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Group now extends PIXI.DisplayObjectContainer, rather than owning a _container property, which makes life a whole lot easier re: nesting.
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@@ -0,0 +1,74 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('atari1', 'assets/sprites/atari130xe.png');
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}
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var bmd;
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var img;
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function create() {
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var canvas = Phaser.Canvas.create(800, 600);
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var context = canvas.getContext('2d');
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context.drawImage(game.cache.getImage('atari1'), 0, 0);
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img = context.getImageData(0, 0, 800, 600);
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var data8 = new Uint8ClampedArray(img.data.buffer);
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var data32 = new Uint32Array(img.data.buffer);
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context.drawImage(game.cache.getImage('atari1'), 32, 50);
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img = context.getImageData(0, 0, 800, 600);
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// console.log(data32[y * 800 + x]);
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var alpha = 255;
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var blue = 50;
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var red = 50;
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var green = 100;
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for (var y = 0; y < 100; y++)
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{
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for (var x = 0; x < 250; x++)
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{
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// var value = x * y & 0xff;
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// console.log(data32[y * 800 + x]);
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// data32[((y + 100) * 800) + x] = 0;
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// data32[y * 800 + x] = (alpha << 24) | (blue << 16) | (green << 8) | red;;
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// data32[y * 800 + x] = (red << 24) | (green << 16) | (blue << 8) | alpha;
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data32[y * 800 + (x + 300)] = data32[y * 800 + x];
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}
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}
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// if (this.isLittleEndian)
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// {
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// this.data32[y * this.width + x] = (alpha << 24) | (blue << 16) | (green << 8) | red;
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// }
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// else
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// {
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// this.data32[y * this.width + x] = (red << 24) | (green << 16) | (blue << 8) | alpha;
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// }
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img.data.set(data8);
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context.putImageData(img, 0, 0);
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document.getElementById('phaser-example').appendChild(canvas);
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}
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function update() {
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}
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function render() {
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}
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