - The height of the BitmapData in pixels.
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*/
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Phaser.BitmapData = function (game, key, width, height) {
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if (typeof width === 'undefined') { width = 100; }
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if (typeof height === 'undefined') { height = 100; }
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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/**
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* @property {string} key - The key of the BitmapData in the Cache, if stored there.
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*/
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this.key = key;
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/**
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* @property {number} width - The width of the BitmapData in pixels.
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*/
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this.width = width;
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/**
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* @property {number} height - The height of the BitmapData in pixels.
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*/
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this.height = height;
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/**
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* @property {HTMLCanvasElement} canvas - The canvas to which this BitmapData draws.
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* @default
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*/
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this.canvas = Phaser.Canvas.create(width, height);
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/**
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* @property {CanvasRenderingContext2D} context - The 2d context of the canvas.
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* @default
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*/
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this.context = this.canvas.getContext('2d');
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/**
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* @property {CanvasRenderingContext2D} ctx - A reference to BitmapData.context.
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*/
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this.ctx = this.context;
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/**
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* @property {array} imageData - The canvas image data.
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*/
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this.imageData = this.context.getImageData(0, 0, width, height);
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/**
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* @property {UInt8Clamped} pixels - A reference to the context imageData buffer.
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*/
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if (this.imageData.data.buffer)
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{
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this.pixels = this.imageData.data.buffer;
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}
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else
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{
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this.pixels = this.imageData.data;
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}
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/**
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* @property {PIXI.BaseTexture} baseTexture - The PIXI.BaseTexture.
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* @default
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*/
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this.baseTexture = new PIXI.BaseTexture(this.canvas);
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/**
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* @property {PIXI.Texture} texture - The PIXI.Texture.
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* @default
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*/
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this.texture = new PIXI.Texture(this.baseTexture);
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/**
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* @property {Phaser.Frame} textureFrame - The Frame this BitmapData uses for rendering.
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* @default
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*/
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this.textureFrame = new Phaser.Frame(0, 0, 0, width, height, 'bitmapData', game.rnd.uuid());
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/**
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* @property {number} type - The const type of this object.
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* @default
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*/
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this.type = Phaser.BITMAPDATA;
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this._dirty = false;
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}
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Phaser.BitmapData.prototype = {
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|
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/**
|
|
* Updates the given objects so that they use this BitmapData as their texture. This will replace any texture they will currently have set.
|
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*
|
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* @method Phaser.BitmapData#add
|
|
* @param {Phaser.Sprite|Phaser.Sprite[]|Phaser.Image|Phaser.Image[]} object - Either a single Sprite/Image or an Array of Sprites/Images.
|
|
*/
|
|
add: function (object) {
|
|
|
|
if (Array.isArray(object))
|
|
{
|
|
for (var i = 0; i < object.length; i++)
|
|
{
|
|
if (object[i]['loadTexture'])
|
|
{
|
|
object[i].loadTexture(this);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
object.loadTexture(this);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Clears the BitmapData.
|
|
* @method Phaser.BitmapData#clear
|
|
*/
|
|
clear: function () {
|
|
|
|
this.context.clearRect(0, 0, this.width, this.height);
|
|
|
|
this._dirty = true;
|
|
|
|
},
|
|
|
|
/**
|
|
* Resizes the BitmapData.
|
|
* @method Phaser.BitmapData#resize
|
|
*/
|
|
resize: function (width, height) {
|
|
|
|
if (width !== this.width || height !== this.height)
|
|
{
|
|
console.log('bmd resize', width, height);
|
|
this.width = width;
|
|
this.height = height;
|
|
this.canvas.width = width;
|
|
this.canvas.height = height;
|
|
this.textureFrame.width = width;
|
|
this.textureFrame.height = height;
|
|
this.imageData = this.context.getImageData(0, 0, width, height);
|
|
}
|
|
|
|
this._dirty = true;
|
|
|
|
},
|
|
|
|
/**
|
|
* @method Phaser.BitmapData#refreshBuffer
|
|
*/
|
|
refreshBuffer: function () {
|
|
|
|
this.imageData = this.context.getImageData(0, 0, this.width, this.height);
|
|
this.pixels = new Int32Array(this.imageData.data.buffer);
|
|
|
|
// this.data8 = new Uint8ClampedArray(this.imageData.buffer);
|
|
// this.data32 = new Uint32Array(this.imageData.buffer);
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the color of the given pixel to the specified red, green, blue and alpha values.
|
|
* @method Phaser.BitmapData#setPixel32
|
|
* @param {number} x - The X coordinate of the pixel to be set.
|
|
* @param {number} y - The Y coordinate of the pixel to be set.
|
|
* @param {number} red - The red color value, between 0 and 0xFF (255).
|
|
* @param {number} green - The green color value, between 0 and 0xFF (255).
|
|
* @param {number} blue - The blue color value, between 0 and 0xFF (255).
|
|
* @param {number} alpha - The alpha color value, between 0 and 0xFF (255).
|
|
*/
|
|
setPixel32: function (x, y, red, green, blue, alpha) {
|
|
|
|
if (x >= 0 && x <= this.width && y >= 0 && y <= this.height)
|
|
{
|
|
this.pixels[y * this.width + x] = (alpha << 24) | (blue << 16) | (green << 8) | red;
|
|
|
|
/*
|
|
if (this.isLittleEndian)
|
|
{
|
|
this.data32[y * this.width + x] = (alpha << 24) | (blue << 16) | (green << 8) | red;
|
|
}
|
|
else
|
|
{
|
|
this.data32[y * this.width + x] = (red << 24) | (green << 16) | (blue << 8) | alpha;
|
|
}
|
|
*/
|
|
|
|
// this.imageData.data.set(this.data8);
|
|
|
|
this.context.putImageData(this.imageData, 0, 0);
|
|
|
|
this._dirty = true;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the color of the given pixel to the specified red, green and blue values.
|
|
*
|
|
* @method Phaser.BitmapData#setPixel
|
|
* @param {number} x - The X coordinate of the pixel to be set.
|
|
* @param {number} y - The Y coordinate of the pixel to be set.
|
|
* @param {number} red - The red color value (between 0 and 255)
|
|
* @param {number} green - The green color value (between 0 and 255)
|
|
* @param {number} blue - The blue color value (between 0 and 255)
|
|
*/
|
|
setPixel: function (x, y, red, green, blue) {
|
|
|
|
this.setPixel32(x, y, red, green, blue, 255);
|
|
|
|
},
|
|
|
|
/**
|
|
* Get the color of a specific pixel.
|
|
*
|
|
* @param {number} x - The X coordinate of the pixel to get.
|
|
* @param {number} y - The Y coordinate of the pixel to get.
|
|
* @return {number} A native color value integer (format: 0xRRGGBB)
|
|
*/
|
|
getPixel: function (x, y) {
|
|
|
|
if (x >= 0 && x <= this.width && y >= 0 && y <= this.height)
|
|
{
|
|
return this.data32[y * this.width + x];
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Get the color of a specific pixel including its alpha value.
|
|
*
|
|
* @param {number} x - The X coordinate of the pixel to get.
|
|
* @param {number} y - The Y coordinate of the pixel to get.
|
|
* @return {number} A native color value integer (format: 0xAARRGGBB)
|
|
*/
|
|
getPixel32: function (x, y) {
|
|
|
|
if (x >= 0 && x <= this.width && y >= 0 && y <= this.height)
|
|
{
|
|
return this.data32[y * this.width + x];
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Gets all the pixels from the region specified by the given Rectangle object.
|
|
*
|
|
* @param {Phaser.Rectangle} rect - The Rectangle region to get.
|
|
* @return {array} CanvasPixelArray.
|
|
*/
|
|
getPixels: function (rect) {
|
|
|
|
return this.context.getImageData(rect.x, rect.y, rect.width, rect.height);
|
|
|
|
},
|
|
|
|
/**
|
|
* Copies the pixels from the source image to this BitmapData based on the given area and destination.
|
|
*
|
|
* @param {HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache.
|
|
* @param {Phaser.Rectangle} area - The Rectangle region to copy from the source image.
|
|
* @param {number} destX - The destination x coordinate to copy the image to.
|
|
* @param {number} destY - The destination y coordinate to copy the image to.
|
|
*/
|
|
copyPixels: function (source, area, destX, destY) {
|
|
|
|
if (typeof source === 'string')
|
|
{
|
|
source = this.game.cache.getImage(source);
|
|
}
|
|
|
|
if (source)
|
|
{
|
|
this.context.drawImage(source, area.x, area.y, area.width, area.height, destX, destY, area.width, area.height);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Draws the given image to this BitmapData at the coordinates specified. If you need to only draw a part of the image use BitmapData.copyPixels instead.
|
|
*
|
|
* @param {HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache.
|
|
* @param {number} destX - The destination x coordinate to draw the image to.
|
|
* @param {number} destY - The destination y coordinate to draw the image to.
|
|
*/
|
|
draw: function (source, destX, destY) {
|
|
|
|
if (typeof source === 'string')
|
|
{
|
|
source = this.game.cache.getImage(source);
|
|
}
|
|
|
|
if (source)
|
|
{
|
|
this.context.drawImage(source, 0, 0, source.width, source.height, destX, destY, source.width, source.height);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Draws the given image onto this BitmapData using an image as an alpha mask.
|
|
*
|
|
* @param {HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache.
|
|
* @param {HTMLImage|string} mask - The Image to use as the alpha mask. If you give a key it will try and find the Image in the Game.Cache.
|
|
*/
|
|
alphaMask: function (source, mask) {
|
|
|
|
var temp = this.context.globalCompositeOperation;
|
|
|
|
if (typeof mask === 'string')
|
|
{
|
|
mask = this.game.cache.getImage(mask);
|
|
}
|
|
|
|
if (mask)
|
|
{
|
|
this.context.drawImage(mask, 0, 0);
|
|
}
|
|
|
|
this.context.globalCompositeOperation = 'source-atop';
|
|
|
|
if (typeof source === 'string')
|
|
{
|
|
source = this.game.cache.getImage(source);
|
|
}
|
|
|
|
if (source)
|
|
{
|
|
this.context.drawImage(source, 0, 0);
|
|
}
|
|
|
|
this.context.globalCompositeOperation = temp;
|
|
|
|
},
|
|
|
|
/**
|
|
* If the game is running in WebGL this will push the texture up to the GPU if it's dirty.
|
|
* This is called automatically if the BitmapData is being used by a Sprite, otherwise you need to remember to call it in your render function.
|
|
*
|
|
* @method Phaser.BitmapData#render
|
|
*/
|
|
render: function () {
|
|
|
|
if (this._dirty)
|
|
{
|
|
// Only needed if running in WebGL, otherwise this array will never get cleared down
|
|
if (this.game.renderType === Phaser.WEBGL)
|
|
{
|
|
PIXI.texturesToUpdate.push(this.baseTexture);
|
|
}
|
|
|
|
this._dirty = false;
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.BitmapData.prototype.constructor = Phaser.BitmapData;
|
|
</pre>
|
|
</article>
|
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</section>
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<div class="clearfix"></div>
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<footer>
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|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
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</span>
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<br />
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<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 Mon Feb 24 2014 12:11:34 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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