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After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required. Debug.renderPhysicsBody updated to take camera location and body rotation into account. Body movement functions put back to velocity :) Updated to latest dev version of pixi and latest p2.js Updated docs
808 lines
21 KiB
HTML
808 lines
21 KiB
HTML
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<div class="span12">
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<div id="main">
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<h1 class="page-title">Source: system/Canvas.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 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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* The Canvas class handles everything related to creating the `canvas` DOM tag that Phaser will use, including styles, offset and aspect ratio.
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*
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* @class Phaser.Canvas
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* @static
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*/
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Phaser.Canvas = {
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/**
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* Creates a `canvas` DOM element. The element is not automatically added to the document.
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*
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* @method Phaser.Canvas.create
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* @param {number} [width=256] - The width of the canvas element.
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* @param {number} [height=256] - The height of the canvas element..
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* @param {string} [id=''] - If given this will be set as the ID of the canvas element, otherwise no ID will be set.
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* @return {HTMLCanvasElement} The newly created canvas element.
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*/
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create: function (width, height, id) {
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width = width || 256;
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height = height || 256;
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var canvas = document.createElement('canvas');
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if (typeof id === 'string')
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{
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canvas.id = id;
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}
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canvas.width = width;
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canvas.height = height;
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canvas.style.display = 'block';
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return canvas;
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},
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/**
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* Get the DOM offset values of any given element
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* @method Phaser.Canvas.getOffset
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* @param {HTMLElement} element - The targeted element that we want to retrieve the offset.
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* @param {Phaser.Point} [point] - The point we want to take the x/y values of the offset.
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* @return {Phaser.Point} - A point objet with the offsetX and Y as its properties.
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*/
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getOffset: function (element, point) {
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point = point || new Phaser.Point();
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var box = element.getBoundingClientRect();
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var clientTop = element.clientTop || document.body.clientTop || 0;
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var clientLeft = element.clientLeft || document.body.clientLeft || 0;
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// Without this check Chrome is now throwing console warnings about strict vs. quirks :(
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var scrollTop = 0;
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var scrollLeft = 0;
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if (document.compatMode === 'CSS1Compat')
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{
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scrollTop = window.pageYOffset || document.documentElement.scrollTop || element.scrollTop || 0;
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scrollLeft = window.pageXOffset || document.documentElement.scrollLeft || element.scrollLeft || 0;
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}
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else
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{
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scrollTop = window.pageYOffset || document.body.scrollTop || element.scrollTop || 0;
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scrollLeft = window.pageXOffset || document.body.scrollLeft || element.scrollLeft || 0;
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}
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point.x = box.left + scrollLeft - clientLeft;
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point.y = box.top + scrollTop - clientTop;
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return point;
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},
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/**
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* Returns the aspect ratio of the given canvas.
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*
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* @method Phaser.Canvas.getAspectRatio
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* @param {HTMLCanvasElement} canvas - The canvas to get the aspect ratio from.
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* @return {number} The ratio between canvas' width and height.
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*/
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getAspectRatio: function (canvas) {
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return canvas.width / canvas.height;
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},
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/**
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* Sets the background color behind the canvas. This changes the canvas style property.
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*
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* @method Phaser.Canvas.setBackgroundColor
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* @param {HTMLCanvasElement} canvas - The canvas to set the background color on.
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* @param {string} [color] - The color to set. Can be in the format 'rgb(r,g,b)', or '#RRGGBB' or any valid CSS color.
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* @return {HTMLCanvasElement} Returns the source canvas.
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*/
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setBackgroundColor: function (canvas, color) {
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color = color || 'rgb(0,0,0)';
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canvas.style.backgroundColor = color;
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return canvas;
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},
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/**
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* Sets the touch-action property on the canvas style. Can be used to disable default browser touch actions.
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*
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* @method Phaser.Canvas.setTouchAction
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* @param {HTMLCanvasElement} canvas - The canvas to set the touch action on.
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* @param {String} [value] - The touch action to set. Defaults to 'none'.
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* @return {HTMLCanvasElement} The source canvas.
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*/
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setTouchAction: function (canvas, value) {
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value = value || 'none';
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canvas.style.msTouchAction = value;
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canvas.style['ms-touch-action'] = value;
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canvas.style['touch-action'] = value;
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return canvas;
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|
|
|
},
|
|
|
|
/**
|
|
* Sets the user-select property on the canvas style. Can be used to disable default browser selection actions.
|
|
*
|
|
* @method Phaser.Canvas.setUserSelect
|
|
* @param {HTMLCanvasElement} canvas - The canvas to set the touch action on.
|
|
* @param {String} [value] - The touch action to set. Defaults to 'none'.
|
|
* @return {HTMLCanvasElement} The source canvas.
|
|
*/
|
|
setUserSelect: function (canvas, value) {
|
|
|
|
value = value || 'none';
|
|
|
|
canvas.style['-webkit-touch-callout'] = value;
|
|
canvas.style['-webkit-user-select'] = value;
|
|
canvas.style['-khtml-user-select'] = value;
|
|
canvas.style['-moz-user-select'] = value;
|
|
canvas.style['-ms-user-select'] = value;
|
|
canvas.style['user-select'] = value;
|
|
canvas.style['-webkit-tap-highlight-color'] = 'rgba(0, 0, 0, 0)';
|
|
|
|
return canvas;
|
|
|
|
},
|
|
|
|
/**
|
|
* Adds the given canvas element to the DOM. The canvas will be added as a child of the given parent.
|
|
* If no parent is given it will be added as a child of the document.body.
|
|
*
|
|
* @method Phaser.Canvas.addToDOM
|
|
* @param {HTMLCanvasElement} canvas - The canvas to set the touch action on.
|
|
* @param {string|HTMLElement} parent - The DOM element to add the canvas to.
|
|
* @param {boolean} [overflowHidden=true] - If set to true it will add the overflow='hidden' style to the parent DOM element.
|
|
* @return {HTMLCanvasElement} Returns the source canvas.
|
|
*/
|
|
addToDOM: function (canvas, parent, overflowHidden) {
|
|
|
|
var target;
|
|
|
|
if (typeof overflowHidden === 'undefined') { overflowHidden = true; }
|
|
|
|
if (parent)
|
|
{
|
|
if (typeof parent === 'string')
|
|
{
|
|
// hopefully an element ID
|
|
target = document.getElementById(parent);
|
|
}
|
|
else if (typeof parent === 'object' && parent.nodeType === 1)
|
|
{
|
|
// quick test for a HTMLelement
|
|
target = parent;
|
|
}
|
|
}
|
|
|
|
// Fallback, covers an invalid ID and a non HTMLelement object
|
|
if (!target)
|
|
{
|
|
target = document.body;
|
|
}
|
|
|
|
if (overflowHidden && target.style)
|
|
{
|
|
target.style.overflow = 'hidden';
|
|
}
|
|
|
|
target.appendChild(canvas);
|
|
|
|
return canvas;
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the transform of the given canvas to the matrix values provided.
|
|
*
|
|
* @method Phaser.Canvas.setTransform
|
|
* @param {CanvasRenderingContext2D} context - The context to set the transform on.
|
|
* @param {number} translateX - The value to translate horizontally by.
|
|
* @param {number} translateY - The value to translate vertically by.
|
|
* @param {number} scaleX - The value to scale horizontally by.
|
|
* @param {number} scaleY - The value to scale vertically by.
|
|
* @param {number} skewX - The value to skew horizontaly by.
|
|
* @param {number} skewY - The value to skew vertically by.
|
|
* @return {CanvasRenderingContext2D} Returns the source context.
|
|
*/
|
|
setTransform: function (context, translateX, translateY, scaleX, scaleY, skewX, skewY) {
|
|
|
|
context.setTransform(scaleX, skewX, skewY, scaleY, translateX, translateY);
|
|
|
|
return context;
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the Image Smoothing property on the given context. Set to false to disable image smoothing.
|
|
* By default browsers have image smoothing enabled, which isn't always what you visually want, especially
|
|
* when using pixel art in a game. Note that this sets the property on the context itself, so that any image
|
|
* drawn to the context will be affected. This sets the property across all current browsers but support is
|
|
* patchy on earlier browsers, especially on mobile.
|
|
*
|
|
* @method Phaser.Canvas.setSmoothingEnabled
|
|
* @param {CanvasRenderingContext2D} context - The context to enable or disable the image smoothing on.
|
|
* @param {boolean} value - If set to true it will enable image smoothing, false will disable it.
|
|
* @return {CanvasRenderingContext2D} Returns the source context.
|
|
*/
|
|
setSmoothingEnabled: function (context, value) {
|
|
|
|
context['imageSmoothingEnabled'] = value;
|
|
context['mozImageSmoothingEnabled'] = value;
|
|
context['oImageSmoothingEnabled'] = value;
|
|
context['webkitImageSmoothingEnabled'] = value;
|
|
context['msImageSmoothingEnabled'] = value;
|
|
|
|
return context;
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the CSS image-rendering property on the given canvas to be 'crisp' (aka 'optimize contrast on webkit').
|
|
* Note that if this doesn't given the desired result then see the setSmoothingEnabled.
|
|
*
|
|
* @method Phaser.Canvas.setImageRenderingCrisp
|
|
* @param {HTMLCanvasElement} canvas - The canvas to set image-rendering crisp on.
|
|
* @return {HTMLCanvasElement} Returns the source canvas.
|
|
*/
|
|
setImageRenderingCrisp: function (canvas) {
|
|
|
|
canvas.style['image-rendering'] = 'optimizeSpeed';
|
|
canvas.style['image-rendering'] = 'crisp-edges';
|
|
canvas.style['image-rendering'] = '-moz-crisp-edges';
|
|
canvas.style['image-rendering'] = '-webkit-optimize-contrast';
|
|
canvas.style['image-rendering'] = 'optimize-contrast';
|
|
canvas.style.msInterpolationMode = 'nearest-neighbor';
|
|
|
|
return canvas;
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the CSS image-rendering property on the given canvas to be 'bicubic' (aka 'auto').
|
|
* Note that if this doesn't given the desired result then see the CanvasUtils.setSmoothingEnabled method.
|
|
*
|
|
* @method Phaser.Canvas.setImageRenderingBicubic
|
|
* @param {HTMLCanvasElement} canvas The canvas to set image-rendering bicubic on.
|
|
* @return {HTMLCanvasElement} Returns the source canvas.
|
|
*/
|
|
setImageRenderingBicubic: function (canvas) {
|
|
|
|
canvas.style['image-rendering'] = 'auto';
|
|
canvas.style.msInterpolationMode = 'bicubic';
|
|
|
|
return canvas;
|
|
|
|
}
|
|
|
|
};
|
|
</pre>
|
|
</article>
|
|
</section>
|
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</div>
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|
|
<div class="clearfix"></div>
|
|
<footer>
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|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
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<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Tue Feb 18 2014 03:01:16 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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