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Game.add.renderTexture now has the addToCache parameter. If set the texture will be stored in Game.Cache and can be retrieved with Cache.getTexture(key).
Game.add.bitmapData now has the addToCache parameter. If set the texture will be stored in Game.Cache and can be retrieved with Cache.getBitmapData(key).
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@@ -288,32 +288,51 @@ Phaser.GameObjectFactory.prototype = {
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* A dynamic initially blank canvas to which images can be drawn.
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*
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* @method Phaser.GameObjectFactory#renderTexture
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* @param {string} key - Asset key for the render texture.
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* @param {number} width - the width of the render texture.
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* @param {number} height - the height of the render texture.
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* @return {Phaser.RenderTexture} The newly created renderTexture object.
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* @param {number} [width=100] - the width of the RenderTexture.
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* @param {number} [height=100] - the height of the RenderTexture.
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* @param {string} [key=''] - Asset key for the RenderTexture when stored in the Cache (see addToCache parameter).
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* @param {boolean} [addToCache=false] - Should this RenderTexture be added to the Game.Cache? If so you can retrieve it with Cache.getTexture(key)
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* @return {Phaser.RenderTexture} The newly created RenderTexture object.
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*/
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renderTexture: function (key, width, height) {
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renderTexture: function (width, height, key, addToCache) {
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if (typeof addToCache === 'undefined') { addToCache = false; }
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if (typeof key === 'undefined' || key === '') { key = this.game.rnd.uuid(); }
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var texture = new Phaser.RenderTexture(this.game, key, width, height);
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this.game.cache.addRenderTexture(key, texture);
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if (addToCache)
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{
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this.game.cache.addRenderTexture(key, texture);
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}
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return texture;
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},
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/**
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* Experimental: A BitmapData object which can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.
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* A BitmapData object which can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.
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*
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* @method Phaser.GameObjectFactory#bitmapData
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* @param {number} [width=256] - The width of the BitmapData in pixels.
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* @param {number} [height=256] - The height of the BitmapData in pixels.
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* @param {number} [width=100] - The width of the BitmapData in pixels.
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* @param {number} [height=100] - The height of the BitmapData in pixels.
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* @param {string} [key=''] - Asset key for the BitmapData when stored in the Cache (see addToCache parameter).
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* @param {boolean} [addToCache=false] - Should this BitmapData be added to the Game.Cache? If so you can retrieve it with Cache.getBitmapData(key)
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* @return {Phaser.BitmapData} The newly created BitmapData object.
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*/
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bitmapData: function (width, height) {
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bitmapData: function (width, height, addToCache) {
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return new Phaser.BitmapData(this.game, width, height);
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if (typeof addToCache === 'undefined') { addToCache = false; }
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if (typeof key === 'undefined' || key === '') { key = this.game.rnd.uuid(); }
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var texture = new Phaser.BitmapData(this.game, key, width, height);
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if (addToCache)
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{
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this.game.cache.addBitmapData(key, texture);
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}
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return texture;
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},
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