phaser-ce
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Phaser CE (Community Edition) is a fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
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JavaScript
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A collection of methods for displaying debug information about game objects.
*
* If your game is running in Canvas mode, then you should invoke all of the Debug methods from
* your game's `render` function. This is because they are drawn directly onto the game canvas
* itself, so if you call any debug methods outside of `render` they are likely to be overwritten
* by the game itself.
*
* If your game is running in WebGL then Debug will create a Sprite that is placed at the top of the Stage display list and bind a canvas texture
* to it, which must be uploaded every frame. Be advised: this is very expensive, especially in browsers like Firefox. So please only enable Debug
* in WebGL mode if you really need it (or your desktop can cope with it well) and disable it for production!
*
* You can disable the debug module by omitting it from a custom build or by creating a Phaser Game with `{ enableDebug: false }`.
*
* @class Phaser.Utils.Debug
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.Utils.Debug = function (game)
{
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {Phaser.Image} sprite - If debugging in WebGL mode, this is the Image displaying the debug {@link #bmd BitmapData}.
*/
this.sprite = null;
/**
* @property {Phaser.BitmapData} bmd - In WebGL mode this BitmapData contains a copy of the debug canvas.
*/
this.bmd = null;
/**
* @property {HTMLCanvasElement} canvas - The canvas to which Debug calls draws.
*/
this.canvas = null;
/**
* @property {CanvasRenderingContext2D} context - The 2d context of the canvas.
*/
this.context = null;
/**
* @property {string} font - The font that the debug information is rendered in.
* @default
*/
this.font = '14px monospace';
/**
* @property {number} columnWidth - The spacing between columns.
* @default
*/
this.columnWidth = 100;
/**
* @property {number} lineHeight - The line height between the debug text.
* @default
*/
this.lineHeight = 16;
/**
* @property {number} lineWidth - The width of the stroke on lines and shapes. A positive number.
* @default
*/
this.lineWidth = 1;
/**
* @property {boolean} renderShadow - Should the text be rendered with a slight shadow? Makes it easier to read on different types of background.
* @default
*/
this.renderShadow = true;
/**
* @property {string} currentColor - The color last set by {@link #start} or {@link #text}.
* @default
* @protected
*/
this.currentColor = null;
/**
* @property {number} currentX - The current X position the debug information will be rendered at.
* @default
*/
this.currentX = 0;
/**
* @property {number} currentY - The current Y position the debug information will be rendered at.
* @default
*/
this.currentY = 0;
/**
* @property {number} currentAlpha - The alpha of the Debug context, set before all debug information is rendered to it.
* @default
*/
this.currentAlpha = 1;
/**
* @property {boolean} dirty - Does the canvas need re-rendering?
* @default
*/
this.dirty = false;
/**
* @property {boolean} isDisabled - If `enableDebug: false` is passed to {@link Phaser.Game} or if Phaser is built without the Debug class, this will be true.
* @default
* @readonly
*/
this.isDisabled = false;
/**
* @property {Phaser.Line} _line - A reusable rendering line.
* @private
*/
this._line = null;
/**
* @property {Phaser.Rectangle} _rect - A reusable rendering rectangle.
* @private
*/
this._rect = null;
};
/**
* @constant
* @type {integer}
*/
Phaser.Utils.Debug.GEOM_AUTO = 0;
/**
* @constant
* @type {integer}
*/
Phaser.Utils.Debug.GEOM_RECTANGLE = 1;
/**
* @constant
* @type {integer}
*/
Phaser.Utils.Debug.GEOM_CIRCLE = 2;
/**
* @constant
* @type {integer}
*/
Phaser.Utils.Debug.GEOM_POINT = 3;
/**
* @constant
* @type {integer}
*/
Phaser.Utils.Debug.GEOM_LINE = 4;
/**
* @constant
* @type {integer}
*/
Phaser.Utils.Debug.GEOM_ELLIPSE = 5;
Phaser.Utils.Debug.prototype = {
/**
* Internal method that boots the debug displayer.
*
* @method Phaser.Utils.Debug#boot
* @protected
*/
boot: function ()
{
if (this.game.renderType === Phaser.CANVAS)
{
this.context = this.game.context;
}
else
{
this.bmd = new Phaser.BitmapData(this.game, '__DEBUG', this.game.width, this.game.height, true);
this.sprite = this.game.make.image(0, 0, this.bmd);
this.sprite.anchor.set(0, 0);
this.game.stage.addChild(this.sprite);
this.game.scale.onSizeChange.add(this.resize, this);
this.canvas = Phaser.CanvasPool.create(this, this.game.width, this.game.height);
this.context = this.canvas.getContext('2d');
}
this._line = new Phaser.Line();
this._rect = new Phaser.Rectangle();
},
/**
* Internal method that resizes the BitmapData and Canvas.
* Called by ScaleManager.onSizeChange only in WebGL mode.
*
* @method Phaser.Utils.Debug#resize
* @protected
*/
resize: function ()
{
this.bmd.resize(this.game.width, this.game.height);
this.canvas.width = this.game.width;
this.canvas.height = this.game.height;
},
/**
* Internal method that clears the canvas (if a Sprite) ready for a new debug session.
*
* @method Phaser.Utils.Debug#preUpdate
* @protected
*/
preUpdate: function ()
{
if (this.dirty && this.sprite)
{
this.bmd.clear();
this.bmd.draw(this.canvas, 0, 0);
this.context.clearRect(0, 0, this.game.width, this.game.height);
this.dirty = false;
}
},
/**
* Clears the Debug canvas.
*
* @method Phaser.Utils.Debug#reset
*/
reset: function ()
{
if (this.context)
{
this.context.clearRect(0, 0, this.game.width, this.game.height);
}
if (this.sprite)
{
this.bmd.clear();
}
},
/**
* Internal method that resets and starts the debug output values.
*
* @method Phaser.Utils.Debug#start
* @protected
* @param {number} [x=0] - The X value the debug info will start from.
* @param {number} [y=0] - The Y value the debug info will start from.
* @param {string} [color='rgb(255,255,255)'] - The color the debug text will drawn in.
* @param {number} [columnWidth=0] - The spacing between columns.
*/
start: function (x, y, color, columnWidth)
{
if (typeof x !== 'number') { x = 0; }
if (typeof y !== 'number') { y = 0; }
color = color || 'rgb(255,255,255)';
if (columnWidth === undefined) { columnWidth = 0; }
this.currentX = x;
this.currentY = y;
this.currentColor = color;
this.columnWidth = columnWidth;
this.dirty = true;
this.context.save();
this.context.setTransform(1, 0, 0, 1, 0, 0);
this.context.strokeStyle = color;
this.context.fillStyle = color;
this.context.font = this.font;
this.context.globalAlpha = this.currentAlpha;
},
/**
* Internal method that stops the debug output.
*
* @method Phaser.Utils.Debug#stop
* @protected
*/
stop: function ()
{
this.context.restore();
},
/**
* Internal method that outputs a single line of text split over as many columns as needed, one per parameter.
*
* @method Phaser.Utils.Debug#line
* @protected
*/
line: function ()
{
var x = this.currentX;
for (var i = 0; i < arguments.length; i++)
{
if (this.renderShadow)
{
this.context.fillStyle = 'rgb(0,0,0)';
this.context.fillText(arguments[i], x + 1, this.currentY + 1);
this.context.fillStyle = this.currentColor;
}
this.context.fillText(arguments[i], x, this.currentY);
x += this.columnWidth;
}
this.currentY += this.lineHeight;
},
/**
* Render game info (ID, renderer, paused, stepping).
*
* @method Phaser.Utils.Debug#gameInfo
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
gameInfo: function (x, y, color)
{
var game = this.game;
this.start(x, y, color);
this.line('Game ID ' + game.id);
this.line({1: 'Canvas', 2: 'WebGL', 3: 'Headless', 4: 'WebGL Multitexture'}[game.renderType] + ' (' + game.width + ' x ' + game.height + ')');
this.line('Paused: ' + game.paused);
this.line('Stepping: ' + game.stepping + ' (' + game.stepCount + ')');
this.stop();
},
/**
* Render game state info.
*
* Icons show (+) pending, (>) loading, (*) created.
*
* @method Phaser.Utils.Debug#state
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
state: function (x, y, color)
{
var state = this.game.state;
var keys = Object.keys(state.states);
this.start(x, y, color);
for (var i = 0; i < keys.length; i++)
{
var key = keys[i];
if (key === state.current)
{
this.line((state._created ? '* ' : '> ') + key);
}
else if (key === state._pendingState)
{
this.line('+ ' + key);
}
else
{
this.line(' ' + key);
}
}
this.stop();
},
/**
* Render Sound Manager information, including volume, mute, audio mode, and locked status.
*
* @method Phaser.Utils.Debug#sound
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
sound: function (x, y, color)
{
var sound = this.game.sound;
this.start(x, y, color);
if (sound.noAudio)
{
this.line('Audio is disabled');
}
else
{
this.line('Volume: ' + sound.volume.toFixed(2) + (sound.mute ? ' (Mute)' : ''));
this.line('Mute on pause: ' + sound.muteOnPause);
this.line('Using: ' + (sound.usingWebAudio ? ('Web Audio - ' + sound.context.state) : 'Audio Tag'));
this.line('Touch locked: ' + sound.touchLocked);
this.line('Sounds: ' + sound._sounds.length);
}
this.stop();
},
/**
* Render Sound information, including decoded state, duration, volume and more.
*
* @method Phaser.Utils.Debug#soundInfo
* @param {Phaser.Sound} sound - The sound object to debug.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
soundInfo: function (sound, x, y, color)
{
this.start(x, y, color);
this.line('Sound: ' + sound.key + ' Touch locked: ' + sound.game.sound.touchLocked);
this.line('Is Ready?: ' + this.game.cache.isSoundReady(sound.key) + ' Pending Playback: ' + sound.pendingPlayback);
this.line('Decoded: ' + sound.isDecoded + ' Decoding: ' + sound.isDecoding);
this.line('Playing: ' + sound.isPlaying + ' Loop: ' + sound.loop);
this.line('Time: ' + (sound.currentTime / 1000).toFixed(3) + 's Total: ' + sound.totalDuration.toFixed(3) + 's');
this.line('Volume: ' + sound.volume.toFixed(2) + (sound.mute ? ' (Mute)' : ''));
this.line('Using: ' + (sound.usingWebAudio ? 'Web Audio' : 'Audio Tag'));
if (sound.usingWebAudio)
{
this.line(' Source: ' + (sound.sourceId || 'none'));
}
if (sound.usingAudioTag && sound._sound)
{
var source = sound._sound;
this.line(' currentSrc: ' + source.currentSrc);
this.line(' currentTime: ' + source.currentTime);
this.line(' duration: ' + source.duration);
this.line(' ended: ' + source.ended);
this.line(' loop: ' + source.loop);
this.line(' muted: ' + source.muted);
this.line(' paused: ' + source.paused);
}
if (sound.currentMarker !== '')
{
this.line('Marker: ' + sound.currentMarker + ' Duration: ' + sound.duration.toFixed(3) + 's (' + sound.durationMS + 'ms)');
this.line('Start: ' + sound.markers[sound.currentMarker].start.toFixed(3) + ' Stop: ' + sound.markers[sound.currentMarker].stop.toFixed(3));
this.line('Position: ' + sound.position.toFixed(3));
}
this.stop();
},
/**
* Marks the follow {@link #target} and {@link #deadzone}.
*
* @method Phaser.Utils.Debug#camera
* @param {Phaser.Camera} camera - The Phaser.Camera to show the debug information for.
* @param {string} [color] - Color of the debug shapes to be rendered (format is css color string).
* @param {boolean} [filled=true] - Render the shapes filled (default, true) or stroked (false).
*/
camera: function (camera, color, filled)
{
var deadzone = camera.deadzone;
var target = camera.target;
var view = camera.view;
if (deadzone)
{
this._rect.setTo(view.x + deadzone.x, view.y + deadzone.y, deadzone.width, deadzone.height);
this.rectangle(this._rect, color, filled);
}
if (target)
{
this._line.setTo(view.centerX, view.centerY, target.x, target.y);
this.geom(this._line, color, filled);
this.geom(target, color, false, 3);
}
},
/**
* Render camera information including dimensions and location.
*
* @method Phaser.Utils.Debug#cameraInfo
* @param {Phaser.Camera} camera - The Phaser.Camera to show the debug information for.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
cameraInfo: function (camera, x, y, color)
{
var bounds = camera.bounds;
var deadzone = camera.deadzone;
var target = camera.target;
var view = camera.view;
this.start(x, y, color);
this.line('Camera (' + camera.width + ' x ' + camera.height + ')');
this.line('x: ' + camera.x + ' y: ' + camera.y);
this.line('Bounds: ' + (bounds ? ('x: ' + bounds.x + ' y: ' + bounds.y + ' w: ' + bounds.width + ' h: ' + bounds.height) : 'none'));
this.line('View: x: ' + view.x + ' y: ' + view.y + ' w: ' + view.width + ' h: ' + view.height);
this.line('Center: x: ' + camera.centerX + ' y: ' + camera.centerY);
this.line('Deadzone: ' + (deadzone ? ('x: ' + deadzone.x + ' y: ' + deadzone.y + ' w: ' + deadzone.width + ' h: ' + deadzone.height) : deadzone));
this.line('Total in view: ' + camera.totalInView);
this.line('At limit: x: ' + camera.atLimit.x + ' y: ' + camera.atLimit.y);
this.line('Target: ' + (target ? (target.name || target) : 'none'));
this.stop();
},
/**
* Render Timer information.
*
* @method Phaser.Utils.Debug#timer
* @param {Phaser.Timer} timer - The Phaser.Timer to show the debug information for.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
timer: function (timer, x, y, color)
{
this.start(x, y, color);
this.line('Timer (running: ' + timer.running + ' expired: ' + timer.expired + ')');
this.line('Next Tick: ' + timer.next + ' Duration: ' + timer.duration);
this.line('Paused: ' + timer.paused + ' Length: ' + timer.length);
this.stop();
},
/**
* Renders the Pointer.circle object onto the stage in green if down or yellow if up along with debug text.
*
* @method Phaser.Utils.Debug#pointer
* @param {Phaser.Pointer} pointer - The Pointer you wish to display.
* @param {boolean} [hideIfUp=false] - Doesn't render the circle if the pointer is up.
* @param {string} [downColor='rgba(0,255,0,0.5)'] - The color the circle is rendered in if the Pointer is down.
* @param {string} [upColor='rgba(255,255,0,0.5)'] - The color the circle is rendered in if the Pointer is up (and hideIfUp is false).
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
* @param {string} [inactiveColor='rgb(255,0,0,0.5)'] - The color the circle is rendered in if the Pointer is inactive.
*/
pointer: function (pointer, hideIfUp, downColor, upColor, color, inactiveColor)
{
if (pointer == null)
{
return;
}
if (hideIfUp === undefined) { hideIfUp = false; }
downColor = downColor || 'rgba(0,255,0,0.5)';
upColor = upColor || 'rgba(255,255,0,0.5)';
inactiveColor = inactiveColor || 'rgba(255,0,0,0.5)';
if (hideIfUp === true && pointer.isUp === true)
{
return;
}
this.start(pointer.x, pointer.y - 150, color);
this.context.beginPath();
this.context.arc(pointer.x, pointer.y, pointer.circle.radius, 0, Math.PI * 2);
if (pointer.active)
{
this.context.fillStyle = pointer.isDown ? downColor : upColor;
}
else
{
this.context.fillStyle = inactiveColor;
}
this.context.fill();
this.context.closePath();
// Render the points
this.context.beginPath();
this.context.moveTo(pointer.positionDown.x, pointer.positionDown.y);
this.context.lineTo(pointer.position.x, pointer.position.y);
this.context.lineWidth = 2;
this.context.stroke();
this.context.closePath();
var mx = pointer.movementX;
var my = pointer.movementY;
if (mx || my)
{
this.context.beginPath();
this.context.moveTo(mx + pointer.position.x, my + pointer.position.y);
this.context.lineTo(pointer.position.x, pointer.position.y);
this.context.lineWidth = 2;
this.context.stroke();
this.context.closePath();
}
// Render the text
this.line('ID: ' + pointer.id + ' Active: ' + pointer.active);
this.line('World X: ' + pointer.worldX.toFixed(1) + ' World Y: ' + pointer.worldY.toFixed(1));
this.line('Screen X: ' + pointer.x.toFixed(1) + ' Screen Y: ' + pointer.y.toFixed(1) + ' In: ' + pointer.withinGame);
this.line('Movement: X: ' + mx + ' Y: ' + my);
this.line('Duration: ' + pointer.duration + ' ms');
this.line('is Down: ' + pointer.isDown + ' is Up: ' + pointer.isUp);
this.line('Identifier: ' + pointer.identifier + ' Pointer ID: ' + pointer.pointerId);
if (pointer.isMouse)
{
this.line('Buttons: ' + this._pointerButtonIcon(pointer.leftButton) + ' ' +
this._pointerButtonIcon(pointer.middleButton) + ' ' +
this._pointerButtonIcon(pointer.rightButton));
}
this.stop();
},
_pointerButtonIcon: function (btn)
{
if (btn.isDown) { return 'x'; }
else if (btn.isUp) { return 'o'; }
return '-';
},
/**
* Render Sprite Input Debug information.
*
* @method Phaser.Utils.Debug#spriteInputInfo
* @param {Phaser.Sprite|Phaser.Image} sprite - The sprite to display the input data for.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
spriteInputInfo: function (sprite, x, y, color)
{
this.start(x, y, color);
this.line('Sprite Input: (' + sprite.width + ' x ' + sprite.height + ')');
this.line('x: ' + sprite.input.pointerX().toFixed(1) + ' y: ' + sprite.input.pointerY().toFixed(1));
this.line('over: ' + sprite.input.pointerOver() + ' duration: ' + sprite.input.overDuration().toFixed(0));
this.line('down: ' + sprite.input.pointerDown() + ' duration: ' + sprite.input.downDuration().toFixed(0));
this.line('just over: ' + sprite.input.justOver() + ' just out: ' + sprite.input.justOut());
this.stop();
},
/**
* Renders Phaser.Key object information.
*
* @method Phaser.Utils.Debug#key
* @param {Phaser.Key} key - The Key to render the information for.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
key: function (key, x, y, color)
{
this.start(x, y, color, 150);
this.line('Key:', key.keyCode, 'isDown:', key.isDown);
this.line('justDown:', key.justDown, 'justUp:', key.justUp);
this.line('Time Down:', key.timeDown.toFixed(0), 'duration:', key.duration.toFixed(0));
this.stop();
},
/**
* Render debug information about the Input object.
*
* @method Phaser.Utils.Debug#inputInfo
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
* @param {boolean} [showDetails=true] - Also describe input sources and pointers.
*/
inputInfo: function (x, y, color, showDetails)
{
var input = this.game.input;
if (showDetails === undefined)
{
showDetails = true;
}
this.start(x, y, color);
this.line('Input');
this.line('X: ' + input.x + ' Y: ' + input.y);
this.line('World X: ' + input.worldX + ' World Y: ' + input.worldY);
this.line('Scale X: ' + input.scale.x.toFixed(2) + ' Scale Y: ' + input.scale.x.toFixed(2));
this.line('Screen X: ' + input.activePointer.screenX.toFixed(1) + ' Screen Y: ' + input.activePointer.screenY.toFixed(1));
if (!showDetails)
{
this.stop();
return;
}
this.line('Sources:');
this.line(' ' + this._inputHandler(input.mouse, 'mouse'));
this.line(' ' + this._inputHandler(input.mspointer, 'mspointer'));
this.line(' ' + this._inputHandler(input.touch, 'touch'));
var pointers = input.pointers;
var mousePointer = input.mousePointer;
var modes = Phaser.PointerModes;
var active = 0;
var free = 0;
this.line('Pointers:');
this.line(' ' + (mousePointer.isDown ? 'x' : 'o') + ' ' + modes[mousePointer.pointerMode] + ' ' + mousePointer.identifier);
for (var i = 0; i < pointers.length; i++)
{
var p = pointers[i];
this.line(' ' + (p.active ? '+' : '-') + ' ' + modes[p.pointerMode] + ' ' + p.identifier);
if (p.active) { active += 1; }
else { free += 1; }
}
this.line(' Active: ' + active + ' Free: ' + free + ' Max: ' + input.maxPointers);
this.stop();
},
/**
* Prints information about an input handler, e.g. `this.input.mouse`.
*
* @method Phaser.Utils.Debug#inputHandler
* @param {Phaser.Keyboard|Phaser.Mouse|Phaser.MouseWheel|Phaser.MSPointer|Phaser.PointerLock} handler
* @param {string} name
* @param {number} x
* @param {number} y
* @param {string} color
*/
inputHandler: function (handler, name, x, y, color)
{
this.start(x, y, color);
this.line(name || '?');
this.line('active: ' + handler.active);
if (!handler.active)
{
this.stop();
return;
}
this.line('enabled: ' + handler.enabled);
if ('capture' in handler)
{
this.line('capture: ' + handler.capture);
}
if ('preventDefault' in handler)
{
this.line('preventDefault: ' + handler.preventDefault);
}
if ('event' in handler)
{
this.line('event: ' + (handler.event ? handler.event.type : handler.event));
}
this.stop();
},
_inputHandler: function (handler, name)
{
return this._inputHandlerStatusIcon(handler) + ' ' + name + ' ' + this._inputHandlerCaptureIcon(handler);
},
_inputHandlerStatusIcon: function (handler)
{
if (!handler.active)
{
return ' ';
}
return handler.enabled ? '+' : '-';
},
_inputHandlerCaptureIcon: function (handler)
{
if (!handler.active)
{
return ' ';
}
return (handler.capture || handler.preventDefault) ? '*' : ' ';
},
/**
* Renders the Sprites bounds. Note: This is really expensive as it has to calculate the bounds every time you call it!
*
* @method Phaser.Utils.Debug#spriteBounds
* @param {Phaser.Sprite|Phaser.Image} sprite - The sprite to display the bounds of.
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
* @param {boolean} [filled=true] - Render the rectangle as a fillRect (default, true) or a strokeRect (false)
*/
spriteBounds: function (sprite, color, filled)
{
var bounds = sprite.getBounds();
bounds.x += this.game.camera.x;
bounds.y += this.game.camera.y;
this.rectangle(bounds, color, filled);
},
/**
* Renders the Rope's segments. Note: This is really expensive as it has to calculate new segments every time you call it
*
* @method Phaser.Utils.Debug#ropeSegments
* @param {Phaser.Rope} rope - The rope to display the segments of.
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
* @param {boolean} [filled=true] - Render the rectangle as a fillRect (default, true) or a strokeRect (false)
*/
ropeSegments: function (rope, color, filled)
{
var segments = rope.segments;
var self = this;
segments.forEach(function (segment)
{
self.rectangle(segment, color, filled);
}, this);
},
/**
* Render debug infos (including name, bounds info, position and some other properties) about the Sprite.
*
* @method Phaser.Utils.Debug#spriteInfo
* @param {Phaser.Sprite} sprite - The Sprite to display the information of.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
spriteInfo: function (sprite, x, y, color)
{
this.start(x, y, color);
this.line('Sprite: ' + (sprite.name || '') + ' (' + sprite.width + ' x ' + sprite.height + ') anchor: ' + sprite.anchor.x + ' x ' + sprite.anchor.y);
this.line('x: ' + sprite.x.toFixed(1) + ' y: ' + sprite.y.toFixed(1));
this.line('angle: ' + sprite.angle.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1));
this.line('visible: ' + sprite.visible + ' in camera: ' + sprite.inCamera);
this.line('bounds x: ' + sprite._bounds.x.toFixed(1) + ' y: ' + sprite._bounds.y.toFixed(1) + ' w: ' + sprite._bounds.width.toFixed(1) + ' h: ' + sprite._bounds.height.toFixed(1));
this.line('parent: ' + (sprite.parent ? (sprite.parent.name || '(DisplayObject)') : '(none)'));
this.stop();
},
/**
* Renders the sprite coordinates in local, positional and world space.
*
* @method Phaser.Utils.Debug#spriteCoords
* @param {Phaser.Sprite|Phaser.Image} sprite - The sprite to display the coordinates for.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
spriteCoords: function (sprite, x, y, color)
{
this.start(x, y, color, 100);
if (sprite.name)
{
this.line(sprite.name);
}
this.line('x:', sprite.x.toFixed(2), 'y:', sprite.y.toFixed(2));
this.line('pos x:', sprite.position.x.toFixed(2), 'pos y:', sprite.position.y.toFixed(2));
this.line('world x:', sprite.world.x.toFixed(2), 'world y:', sprite.world.y.toFixed(2));
this.stop();
},
/**
* Renders Line information in the given color.
*
* @method Phaser.Utils.Debug#lineInfo
* @param {Phaser.Line} line - The Line to display the data for.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
lineInfo: function (line, x, y, color)
{
this.start(x, y, color, 80);
this.line('start.x:', line.start.x.toFixed(2), 'start.y:', line.start.y.toFixed(2));
this.line('end.x:', line.end.x.toFixed(2), 'end.y:', line.end.y.toFixed(2));
this.line('length:', line.length.toFixed(2), 'angle:', line.angle);
this.stop();
},
/**
* Renders a single pixel at the given size.
*
* @method Phaser.Utils.Debug#pixel
* @param {number} x - X position of the pixel to be rendered.
* @param {number} y - Y position of the pixel to be rendered.
* @param {string} [color] - Color of the pixel (format is css color string).
* @param {number} [size=2] - The width and height of the rendered pixel.
*/
pixel: function (x, y, color, size)
{
size = size || 2;
this.start();
this.context.fillStyle = color;
this.context.fillRect(x, y, size, size);
this.stop();
},
/**
* Renders a Phaser geometry object including Rectangle, Circle, Ellipse, Point or Line.
*
* @method Phaser.Utils.Debug#geom
* @param {Phaser.Rectangle|Phaser.Circle|Phaser.Ellipse|Phaser.Point|Phaser.Line} object - The geometry object to render.
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
* @param {boolean} [filled=true] - Render the objected as a filled (default, true) or a stroked (false)
* @param {number} [forceType=Phaser.Utils.Debug.GEOM_AUTO] - Force rendering of a specific type: (0) GEOM_AUTO, 1 GEOM_RECTANGLE, (2) GEOM_CIRCLE, (3) GEOM_POINT, (4) GEOM_LINE, (5) GEOM_ELLIPSE.
*/
geom: function (object, color, filled, forceType)
{
if (filled === undefined) { filled = true; }
if (forceType === undefined) { forceType = 0; }
color = color || 'rgba(0,255,0,0.4)';
this.start();
this.context.fillStyle = color;
this.context.strokeStyle = color;
this.context.lineWidth = this.lineWidth;
var Debug = Phaser.Utils.Debug;
if (forceType === Debug.GEOM_RECTANGLE || object instanceof Phaser.Rectangle)
{
if (filled)
{
this.context.fillRect(object.x - this.game.camera.x, object.y - this.game.camera.y, object.width, object.height);
}
else
{
this.context.strokeRect(object.x - this.game.camera.x, object.y - this.game.camera.y, object.width, object.height);
}
}
else if (forceType === Debug.GEOM_CIRCLE || object instanceof Phaser.Circle)
{
this.context.beginPath();
this.context.arc(object.x - this.game.camera.x, object.y - this.game.camera.y, object.radius, 0, Math.PI * 2, false);
this.context.closePath();
if (filled)
{
this.context.fill();
}
else
{
this.context.stroke();
}
}
else if (forceType === Debug.GEOM_POINT || object instanceof Phaser.Point)
{
this.context.fillRect(object.x - this.game.camera.x, object.y - this.game.camera.y, 4, 4);
}
else if (forceType === Debug.GEOM_LINE || object instanceof Phaser.Line)
{
this.context.beginPath();
this.context.moveTo((object.start.x + 0.5) - this.game.camera.x, (object.start.y + 0.5) - this.game.camera.y);
this.context.lineTo((object.end.x + 0.5) - this.game.camera.x, (object.end.y + 0.5) - this.game.camera.y);
this.context.closePath();
this.context.stroke();
}
else if (forceType === Debug.GEOM_ELLIPSE || object instanceof Phaser.Ellipse)
{
this.context.beginPath();
this.context.ellipse(object.centerX - this.game.camera.x, object.centerY - this.game.camera.y, object.width / 2, object.height / 2, 0, 2 * Math.PI, false);
this.context.closePath();
if (filled)
{
this.context.fill();
}
else
{
this.context.stroke();
}
}
this.stop();
},
/**
* Renders a Rectangle.
*
* @method Phaser.Utils.Debug#rectangle
* @param {Phaser.Rectangle|object} object - The rectangle to render.
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
* @param {boolean} [filled=true] - Render the rectangle as filled (default, true) or a stroked (false)
*/
rectangle: function (object, color, filled)
{
if (filled === undefined) { filled = true; }
color = color || 'rgba(0, 255, 0, 0.4)';
this.start();
if (filled)
{
this.context.fillStyle = color;
this.context.fillRect(object.x - this.game.camera.x, object.y - this.game.camera.y, object.width, object.height);
}
else
{
this.context.lineWidth = this.lineWidth;
this.context.strokeStyle = color;
this.context.strokeRect(object.x - this.game.camera.x, object.y - this.game.camera.y, object.width, object.height);
}
this.stop();
},
/**
* Render a string of text.
*
* @method Phaser.Utils.Debug#text
* @param {string} text - The line of text to draw.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
* @param {string} [font] - The font of text to draw.
*/
text: function (text, x, y, color, font)
{
color = color || 'rgb(255,255,255)';
font = font || this.font;
this.start();
this.context.font = font;
if (this.renderShadow)
{
this.context.fillStyle = 'rgb(0,0,0)';
this.context.fillText(text, x + 1, y + 1);
}
this.context.fillStyle = color;
this.context.fillText(text, x, y);
this.stop();
},
/**
* Visually renders a QuadTree to the display.
*
* @method Phaser.Utils.Debug#quadTree
* @param {Phaser.QuadTree} quadtree - The quadtree to render.
* @param {string} color - The color of the lines in the quadtree.
*/
quadTree: function (quadtree, color)
{
color = color || 'rgba(255,0,0,0.3)';
this.start();
var bounds = quadtree.bounds;
if (quadtree.nodes.length === 0)
{
this.context.strokeStyle = color;
this.context.strokeRect(bounds.x, bounds.y, bounds.width, bounds.height);
this.text('size: ' + quadtree.objects.length, bounds.x + 4, bounds.y + 16, 'rgb(0,200,0)', '12px Courier');
this.context.strokeStyle = 'rgb(0,255,0)';
for (var i = 0; i < quadtree.objects.length; i++)
{
this.context.strokeRect(quadtree.objects[i].x, quadtree.objects[i].y, quadtree.objects[i].width, quadtree.objects[i].height);
}
}
else
{
for (var i = 0; i < quadtree.nodes.length; i++)
{
this.quadTree(quadtree.nodes[i]);
}
}
this.stop();
},
/**
* Render a Sprites Physics body if it has one set. The body is rendered as a filled or stroked rectangle.
* This only works for Arcade Physics, Ninja Physics (AABB and Circle only) and Box2D Physics bodies.
* To display a P2 Physics body you should enable debug mode on the body when creating it.
*
* @method Phaser.Utils.Debug#body
* @param {Phaser.Sprite} sprite - The Sprite who's body will be rendered.
* @param {string} [color='rgba(0,255,0,0.4)'] - Color of the debug rectangle to be rendered. The format is a CSS color string such as '#ff0000' or 'rgba(255,0,0,0.5)'.
* @param {boolean} [filled=true] - Render the body as a filled rectangle (true) or a stroked rectangle (false)
*/
body: function (sprite, color, filled)
{
if (sprite.body)
{
this.start();
if (sprite.body.type === Phaser.Physics.ARCADE)
{
Phaser.Physics.Arcade.Body.render(this.context, sprite.body, color, filled, this.lineWidth);
}
else if (sprite.body.type === Phaser.Physics.NINJA)
{
Phaser.Physics.Ninja.Body.render(this.context, sprite.body, color, filled);
}
else if (sprite.body.type === Phaser.Physics.BOX2D)
{
Phaser.Physics.Box2D.renderBody(this.context, sprite.body, color);
}
this.stop();
}
},
/**
* Render a Sprites Physic Body information.
*
* @method Phaser.Utils.Debug#bodyInfo
* @param {Phaser.Sprite} sprite - The sprite to be rendered.
* @param {number} x - X position of the debug info to be rendered.
* @param {number} y - Y position of the debug info to be rendered.
* @param {string} [color='rgb(255,255,255)'] - color of the debug info to be rendered. (format is css color string).
*/
bodyInfo: function (sprite, x, y, color)
{
if (sprite.body)
{
this.start(x, y, color, 210);
if (sprite.body.type === Phaser.Physics.ARCADE)
{
Phaser.Physics.Arcade.Body.renderBodyInfo(this, sprite.body);
}
else if (sprite.body.type === Phaser.Physics.BOX2D)
{
this.game.physics.box2d.renderBodyInfo(this, sprite.body);
}
this.stop();
}
},
/**
* Renders 'debug draw' data for the Box2D world if it exists.
* This uses the standard debug drawing feature of Box2D, so colors will be decided by
* the Box2D engine.
*
* @method Phaser.Utils.Debug#box2dWorld
*/
box2dWorld: function ()
{
this.start();
this.context.translate(-this.game.camera.view.x, -this.game.camera.view.y, 0);
this.game.physics.box2d.renderDebugDraw(this.context);
this.stop();
},
/**
* Renders 'debug draw' data for the given Box2D body.
* This uses the standard debug drawing feature of Box2D, so colors will be decided by the Box2D engine.
*
* @method Phaser.Utils.Debug#box2dBody
* @param {Phaser.Physics.Box2D.Body} body - The body to be rendered.
* @param {string} [color='rgb(0,255,0)'] - Color of the rendering (format is css color string).
*/
box2dBody: function (body, color)
{
this.start();
Phaser.Physics.Box2D.renderBody(this.context, body, color);
this.stop();
},
/**
* Call this function from the Dev Tools console.
*
* It will scan the display list and output all of the Objects it finds, and their renderOrderIDs.
*
* **Note** Requires a browser that supports console.group and console.groupEnd (such as Chrome)
*
* @method Phaser.Utils.Debug#displayList
* @param {Object} [displayObject] - The displayObject level display object to start from. Defaults to the World.
*/
displayList: function (displayObject)
{
if (displayObject === undefined) { displayObject = this.game.world; }
if (displayObject.hasOwnProperty('renderOrderID'))
{
console.log('[' + displayObject.renderOrderID + ']', displayObject);
}
else
{
console.log('[]', displayObject);
}
if (displayObject.children && displayObject.children.length > 0)
{
for (var i = 0; i < displayObject.children.length; i++)
{
this.game.debug.displayList(displayObject.children[i]);
}
}
},
/**
* Prints a description of the {@link Phaser.Game#renderer renderer} and render session.
*
* @method Phaser.Utils.Debug#renderer
* @param {number} [x=0] - The X value the debug info will start from.
* @param {number} [y=0] - The Y value the debug info will start from.
* @param {string} [color='rgb(255,255,255)'] - The color the debug text will drawn in.
*/
renderer: function (x, y, color)
{
var r = this.game.renderer;
var s = r.renderSession;
this.start(x, y, color);
this.line((r.gl ? 'WebGL' : 'Canvas') + ' Renderer (' + r.width + ' x ' + r.height + ')');
this.line('autoResize: ' + r.autoResize);
this.line('clearBeforeRender: ' + r.clearBeforeRender);
this.line('resolution: ' + r.resolution);
this.line('transparent: ' + r.transparent);
this.line('renderSession:');
if (r.gl)
{
this.line(' currentBatchedTextures: (' + r.currentBatchedTextures.length + ')');
for (var i = 0; i < r.currentBatchedTextures.length; i++)
{
this.line(' ' + r.currentBatchedTextures[i]);
}
this.line(' drawCount: ' + s.drawCount);
this.line(' maxTextures: ' + r.maxTextures);
this.line(' maxTextureSize: ' + r.maxTextureSize);
this.line(' maxTextureAvailableSpace: ' + s.maxTextureAvailableSpace);
this.line(' roundPixels: ' + s.roundPixels);
}
else
{
this.line(' roundPixels: ' + s.roundPixels);
this.line(' scaleMode: ' + (s.scaleMode === 0 ? 'LINEAR' : (s.scaleMode === 1 ? 'NEAREST' : s.scaleMode)));
}
this.stop();
},
canvasPool: function (x, y, color, columnWidth)
{
var pool = Phaser.CanvasPool;
this.start(x, y, color, columnWidth || 100);
this.line('Canvas Pool');
this.line('Used:', pool.getTotal());
this.line('Free:', pool.getFree());
this.line('Total:', pool.length);
this.stop();
},
/**
* Render each physics {@link #body} in a group.
*
* @method Phaser.Utils.Debug#physicsGroup
* @param {Phaser.Group} group - A group containing physics-enabled sprites.
* @param {string} [color='rgba(0,255,0,0.4)'] - Color of the debug rectangle to be rendered. The format is a CSS color string such as '#ff0000' or 'rgba(255,0,0,0.5)'.
* @param {boolean} [filled=true] - Render the body as a filled rectangle (true) or a stroked rectangle (false).
* @param {boolean} [checkExists=false] Render only children with `exists=true`.
*/
physicsGroup: function (group, color, filled, checkExists)
{
group.forEach(this.body, this, checkExists, color, filled);
},
/**
* Prints Phaser {@link Phaser.VERSION version}, {@link Phaser.Game.#renderType rendering mode}, and {@link Phaser.Device#webAudio device audio support}.
*
* @method Phaser.Utils.Debug#phaser
* @param {number} x - The X value the debug info will start from.
* @param {number} y - The Y value the debug info will start from.
* @param {string} [color='rgb(255,255,255)'] - The color the debug text will drawn in.
*/
phaser: function (x, y, color)
{
this.text('Phaser v' + Phaser.VERSION + ' ' +
(this.game.renderType === Phaser.WEBGL ? 'WebGL' : 'Canvas') + ' ' +
(this.game.device.webAudio ? 'WebAudio' : 'HTML Audio'),
x, y, color, this.font);
},
/**
* Prints game/canvas dimensions and {@link Phaser.ScaleManager game scale} settings.
*
* @method Phaser.Utils.Debug#scale
* @param {number} x - The X value the debug info will start from.
* @param {number} y - The Y value the debug info will start from.
* @param {string} [color='rgb(255,255,255)'] - The color the debug text will drawn in.
*/
scale: function (x, y, color)
{
this.start(x, y, color);
var scale = this.game.scale;
var factor = scale.scaleFactorInversed;
var bounds = scale._parentBounds;
var x = ' x ';
this.line('Game: ' + this.game.width + x + this.game.height);
this.line('Canvas: ' + scale.width + x + scale.height +
' (' + factor.x.toFixed(2) + x + factor.y.toFixed(2) + ')' +
' [' + scale.aspectRatio.toFixed(2) + ']');
this.line('Mode: ' + Phaser.ScaleManager.MODES[scale.currentScaleMode] +
(scale.currentScaleMode === Phaser.ScaleManager.USER_SCALE ?
(' (' + scale._userScaleFactor.x + x + scale._userScaleFactor.y + ')') :
''));
this.line('Parent: ' + (scale.parentIsWindow ? 'window' : scale.parentNode) +
(bounds.empty ? '' : (' (' + bounds.width + x + bounds.height + ')')));
this.line('Screen: ' + scale.classifyOrientation(scale.screenOrientation) +
(scale.incorrectOrientation ? ' (incorrect)' : ''));
this.stop();
},
/**
* Prints the progress of a {@link Phaser.Loader}.
*
* Typically you would call this within a {@link State#loadRender} callback and pass `game.load` ({@link Phaser.Game#load}).
*
* You can enable {@link Phaser.Loader#resetLocked} to temporarily hold the loader in its 'complete' state.
* Just remember to disable it before restarting the loader (such as when changing states).
*
* @method Phaser.Utils.Debug#loader
* @param {Phaser.Loader} loader - The loader. Usually `game.load` ({@link Phaser.Game#load}).
* @param {number} x - The X value the debug info will start from.
* @param {number} y - The Y value the debug info will start from.
* @param {string} [color='rgb(255,255,255)'] - The color the debug text will drawn in.
*/
loader: function (loader, x, y, color)
{
var pad = Phaser.Utils.pad;
this.start(x, y, color);
if (loader.hasLoaded)
{
this.line('Complete' + (loader.resetLocked ? ' [locked]' : ''));
}
else if (loader.isLoading)
{
this.line('Loading');
}
else
{
this.line('Not started');
}
if (!loader.hasLoaded || loader.resetLocked)
{
this.line('Progress: ' + (pad(loader.progress, 3) + '%'));
this.line('Files: ' + loader._loadedFileCount + ' of ' +
loader._totalFileCount);
this.line('Packs: ' + loader._loadedPackCount + ' of ' +
loader._loadedPackCount);
}
this.stop();
},
/**
* Shows device capabilities: Pointer Events, Touch Events, Web Audio, WebGL.
*
* @method Phaser.Utils.Debug#device
* @param {number} x
* @param {number} y
* @param {string} [color]
*/
device: functio