BitmapData.addTo removed and enhanced BitmapData.add so it can accept either a single Sprite/Image or an Array of them.

BitmapData has had all of the EaselJS functions removed. It was just taking up space and you can do it all via BitmapData.context directly.
Camera following now working again.
This commit is contained in:
photonstorm
2014-02-13 14:19:41 +00:00
parent 9d6d3127ad
commit 30fbbec675
7 changed files with 135 additions and 973 deletions
+21 -871
View File
@@ -9,11 +9,8 @@
*
* @class Phaser.BitmapData
*
* @classdesc Note: This object is still experimental and likely to change.
*
* A BitmapData object can be thought of as a blank canvas onto which you can perform graphics operations as you would on a normal canvas,
* such as drawing lines, circles, arcs, fills and copying and setting blocks of pixel data. A single BitmapData can be used as the texture
* for multiple Sprites. So if you need to dynamically create a Sprite texture then they are a good choice. It supports the EaselJS Tiny API.
* @classdesc A BitmapData object contains a Canvas element to which you can draw anything you like via normal Canvas context operations.
* 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.
*
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
@@ -58,6 +55,11 @@ Phaser.BitmapData = function (game, key, width, height) {
*/
this.context = this.canvas.getContext('2d');
/**
* @property {CanvasRenderingContext2D} ctx - A reference to BitmapData.context.
*/
this.ctx = this.context;
/**
* @property {array} imageData - The canvas image data.
*/
@@ -106,30 +108,27 @@ Phaser.BitmapData = function (game, key, width, height) {
Phaser.BitmapData.prototype = {
/**
* Updates the given Sprite so that it uses this BitmapData as its texture.
* Updates the given objects so that they use this BitmapData as their texture.
*
* @method Phaser.BitmapData#add
* @param {Phaser.Sprite} sprite - The sprite to apply this texture to.
* @param {Phaser.Sprite|Phaser.Sprite[]|Phaser.Image|Phaser.Image[]} object - Either a single Sprite/Image or an Array of Sprites/Images.
*/
add: function (sprite) {
add: function (object) {
sprite.loadTexture(this);
},
/**
* Given an array of Sprites it will update each of them so that their Textures reference this BitmapData.
* @method Phaser.BitmapData#addTo
* @param {Phaser.Sprite[]} sprites - An array of Sprites to apply this texture to.
*/
addTo: function (sprites) {
for (var i = 0; i < sprites.length; i++)
if (Array.isArray(object))
{
if (sprites[i].texture)
for (var i = 0; i < object.length; i++)
{
sprites[i].loadTexture(this);
if (object[i]['loadTexture'])
{
object[i].loadTexture(this);
}
}
}
else
{
object.loadTexture(this);
}
},
@@ -247,697 +246,6 @@ Phaser.BitmapData.prototype = {
},
/**
* Adds an arc to the path which is centered at (x, y) position with radius r starting at startAngle and ending at endAngle
* going in the given direction by anticlockwise (defaulting to clockwise).
* @method Phaser.BitmapData#arc
* @param {number} x - The x axis of the coordinate for the arc's center
* @param {number} y - The y axis of the coordinate for the arc's center
* @param {number} radius - The arc's radius
* @param {number} startAngle - The starting point, measured from the x axis, from which it will be drawn, expressed in radians.
* @param {number} endAngle - The end arc's angle to which it will be drawn, expressed in radians.
* @param {boolean} [anticlockwise=true] - true draws the arc anticlockwise, otherwise in a clockwise direction.
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
arc: function (x, y, radius, startAngle, endAngle, anticlockwise) {
if (typeof anticlockwise === 'undefined') { anticlockwise = false; }
this._dirty = true;
this.context.arc(x, y, radius, startAngle, endAngle, anticlockwise);
return this;
},
/**
* Adds an arc with the given control points and radius, connected to the previous point by a straight line.
* @method Phaser.BitmapData#arcTo
* @param {number} x1
* @param {number} y1
* @param {number} x2
* @param {number} y2
* @param {number} radius
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
arcTo: function (x1, y1, x2, y2, radius) {
this._dirty = true;
this.context.arcTo(x1, y1, x2, y2, radius);
return this;
},
/**
* Begins a fill with the specified color. This ends the current sub-path.
* @method Phaser.BitmapData#beginFill
* @param {string} color - A CSS compatible color value (ex. "red", "#FF0000", or "rgba(255,0,0,0.5)"). Setting to null will result in no fill.
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
beginFill: function (color) {
this.fillStyle(color);
return this;
},
/**
* Begins a linear gradient fill defined by the line (x0, y0) to (x1, y1). This ends the current sub-path. For
* example, the following code defines a black to white vertical gradient ranging from 20px to 120px, and draws a square to display it:
*
* ```myGraphics.beginLinearGradientFill(["#000","#FFF"], [0, 1], 0, 20, 0, 120).rect(20, 20, 120, 120);```
*
* @method Phaser.BitmapData#beginLinearGradientFill
* @param {Array} colors - An array of CSS compatible color values. For example, ["#F00","#00F"] would define a gradient drawing from red to blue.
* @param {Array} ratios - An array of gradient positions which correspond to the colors. For example, [0.1, 0.9] would draw the first color to 10% then interpolating to the second color at 90%.
* @param {number} x0 - The position of the first point defining the line that defines the gradient direction and size.
* @param {number} y0 - The position of the first point defining the line that defines the gradient direction and size.
* @param {number} x1 - The position of the second point defining the line that defines the gradient direction and size.
* @param {number} y1 - The position of the second point defining the line that defines the gradient direction and size.
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
beginLinearGradientFill: function (colors, ratios, x0, y0, x1, y1) {
var gradient = this.createLinearGradient(x0, y0, x1, y1);
for (var i = 0, len = colors.length; i < len; i++)
{
gradient.addColorStop(ratios[i], colors[i]);
}
this.fillStyle(gradient);
return this;
},
/**
* Begins a linear gradient stroke defined by the line (x0, y0) to (x1, y1). This ends the current sub-path. For
* example, the following code defines a black to white vertical gradient ranging from 20px to 120px, and draws a
* square to display it:
*
* ```myGraphics.setStrokeStyle(10).beginLinearGradientStroke(["#000","#FFF"], [0, 1], 0, 20, 0, 120).drawRect(20, 20, 120, 120);```
*
* @method Phaser.BitmapData#beginLinearGradientStroke
* @param {Array} colors - An array of CSS compatible color values. For example, ["#F00","#00F"] would define a gradient drawing from red to blue.
* @param {Array} ratios - An array of gradient positions which correspond to the colors. For example, [0.1, 0.9] would draw the first color to 10% then interpolating to the second color at 90%.
* @param {number} x0 - The position of the first point defining the line that defines the gradient direction and size.
* @param {number} y0 - The position of the first point defining the line that defines the gradient direction and size.
* @param {number} x1 - The position of the second point defining the line that defines the gradient direction and size.
* @param {number} y1 - The position of the second point defining the line that defines the gradient direction and size.
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
beginLinearGradientStroke: function (colors, ratios, x0, y0, x1, y1) {
var gradient = this.createLinearGradient(x0, y0, x1, y1);
for (var i = 0, len = colors.length; i < len; i++)
{
gradient.addColorStop(ratios[i], colors[i]);
}
this.strokeStyle(gradient);
return this;
},
/**
* Begins a radial gradient stroke. This ends the current sub-path. For example, the following code defines a red to
* blue radial gradient centered at (100, 100), with a radius of 50, and draws a rectangle to display it:
*
* myGraphics.setStrokeStyle(10)
* .beginRadialGradientStroke(["#F00","#00F"], [0, 1], 100, 100, 0, 100, 100, 50)
* .drawRect(50, 90, 150, 110);
*
* @method Phaser.BitmapData#beginRadialGradientStroke
* @param {Array} colors - An array of CSS compatible color values. For example, ["#F00","#00F"] would define a gradient drawing from red to blue.
* @param {Array} ratios - An array of gradient positions which correspond to the colors. For example, [0.1, 0.9] would draw the first color to 10% then interpolating to the second color at 90%.
* @param {number} x0 - Center position of the inner circle that defines the gradient.
* @param {number} y0 - Center position of the inner circle that defines the gradient.
* @param {number} r0 - Radius of the inner circle that defines the gradient.
* @param {number} x1 - Center position of the outer circle that defines the gradient.
* @param {number} y1 - Center position of the outer circle that defines the gradient.
* @param {number} r1 - Radius of the outer circle that defines the gradient.
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
beginRadialGradientStroke: function (colors, ratios, x0, y0, r0, x1, y1, r1) {
var gradient = this.createRadialGradient(x0, y0, r0, x1, y1, r1);
for (var i = 0, len = colors.length; i < len; i++)
{
gradient.addColorStop(ratios[i], colors[i]);
}
this.strokeStyle(gradient);
return this;
},
/**
* Starts a new path by resetting the list of sub-paths. Call this method when you want to create a new path.
* @method Phaser.BitmapData#beginPath
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
beginPath: function () {
this.context.beginPath();
return this;
},
/**
* Begins a stroke with the specified color. This ends the current sub-path.
* @method Phaser.BitmapData#beginStroke
* @param {String} color A CSS compatible color value (ex. "#FF0000", "red", or "rgba(255,0,0,0.5)"). Setting to null will result in no stroke.
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
beginStroke: function (color) {
this.strokeStyle(color);
return this;
},
/**
* Adds a bezier curve from the current context point to (x, y) using the control points (cp1x, cp1y) and (cp2x, cp2y).
* @method Phaser.BitmapData#bezierCurveTo
* @param {number} cp1x - The x axis of control point 1.
* @param {number} cp1y - The y axis of control point 1.
* @param {number} cp2x - The x axis of control point 2.
* @param {number} cp2y - The y axis of control point 2.
* @param {number} x - The x axis of the ending point.
* @param {number} y - The y axis of the ending point.
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
bezierCurveTo: function (cp1x, cp1y, cp2x, cp2y, x, y) {
this._dirty = true;
this.context.bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y);
return this;
},
/**
* Draws a circle with the specified radius at (x, y).
* @method Phaser.BitmapData#circle
* @param {number} x - x coordinate center point of circle.
* @param {number} y - y coordinate center point of circle.
* @param {number} radius - Radius of circle in radians.
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
circle: function (x, y, radius) {
this.arc(x, y, radius, 0, Math.PI*2);
return this;
},
/**
* Sets all pixels in the rectangle defined by starting point (x, y) and size (width, height) to transparent black.
* @method Phaser.BitmapData#clearRect
* @param {number} x - The x axis of the coordinate for the rectangle starting point.
* @param {number} y - The y axis of the coordinate for the rectangle starting point.
* @param {number} width - The rectangles width.
* @param {number} height - The rectangles height.
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
clearRect: function (x, y, width, height) {
this._dirty = true;
this.context.clearRect(x, y, width, height);
return this;
},
/**
* Creates a clipping path from the current sub-paths. Everything drawn after clip() is called appears inside the clipping path only.
* @method Phaser.BitmapData#clip
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
clip: function () {
this._dirty = true;
this.context.clip();
return this;
},
/**
* Tries to draw a straight line from the current point to the start. If the shape has already been closed or has only one point, this function does nothing.
* @method Phaser.BitmapData#closePath
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
closePath: function () {
this._dirty = true;
this.context.closePath();
return this;
},
/**
* Creates a linear gradient with defined by an imaginary line which implies the direction of the gradient.
* Once the gradient is created colors can be inserted using the addColorStop method.
* @method Phaser.BitmapData#createLinearGradient
* @param {number} x - The x axis of the coordinate for the gradients starting point.
* @param {number} y - The y axis of the coordinate for the gradients starting point.
* @param {number} width - The width of the gradient.
* @param {number} height - The height of the gradient.
* @return {CanvasGradient} The Linear Gradient.
*/
createLinearGradient: function (x, y, width, height) {
return this.context.createLinearGradient(x, y, width, height);
},
// createPattern
/**
* Creates a radial gradient.
* @method Phaser.BitmapData#createRadialGradient
* @param {number} x0
* @param {number} y0
* @param {number} r0
* @param {number} x1
* @param {number} y1
* @param {number} r1
* @return {CanvasGradient} The Radial Gradient.
*/
createRadialGradient: function (x0, y0, r0, x1, y1, r1) {
return this.context.createRadialGradient(x0, y0, r0, x1, y1, r1);
},
// drawImage
// drawSystemFocusRing (?)
/**
* Draws an ellipse (oval) with a specified width (w) and height (h).
* @method Phaser.BitmapData#ellipse
* @param {number} x - x coordinate center point of ellipse.
* @param {number} y - y coordinate center point of ellipse.
* @param {number} w - height (horizontal diameter) of ellipse. The horizontal radius will be half of this number.
* @param {number} h - width (vertical diameter) of ellipse. The vertical radius will be half of this number.
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
ellipse: function (x, y, w, h) {
var k = 0.5522848;
var ox = (w / 2) * k;
var oy = (h / 2) * k;
var xe = x + w;
var ye = y + h;
var xm = x + w / 2;
var ym = y + h / 2;
this.moveTo(x, ym);
this.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);
this.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);
this.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);
this.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);
return this;
},
/**
* Fills the subpaths with the current fill style.
* @method Phaser.BitmapData#fill
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
fill: function () {
this._dirty = true;
this.context.fill();
return this;
},
/**
* Draws a filled rectangle at (x, y) position whose size is determined by width and height.
* @method Phaser.BitmapData#fillRect
* @param {number} x - The x axis of the coordinate for the rectangle starting point.
* @param {number} y - The y axis of the coordinate for the rectangle starting point.
* @param {number} width - The rectangles width.
* @param {number} height - The rectangles height.
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
fillRect: function (x, y, width, height) {
this._dirty = true;
this.context.fillRect(x, y, width, height);
return this;
},
/**
* Sets the fill style.
* @method Phaser.BitmapData#fillStyle
* @param {string} color - The fill color value in CSS format: #RRGGBB or rgba(r,g,b,a)
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
fillStyle: function (color) {
this.context.fillStyle = color;
return this;
},
// fillText
/**
* Sets the font.
* @method Phaser.BitmapData#font
* @param {DOMString} font - The font to be used for any text rendering. Default value 10px sans-serif.
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
font: function (font) {
this.context.font = font;
return this;
},
/**
* Alpha value that is applied to shapes and images before they are composited onto the canvas. Default 1.0 (opaque).
* @method Phaser.BitmapData#globalAlpha
* @param {number} alpha - Alpha value that is applied to shapes and images before they are composited onto the canvas. Default 1.0 (opaque).
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
globalAlpha: function (alpha) {
this.context.globalAlpha = alpha;
return this;
},
/**
* With globalAlpha applied this sets how shapes and images are drawn onto the existing bitmap. Possible values: source-atop, source-in, source-out,
* source-over (default), destination-atop, destination-in, destination-out, destination-over, lighter, darker, copy and xor.
* @method Phaser.BitmapData#globalCompositeOperation
* @param {DOMString} operation - The composite operation to apply.
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
globalCompositeOperation: function (operation) {
this.context.globalCompositeOperation = operation;
return this;
},
/**
* Type of endings on the end of lines. Possible values: butt (default), round, square.
* @method Phaser.BitmapData#lineCap
* @param {DOMString} style - Possible values: butt (default), round, square
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
lineCap: function (style) {
this.context.lineCap = style;
return this;
},
/**
* Specifies where to start a dasharray on a line.
* @method Phaser.BitmapData#lineDashOffset
* @param {number} offset - Specifies where to start a dasharray on a line.
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
lineDashOffset: function (offset) {
this.context.lineDashOffset = offset;
return this;
},
/**
* Defines the type of corners where two lines meet. Possible values: round, bevel, miter (default)
* @method Phaser.BitmapData#lineJoin
* @param {DOMString} join - Possible values: round, bevel, miter (default)
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
lineJoin: function (join) {
this.context.lineJoin = join;
return this;
},
/**
* Width of lines. Default 1.0
* @method Phaser.BitmapData#lineWidth
* @param {number} width - Width of lines. Default 1.0
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
lineWidth: function (width) {
this.context.lineWidth = width;
return this;
},
/**
* Default 10.
* @method Phaser.BitmapData#miterLimit
* @param {number} limit - Default 10.
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
miterLimit: function (limit) {
this.context.miterLimit = limit;
return this;
},
// getImageData
// getLineDash
// isPointInPath
// isPointInStroke
/**
* Connects the last point in the subpath to the x, y coordinates with a straight line.
* @method Phaser.BitmapData#lineTo
* @param {number} x - The x axis of the coordinate for the end of the line.
* @param {number} y - The y axis of the coordinate for the end of the line.
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
lineTo: function (x, y) {
this._dirty = true;
this.context.lineTo(x, y);
return this;
},
// measureText
/**
* Moves the starting point of a new subpath to the (x, y) coordinates.
* @method Phaser.BitmapData#moveTo
* @param {number} x - The x axis of the point.
* @param {number} y - The y axis of the point.
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
moveTo: function (x, y) {
this.context.moveTo(x, y);
return this;
},
// putImageData
/**
* Draws a quadratic curve from the current drawing point to (x, y) using the control point (cpx, cpy).
* @method Phaser.BitmapData#quadraticCurveTo
* @param {Number} cpx - The x axis of the control point.
* @param {Number} cpy - The y axis of the control point.
* @param {Number} x - The x axis of the ending point.
* @param {Number} y - The y axis of the ending point.
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
quadraticCurveTo: function(cpx, cpy, x, y) {
this._dirty = true;
this.context.quadraticCurveTo(cpx, cpy, x, y);
return this;
},
/**
* Draws a rectangle at (x, y) position whose size is determined by width and height.
* @method Phaser.BitmapData#rect
* @param {number} x - The x axis of the coordinate for the rectangle starting point.
* @param {number} y - The y axis of the coordinate for the rectangle starting point.
* @param {number} width - The rectangles width.
* @param {number} height - The rectangles height.
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
rect: function (x, y, width, height) {
this._dirty = true;
this.context.rect(x, y, width, height);
return this;
},
/**
* Restores the drawing style state to the last element on the 'state stack' saved by save().
* @method Phaser.BitmapData#restore
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
restore: function () {
this._dirty = true;
this.context.restore();
return this;
},
/**
* Rotates the drawing context values by r radians.
* @method Phaser.BitmapData#rotate
* @param {number} angle - The angle of rotation given in radians.
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
rotate: function (angle) {
this._dirty = true;
this.context.rotate(angle);
return this;
},
/**
* Sets the stroke style for the current sub-path. Like all drawing methods, this can be chained, so you can define
* the stroke style and color in a single line of code like so:
*
* ```myGraphics.setStrokeStyle(8,"round").beginStroke("#F00");```
*
* @method Phaser.BitmapData#setStrokeStyle
* @param {number} thickness - The width of the stroke.
* @param {string|number} [caps=0] - Indicates the type of caps to use at the end of lines. One of butt, round, or square. Defaults to "butt". Also accepts the values 0 (butt), 1 (round), and 2 (square) for use with he tiny API.
* @param {string|number} [joints=0] Specifies the type of joints that should be used where two lines meet. One of bevel, round, or miter. Defaults to "miter". Also accepts the values 0 (miter), 1 (round), and 2 (bevel) for use with the tiny API.
* @param {number} [miterLimit=10] - If joints is set to "miter", then you can specify a miter limit ratio which controls at what point a mitered joint will be clipped.
* @param {boolean} [ignoreScale=false] - If true, the stroke will be drawn at the specified thickness regardless of active transformations.
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
setStrokeStyle: function (thickness, caps, joints, miterLimit, ignoreScale) {
if (typeof thickness === 'undefined') { thickness = 1; }
if (typeof caps === 'undefined') { caps = 'butt'; }
if (typeof joints === 'undefined') { joints = 'miter'; }
if (typeof miterLimit === 'undefined') { miterLimit = 10; }
// TODO
ignoreScale = false;
this.lineWidth(thickness);
this.lineCap(caps);
this.lineJoin(joints);
this.miterLimit(miterLimit);
return this;
},
/**
* Saves the current drawing style state using a stack so you can revert any change you make to it using restore().
* @method Phaser.BitmapData#save
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
save: function () {
this._dirty = true;
this.context.save();
return this;
},
/**
* Scales the current drawing context.
* @method Phaser.BitmapData#scale
* @param {number} x
* @param {number} y
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
scale: function (x, y) {
this._dirty = true;
this.context.scale(x, y);
return this;
},
/**
*
* @method Phaser.BitmapData#scrollPathIntoView
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
scrollPathIntoView: function () {
this._dirty = true;
this.context.scrollPathIntoView();
return this;
},
// setLineDash
// setTransform
/**
* Strokes the subpaths with the current stroke style.
* @method Phaser.BitmapData#stroke
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
stroke: function () {
this._dirty = true;
this.context.stroke();
return this;
},
/**
* Paints a rectangle which has a starting point at (x, y) and has a w width and an h height onto the canvas, using the current stroke style.
* @method Phaser.BitmapData#strokeRect
* @param {number} x - The x axis for the starting point of the rectangle.
* @param {number} y - The y axis for the starting point of the rectangle.
* @param {number} width - The rectangles width.
* @param {number} height - The rectangles height.
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
strokeRect: function (x, y, width, height) {
this._dirty = true;
this.context.strokeRect(x, y, width, height);
return this;
},
/**
* Color or style to use for the lines around shapes. Default #000 (black).
* @method Phaser.BitmapData#strokeStyle
* @param {string} style - Color or style to use for the lines around shapes. Default #000 (black).
* @return {Phaser.BitmapData} The BitmapData instance this method was called on.
*/
strokeStyle: function (style) {
this.context.strokeStyle = style;
return this;
},
// strokeText
// transform
// translate
/**
* 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.
@@ -961,161 +269,3 @@ Phaser.BitmapData.prototype = {
};
Phaser.BitmapData.prototype.constructor = Phaser.BitmapData;
// EaselJS Tiny API emulation
/**
* Shortcut to moveTo.
* @method Phaser.BitmapData.prototype.mt
*/
Phaser.BitmapData.prototype.mt = Phaser.BitmapData.prototype.moveTo;
/**
* Shortcut to lineTo.
* @method Phaser.BitmapData.prototype.mt
*/
Phaser.BitmapData.prototype.lt = Phaser.BitmapData.prototype.lineTo;
/**
* Shortcut to arcTo.
* @method Phaser.BitmapData.prototype.at
*/
Phaser.BitmapData.prototype.at = Phaser.BitmapData.prototype.arcTo;
/**
* Shortcut to bezierCurveTo.
* @method Phaser.BitmapData.prototype.bt
*/
Phaser.BitmapData.prototype.bt = Phaser.BitmapData.prototype.bezierCurveTo;
/**
* Shortcut to quadraticCurveTo.
* @method Phaser.BitmapData.prototype.qt
*/
Phaser.BitmapData.prototype.qt = Phaser.BitmapData.prototype.quadraticCurveTo;
/**
* Shortcut to arc.
* @method Phaser.BitmapData.prototype.a
*/
Phaser.BitmapData.prototype.a = Phaser.BitmapData.prototype.arc;
/**
* Shortcut to rect.
* @method Phaser.BitmapData.prototype.r
*/
Phaser.BitmapData.prototype.r = Phaser.BitmapData.prototype.rect;
/**
* Shortcut to closePath.
* @method Phaser.BitmapData.prototype.cp
*/
Phaser.BitmapData.prototype.cp = Phaser.BitmapData.prototype.closePath;
/**
* Shortcut to clear.
* @method Phaser.BitmapData.prototype.c
*/
Phaser.BitmapData.prototype.c = Phaser.BitmapData.prototype.clear;
/**
* Shortcut to beginFill.
* @method Phaser.BitmapData.prototype.f
*/
Phaser.BitmapData.prototype.f = Phaser.BitmapData.prototype.beginFill;
/**
* Shortcut to beginLinearGradientFill.
* @method Phaser.BitmapData.prototype.lf
*/
Phaser.BitmapData.prototype.lf = Phaser.BitmapData.prototype.beginLinearGradientFill;
/**
* Shortcut to beginRadialGradientFill.
* @method Phaser.BitmapData.prototype.rf
*/
// Phaser.BitmapData.prototype.rf = Phaser.BitmapData.prototype.beginRadialGradientFill;
/**
* Shortcut to beginBitmapFill.
* @method Phaser.BitmapData.prototype.bf
*/
//Phaser.BitmapData.prototype.bf = Phaser.BitmapData.prototype.beginBitmapFill;
/**
* Shortcut to endFill.
* @method Phaser.BitmapData.prototype.ef
*/
// Phaser.BitmapData.prototype.ef = Phaser.BitmapData.prototype.endFill;
/**
* Shortcut to setStrokeStyle.
* @method Phaser.BitmapData.prototype.ss
*/
Phaser.BitmapData.prototype.ss = Phaser.BitmapData.prototype.setStrokeStyle;
/**
* Shortcut to beginStroke.
* @method Phaser.BitmapData.prototype.s
*/
Phaser.BitmapData.prototype.s = Phaser.BitmapData.prototype.beginStroke;
/**
* Shortcut to beginLinearGradientStroke.
* @method Phaser.BitmapData.prototype.ls
*/
Phaser.BitmapData.prototype.ls = Phaser.BitmapData.prototype.beginLinearGradientStroke;
/**
* Shortcut to beginRadialGradientStroke.
* @method Phaser.BitmapData.prototype.rs
*/
Phaser.BitmapData.prototype.rs = Phaser.BitmapData.prototype.beginRadialGradientStroke;
/**
* Shortcut to beginBitmapStroke.
* @method Phaser.BitmapData.prototype.bs
*/
// Phaser.BitmapData.prototype.bs = Phaser.BitmapData.prototype.beginBitmapStroke;
/**
* Shortcut to endStroke.
* @method Phaser.BitmapData.prototype.es
*/
// Phaser.BitmapData.prototype.es = Phaser.BitmapData.prototype.endStroke;
/**
* Shortcut to rect.
* @method Phaser.BitmapData.prototype.dr
*/
Phaser.BitmapData.prototype.dr = Phaser.BitmapData.prototype.rect;
/**
* Shortcut to drawRoundRect.
* @method Phaser.BitmapData.prototype.rr
*/
// Phaser.BitmapData.prototype.rr = Phaser.BitmapData.prototype.drawRoundRect;
/**
* Shortcut to drawRoundRectComplex.
* @method Phaser.BitmapData.prototype.rc
*/
// Phaser.BitmapData.prototype.rc = Phaser.BitmapData.prototype.drawRoundRectComplex;
/**
* Shortcut to drawCircle.
* @method Phaser.BitmapData.prototype.dc
*/
Phaser.BitmapData.prototype.dc = Phaser.BitmapData.prototype.circle;
/**
* Shortcut to drawEllipse.
* @method Phaser.BitmapData.prototype.de
*/
Phaser.BitmapData.prototype.de = Phaser.BitmapData.prototype.ellipse;
/**
* Shortcut to drawPolyStar.
* @method Phaser.BitmapData.prototype.dp
*/
// Phaser.BitmapData.prototype.dp = Phaser.BitmapData.prototype.drawPolyStar;