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https://github.com/wassname/phaser.git
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Fixing up documentation, missing functions, examples and alpha masks.
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@@ -108,7 +108,7 @@ Phaser.BitmapData = function (game, key, width, height) {
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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.
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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
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* @param {Phaser.Sprite|Phaser.Sprite[]|Phaser.Image|Phaser.Image[]} object - Either a single Sprite/Image or an Array of Sprites/Images.
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@@ -217,6 +217,7 @@ Phaser.BitmapData.prototype = {
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/**
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* Sets the color of the given pixel to the specified red, green and blue values.
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*
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* @method Phaser.BitmapData#setPixel
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* @param {number} x - The X coordinate of the pixel to be set.
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* @param {number} y - The Y coordinate of the pixel to be set.
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@@ -231,7 +232,8 @@ Phaser.BitmapData.prototype = {
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},
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/**
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* Get a color of a specific pixel.
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* Get the color of a specific pixel.
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*
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* @param {number} x - The X coordinate of the pixel to get.
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* @param {number} y - The Y coordinate of the pixel to get.
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* @return {number} A native color value integer (format: 0xRRGGBB)
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@@ -246,7 +248,8 @@ Phaser.BitmapData.prototype = {
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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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* Get the color of a specific pixel including its alpha value.
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*
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* @param {number} x - The X coordinate of the pixel to get.
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* @param {number} y - The Y coordinate of the pixel to get.
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* @return {number} A native color value integer (format: 0xAARRGGBB)
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@@ -261,8 +264,9 @@ Phaser.BitmapData.prototype = {
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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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* Gets all the pixels from the region specified by the given Rectangle object.
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*
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* @param {Phaser.Rectangle} rect - The Rectangle region to get.
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* @return {array} CanvasPixelArray.
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*/
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getPixels: function (rect) {
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@@ -271,15 +275,43 @@ Phaser.BitmapData.prototype = {
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},
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/**
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* Copies the pixels from the source image to this BitmapData based on the given area and destination.
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*
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* @param {HTMLImage} source - The Image to copy from. If you want to use an image in Phasers Cache, use game.cache.getImage(key).
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* @param {Phaser.Rectangle} area - The Rectangle region to copy from the source image.
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* @param {number} destX - The destination x coordinate to copy the image to.
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* @param {number} destY - The destination y coordinate to copy the image to.
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*/
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copyPixels: function (source, area, destX, destY) {
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this.context.drawImage(source, area.x, area.y, area.width, area.height, destX, destY, area.width, area.height);
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},
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/**
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* Alpha mask.
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*
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* @param {HTMLImage} source - The Image to copy from. If you want to use an image in Phasers Cache, use game.cache.getImage(key).
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* @param {Phaser.Rectangle} area - The Rectangle region to copy from the source image.
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* @param {number} destX - The destination x coordinate to copy the image to.
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* @param {number} destY - The destination y coordinate to copy the image to.
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*/
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alphaMask: function (source) {
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var temp = this.context.globalCompositeOperation;
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this.context.globalCompositeOperation = 'source-atop';
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// this.context.drawImage(source, area.x, area.y, area.width, area.height, destX, destY, area.width, area.height);
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this.context.globalCompositeOperation = temp;
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},
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/**
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* If the game is running in WebGL this will push the texture up to the GPU if it's dirty.
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* 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.
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*
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* @method Phaser.BitmapData#render
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*/
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render: function () {
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