forked from phaserjs/phaser
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathBitmapData.js
More file actions
2223 lines (1786 loc) · 77.6 KB
/
BitmapData.js
File metadata and controls
2223 lines (1786 loc) · 77.6 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2015 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* 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 for one or many Images/Sprites.
* So if you need to dynamically create a Sprite texture then they are a good choice.
*
* @class Phaser.BitmapData
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {string} key - Internal Phaser reference key for the BitmapData.
* @param {number} [width=256] - The width of the BitmapData in pixels. If undefined or zero it's set to a default value.
* @param {number} [height=256] - The height of the BitmapData in pixels. If undefined or zero it's set to a default value.
*/
Phaser.BitmapData = function (game, key, width, height) {
if (width === undefined || width === 0) { width = 256; }
if (height === undefined || height === 0) { height = 256; }
/**
* @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);
this.canvas = PIXI.CanvasPool.create(this, width, height);
/**
* @property {CanvasRenderingContext2D} context - The 2d context of the canvas.
* @default
*/
this.context = this.canvas.getContext('2d', { alpha: true });
/**
* @property {CanvasRenderingContext2D} ctx - A reference to BitmapData.context.
*/
this.ctx = this.context;
/**
* @property {ImageData} imageData - The context image data.
* Please note that a call to BitmapData.draw() or BitmapData.copy() does not update immediately this property for performance reason. Use BitmapData.update() to do so.
* This property is updated automatically after the first game loop, according to the dirty flag property.
*/
this.imageData = this.context.getImageData(0, 0, width, height);
/**
* A Uint8ClampedArray view into BitmapData.buffer.
* Note that this is unavailable in some browsers (such as Epic Browser due to its security restrictions)
* @property {Uint8ClampedArray} data
*/
this.data = null;
if (this.imageData)
{
this.data = this.imageData.data;
}
/**
* @property {Uint32Array} pixels - An Uint32Array view into BitmapData.buffer.
*/
this.pixels = null;
/**
* @property {ArrayBuffer} buffer - An ArrayBuffer the same size as the context ImageData.
*/
if (this.data)
{
if (this.imageData.data.buffer)
{
this.buffer = this.imageData.data.buffer;
this.pixels = new Uint32Array(this.buffer);
}
else
{
if (window['ArrayBuffer'])
{
this.buffer = new ArrayBuffer(this.imageData.data.length);
this.pixels = new Uint32Array(this.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');
this.texture.frame = this.textureFrame;
/**
* @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;
/**
* @property {number} _image - Internal cache var.
* @private
*/
this._image = null;
/**
* @property {Phaser.Point} _pos - Internal cache var.
* @private
*/
this._pos = new Phaser.Point();
/**
* @property {Phaser.Point} _size - Internal cache var.
* @private
*/
this._size = new Phaser.Point();
/**
* @property {Phaser.Point} _scale - Internal cache var.
* @private
*/
this._scale = new Phaser.Point();
/**
* @property {number} _rotate - Internal cache var.
* @private
*/
this._rotate = 0;
/**
* @property {object} _alpha - Internal cache var.
* @private
*/
this._alpha = { prev: 1, current: 1 };
/**
* @property {Phaser.Point} _anchor - Internal cache var.
* @private
*/
this._anchor = new Phaser.Point();
/**
* @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;
/**
* @property {Phaser.Circle} _circle - Internal cache var.
* @private
*/
this._circle = new Phaser.Circle();
/**
* @property {HTMLCanvasElement} _swapCanvas - A swap canvas.
* @private
*/
this._swapCanvas = PIXI.CanvasPool.create(this, width, height);
};
Phaser.BitmapData.prototype = {
/**
* Shifts the contents of this BitmapData by the distances given.
*
* The image will wrap-around the edges on all sides if the wrap argument is true (the default).
*
* @method Phaser.BitmapData#move
* @param {integer} x - The amount of pixels to horizontally shift the canvas by. Use a negative value to shift to the left, positive to the right.
* @param {integer} y - The amount of pixels to vertically shift the canvas by. Use a negative value to shift up, positive to shift down.
* @param {boolean} [wrap=true] - Wrap the content of the BitmapData.
* @return {Phaser.BitmapData} This BitmapData object for method chaining.
*/
move: function (x, y, wrap) {
if (x !== 0)
{
this.moveH(x, wrap);
}
if (y !== 0)
{
this.moveV(y, wrap);
}
return this;
},
/**
* Shifts the contents of this BitmapData horizontally.
*
* The image will wrap-around the sides if the wrap argument is true (the default).
*
* @method Phaser.BitmapData#moveH
* @param {integer} distance - The amount of pixels to horizontally shift the canvas by. Use a negative value to shift to the left, positive to the right.
* @param {boolean} [wrap=true] - Wrap the content of the BitmapData.
* @return {Phaser.BitmapData} This BitmapData object for method chaining.
*/
moveH: function (distance, wrap) {
if (wrap === undefined) { wrap = true; }
var c = this._swapCanvas;
var ctx = c.getContext('2d');
var h = this.height;
var src = this.canvas;
ctx.clearRect(0, 0, this.width, this.height);
if (distance < 0)
{
distance = Math.abs(distance);
// Moving to the left
var w = this.width - distance;
// Left-hand chunk
if (wrap)
{
ctx.drawImage(src, 0, 0, distance, h, w, 0, distance, h);
}
// Rest of the image
ctx.drawImage(src, distance, 0, w, h, 0, 0, w, h);
}
else
{
// Moving to the right
var w = this.width - distance;
// Right-hand chunk
if (wrap)
{
ctx.drawImage(src, w, 0, distance, h, 0, 0, distance, h);
}
// Rest of the image
ctx.drawImage(src, 0, 0, w, h, distance, 0, w, h);
}
this.clear();
return this.copy(this._swapCanvas);
},
/**
* Shifts the contents of this BitmapData vertically.
*
* The image will wrap-around the sides if the wrap argument is true (the default).
*
* @method Phaser.BitmapData#moveV
* @param {integer} distance - The amount of pixels to vertically shift the canvas by. Use a negative value to shift up, positive to shift down.
* @param {boolean} [wrap=true] - Wrap the content of the BitmapData.
* @return {Phaser.BitmapData} This BitmapData object for method chaining.
*/
moveV: function (distance, wrap) {
if (wrap === undefined) { wrap = true; }
var c = this._swapCanvas;
var ctx = c.getContext('2d');
var w = this.width;
var src = this.canvas;
ctx.clearRect(0, 0, this.width, this.height);
if (distance < 0)
{
distance = Math.abs(distance);
// Moving up
var h = this.height - distance;
// Top chunk
if (wrap)
{
ctx.drawImage(src, 0, 0, w, distance, 0, h, w, distance);
}
// Rest of the image
ctx.drawImage(src, 0, distance, w, h, 0, 0, w, h);
}
else
{
// Moving down
var h = this.height - distance;
// Bottom chunk
if (wrap)
{
ctx.drawImage(src, 0, h, w, distance, 0, 0, w, distance);
}
// Rest of the image
ctx.drawImage(src, 0, 0, w, h, 0, distance, w, h);
}
this.clear();
return this.copy(this._swapCanvas);
},
/**
* 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.
* @return {Phaser.BitmapData} This BitmapData object for method chaining.
*/
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);
}
return this;
},
/**
* Takes the given Game Object, resizes this BitmapData to match it and then draws it into this BitmapDatas canvas, ready for further processing.
* The source game object is not modified by this operation.
* If the source object uses a texture as part of a Texture Atlas or Sprite Sheet, only the current frame will be used for sizing.
* If a string is given it will assume it's a cache key and look in Phaser.Cache for an image key matching the string.
*
* @method Phaser.BitmapData#load
* @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|Image|HTMLCanvasElement|string} source - The object that will be used to populate this BitmapData. If you give a string it will try and find the Image in the Game.Cache first.
* @return {Phaser.BitmapData} This BitmapData object for method chaining.
*/
load: function (source) {
if (typeof source === 'string')
{
source = this.game.cache.getImage(source);
}
if (source)
{
this.resize(source.width, source.height);
this.cls();
}
else
{
return;
}
this.draw(source);
this.update();
return this;
},
/**
* Clears the BitmapData context using a clearRect.
*
* @method Phaser.BitmapData#cls
*/
/**
* Clears the BitmapData context using a clearRect.
*
* You can optionally define the area to clear.
* If the arguments are left empty it will clear the entire canvas.
*
* @method Phaser.BitmapData#clear
* @param {number} [x=0] - The x coordinate of the top-left of the area to clear.
* @param {number} [y=0] - The y coordinate of the top-left of the area to clear.
* @param {number} [width] - The width of the area to clear. If undefined it will use BitmapData.width.
* @param {number} [height] - The height of the area to clear. If undefined it will use BitmapData.height.
* @return {Phaser.BitmapData} This BitmapData object for method chaining.
*/
clear: function (x, y, width, height) {
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (width === undefined) { width = this.width; }
if (height === undefined) { height = this.height; }
this.context.clearRect(x, y, width, height);
this.update();
this.dirty = true;
return this;
},
/**
* 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=1] - The alpha color value, between 0 and 1.
* @return {Phaser.BitmapData} This BitmapData object for method chaining.
*/
fill: function (r, g, b, a) {
if (a === undefined) { a = 1; }
this.context.fillStyle = 'rgba(' + r + ',' + g + ',' + b + ',' + a + ')';
this.context.fillRect(0, 0, this.width, this.height);
this.dirty = true;
return this;
},
/**
* Creates a new Image element by converting this BitmapDatas canvas into a dataURL.
*
* The image is then stored in the image Cache using the key given.
*
* Finally a PIXI.Texture is created based on the image and returned.
*
* You can apply the texture to a sprite or any other supporting object by using either the
* key or the texture. First call generateTexture:
*
* `var texture = bitmapdata.generateTexture('ball');`
*
* Then you can either apply the texture to a sprite:
*
* `game.add.sprite(0, 0, texture);`
*
* or by using the string based key:
*
* `game.add.sprite(0, 0, 'ball');`
*
* @method Phaser.BitmapData#generateTexture
* @param {string} key - The key which will be used to store the image in the Cache.
* @return {PIXI.Texture} The newly generated texture.
*/
generateTexture: function (key) {
var image = new Image();
image.src = this.canvas.toDataURL("image/png");
var obj = this.game.cache.addImage(key, '', image);
return new PIXI.Texture(obj.base);
},
/**
* Resizes the BitmapData. This changes the size of the underlying canvas and refreshes the buffer.
*
* @method Phaser.BitmapData#resize
* @return {Phaser.BitmapData} This BitmapData object for method chaining.
*/
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._swapCanvas.width = width;
this._swapCanvas.height = height;
this.baseTexture.width = width;
this.baseTexture.height = height;
this.textureFrame.width = width;
this.textureFrame.height = height;
this.texture.width = width;
this.texture.height = height;
this.texture.crop.width = width;
this.texture.crop.height = height;
this.update();
this.dirty = true;
}
return this;
},
/**
* 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=1] - The width of the image data area.
* @param {number} [height=1] - The height of the image data area.
* @return {Phaser.BitmapData} This BitmapData object for method chaining.
*/
update: function (x, y, width, height) {
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (width === undefined) { width = Math.max(1, this.width); }
if (height === undefined) { height = Math.max(1, this.height); }
this.imageData = this.context.getImageData(x, y, width, height);
this.data = this.imageData.data;
if (this.imageData.data.buffer)
{
this.buffer = this.imageData.data.buffer;
this.pixels = new Uint32Array(this.buffer);
}
else
{
if (window['ArrayBuffer'])
{
this.buffer = new ArrayBuffer(this.imageData.data.length);
this.pixels = new Uint32Array(this.buffer);
}
else
{
this.pixels = this.imageData.data;
}
}
return this;
},
/**
* 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 color 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 will also be sent the pixels x and y coordinates respectively.
* 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.
* @return {Phaser.BitmapData} This BitmapData object for method chaining.
*/
processPixelRGB: function (callback, callbackContext, x, y, width, height) {
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (width === undefined) { width = this.width; }
if (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, tx, ty);
if (result !== false && result !== null && result !== undefined)
{
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;
}
return this;
},
/**
* Scans through the area specified in this BitmapData and sends the color for every pixel to the given callback along with its x and y coordinates.
* 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.
* The callback will also be sent the pixels x and y coordinates respectively.
*
* @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.
* @return {Phaser.BitmapData} This BitmapData object for method chaining.
*/
processPixel: function (callback, callbackContext, x, y, width, height) {
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (width === undefined) { width = this.width; }
if (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, tx, ty);
if (result !== pixel)
{
this.pixels[ty * this.width + tx] = result;
dirty = true;
}
}
}
if (dirty)
{
this.context.putImageData(this.imageData, 0, 0);
this.dirty = true;
}
return this;
},
/**
* 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.
* @return {Phaser.BitmapData} This BitmapData object for method chaining.
*/
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;
return this;
},
/**
* Sets the hue, saturation and lightness values on every pixel in the given region, or the whole BitmapData if no region was specified.
*
* @method Phaser.BitmapData#setHSL
* @param {number} [h=null] - The hue, in the range 0 - 1.
* @param {number} [s=null] - The saturation, in the range 0 - 1.
* @param {number} [l=null] - The lightness, in the range 0 - 1.
* @param {Phaser.Rectangle} [region] - The area to perform the operation on. If not given it will run over the whole BitmapData.
* @return {Phaser.BitmapData} This BitmapData object for method chaining.
*/
setHSL: function (h, s, l, region) {
if (h === undefined || h === null) { h = false; }
if (s === undefined || s === null) { s = false; }
if (l === undefined || l === null) { l = false; }
if (!h && !s && !l)
{
return;
}
if (region === undefined)
{
region = new Phaser.Rectangle(0, 0, this.width, this.height);
}
var pixel = Phaser.Color.createColor();
for (var y = region.y; y < region.bottom; y++)
{
for (var x = region.x; x < region.right; x++)
{
Phaser.Color.unpackPixel(this.getPixel32(x, 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(x, y, pixel.r, pixel.g, pixel.b, pixel.a, false);
}
}
this.context.putImageData(this.imageData, 0, 0);
this.dirty = true;
return this;
},
/**
* Shifts any or all of the hue, saturation and lightness values on every pixel in the given region, or the whole BitmapData if no region was specified.
* Shifting will add the given value onto the current h, s and l values, not replace them.
* The hue is wrapped to keep it within the range 0 to 1. Saturation and lightness are clamped to not exceed 1.
*
* @method Phaser.BitmapData#shiftHSL
* @param {number} [h=null] - The amount to shift the hue by.
* @param {number} [s=null] - The amount to shift the saturation by.
* @param {number} [l=null] - The amount to shift the lightness by.
* @param {Phaser.Rectangle} [region] - The area to perform the operation on. If not given it will run over the whole BitmapData.
* @return {Phaser.BitmapData} This BitmapData object for method chaining.
*/
shiftHSL: function (h, s, l, region) {
if (h === undefined || h === null) { h = false; }
if (s === undefined || s === null) { s = false; }
if (l === undefined || l === null) { l = false; }
if (!h && !s && !l)
{
return;
}
if (region === undefined)
{
region = new Phaser.Rectangle(0, 0, this.width, this.height);
}
var pixel = Phaser.Color.createColor();
for (var y = region.y; y < region.bottom; y++)
{
for (var x = region.x; x < region.right; x++)
{
Phaser.Color.unpackPixel(this.getPixel32(x, 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(x, y, pixel.r, pixel.g, pixel.b, pixel.a, false);
}
}
this.context.putImageData(this.imageData, 0, 0);
this.dirty = true;
return this;
},
/**
* 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.
* @return {Phaser.BitmapData} This BitmapData object for method chaining.
*/
setPixel32: function (x, y, red, green, blue, alpha, immediate) {
if (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;
}
}
return this;
},
/**
* 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 {boolean} [immediate=true] - If `true` the context.putImageData will be called and the dirty flag set.
* @return {Phaser.BitmapData} This BitmapData object for method chaining.
*/
setPixel: function (x, y, red, green, blue, immediate) {
return this.setPixel32(x, y, red, green, blue, 255, immediate);
},
/**
* Get the color of a specific pixel in the context into a color object.
* If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer,
* otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist.
*
* @method Phaser.BitmapData#getPixel
* @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 {object} [out] - An object into which 4 properties will be created: r, g, b and a. If not provided a new object will be created.
* @return {object} An object with the red, green, blue and alpha values set in the r, g, b and a properties.
*/
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.
* If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer,
* otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist.
* 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 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.
* @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];
}