diff --git a/README.md b/README.md
index 209c479e..67dba6f8 100644
--- a/README.md
+++ b/README.md
@@ -71,6 +71,8 @@ Version 1.1.3 - in build
* Updated: If running in Canvas mode and you have a render function it will save the context and reset the transform before running your render function
* Updated: Sprite will now check the exists property of the Group it is in, if the Group.exists = false the Sprite won't update.
* Updated: Lots of small documentation tweaks across various files such as Pointer.
+* Updated: If you specify 'null' as a Group parent it will now revert to using the World as the parent (before only 'undefined' worked)
+
diff --git a/build/config.php b/build/config.php
index bc765321..2739eb39 100644
--- a/build/config.php
+++ b/build/config.php
@@ -87,10 +87,10 @@
+
-
diff --git a/examples/_site/view_full.html b/examples/_site/view_full.html
index ce7a420b..140add1c 100644
--- a/examples/_site/view_full.html
+++ b/examples/_site/view_full.html
@@ -95,6 +95,7 @@
+
diff --git a/examples/_site/view_lite.html b/examples/_site/view_lite.html
index 8e51476a..f0b01269 100644
--- a/examples/_site/view_lite.html
+++ b/examples/_site/view_lite.html
@@ -94,6 +94,7 @@
+
diff --git a/examples/wip/bmd2.js b/examples/wip/bmd2.js
new file mode 100644
index 00000000..9f7d6a45
--- /dev/null
+++ b/examples/wip/bmd2.js
@@ -0,0 +1,47 @@
+
+var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
+
+function preload() {
+
+ game.load.image('atari1', 'assets/sprites/atari130xe.png');
+ game.load.image('coke', 'assets/sprites/cokecan.png');
+ game.load.image('mushroom', 'assets/sprites/mushroom2.png');
+ game.load.image('ball', 'assets/sprites/shinyball.png');
+
+}
+
+var bmd;
+
+function create() {
+
+ //game.stage.backgroundColor = '#450034';
+
+ bmd = game.add.bitmapData('bob', 800, 600);
+
+ // And apply it to 100 randomly positioned sprites
+ for (var i = 0; i < 100; i++)
+ {
+ bmd.setPixel(game.world.randomX, game.world.randomY, Math.random() * 255, Math.random() * 255, 255);
+ }
+
+ bmd.context.fillStyle = '#ffffff';
+ bmd.context.fillRect(20,20,16,16);
+
+ var d = game.add.sprite(0, 0, bmd);
+
+}
+
+function update() {
+
+ // bmd.clear();
+
+ // updateWobblyBall();
+
+}
+
+
+function render() {
+
+ // bmd.render();
+
+}
diff --git a/src/core/Group.js b/src/core/Group.js
index c83f4baf..053df527 100644
--- a/src/core/Group.js
+++ b/src/core/Group.js
@@ -16,7 +16,7 @@
*/
Phaser.Group = function (game, parent, name, useStage) {
- if (typeof parent === 'undefined')
+ if (typeof parent === 'undefined' || typeof parent === null)
{
parent = game.world;
}
diff --git a/src/gameobjects/BitmapData.js b/src/gameobjects/BitmapData.js
index f06c995d..04f741ad 100644
--- a/src/gameobjects/BitmapData.js
+++ b/src/gameobjects/BitmapData.js
@@ -51,6 +51,40 @@ Phaser.BitmapData = function (game, key, width, height) {
* @default
*/
this.context = this.canvas.getContext('2d');
+
+ /**
+ * @property {array} imageData - The canvas image data.
+ */
+ this.imageData = this.context.getImageData(0, 0, width, height);
+
+ /**
+ * @property {ArrayBuffer} buffer - A TypedArray storing the canvas image data.
+ * TODO: = (typeof Float32Array !== 'undefined') ? Float32Array : Array;
+ */
+ this.buffer = new ArrayBuffer(this.imageData.data.length);
+
+ /**
+ * @property {Uint8ClampedArray} buffer - A uint8 clamped view on the buffer.
+ */
+ this.data8 = new Uint8ClampedArray(this.buffer);
+
+ /**
+ * @property {Uint32Array} buffer - A Uint32 view on the buffer.
+ */
+ this.data32 = new Uint32Array(this.buffer);
+
+ // Little or big-endian?
+ this.data32[1] = 0x0a0b0c0d;
+
+ /**
+ * @property {boolean} isLittleEndian - .
+ */
+ this.isLittleEndian = true;
+
+ if (this.data32[4] === 0x0a && this.data32[5] === 0x0b && this.data32[6] === 0x0c && this.data32[7] === 0x0d)
+ {
+ this.isLittleEndian = false;
+ }
/**
* @property {PIXI.BaseTexture} baseTexture - The PIXI.BaseTexture.
@@ -76,6 +110,16 @@ Phaser.BitmapData = function (game, key, width, height) {
*/
this.type = Phaser.BITMAPDATA;
+ /**
+ * You can set a globalCompositeOperation that will be applied to this BitmapData.
+ * This is useful if you wish to apply an effect like 'lighten'.
+ * If this value is set it will call a canvas context save and restore before and after the render pass, so use it sparingly.
+ * Set to null to disable.
+ * @property {string} globalCompositeOperation
+ * @default
+ */
+ this.globalCompositeOperation = null;
+
}
Phaser.BitmapData.prototype = {
@@ -86,6 +130,105 @@ Phaser.BitmapData.prototype = {
},
+ /**
+ * Sets the color of the given pixel.
+ * @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)
+ * @param {number} alpha - The alpha color value (between 0 and 255)
+ */
+ setPixel32: function (x, y, red, green, blue, alpha) {
+
+ if (x >= 0 && x <= this.width && y >= 0 && y <= this.height)
+ {
+ var value = x * y & 0xff;
+
+ 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);
+ }
+
+ },
+
+ /**
+ * Sets the color of the given pixel.
+ * @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)
+ * @param {number} alpha - The alpha color value (between 0 and 255)
+ */
+ setPixel: function (x, y, red, green, blue) {
+
+ this.setPixel32(x, y, red, green, blue, 255);
+
+ },
+
+ /**
+ * Get a color of a specific pixel.
+ * @param x {number} X position of the pixel in this texture.
+ * @param y {number} Y position of the pixel in this texture.
+ * @return {number} A native color value integer (format: 0xRRGGBB)
+ */
+ getPixel: function (x, y) {
+
+ if (x >= 0 && x <= this.width && y >= 0 && y <= this.height)
+ {
+ if (this.isLittleEndian)
+ {
+ }
+ else
+ {
+ }
+ }
+
+ //r = imageData.data[0];
+ //g = imageData.data[1];
+ //b = imageData.data[2];
+ //a = imageData.data[3];
+ // var imageData = this.context.getImageData(x, y, 1, 1);
+
+ // return Phaser.ColorUtils.getColor(imageData.data[0], imageData.data[1], imageData.data[2]);
+
+ },
+
+ /**
+ * Get a color of a specific pixel (including alpha value).
+ * @param x {number} X position of the pixel in this texture.
+ * @param y {number} Y position of the pixel in this texture.
+ * @return A native color value integer (format: 0xAARRGGBB)
+ */
+ getPixel32: function (x, y) {
+
+ // var imageData = this.context.getImageData(x, y, 1, 1);
+
+ // return Phaser.ColorUtils.getColor32(imageData.data[3], imageData.data[0], imageData.data[1], imageData.data[2]);
+
+ },
+
+ /**
+ * Get pixels in array in a specific Rectangle.
+ * @param rect {Rectangle} The specific Rectangle.
+ * @returns {array} CanvasPixelArray.
+ */
+ getPixels: function (rect) {
+
+ // return this.context.getImageData(rect.x, rect.y, rect.width, rect.height);
+
+ },
+
render: function () {
// Only needed if running in WebGL, otherwise this array will never get cleared down I don't think!