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phaser/docs/BitmapData.js.html
T
photonstorm 5d5c64d22f Tilemap.createCollisionObjects will parse Tiled data for objectgroups and convert polyline instances into physics objects you can collide with in the world.
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
2014-02-18 03:01:51 +00:00

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<h1 class="page-title">Source: gameobjects/BitmapData.js</h1>
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<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Creates a new BitmapData object.
*
* @class Phaser.BitmapData
*
* @classdesc A BitmapData object contains a Canvas element to which you can draw anything you like via normal Canvas context operations.
* A single BitmapData can be used as the texture one or many Images/Sprites. So if you need to dynamically create a Sprite texture then they are a good choice.
*
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {string} key - Internal Phaser reference key for the render texture.
* @param {number} [width=100] - The width of the BitmapData in pixels.
* @param {number} [height=100] - The height of the BitmapData in pixels.
*/
Phaser.BitmapData = function (game, key, width, height) {
if (typeof width === 'undefined') { width = 100; }
if (typeof height === 'undefined') { height = 100; }
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {string} key - The key of the BitmapData in the Cache, if stored there.
*/
this.key = key;
/**
* @property {number} width - The width of the BitmapData in pixels.
*/
this.width = width;
/**
* @property {number} height - The height of the BitmapData in pixels.
*/
this.height = height;
/**
* @property {HTMLCanvasElement} canvas - The canvas to which this BitmapData draws.
* @default
*/
this.canvas = Phaser.Canvas.create(width, height);
/**
* @property {CanvasRenderingContext2D} context - The 2d context of the canvas.
* @default
*/
this.context = this.canvas.getContext('2d');
/**
* @property {CanvasRenderingContext2D} ctx - A reference to BitmapData.context.
*/
this.ctx = this.context;
/**
* @property {array} imageData - The canvas image data.
*/
this.imageData = this.context.getImageData(0, 0, width, height);
/**
* @property {UInt8Clamped} pixels - A reference to the context imageData buffer.
*/
if (this.imageData.data.buffer)
{
this.pixels = this.imageData.data.buffer;
}
else
{
this.pixels = this.imageData.data;
}
/**
* @property {PIXI.BaseTexture} baseTexture - The PIXI.BaseTexture.
* @default
*/
this.baseTexture = new PIXI.BaseTexture(this.canvas);
/**
* @property {PIXI.Texture} texture - The PIXI.Texture.
* @default
*/
this.texture = new PIXI.Texture(this.baseTexture);
/**
* @property {Phaser.Frame} textureFrame - The Frame this BitmapData uses for rendering.
* @default
*/
this.textureFrame = new Phaser.Frame(0, 0, 0, width, height, 'bitmapData', game.rnd.uuid());
/**
* @property {number} type - The const type of this object.
* @default
*/
this.type = Phaser.BITMAPDATA;
this._dirty = false;
}
Phaser.BitmapData.prototype = {
/**
* Updates the given objects so that they use this BitmapData as their texture.
*
* @method Phaser.BitmapData#add
* @param {Phaser.Sprite|Phaser.Sprite[]|Phaser.Image|Phaser.Image[]} object - Either a single Sprite/Image or an Array of Sprites/Images.
*/
add: function (object) {
if (Array.isArray(object))
{
for (var i = 0; i &lt; object.length; i++)
{
if (object[i]['loadTexture'])
{
object[i].loadTexture(this);
}
}
}
else
{
object.loadTexture(this);
}
},
/**
* Clears the BitmapData.
* @method Phaser.BitmapData#clear
*/
clear: function () {
this.context.clearRect(0, 0, this.width, this.height);
this._dirty = true;
},
/**
* Resizes the BitmapData.
* @method Phaser.BitmapData#resize
*/
resize: function (width, height) {
if (width !== this.width || height !== this.height)
{
console.log('bmd resize', width, height);
this.width = width;
this.height = height;
this.canvas.width = width;
this.canvas.height = height;
this.textureFrame.width = width;
this.textureFrame.height = height;
this.imageData = this.context.getImageData(0, 0, width, height);
}
this._dirty = true;
},
/**
* @method Phaser.BitmapData#refreshBuffer
*/
refreshBuffer: function () {
this.imageData = this.context.getImageData(0, 0, this.width, this.height);
this.pixels = new Int32Array(this.imageData.data.buffer);
// this.data8 = new Uint8ClampedArray(this.imageData.buffer);
// this.data32 = new Uint32Array(this.imageData.buffer);
},
/**
* Sets the color of the given pixel to the specified red, green, blue and alpha values.
* @method Phaser.BitmapData#setPixel32
* @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 0xFF (255).
* @param {number} green - The green color value, between 0 and 0xFF (255).
* @param {number} blue - The blue color value, between 0 and 0xFF (255).
* @param {number} alpha - The alpha color value, between 0 and 0xFF (255).
*/
setPixel32: function (x, y, red, green, blue, alpha) {
if (x >= 0 && x &lt;= this.width && y >= 0 && y &lt;= this.height)
{
this.pixels[y * this.width + x] = (alpha &lt;&lt; 24) | (blue &lt;&lt; 16) | (green &lt;&lt; 8) | red;
/*
if (this.isLittleEndian)
{
this.data32[y * this.width + x] = (alpha &lt;&lt; 24) | (blue &lt;&lt; 16) | (green &lt;&lt; 8) | red;
}
else
{
this.data32[y * this.width + x] = (red &lt;&lt; 24) | (green &lt;&lt; 16) | (blue &lt;&lt; 8) | alpha;
}
*/
// this.imageData.data.set(this.data8);
this.context.putImageData(this.imageData, 0, 0);
this._dirty = true;
}
},
/**
* Sets the color of the given pixel to the specified red, green and blue values.
* @method Phaser.BitmapData#setPixel
* @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)
*/
setPixel: function (x, y, red, green, blue) {
this.setPixel32(x, y, red, green, blue, 255);
},
/**
* Get a color of a specific pixel.
* @param {number} x - The X coordinate of the pixel to get.
* @param {number} y - The Y coordinate of the pixel to get.
* @return {number} A native color value integer (format: 0xRRGGBB)
*/
getPixel: function (x, y) {
if (x >= 0 && x &lt;= this.width && y >= 0 && y &lt;= this.height)
{
return this.data32[y * this.width + x];
}
},
/**
* Get a color of a specific pixel (including alpha value).
* @param {number} x - The X coordinate of the pixel to get.
* @param {number} y - The Y coordinate of the pixel to get.
* @return {number} A native color value integer (format: 0xAARRGGBB)
*/
getPixel32: function (x, y) {
if (x >= 0 && x &lt;= this.width && y >= 0 && y &lt;= this.height)
{
return this.data32[y * this.width + x];
}
},
/**
* Get pixels in array in a specific Rectangle.
* @param rect {Rectangle} The specific Rectangle.
* @return {array} CanvasPixelArray.
*/
getPixels: function (rect) {
return this.context.getImageData(rect.x, rect.y, rect.width, rect.height);
},
copyPixels: function (source, area, destX, destY) {
this.context.drawImage(source, area.x, area.y, area.width, area.height, destX, destY, area.width, area.height);
},
/**
* If the game is running in WebGL this will push the texture up to the GPU if it's dirty.
* This is called automatically if the BitmapData is being used by a Sprite, otherwise you need to remember to call it in your render function.
* @method Phaser.BitmapData#render
*/
render: function () {
if (this._dirty)
{
// Only needed if running in WebGL, otherwise this array will never get cleared down
if (this.game.renderType == Phaser.WEBGL)
{
PIXI.texturesToUpdate.push(this.baseTexture);
}
this._dirty = false;
}
}
};
Phaser.BitmapData.prototype.constructor = Phaser.BitmapData;
</pre>
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