@azerion/phaser
Version:
A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
1,684 lines (1,322 loc) • 77 kB
HTML
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: src/pixi/primitives/Graphics.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
</head>
<body>
<div class="container-fluid">
<div class="navbar navbar-fixed-top navbar-inverse">
<div style="position: absolute; width: 143px; height: 31px; right: 10px; top: 10px; z-index: 1050"><a href="http://phaser.io"><img src="img/phaser.png" border="0" /></a></div>
<div class="navbar-inner">
<a class="brand" href="index.html">Phaser API</a>
<ul class="nav">
<li class="dropdown">
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-0">
<a href="Phaser.html">Phaser</a>
</li>
<li class="class-depth-0">
<a href="PIXI.html">PIXI</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-0">
<a href="Event.html">Event</a>
</li>
<li class="class-depth-0">
<a href="EventTarget.html">EventTarget</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Animation.html">Animation</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AnimationManager.html">AnimationManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ArraySet.html">ArraySet</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AudioSprite.html">AudioSprite</a>
</li>
<li class="class-depth-1">
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li class="class-depth-1">
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Bullet.html">Bullet</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Button.html">Button</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Cache.html">Cache</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Camera.html">Camera</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Canvas.html">Canvas</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Circle.html">Circle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Color.html">Color</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Angle.html">Angle</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Animation.html">Animation</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.AutoCull.html">AutoCull</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Bounds.html">Bounds</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.BringToTop.html">BringToTop</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Core.html">Core</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Crop.html">Crop</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Delta.html">Delta</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Destroy.html">Destroy</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.FixedToCamera.html">FixedToCamera</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Health.html">Health</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.InCamera.html">InCamera</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.InputEnabled.html">InputEnabled</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.InWorld.html">InWorld</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.LifeSpan.html">LifeSpan</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.LoadTexture.html">LoadTexture</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Overlap.html">Overlap</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.PhysicsBody.html">PhysicsBody</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Reset.html">Reset</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.ScaleMinMax.html">ScaleMinMax</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Smoothed.html">Smoothed</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Create.html">Create</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Creature.html">Creature</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Device.html">Device</a>
</li>
<li class="class-depth-1">
<a href="Phaser.DeviceButton.html">DeviceButton</a>
</li>
<li class="class-depth-1">
<a href="Phaser.DOM.html">DOM</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Easing.html">Easing</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Back.html">Back</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Bounce.html">Bounce</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Circular.html">Circular</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Cubic.html">Cubic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Elastic.html">Elastic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Exponential.html">Exponential</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Linear.html">Linear</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Quartic.html">Quartic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Quintic.html">Quintic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Events.html">Events</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Filter.html">Filter</a>
</li>
<li class="class-depth-1">
<a href="Phaser.FlexGrid.html">FlexGrid</a>
</li>
<li class="class-depth-1">
<a href="Phaser.FlexLayer.html">FlexLayer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Frame.html">Frame</a>
</li>
<li class="class-depth-1">
<a href="Phaser.FrameData.html">FrameData</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Game.html">Game</a>
</li>
<li class="class-depth-1">
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li class="class-depth-1">
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Gamepad.html">Gamepad</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Graphics.html">Graphics</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Group.html">Group</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Hermite.html">Hermite</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Image.html">Image</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ImageCollection.html">ImageCollection</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Input.html">Input</a>
</li>
<li class="class-depth-1">
<a href="Phaser.InputHandler.html">InputHandler</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Key.html">Key</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Keyboard.html">Keyboard</a>
</li>
<li class="class-depth-1">
<a href="Phaser.KeyCode.html">KeyCode</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Line.html">Line</a>
</li>
<li class="class-depth-1">
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Loader.html">Loader</a>
</li>
<li class="class-depth-1">
<a href="Phaser.LoaderParser.html">LoaderParser</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Math.html">Math</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Matrix.html">Matrix</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Mouse.html">Mouse</a>
</li>
<li class="class-depth-1">
<a href="Phaser.MSPointer.html">MSPointer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Net.html">Net</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Particle.html">Particle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Particles.html">Particles</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Particles.Arcade.html">Arcade</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Path.html">Path</a>
</li>
<li class="class-depth-1">
<a href="Phaser.PathFollower.html">PathFollower</a>
</li>
<li class="class-depth-1">
<a href="Phaser.PathPoint.html">PathPoint</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Physics.html">Physics</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Physics.Ninja.html">Ninja</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Body.html">Body</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Physics.P2.html">P2</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Body.html">Body</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Material.html">Material</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Spring.html">Spring</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Plugin.html">Plugin</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Plugin.PathManager.html">PathManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.PluginManager.html">PluginManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Point.html">Point</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Pointer.html">Pointer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.PointerMode.html">PointerMode</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li class="class-depth-1">
<a href="Phaser.QuadTree.html">QuadTree</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Rectangle.html">Rectangle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RenderTexture.html">RenderTexture</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RetroFont.html">RetroFont</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Rope.html">Rope</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RoundedRectangle.html">RoundedRectangle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ScaleManager.html">ScaleManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Signal.html">Signal</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SignalBinding_.html">SignalBinding</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SinglePad.html">SinglePad</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Sound.html">Sound</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SoundManager.html">SoundManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Stage.html">Stage</a>
</li>
<li class="class-depth-1">
<a href="Phaser.State.html">State</a>
</li>
<li class="class-depth-1">
<a href="Phaser.StateManager.html">StateManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Text.html">Text</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tile.html">Tile</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Time.html">Time</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Timer.html">Timer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TimerEvent.html">TimerEvent</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Touch.html">Touch</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tween.html">Tween</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TweenData.html">TweenData</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TweenManager.html">TweenManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Utils.html">Utils</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Utils.Debug.html">Debug</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Video.html">Video</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Weapon.html">Weapon</a>
</li>
<li class="class-depth-1">
<a href="Phaser.World.html">World</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BaseTexture.html">BaseTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasPool.html">CanvasPool</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.EarCut.html">EarCut</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Event.html">Event</a>
</li>
<li class="class-depth-1">
<a href="PIXI.EventTarget.html">EventTarget</a>
</li>
<li class="class-depth-1">
<a href="PIXI.FilterTexture.html">FilterTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Graphics.html">Graphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.GraphicsData.html">GraphicsData</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiShader.html">PixiShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RenderTexture.html">RenderTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Rope.html">Rope</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Sprite.html">Sprite</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Strip.html">Strip</a>
</li>
<li class="class-depth-1">
<a href="PIXI.StripShader.html">StripShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Texture.html">Texture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TilingSprite.html">TilingSprite</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-0">
<a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a>
</li>
<li class="class-depth-0">
<a href="global.html#ANGLE_LEFT">ANGLE_LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#ANGLE_NORTH_EAST">ANGLE_NORTH_EAST</a>
</li>
<li class="class-depth-0">
<a href="global.html#ANGLE_NORTH_WEST">ANGLE_NORTH_WEST</a>
</li>
<li class="class-depth-0">
<a href="global.html#ANGLE_RIGHT">ANGLE_RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#ANGLE_SOUTH_EAST">ANGLE_SOUTH_EAST</a>
</li>
<li class="class-depth-0">
<a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a>
</li>
<li class="class-depth-0">
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return {number} The total number of PathPoints in this Path.</a>
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<div class="row-fluid">
<div class="span12">
<div id="main">
<h1 class="page-title">Source: src/pixi/primitives/Graphics.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* The Graphics class contains methods used to draw primitive shapes such as lines, circles and rectangles to the display, and color and fill them.
*
* @class Graphics
* @extends DisplayObjectContainer
* @constructor
*/
PIXI.Graphics = function()
{
PIXI.DisplayObjectContainer.call(this);
this.renderable = true;
/**
* The alpha value used when filling the Graphics object.
*
* @property fillAlpha
* @type Number
*/
this.fillAlpha = 1;
/**
* The width (thickness) of any lines drawn.
*
* @property lineWidth
* @type Number
*/
this.lineWidth = 0;
/**
* The color of any lines drawn.
*
* @property lineColor
* @type String
* @default 0
*/
this.lineColor = 0;
/**
* Graphics data
*
* @property graphicsData
* @type Array
* @private
*/
this.graphicsData = [];
/**
* The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to reset the tint.
*
* @property tint
* @type Number
* @default 0xFFFFFF
*/
this.tint = 0xFFFFFF;
/**
* The blend mode to be applied to the graphic shape. Apply a value of PIXI.blendModes.NORMAL to reset the blend mode.
*
* @property blendMode
* @type Number
* @default PIXI.blendModes.NORMAL;
*/
this.blendMode = PIXI.blendModes.NORMAL;
/**
* Current path
*
* @property currentPath
* @type Object
* @private
*/
this.currentPath = null;
/**
* Array containing some WebGL-related properties used by the WebGL renderer.
*
* @property _webGL
* @type Array
* @private
*/
this._webGL = [];
/**
* Whether this shape is being used as a mask.
*
* @property isMask
* @type Boolean
*/
this.isMask = false;
/**
* The bounds' padding used for bounds calculation.
*
* @property boundsPadding
* @type Number
*/
this.boundsPadding = 0;
this._localBounds = new PIXI.Rectangle(0,0,1,1);
/**
* Used to detect if the graphics object has changed. If this is set to true then the graphics object will be recalculated.
*
* @property dirty
* @type Boolean
* @private
*/
this.dirty = true;
/**
* Used to detect if the bounds have been invalidated, by this Graphics being cleared or drawn to.
* If this is set to true then the updateLocalBounds is called once in the postUpdate method.
*
* @property _boundsDirty
* @type Boolean
* @private
*/
this._boundsDirty = false;
/**
* Used to detect if the webgl graphics object has changed. If this is set to true then the graphics object will be recalculated.
*
* @property webGLDirty
* @type Boolean
* @private
*/
this.webGLDirty = false;
/**
* Used to detect if the cached sprite object needs to be updated.
*
* @property cachedSpriteDirty
* @type Boolean
* @private
*/
this.cachedSpriteDirty = false;
};
// constructor
PIXI.Graphics.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
PIXI.Graphics.prototype.constructor = PIXI.Graphics;
/**
* Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method.
*
* @method lineStyle
* @param lineWidth {Number} width of the line to draw, will update the objects stored style
* @param color {Number} color of the line to draw, will update the objects stored style
* @param alpha {Number} alpha of the line to draw, will update the objects stored style
* @return {Graphics}
*/
PIXI.Graphics.prototype.lineStyle = function(lineWidth, color, alpha)
{
this.lineWidth = lineWidth || 0;
this.lineColor = color || 0;
this.lineAlpha = (alpha === undefined) ? 1 : alpha;
if (this.currentPath)
{
if (this.currentPath.shape.points.length)
{
// halfway through a line? start a new one!
this.drawShape(new PIXI.Polygon(this.currentPath.shape.points.slice(-2)));
}
else
{
// otherwise its empty so lets just set the line properties
this.currentPath.lineWidth = this.lineWidth;
this.currentPath.lineColor = this.lineColor;
this.currentPath.lineAlpha = this.lineAlpha;
}
}
return this;
};
/**
* Moves the current drawing position to x, y.
*
* @method moveTo
* @param x {Number} the X coordinate to move to
* @param y {Number} the Y coordinate to move to
* @return {Graphics}
*/
PIXI.Graphics.prototype.moveTo = function(x, y)
{
this.drawShape(new PIXI.Polygon([x, y]));
return this;
};
/**
* Draws a line using the current line style from the current drawing position to (x, y);
* The current drawing position is then set to (x, y).
*
* @method lineTo
* @param x {Number} the X coordinate to draw to
* @param y {Number} the Y coordinate to draw to
* @return {Graphics}
*/
PIXI.Graphics.prototype.lineTo = function(x, y)
{
if (!this.currentPath)
{
this.moveTo(0, 0);
}
this.currentPath.shape.points.push(x, y);
this.dirty = true;
this._boundsDirty = true;
return this;
};
/**
* Calculate the points for a quadratic bezier curve and then draws it.
* Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c
*
* @method quadraticCurveTo
* @param cpX {Number} Control point x
* @param cpY {Number} Control point y
* @param toX {Number} Destination point x
* @param toY {Number} Destination point y
* @return {Graphics}
*/
PIXI.Graphics.prototype.quadraticCurveTo = function(cpX, cpY, toX, toY)
{
if (this.currentPath)
{
if (this.currentPath.shape.points.length === 0)
{
this.currentPath.shape.points = [0, 0];
}
}
else
{
this.moveTo(0,0);
}
var xa,
ya,
n = 20,
points = this.currentPath.shape.points;
if (points.length === 0)
{
this.moveTo(0, 0);
}
var fromX = points[points.length - 2];
var fromY = points[points.length - 1];
var j = 0;
for (var i = 1; i <= n; ++i)
{
j = i / n;
xa = fromX + ( (cpX - fromX) * j );
ya = fromY + ( (cpY - fromY) * j );
points.push( xa + ( ((cpX + ( (toX - cpX) * j )) - xa) * j ),
ya + ( ((cpY + ( (toY - cpY) * j )) - ya) * j ) );
}
this.dirty = true;
this._boundsDirty = true;
return this;
};
/**
* Calculate the points for a bezier curve and then draws it.
*
* @method bezierCurveTo
* @param cpX {Number} Control point x
* @param cpY {Number} Control point y
* @param cpX2 {Number} Second Control point x
* @param cpY2 {Number} Second Control point y
* @param toX {Number} Destination point x
* @param toY {Number} Destination point y
* @return {Graphics}
*/
PIXI.Graphics.prototype.bezierCurveTo = function(cpX, cpY, cpX2, cpY2, toX, toY)
{
if (this.currentPath)
{
if (this.currentPath.shape.points.length === 0)
{
this.currentPath.shape.points = [0, 0];
}
}
else
{
this.moveTo(0,0);
}
var n = 20,
dt,
dt2,
dt3,
t2,
t3,
points = this.currentPath.shape.points;
var fromX = points[points.length-2];
var fromY = points[points.length-1];
var j = 0;
for (var i = 1; i <= n; ++i)
{
j = i / n;
dt = (1 - j);
dt2 = dt * dt;
dt3 = dt2 * dt;
t2 = j * j;
t3 = t2 * j;
points.push( dt3 * fromX + 3 * dt2 * j * cpX + 3 * dt * t2 * cpX2 + t3 * toX,
dt3 * fromY + 3 * dt2 * j * cpY + 3 * dt * t2 * cpY2 + t3 * toY);
}
this.dirty = true;
this._boundsDirty = true;
return this;
};
/*
* The arcTo() method creates an arc/curve between two tangents on the canvas.
*
* "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google!
*
* @method arcTo
* @param x1 {Number} The x-coordinate of the beginning of the arc
* @param y1 {Number} The y-coordinate of the beginning of the arc
* @param x2 {Number} The x-coordinate of the end of the arc
* @param y2 {Number} The y-coordinate of the end of the arc
* @param radius {Number} The radius of the arc
* @return {Graphics}
*/
PIXI.Graphics.prototype.arcTo = function(x1, y1, x2, y2, radius)
{
if (this.currentPath)
{
if (this.currentPath.shape.points.length === 0)
{
this.currentPath.shape.points.push(x1, y1);
}
}
else
{
this.moveTo(x1, y1);
}
var points = this.currentPath.shape.points,
fromX = points[points.length-2],
fromY = points[points.length-1],
a1 = fromY - y1,
b1 = fromX - x1,
a2 = y2 - y1,
b2 = x2 - x1,
mm = Math.abs(a1 * b2 - b1 * a2);
if (mm < 1.0e-8 || radius === 0)
{
if (points[points.length-2] !== x1 || points[points.length-1] !== y1)
{
points.push(x1, y1);
}
}
else
{
var dd = a1 * a1 + b1 * b1,
cc = a2 * a2 + b2 * b2,
tt = a1 * a2 + b1 * b2,
k1 = radius * Math.sqrt(dd) / mm,
k2 = radius * Math.sqrt(cc) / mm,
j1 = k1 * tt / dd,
j2 = k2 * tt / cc,
cx = k1 * b2 + k2 * b1,
cy = k1 * a2 + k2 * a1,
px = b1 * (k2 + j1),
py = a1 * (k2 + j1),
qx = b2 * (k1 + j2),
qy = a2 * (k1 + j2),
startAngle = Math.atan2(py - cy, px - cx),
endAngle = Math.atan2(qy - cy, qx - cx);
this.arc(cx + x1, cy + y1, radius, startAngle, endAn