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https://github.com/wassname/phaser.git
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BitmapData object added
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@@ -0,0 +1,100 @@
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Creates a new `BitmapData` object.
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*
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* @class Phaser.BitmapData
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {string} [key] - A key the BitmapData will use when added to the Phaser.Cache. If none is given a UUID is generated.
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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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*/
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Phaser.BitmapData = function (game, key, width, height) {
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if (typeof key === 'undefined') { key = 'bitmapData' . game.rnd.uuid(); }
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if (typeof width === 'undefined') { width = 256; }
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if (typeof height === 'undefined') { height = 256; }
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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/**
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* @property {string} name - The name of the BitmapData.
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*/
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this.name = key;
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/**
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* @property {number} width - The width of the BitmapData in pixels.
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*/
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this.width = width;
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/**
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* @property {number} height - The height of the BitmapData in pixels.
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*/
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this.height = height;
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/**
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* @property {HTMLCanvasElement} canvas - The canvas to which this BitmapData draws.
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* @default
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*/
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this.canvas = Phaser.Canvas.create(width, height);
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/**
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* @property {HTMLCanvasContextElement} context - The 2d context of the canvas.
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* @default
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*/
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this.context = this.canvas.getContext('2d');
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/**
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* @property {PIXI.BaseTexture} baseTexture - The PIXI.BaseTexture.
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* @default
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*/
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this.baseTexture = new PIXI.BaseTexture(this.canvas);
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/**
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* @property {PIXI.Texture} texture - The PIXI.Texture.
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* @default
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*/
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this.texture = new PIXI.Texture(this.baseTexture);
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/**
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* @property {Phaser.Frame} textureFrame - The Frame this BitmapData uses for rendering.
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* @default
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*/
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this.textureFrame = new Phaser.Frame(0, 0, 0, width, height, 'bitmapData', game.rnd.uuid());
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/**
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* @property {number} type - The const type of this object.
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* @default
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*/
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this.type = Phaser.BITMAPDATA;
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}
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Phaser.BitmapData.prototype = {
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clear: function () {
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this.context.clearRect(0, 0, this.width, this.height);
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},
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render: function () {
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// Only needed if running in WebGL, otherwise this array will never get cleared down I don't think!
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if (this.game.renderType == Phaser.WEBGL)
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{
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PIXI.texturesToUpdate.push(this.baseTexture);
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}
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}
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}
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