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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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/** * @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