mirror of
https://github.com/wassname/phaser.git
synced 2026-08-12 12:20:38 +08:00
Lots of updates across input, rendering and grouping
This commit is contained in:
@@ -17,14 +17,16 @@ module Phaser {
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* Creates a new <code>Emitter</code> object at a specific position.
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* Does NOT automatically generate or attach particles!
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*
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* @param X {number} The X position of the emitter.
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* @param Y {number} The Y position of the emitter.
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* @param [Size] {number} specifies a maximum capacity for this emitter.
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* @param x {number} The X position of the emitter.
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* @param y {number} The Y position of the emitter.
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* @param [size] {number} Specifies a maximum capacity for this emitter.
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*/
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constructor(game: Game, X: number = 0, Y: number = 0, Size: number = 0) {
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super(game, Size);
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this.x = X;
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this.y = Y;
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constructor(game: Game, x: number = 0, y: number = 0, size: number = 0) {
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super(game, size);
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this.x = x;
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this.y = y;
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this.width = 0;
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this.height = 0;
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this.minParticleSpeed = new MicroPoint(-100, -100);
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@@ -42,6 +44,7 @@ module Phaser {
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this._explode = true;
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this.on = false;
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this._point = new MicroPoint();
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}
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/**
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@@ -27,6 +27,9 @@ module Phaser {
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super(game);
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this.canvas = game.stage.canvas;
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this.context = game.stage.context;
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this.bounds = new Rectangle(x, y, width, height);
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this.exists = true;
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this.active = true;
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@@ -126,7 +129,6 @@ module Phaser {
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*/
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public static ALIGN_BOTTOM_RIGHT: number = 8;
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/**
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* Enum value for outOfBoundsAction. Stop the object when is out of world bounds.
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* @type {number}
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@@ -139,12 +141,28 @@ module Phaser {
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*/
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public static OUT_OF_BOUNDS_KILL: number = 1;
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/**
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* A reference to the Canvas this GameObject will render to
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* @type {HTMLCanvasElement}
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*/
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public canvas: HTMLCanvasElement;
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/**
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* A reference to the Canvas Context2D this GameObject will render to
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* @type {CanvasRenderingContext2D}
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*/
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public context: CanvasRenderingContext2D;
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/**
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* Position of this object after scrolling.
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* @type {MicroPoint}
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*/
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public _point: MicroPoint;
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/**
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* An Array of Cameras to which this GameObject won't render
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* @type {Array}
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*/
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public cameraBlacklist: number[];
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/**
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@@ -352,8 +370,6 @@ module Phaser {
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*/
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public preUpdate() {
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// flicker time
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this.last.x = this.bounds.x;
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this.last.y = this.bounds.y;
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@@ -761,6 +777,18 @@ module Phaser {
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}
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/**
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* Set the world bounds that this GameObject can exist within based on the size of the current game world.
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*
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* @param action {number} The action to take if the object hits the world bounds, either OUT_OF_BOUNDS_KILL or OUT_OF_BOUNDS_STOP
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*/
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public setBoundsFromWorld(action?: number = GameObject.OUT_OF_BOUNDS_STOP) {
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this.setBounds(this._game.world.bounds.x, this._game.world.bounds.y, this._game.world.bounds.width, this._game.world.bounds.height);
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this.outOfBoundsAction = action;
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}
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/**
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* If you do not wish this object to be visible to a specific camera, pass the camera here.
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*
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@@ -46,21 +46,25 @@ module Phaser {
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* Not completely set yet. (the default type)
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*/
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public static UNASSIGNED: number = 0;
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/**
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* Circle.
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* @type {number}
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*/
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public static CIRCLE: number = 1;
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/**
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* Line.
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* @type {number}
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*/
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public static LINE: number = 2;
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/**
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* Point.
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* @type {number}
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*/
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public static POINT: number = 3;
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/**
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* Rectangle.
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* @type {number}
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@@ -72,16 +76,19 @@ module Phaser {
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* @type {Circle}
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*/
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public circle: Circle;
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/**
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* Line shape container. A Line instance.
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* @type {Line}
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*/
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public line: Line;
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/**
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* Point shape container. A Point instance.
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* @type {Point}
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*/
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public point: Point;
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/**
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* Rectangle shape container. A Rectangle instance.
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* @type {Rectangle}
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@@ -93,6 +100,7 @@ module Phaser {
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* @type {boolean}
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*/
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public renderOutline: bool = true;
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/**
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* Fill the shape or not. (default is true)
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* @type {boolean}
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@@ -104,11 +112,13 @@ module Phaser {
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* @type {number}
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*/
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public lineWidth: number = 1;
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/**
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* Width of outline. (default is 1)
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* @type {number}
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*/
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public lineColor: string = 'rgb(0,255,0)';
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/**
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* Width of outline. (default is 1)
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* @type {number}
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@@ -322,8 +332,8 @@ module Phaser {
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// Alpha
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if (this.alpha !== 1)
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{
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var globalAlpha = this._game.stage.context.globalAlpha;
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this._game.stage.context.globalAlpha = this.alpha;
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var globalAlpha = this.context.globalAlpha;
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this.context.globalAlpha = this.alpha;
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}
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this._dx = cameraOffsetX + (this.bounds.x - camera.worldView.x);
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@@ -349,9 +359,9 @@ module Phaser {
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/*
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if (this.angle !== 0)
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{
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this._game.stage.context.save();
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this._game.stage.context.translate(this._dx + (this._dw / 2) - this.origin.x, this._dy + (this._dh / 2) - this.origin.y);
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this._game.stage.context.rotate(this.angle * (Math.PI / 180));
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this.context.save();
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this.context.translate(this._dx + (this._dw / 2) - this.origin.x, this._dy + (this._dh / 2) - this.origin.y);
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this.context.rotate(this.angle * (Math.PI / 180));
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this._dx = -(this._dw / 2);
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this._dy = -(this._dh / 2);
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}
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@@ -365,12 +375,12 @@ module Phaser {
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this._game.stage.saveCanvasValues();
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// Debug
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//this._game.stage.context.fillStyle = 'rgba(255,0,0,0.5)';
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//this._game.stage.context.fillRect(this.bounds.x, this.bounds.y, this.bounds.width, this.bounds.height);
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//this.context.fillStyle = 'rgba(255,0,0,0.5)';
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//this.context.fillRect(this.bounds.x, this.bounds.y, this.bounds.width, this.bounds.height);
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this._game.stage.context.lineWidth = this.lineWidth;
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this._game.stage.context.strokeStyle = this.lineColor;
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this._game.stage.context.fillStyle = this.fillColor;
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this.context.lineWidth = this.lineWidth;
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this.context.strokeStyle = this.lineColor;
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this.context.fillStyle = this.fillColor;
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if (this._game.stage.fillStyle !== this.fillColor)
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{
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@@ -379,52 +389,52 @@ module Phaser {
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// Primitive Renderer
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if (this.type == GeomSprite.CIRCLE)
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{
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this._game.stage.context.beginPath();
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this._game.stage.context.arc(this._dx, this._dy, this.circle.radius, 0, Math.PI * 2);
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this._game.stage.context.stroke();
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this.context.beginPath();
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this.context.arc(this._dx, this._dy, this.circle.radius, 0, Math.PI * 2);
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this.context.stroke();
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if (this.renderFill)
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{
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this._game.stage.context.fill();
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this.context.fill();
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}
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this._game.stage.context.closePath();
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this.context.closePath();
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}
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else if (this.type == GeomSprite.LINE)
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{
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this._game.stage.context.beginPath();
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this._game.stage.context.moveTo(this._dx, this._dy);
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this._game.stage.context.lineTo(this.line.x2, this.line.y2);
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this._game.stage.context.stroke();
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this._game.stage.context.closePath();
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this.context.beginPath();
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this.context.moveTo(this._dx, this._dy);
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this.context.lineTo(this.line.x2, this.line.y2);
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this.context.stroke();
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this.context.closePath();
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}
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else if (this.type == GeomSprite.POINT)
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{
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this._game.stage.context.fillRect(this._dx, this._dy, 2, 2);
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this.context.fillRect(this._dx, this._dy, 2, 2);
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}
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else if (this.type == GeomSprite.RECTANGLE)
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{
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// We can use the faster fillRect if we don't need the outline
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if (this.renderOutline == false)
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{
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this._game.stage.context.fillRect(this._dx, this._dy, this.rect.width, this.rect.height);
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this.context.fillRect(this._dx, this._dy, this.rect.width, this.rect.height);
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}
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else
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{
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this._game.stage.context.beginPath();
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this._game.stage.context.rect(this._dx, this._dy, this.rect.width, this.rect.height);
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this._game.stage.context.stroke();
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this.context.beginPath();
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this.context.rect(this._dx, this._dy, this.rect.width, this.rect.height);
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this.context.stroke();
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if (this.renderFill)
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{
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this._game.stage.context.fill();
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this.context.fill();
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}
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this._game.stage.context.closePath();
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this.context.closePath();
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}
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// And now the edge points
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this._game.stage.context.fillStyle = 'rgb(255,255,255)';
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this.context.fillStyle = 'rgb(255,255,255)';
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//this.renderPoint(this.rect.topLeft, this._dx, this._dy, 2);
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//this.renderPoint(this.rect.topCenter, this._dx, this._dy, 2);
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//this.renderPoint(this.rect.topRight, this._dx, this._dy, 2);
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@@ -450,13 +460,13 @@ module Phaser {
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if (this.rotation !== 0)
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{
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this._game.stage.context.translate(0, 0);
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this._game.stage.context.restore();
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this.context.translate(0, 0);
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this.context.restore();
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}
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if (globalAlpha > -1)
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{
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this._game.stage.context.globalAlpha = globalAlpha;
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this.context.globalAlpha = globalAlpha;
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}
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return true;
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@@ -472,7 +482,7 @@ module Phaser {
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*/
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public renderPoint(point, offsetX?: number = 0, offsetY?: number = 0, size?: number = 1) {
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this._game.stage.context.fillRect(offsetX + point.x, offsetY + point.y, size, size);
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this.context.fillRect(offsetX + point.x, offsetY + point.y, size, size);
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}
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@@ -484,11 +494,11 @@ module Phaser {
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*/
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public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
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//this._game.stage.context.fillStyle = color;
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//this._game.stage.context.fillText('Sprite: ' + this.name + ' (' + this.bounds.width + ' x ' + this.bounds.height + ')', x, y);
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//this._game.stage.context.fillText('x: ' + this.bounds.x.toFixed(1) + ' y: ' + this.bounds.y.toFixed(1) + ' rotation: ' + this.angle.toFixed(1), x, y + 14);
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//this._game.stage.context.fillText('dx: ' + this._dx.toFixed(1) + ' dy: ' + this._dy.toFixed(1) + ' dw: ' + this._dw.toFixed(1) + ' dh: ' + this._dh.toFixed(1), x, y + 28);
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//this._game.stage.context.fillText('sx: ' + this._sx.toFixed(1) + ' sy: ' + this._sy.toFixed(1) + ' sw: ' + this._sw.toFixed(1) + ' sh: ' + this._sh.toFixed(1), x, y + 42);
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//this.context.fillStyle = color;
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//this.context.fillText('Sprite: ' + this.name + ' (' + this.bounds.width + ' x ' + this.bounds.height + ')', x, y);
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//this.context.fillText('x: ' + this.bounds.x.toFixed(1) + ' y: ' + this.bounds.y.toFixed(1) + ' rotation: ' + this.angle.toFixed(1), x, y + 14);
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//this.context.fillText('dx: ' + this._dx.toFixed(1) + ' dy: ' + this._dy.toFixed(1) + ' dw: ' + this._dw.toFixed(1) + ' dh: ' + this._dh.toFixed(1), x, y + 28);
|
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//this.context.fillText('sx: ' + this._sx.toFixed(1) + ' sy: ' + this._sy.toFixed(1) + ' sw: ' + this._sw.toFixed(1) + ' sh: ' + this._sh.toFixed(1), x, y + 42);
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|
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}
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@@ -10,7 +10,7 @@
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||||
module Phaser {
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export class ScrollRegion{
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export class ScrollRegion {
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/**
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* ScrollRegion constructor
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@@ -54,6 +54,7 @@ module Phaser {
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* @type {boolean}
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*/
|
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public visible: bool = true;
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/**
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* Region scrolling speed.
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* @type {MicroPoint}
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@@ -202,8 +202,8 @@ module Phaser {
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// Alpha
|
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if (this.alpha !== 1)
|
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{
|
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var globalAlpha = this._game.stage.context.globalAlpha;
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this._game.stage.context.globalAlpha = this.alpha;
|
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var globalAlpha = this.context.globalAlpha;
|
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this.context.globalAlpha = this.alpha;
|
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}
|
||||
|
||||
this._dx = cameraOffsetX + (this.bounds.topLeft.x - camera.worldView.x);
|
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@@ -221,12 +221,12 @@ module Phaser {
|
||||
// Rotation - needs to work from origin point really, but for now from center
|
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if (this.angle !== 0 || this.flipped == true)
|
||||
{
|
||||
this._game.stage.context.save();
|
||||
this._game.stage.context.translate(this._dx + (this._dw / 2), this._dy + (this._dh / 2));
|
||||
this.context.save();
|
||||
this.context.translate(this._dx + (this._dw / 2), this._dy + (this._dh / 2));
|
||||
|
||||
if (this.angle !== 0)
|
||||
{
|
||||
this._game.stage.context.rotate(this.angle * (Math.PI / 180));
|
||||
this.context.rotate(this.angle * (Math.PI / 180));
|
||||
}
|
||||
|
||||
this._dx = -(this._dw / 2);
|
||||
@@ -234,7 +234,7 @@ module Phaser {
|
||||
|
||||
if (this.flipped == true)
|
||||
{
|
||||
this._game.stage.context.scale(-1, 1);
|
||||
this.context.scale(-1, 1);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -247,17 +247,17 @@ module Phaser {
|
||||
{
|
||||
if (this._dynamicTexture)
|
||||
{
|
||||
this.regions[i].render(this._game.stage.context, this._dynamicTexture.canvas, this._dx, this._dy, this._dw, this._dh);
|
||||
this.regions[i].render(this.context, this._dynamicTexture.canvas, this._dx, this._dy, this._dw, this._dh);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.regions[i].render(this._game.stage.context, this._texture, this._dx, this._dy, this._dw, this._dh);
|
||||
this.regions[i].render(this.context, this._texture, this._dx, this._dy, this._dw, this._dh);
|
||||
}
|
||||
}
|
||||
|
||||
if (globalAlpha > -1)
|
||||
{
|
||||
this._game.stage.context.globalAlpha = globalAlpha;
|
||||
this.context.globalAlpha = globalAlpha;
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
@@ -232,8 +232,8 @@ module Phaser {
|
||||
// Alpha
|
||||
if (this.alpha !== 1)
|
||||
{
|
||||
var globalAlpha = this._game.stage.context.globalAlpha;
|
||||
this._game.stage.context.globalAlpha = this.alpha;
|
||||
var globalAlpha = this.context.globalAlpha;
|
||||
this.context.globalAlpha = this.alpha;
|
||||
}
|
||||
|
||||
this._sx = 0;
|
||||
@@ -304,12 +304,12 @@ module Phaser {
|
||||
// Rotation - needs to work from origin point really, but for now from center
|
||||
if (this.angle !== 0 || this.rotationOffset !== 0 || this.flipped == true)
|
||||
{
|
||||
this._game.stage.context.save();
|
||||
this._game.stage.context.translate(this._dx + (this._dw / 2), this._dy + (this._dh / 2));
|
||||
this.context.save();
|
||||
this.context.translate(this._dx + (this._dw / 2), this._dy + (this._dh / 2));
|
||||
|
||||
if (this.renderRotation == true && (this.angle !== 0 || this.rotationOffset !== 0))
|
||||
{
|
||||
this._game.stage.context.rotate((this.rotationOffset + this.angle) * (Math.PI / 180));
|
||||
this.context.rotate((this.rotationOffset + this.angle) * (Math.PI / 180));
|
||||
}
|
||||
|
||||
this._dx = -(this._dw / 2);
|
||||
@@ -317,7 +317,7 @@ module Phaser {
|
||||
|
||||
if (this.flipped == true)
|
||||
{
|
||||
this._game.stage.context.scale(-1, 1);
|
||||
this.context.scale(-1, 1);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -334,7 +334,7 @@ module Phaser {
|
||||
{
|
||||
if (this._dynamicTexture)
|
||||
{
|
||||
this._game.stage.context.drawImage(
|
||||
this.context.drawImage(
|
||||
this._texture.canvas, // Source Image
|
||||
this._sx, // Source X (location within the source image)
|
||||
this._sy, // Source Y
|
||||
@@ -348,7 +348,7 @@ module Phaser {
|
||||
}
|
||||
else
|
||||
{
|
||||
this._game.stage.context.drawImage(
|
||||
this.context.drawImage(
|
||||
this._texture, // Source Image
|
||||
this._sx, // Source X (location within the source image)
|
||||
this._sy, // Source Y
|
||||
@@ -363,14 +363,14 @@ module Phaser {
|
||||
}
|
||||
else
|
||||
{
|
||||
this._game.stage.context.fillStyle = this.fillColor;
|
||||
this._game.stage.context.fillRect(this._dx, this._dy, this._dw, this._dh);
|
||||
this.context.fillStyle = this.fillColor;
|
||||
this.context.fillRect(this._dx, this._dy, this._dw, this._dh);
|
||||
}
|
||||
|
||||
if (this.flipped === true || this.rotation !== 0 || this.rotationOffset !== 0)
|
||||
{
|
||||
//this._game.stage.context.translate(0, 0);
|
||||
this._game.stage.context.restore();
|
||||
//this.context.translate(0, 0);
|
||||
this.context.restore();
|
||||
}
|
||||
|
||||
if (this.renderDebug)
|
||||
@@ -380,7 +380,7 @@ module Phaser {
|
||||
|
||||
if (globalAlpha > -1)
|
||||
{
|
||||
this._game.stage.context.globalAlpha = globalAlpha;
|
||||
this.context.globalAlpha = globalAlpha;
|
||||
}
|
||||
|
||||
return true;
|
||||
@@ -398,24 +398,24 @@ module Phaser {
|
||||
this._dx = cameraOffsetX + (this.bounds.topLeft.x - camera.worldView.x);
|
||||
this._dy = cameraOffsetY + (this.bounds.topLeft.y - camera.worldView.y);
|
||||
|
||||
this._game.stage.context.fillStyle = this.renderDebugColor;
|
||||
this._game.stage.context.fillRect(this._dx, this._dy, this._dw, this._dh);
|
||||
this._game.stage.context.fillStyle = this.renderDebugPointColor;
|
||||
this.context.fillStyle = this.renderDebugColor;
|
||||
this.context.fillRect(this._dx, this._dy, this._dw, this._dh);
|
||||
this.context.fillStyle = this.renderDebugPointColor;
|
||||
|
||||
var hw = this.bounds.halfWidth * this.scale.x;
|
||||
var hh = this.bounds.halfHeight * this.scale.y;
|
||||
var sw = (this.bounds.width * this.scale.x) - 1;
|
||||
var sh = (this.bounds.height * this.scale.y) - 1;
|
||||
|
||||
this._game.stage.context.fillRect(this._dx, this._dy, 1, 1); // top left
|
||||
this._game.stage.context.fillRect(this._dx + hw, this._dy, 1, 1); // top center
|
||||
this._game.stage.context.fillRect(this._dx + sw, this._dy, 1, 1); // top right
|
||||
this._game.stage.context.fillRect(this._dx, this._dy + hh, 1, 1); // left center
|
||||
this._game.stage.context.fillRect(this._dx + hw, this._dy + hh, 1, 1); // center
|
||||
this._game.stage.context.fillRect(this._dx + sw, this._dy + hh, 1, 1); // right center
|
||||
this._game.stage.context.fillRect(this._dx, this._dy + sh, 1, 1); // bottom left
|
||||
this._game.stage.context.fillRect(this._dx + hw, this._dy + sh, 1, 1); // bottom center
|
||||
this._game.stage.context.fillRect(this._dx + sw, this._dy + sh, 1, 1); // bottom right
|
||||
this.context.fillRect(this._dx, this._dy, 1, 1); // top left
|
||||
this.context.fillRect(this._dx + hw, this._dy, 1, 1); // top center
|
||||
this.context.fillRect(this._dx + sw, this._dy, 1, 1); // top right
|
||||
this.context.fillRect(this._dx, this._dy + hh, 1, 1); // left center
|
||||
this.context.fillRect(this._dx + hw, this._dy + hh, 1, 1); // center
|
||||
this.context.fillRect(this._dx + sw, this._dy + hh, 1, 1); // right center
|
||||
this.context.fillRect(this._dx, this._dy + sh, 1, 1); // bottom left
|
||||
this.context.fillRect(this._dx + hw, this._dy + sh, 1, 1); // bottom center
|
||||
this.context.fillRect(this._dx + sw, this._dy + sh, 1, 1); // bottom right
|
||||
|
||||
}
|
||||
|
||||
@@ -427,11 +427,11 @@ module Phaser {
|
||||
*/
|
||||
public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
|
||||
|
||||
this._game.stage.context.fillStyle = color;
|
||||
this._game.stage.context.fillText('Sprite: ' + this.name + ' (' + this.bounds.width + ' x ' + this.bounds.height + ')', x, y);
|
||||
this._game.stage.context.fillText('x: ' + this.bounds.x.toFixed(1) + ' y: ' + this.bounds.y.toFixed(1) + ' rotation: ' + this.angle.toFixed(1), x, y + 14);
|
||||
this._game.stage.context.fillText('dx: ' + this._dx.toFixed(1) + ' dy: ' + this._dy.toFixed(1) + ' dw: ' + this._dw.toFixed(1) + ' dh: ' + this._dh.toFixed(1), x, y + 28);
|
||||
this._game.stage.context.fillText('sx: ' + this._sx.toFixed(1) + ' sy: ' + this._sy.toFixed(1) + ' sw: ' + this._sw.toFixed(1) + ' sh: ' + this._sh.toFixed(1), x, y + 42);
|
||||
this.context.fillStyle = color;
|
||||
this.context.fillText('Sprite: ' + this.name + ' (' + this.bounds.width + ' x ' + this.bounds.height + ')', x, y);
|
||||
this.context.fillText('x: ' + this.bounds.x.toFixed(1) + ' y: ' + this.bounds.y.toFixed(1) + ' rotation: ' + this.angle.toFixed(1), x, y + 14);
|
||||
this.context.fillText('dx: ' + this._dx.toFixed(1) + ' dy: ' + this._dy.toFixed(1) + ' dw: ' + this._dw.toFixed(1) + ' dh: ' + this._dh.toFixed(1), x, y + 28);
|
||||
this.context.fillText('sx: ' + this._sx.toFixed(1) + ' sy: ' + this._sy.toFixed(1) + ' sw: ' + this._sw.toFixed(1) + ' sh: ' + this._sh.toFixed(1), x, y + 42);
|
||||
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user