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Copy pathBitmapData.js
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828 lines (677 loc) · 27.9 KB
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/**
* @author Richard Davey <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, '', true);
/**
* @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 {ImageData} imageData - The context image data.
*/
this.imageData = this.context.getImageData(0, 0, width, height);
/**
* @property {ArrayBuffer} buffer - An ArrayBuffer the same size as the context ImageData.
*/
if (this.imageData.data.buffer)
{
this.buffer = this.imageData.data.buffer;
}
else
{
this.buffer = new ArrayBuffer(this.imageData.data.length);
}
/**
* @property {Uint8ClampedArray} data - A Uint8ClampedArray view into BitmapData.buffer.
*/
this.data = this.imageData.data;
/**
* @property {Int32Array} pixels - An Int32Array view into BitmapData.buffer.
*/
// this.pixels = new Int32Array(this.buffer);
this.pixels = new Uint32Array(this.buffer);
/**
* @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;
/**
* @property {boolean} disableTextureUpload - If disableTextureUpload is true this BitmapData will never send its image data to the GPU when its dirty flag is true.
*/
this.disableTextureUpload = false;
/**
* @property {boolean} dirty - If dirty this BitmapData will be re-rendered.
*/
this.dirty = false;
// Aliases
this.cls = this.clear;
this.update = this.refreshBuffer;
/**
* @property {number} _tempR - Internal cache var.
* @private
*/
this._tempR = 0;
/**
* @property {number} _tempG - Internal cache var.
* @private
*/
this._tempG = 0;
/**
* @property {number} _tempB - Internal cache var.
* @private
*/
this._tempB = 0;
};
Phaser.BitmapData.prototype = {
/**
* Updates the given objects so that they use this BitmapData as their texture. This will replace any texture they will currently have set.
*
* @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 < object.length; i++)
{
if (object[i]['loadTexture'])
{
object[i].loadTexture(this);
}
}
}
else
{
object.loadTexture(this);
}
},
/**
* Clears the BitmapData context using a clearRect.
*
* @method Phaser.BitmapData#cls
*/
/**
* Clears the BitmapData context using a clearRect.
*
* @method Phaser.BitmapData#clear
*/
clear: function () {
this.context.clearRect(0, 0, this.width, this.height);
this.dirty = true;
},
/**
* Fills the BitmapData with the given color.
*
* @method Phaser.BitmapData#fill
* @param {number} r - The red color value, between 0 and 0xFF (255).
* @param {number} g - The green color value, between 0 and 0xFF (255).
* @param {number} b - The blue color value, between 0 and 0xFF (255).
* @param {number} [a=255] - The alpha color value, between 0 and 0xFF (255).
*/
fill: function (r, g, b, a) {
if (typeof a === 'undefined') { a = 255; }
this.context.fillStyle = 'rgba(' + r + ',' + g + ',' + b + ',' + a + ')';
this.context.fillRect(0, 0, this.width, this.height);
this.dirty = true;
},
/**
* Resizes the BitmapData. This changes the size of the underlying canvas and refreshes the buffer.
*
* @method Phaser.BitmapData#resize
*/
resize: function (width, height) {
if (width !== this.width || height !== this.height)
{
this.width = width;
this.height = height;
this.canvas.width = width;
this.canvas.height = height;
this.textureFrame.width = width;
this.textureFrame.height = height;
this.refreshBuffer();
}
this.dirty = true;
},
/**
* This re-creates the BitmapData.imageData from the current context.
* It then re-builds the ArrayBuffer, the data Uint8ClampedArray reference and the pixels Int32Array.
* If not given the dimensions defaults to the full size of the context.
*
* @method Phaser.BitmapData#update
* @param {number} [x=0] - The x coordinate of the top-left of the image data area to grab from.
* @param {number} [y=0] - The y coordinate of the top-left of the image data area to grab from.
* @param {number} [width] - The width of the image data area.
* @param {number} [height] - The height of the image data area.
*/
/**
* DEPRECATED: This method will be removed in Phaser 2.1. Please use BitmapData.update instead.
*
* This re-creates the BitmapData.imageData from the current context.
* It then re-builds the ArrayBuffer, the data Uint8ClampedArray reference and the pixels Int32Array.
* If not given the dimensions defaults to the full size of the context.
*
* @method Phaser.BitmapData#refreshBuffer
* @param {number} [x=0] - The x coordinate of the top-left of the image data area to grab from.
* @param {number} [y=0] - The y coordinate of the top-left of the image data area to grab from.
* @param {number} [width] - The width of the image data area.
* @param {number} [height] - The height of the image data area.
*/
refreshBuffer: function (x, y, width, height) {
if (typeof x === 'undefined') { x = 0; }
if (typeof y === 'undefined') { y = 0; }
if (typeof width === 'undefined') { width = this.width; }
if (typeof height === 'undefined') { height = this.height; }
this.imageData = this.context.getImageData(x, y, width, height);
if (this.imageData.data.buffer)
{
this.buffer = this.imageData.data.buffer;
}
else
{
this.buffer = new ArrayBuffer(this.imageData.data.length);
}
this.data = this.imageData.data;
// this.pixels = new Int32Array(this.buffer);
this.pixels = new Uint32Array(this.buffer);
},
/**
* Scans through the area specified in this BitmapData and sends a color object for every pixel to the given callback.
* The callback will be sent a single object with 6 properties: `{ r: number, g: number, b: number, a: number, color: number, rgba: string }`.
* Where r, g, b and a are integers between 0 and 255 representing the color component values for red, green, blue and alpha.
* The `color` property is an Int32 of the full color. Note the endianess of this will change per system.
* The `rgba` property is a CSS style rgba() string which can be used with context.fillStyle calls, among others.
* The callback must return either `false`, in which case no change will be made to the pixel, or a new color object.
* If a new color object is returned the pixel will be set to the r, g, b and a color values given within it.
*
* @method Phaser.BitmapData#processPixelRGB
* @param {function} callback - The callback that will be sent each pixel color object to be processed.
* @param {object} callbackContext - The context under which the callback will be called.
* @param {number} [x=0] - The x coordinate of the top-left of the region to process from.
* @param {number} [y=0] - The y coordinate of the top-left of the region to process from.
* @param {number} [width] - The width of the region to process.
* @param {number} [height] - The height of the region to process.
*/
processPixelRGB: function (callback, callbackContext, x, y, width, height) {
if (typeof x === 'undefined') { x = 0; }
if (typeof y === 'undefined') { y = 0; }
if (typeof width === 'undefined') { width = this.width; }
if (typeof height === 'undefined') { height = this.height; }
var w = x + width;
var h = y + height;
var pixel = Phaser.Color.createColor();
var result = { r: 0, g: 0, b: 0, a: 0 };
var dirty = false;
for (var ty = y; ty < h; ty++)
{
for (var tx = x; tx < w; tx++)
{
Phaser.Color.unpackPixel(this.getPixel32(tx, ty), pixel);
result = callback.call(callbackContext, pixel);
if (result !== false && result !== null)
{
this.setPixel32(tx, ty, result.r, result.g, result.b, result.a, false);
dirty = true;
}
}
}
if (dirty)
{
this.context.putImageData(this.imageData, 0, 0);
this.dirty = true;
}
},
/**
* Scans through the area specified in this BitmapData and sends the color for every pixel to the given callback.
* Whatever value the callback returns is set as the new color for that pixel, unless it returns the same color, in which case it's skipped.
* Note that the format of the color received will be different depending on if the system is big or little endian.
* It is expected that your callback will deal with endianess. If you'd rather Phaser did it then use processPixelRGB instead.
*
* @method Phaser.BitmapData#processPixel
* @param {function} callback - The callback that will be sent each pixel color to be processed.
* @param {object} callbackContext - The context under which the callback will be called.
* @param {number} [x=0] - The x coordinate of the top-left of the region to process from.
* @param {number} [y=0] - The y coordinate of the top-left of the region to process from.
* @param {number} [width] - The width of the region to process.
* @param {number} [height] - The height of the region to process.
*/
processPixel: function (callback, callbackContext, x, y, width, height) {
if (typeof x === 'undefined') { x = 0; }
if (typeof y === 'undefined') { y = 0; }
if (typeof width === 'undefined') { width = this.width; }
if (typeof height === 'undefined') { height = this.height; }
var w = x + width;
var h = y + height;
var pixel = 0;
var result = 0;
var dirty = false;
for (var ty = y; ty < h; ty++)
{
for (var tx = x; tx < w; tx++)
{
pixel = this.getPixel32(tx, ty);
result = callback.call(callbackContext, pixel);
if (result !== pixel)
{
this.pixels[ty * this.width + tx] = result;
dirty = true;
}
}
}
if (dirty)
{
this.context.putImageData(this.imageData, 0, 0);
this.dirty = true;
}
},
/**
* Replaces all pixels matching one color with another. The color values are given as two sets of RGBA values.
* An optional region parameter controls if the replacement happens in just a specific area of the BitmapData or the entire thing.
*
* @method Phaser.BitmapData#replaceRGB
* @param {number} r1 - The red color value to be replaced. Between 0 and 255.
* @param {number} g1 - The green color value to be replaced. Between 0 and 255.
* @param {number} b1 - The blue color value to be replaced. Between 0 and 255.
* @param {number} a1 - The alpha color value to be replaced. Between 0 and 255.
* @param {number} r2 - The red color value that is the replacement color. Between 0 and 255.
* @param {number} g2 - The green color value that is the replacement color. Between 0 and 255.
* @param {number} b2 - The blue color value that is the replacement color. Between 0 and 255.
* @param {number} a2 - The alpha color value that is the replacement color. Between 0 and 255.
* @param {Phaser.Rectangle} [region] - The area to perform the search over. If not given it will replace over the whole BitmapData.
*/
replaceRGB: function (r1, g1, b1, a1, r2, g2, b2, a2, region) {
var sx = 0;
var sy = 0;
var w = this.width;
var h = this.height;
var source = Phaser.Color.packPixel(r1, g1, b1, a1);
if (region !== undefined && region instanceof Phaser.Rectangle)
{
sx = region.x;
sy = region.y;
w = region.width;
h = region.height;
}
for (var y = 0; y < h; y++)
{
for (var x = 0; x < w; x++)
{
if (this.getPixel32(sx + x, sy + y) === source)
{
this.setPixel32(sx + x, sy + y, r2, g2, b2, a2, false);
}
}
}
this.context.putImageData(this.imageData, 0, 0);
this.dirty = true;
},
/**
* Does hsl stuff.
*
* @method Phaser.BitmapData#setHSL
* @param {number} [h=null] -
* @param {number} [s=null] -
* @param {number} [l=null] -
* @param {Phaser.Rectangle} [region] - The area to perform the search over. If not given it will replace over the whole BitmapData.
*/
setHSL: function (h, s, l, region) {
if (typeof h === 'undefined' || h === null) { h = false; }
if (typeof s === 'undefined' || s === null) { s = false; }
if (typeof l === 'undefined' || l === null) { l = false; }
if (!h && !s && !l)
{
return;
}
// need to find a smarter way to do this
var sx = 0;
var sy = 0;
var width = this.width;
var height = this.height;
var pixel = Phaser.Color.createColor();
if (region !== undefined && region instanceof Phaser.Rectangle)
{
sx = region.x;
sy = region.y;
width = region.width;
height = region.height;
}
for (var y = 0; y < height; y++)
{
for (var x = 0; x < width; x++)
{
Phaser.Color.unpackPixel(this.getPixel32(sx + x, sy + y), pixel, true);
if (h)
{
pixel.h = h;
}
if (s)
{
pixel.s = s;
}
if (l)
{
pixel.l = l;
}
Phaser.Color.HSLtoRGB(pixel.h, pixel.s, pixel.l, pixel);
this.setPixel32(sx + x, sy + y, pixel.r, pixel.g, pixel.b, pixel.a, false);
}
}
this.context.putImageData(this.imageData, 0, 0);
this.dirty = true;
},
shiftHSL: function(h, s, l, region) {
if (typeof h === 'undefined' || h === null) { h = false; }
if (typeof s === 'undefined' || s === null) { s = false; }
if (typeof l === 'undefined' || l === null) { l = false; }
if (!h && !s && !l)
{
return;
}
// need to find a smarter way to do this
var sx = 0;
var sy = 0;
var width = this.width;
var height = this.height;
var pixel = Phaser.Color.createColor();
if (region !== undefined && region instanceof Phaser.Rectangle)
{
sx = region.x;
sy = region.y;
width = region.width;
height = region.height;
}
for (var y = 0; y < height; y++)
{
for (var x = 0; x < width; x++)
{
Phaser.Color.unpackPixel(this.getPixel32(sx + x, sy + y), pixel, true);
if (h)
{
pixel.h = this.game.math.wrap(pixel.h + h, 0, 1);
}
if (s)
{
pixel.s = this.game.math.limitValue(pixel.s + s, 0, 1);
}
if (l)
{
pixel.l = this.game.math.limitValue(pixel.l + l, 0, 1);
}
Phaser.Color.HSLtoRGB(pixel.h, pixel.s, pixel.l, pixel);
this.setPixel32(sx + x, sy + y, pixel.r, pixel.g, pixel.b, pixel.a, false);
}
}
this.context.putImageData(this.imageData, 0, 0);
this.dirty = true;
},
/**
* 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. Must lay within the dimensions of this BitmapData.
* @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
* @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).
* @param {boolean} [immediate=true] - If `true` the context.putImageData will be called and the dirty flag set.
*/
setPixel32: function (x, y, red, green, blue, alpha, immediate) {
if (typeof immediate === 'undefined') { immediate = true; }
if (x >= 0 && x <= this.width && y >= 0 && y <= this.height)
{
if (Phaser.Device.LITTLE_ENDIAN)
{
this.pixels[y * this.width + x] = (alpha << 24) | (blue << 16) | (green << 8) | red;
}
else
{
this.pixels[y * this.width + x] = (red << 24) | (green << 16) | (blue << 8) | alpha;
}
if (immediate)
{
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. Must lay within the dimensions of this BitmapData.
* @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData.
* @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).
* @param {boolean} [immediate=true] - If `true` the context.putImageData will be called and the dirty flag set.
*/
setPixel: function (x, y, red, green, blue, immediate) {
this.setPixel32(x, y, red, green, blue, 255, immediate);
},
/**
* Get the color of a specific pixel.
* Note that on little-endian systems the format is 0xAABBGGRR and on big-endian the format is 0xRRGGBBAA.
*
* @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, out) {
if (!out)
{
out = Phaser.Color.createColor();
}
var index = ~~(x + (y * this.width));
index *= 4;
out.r = this.data[index];
out.g = this.data[++index];
out.b = this.data[++index];
out.a = this.data[++index];
return out;
},
/**
* Get the color of a specific pixel including its alpha value.
* Note that on little-endian systems the format is 0xAABBGGRR and on big-endian the format is 0xRRGGBBAA.
*
* @method Phaser.BitmapData#getPixel32
* @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 <= this.width && y >= 0 && y <= this.height)
{
return this.pixels[y * this.width + x];
}
},
/**
* Get the color of a specific pixel including its alpha value as a color object containing r,g,b,a and rgba properties.
*
* @method Phaser.BitmapData#getPixelRGB
* @param {number} x - The X coordinate of the pixel to get.
* @param {number} y - The Y coordinate of the pixel to get.
* @return {object} The color object containing r, g, b, a and rgba properties.
*/
getPixelRGB: function (x, y) {
return Phaser.Color.unpackPixel(this.getPixel32(x, y));
},
/**
* Gets all the pixels from the region specified by the given Rectangle object.
*
* @method Phaser.BitmapData#getPixels
* @param {Phaser.Rectangle} rect - The Rectangle region to get.
* @return {ImageData} Returns a ImageData object containing a Uint8ClampedArray data property.
*/
getPixels: function (rect) {
return this.context.getImageData(rect.x, rect.y, rect.width, rect.height);
},
/**
* Copies the pixels from the source image to this BitmapData based on the given area and destination.
*
* @method Phaser.BitmapData#copyPixels
* @param {HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache.
* @param {Phaser.Rectangle} area - The Rectangle region to copy from the source image.
* @param {number} destX - The destination x coordinate to copy the image to.
* @param {number} destY - The destination y coordinate to copy the image to.
*/
copyPixels: function (source, area, destX, destY) {
if (typeof source === 'string')
{
source = this.game.cache.getImage(source);
}
if (source)
{
this.context.drawImage(source, area.x, area.y, area.width, area.height, destX, destY, area.width, area.height);
}
},
/**
* Draws the given image to this BitmapData at the coordinates specified. If you need to only draw a part of the image use BitmapData.copyPixels instead.
*
* @method Phaser.BitmapData#draw
* @param {HTMLImage|string} source - The Image to draw. If you give a string it will try and find the Image in the Game.Cache.
* @param {number} [x=0] - The x coordinate to draw the image to.
* @param {number} [y=0] - The y coordinate to draw the image to.
*/
draw: function (source, x, y) {
if (typeof x === 'undefined') { x = 0; }
if (typeof y === 'undefined') { y = 0; }
if (typeof source === 'string')
{
source = this.game.cache.getImage(source);
}
if (source)
{
this.context.drawImage(source, 0, 0, source.width, source.height, x, y, source.width, source.height);
}
},
/**
* Draws the given image to this BitmapData at the coordinates specified. If you need to only draw a part of the image use BitmapData.copyPixels instead.
*
* @method Phaser.BitmapData#drawSprite
* @param {Phaser.Sprite|Phaser.Image} sprite - The Sprite to draw. Must have a loaded texture and frame.
* @param {number} [x=0] - The x coordinate to draw the Sprite to.
* @param {number} [y=0] - The y coordinate to draw the Sprite to.
*/
drawSprite: function (sprite, x, y) {
if (typeof x === 'undefined') { x = 0; }
if (typeof y === 'undefined') { y = 0; }
var frame = sprite.texture.frame;
this.context.drawImage(sprite.texture.baseTexture.source, frame.x, frame.y, frame.width, frame.height, x, y, frame.width, frame.height);
},
/**
* Draws the given image onto this BitmapData using an image as an alpha mask.
*
* @method Phaser.BitmapData#alphaMask
* @param {HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache.
* @param {HTMLImage|string} mask - The Image to use as the alpha mask. If you give a key it will try and find the Image in the Game.Cache.
*/
alphaMask: function (source, mask) {
var temp = this.context.globalCompositeOperation;
if (typeof mask === 'string')
{
mask = this.game.cache.getImage(mask);
}
if (mask)
{
this.context.drawImage(mask, 0, 0);
}
this.context.globalCompositeOperation = 'source-atop';
if (typeof source === 'string')
{
source = this.game.cache.getImage(source);
}
if (source)
{
this.context.drawImage(source, 0, 0);
}
this.context.globalCompositeOperation = temp;
},
/**
*
*
* @method Phaser.BitmapData#extractMask
* @param {HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache.
* @param {string} key - The Image to use as the alpha mask. If you give a key it will try and find the Image in the Game.Cache.
* @return {HTMLImage}
*/
extractMask: function (source, color, alpha) {
if (typeof alpha === 'undefined') { alpha = 255; }
},
/**
* 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.
* If you wish to suppress this functionality set BitmapData.disableTextureUpload to `true`.
*
* @method Phaser.BitmapData#render
*/
render: function () {
if (!this.disableTextureUpload && this.game.renderType === Phaser.WEBGL && this.dirty)
{
// Only needed if running in WebGL, otherwise this array will never get cleared down
// should use the rendersession
PIXI.updateWebGLTexture(this.baseTexture, this.game.renderer.gl);
this.dirty = false;
}
}
};
Phaser.BitmapData.prototype.constructor = Phaser.BitmapData;