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https://github.com/wassname/phaser.git
synced 2026-07-05 17:30:19 +08:00
Final 1.0.5 release.
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+45
-5
@@ -119,6 +119,14 @@ Phaser.Utils.Debug.prototype = {
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this.context.strokeStyle = color;
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this.context.strokeRect(bounds.x, bounds.y, bounds.width, bounds.height);
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this.renderText(quadtree.ID + ' / ' + quadtree.objects.length, bounds.x + 4, bounds.y + 16, 'rgb(0,200,0)', '12px Courier');
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this.context.strokeStyle = 'rgb(0,255,0)';
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// children
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for (var i = 0; i < quadtree.objects.length; i++)
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{
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this.context.strokeRect(quadtree.objects[i].x, quadtree.objects[i].y, quadtree.objects[i].width, quadtree.objects[i].height);
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}
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}
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else
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{
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@@ -374,6 +382,7 @@ Phaser.Utils.Debug.prototype = {
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this.line('x: ' + sprite.x.toFixed(1) + ' y: ' + sprite.y.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1));
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this.line('visible: ' + sprite.visible);
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this.line('in camera: ' + sprite.inCamera);
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this.line('body x: ' + sprite.body.x.toFixed(1) + ' y: ' + sprite.body.y.toFixed(1));
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// 0 = scaleX
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// 1 = skewY
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@@ -382,7 +391,6 @@ Phaser.Utils.Debug.prototype = {
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// 4 = scaleY
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// 5 = translateY
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// this.line('id: ' + sprite._id);
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// this.line('scale x: ' + sprite.worldTransform[0]);
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// this.line('scale y: ' + sprite.worldTransform[4]);
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@@ -390,6 +398,8 @@ Phaser.Utils.Debug.prototype = {
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// this.line('ty: ' + sprite.worldTransform[5]);
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// this.line('skew x: ' + sprite.worldTransform[3]);
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// this.line('skew y: ' + sprite.worldTransform[1]);
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// this.line('dx: ' + sprite.body.deltaX());
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// this.line('dy: ' + sprite.body.deltaY());
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// this.line('inCamera: ' + this.game.renderer.spriteRenderer.inCamera(this.game.camera, sprite));
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@@ -454,18 +464,48 @@ Phaser.Utils.Debug.prototype = {
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},
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renderSpriteBounds: function (sprite, color) {
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renderSpriteBody: function (sprite, color) {
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if (this.context == null)
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{
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return;
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}
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color = color || 'rgba(0, 255, 0, 0.2)';
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color = color || 'rgba(255,0,255, 0.3)';
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this.start(0, 0, color);
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this.start();
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this.context.fillStyle = color;
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this.context.fillRect(sprite.worldView.x, sprite.worldView.y, sprite.worldView.width, sprite.worldView.height);
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// this.context.fillRect(sprite.body.x - sprite.body.deltaX(), sprite.body.y - sprite.body.deltaY(), sprite.body.width, sprite.body.height);
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this.context.fillRect(sprite.body.x, sprite.body.y, sprite.body.width, sprite.body.height);
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this.stop();
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},
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renderSpriteBounds: function (sprite, color, fill) {
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if (this.context == null)
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{
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return;
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}
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color = color || 'rgb(255,0,255)';
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this.start(0, 0, color);
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if (fill)
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{
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this.context.fillStyle = color;
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this.context.fillRect(sprite.bounds.x, sprite.bounds.y, sprite.bounds.width, sprite.bounds.height);
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}
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else
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{
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this.context.strokeStyle = color;
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this.context.strokeRect(sprite.bounds.x, sprite.bounds.y, sprite.bounds.width, sprite.bounds.height);
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this.context.stroke();
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}
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this.stop();
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},
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