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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>Phaser Source: gameobjects/BitmapData.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/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 class="navbar-inner"> <a class="brand" href="index.html">Phaser</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> </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-1"> <a 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&lt;rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * A BitmapData object contains a Canvas element to which you can draw anything you like via normal Canvas context operations. * A single BitmapData can be used as the texture for one or many Images/Sprites. * So if you need to dynamically create a Sprite texture then they are a good choice. * * @class Phaser.BitmapData * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {string} key - Internal Phaser reference key for the render texture. * @param {number} [width=256] - The width of the BitmapData in pixels. * @param {number} [height=256] - The height of the BitmapData in pixels. */ Phaser.BitmapData = function (game, key, width, height) { if (typeof width === 'undefined') { width = 256; } if (typeof height === 'undefined') { height = 256; } /** * @property {Phaser.Game} game - A reference to the currently running game. */ this.game = game; /** * @property {string} key - The key of the BitmapData in the Cache, if stored there. */ this.key = key; /** * @property {number} width - The width of the BitmapData in pixels. */ this.width = width; /** * @property {number} height - The height of the BitmapData in pixels. */ this.height = height; /** * @property {HTMLCanvasElement} canvas - The canvas to which this BitmapData draws. * @default */ this.canvas = Phaser.Canvas.create(width, height, '', true); /** * @property {CanvasRenderingContext2D} context - The 2d context of the canvas. * @default */ this.context = this.canvas.getContext('2d'); /** * @property {CanvasRenderingContext2D} ctx - A reference to BitmapData.context. */ this.ctx = this.context; /** * @property {ImageData} imageData - The context image data. */ this.imageData = this.context.getImageData(0, 0, width, height); /** * @property {Uint8ClampedArray} data - A Uint8ClampedArray view into BitmapData.buffer. */ this.data = this.imageData.data; /** * @property {Uint32Array} pixels - An Uint32Array view into BitmapData.buffer. */ this.pixels = null; /** * @property {ArrayBuffer} buffer - An ArrayBuffer the same size as the context ImageData. */ if (this.imageData.data.buffer) { this.buffer = this.imageData.data.buffer; this.pixels = new Uint32Array(this.buffer); } else { if (window['ArrayBuffer']) { this.buffer = new ArrayBuffer(this.imageData.data.length); this.pixels = new Uint32Array(this.buffer); } else { this.pixels = this.imageData.data; } } /** * @property {PIXI.BaseTexture} baseTexture - The PIXI.BaseTexture. * @default */ this.baseTexture = new PIXI.BaseTexture(this.canvas); /** * @property {PIXI.Texture} texture - The PIXI.Texture. * @default */ this.texture = new PIXI.Texture(this.baseTexture); /** * @property {Phaser.Frame} textureFrame - The Frame this BitmapData uses for rendering. * @default */ this.textureFrame = new Phaser.Frame(0, 0, 0, width, height, 'bitmapData', game.rnd.uuid()); this.texture.frame = this.textureFrame; /** * @property {number} type - The const type of this object. * @default */ this.type = Phaser.BITMAPDATA; /** * @property {boolean} disableTextureUpload - If disableTextureUpload is true this BitmapData will never send its image data to the GPU when its dirty flag is true. */ this.disableTextureUpload = false; /** * @property {boolean} dirty - If dirty this BitmapData will be re-rendered. */ this.dirty = false; // Aliases this.cls = this.clear; /** * @property {number} _image - Internal cache var. * @private */ this._image = null; /** * @property {Phaser.Point} _pos - Internal cache var. * @private */ this._pos = new Phaser.Point(); /** * @property {Phaser.Point} _size - Internal cache var. * @private */ this._size = new Phaser.Point(); /** * @property {Phaser.Point} _scale - Internal cache var. * @private */ this._scale = new Phaser.Point(); /** * @property {number} _rotate - Internal cache var. * @private */ this._rotate = 0; /** * @property {Object} _alpha - Internal cache var. * @private */ this._alpha = { prev: 1, current: 1 }; /** * @property {Phaser.Point} _anchor - Internal cache var. * @private */ this._anchor = new Phaser.Point(); /** * @property {number} _tempR - Internal cache var. * @private */ this._tempR = 0; /** * @property {number} _tempG - Internal cache var. * @private */ this._tempG = 0; /** * @property {number} _tempB - Internal cache var. * @private */ this._tempB = 0; /** * @property {Phaser.Circle} _circle - Internal cache var. * @private */ this._circle = new Phaser.Circle(); }; Phaser.BitmapData.prototype = { /** * Updates the given objects so that they use this BitmapData as their texture. This will replace any texture they will currently have set. * * @method Phaser.BitmapData#add * @param {Phaser.Sprite|Phaser.Sprite[]|Phaser.Image|Phaser.Image[]} object - Either a single Sprite/Image or an Array of Sprites/Images. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ add: function (object) { if (Array.isArray(object)) { for (var i = 0; i &lt; object.length; i++) { if (object[i]['loadTexture']) { object[i].loadTexture(this); } } } else { object.loadTexture(this); } return this; }, /** * Takes the given Game Object, resizes this BitmapData to match it and then draws it into this BitmapDatas canvas, ready for further processing. * The source game object is not modified by this operation. * If the source object uses a texture as part of a Texture Atlas or Sprite Sheet, only the current frame will be used for sizing. * If a string is given it will assume it's a cache key and look in Phaser.Cache for an image key matching the string. * * @method Phaser.BitmapData#load * @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|HTMLImage|HTMLCanvasElement|string} source - The object that will be used to populate this BitmapData. If you give a string it will try and find the Image in the Game.Cache first. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ load: function (source) { if (typeof source === 'string') { source = this.game.cache.getImage(source); } if (source) { this.resize(source.width, source.height); this.cls(); } else { return; } this.draw(source); this.update(); return this; }, /** * Clears the BitmapData context using a clearRect. * * @method Phaser.BitmapData#cls */ /** * Clears the BitmapData context using a clearRect. * * @method Phaser.BitmapData#clear * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ clear: function () { this.context.clearRect(0, 0, this.width, this.height); this.dirty = true; return this; }, /** * Fills the BitmapData with the given color. * * @method Phaser.BitmapData#fill * @param {number} r - The red color value, between 0 and 0xFF (255). * @param {number} g - The green color value, between 0 and 0xFF (255). * @param {number} b - The blue color value, between 0 and 0xFF (255). * @param {number} [a=1] - The alpha color value, between 0 and 1. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ fill: function (r, g, b, a) { if (typeof a === 'undefined') { a = 1; } this.context.fillStyle = 'rgba(' + r + ',' + g + ',' + b + ',' + a + ')'; this.context.fillRect(0, 0, this.width, this.height); this.dirty = true; return this; }, /** * Resizes the BitmapData. This changes the size of the underlying canvas and refreshes the buffer. * * @method Phaser.BitmapData#resize * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ resize: function (width, height) { if (width !== this.width || height !== this.height) { this.width = width; this.height = height; this.canvas.width = width; this.canvas.height = height; this.baseTexture.width = width; this.baseTexture.height = height; this.textureFrame.width = width; this.textureFrame.height = height; this.texture.width = width; this.texture.height = height; this.texture.crop.width = width; this.texture.crop.height = height; this.update(); this.dirty = true; } return this; }, /** * This re-creates the BitmapData.imageData from the current context. * It then re-builds the ArrayBuffer, the data Uint8ClampedArray reference and the pixels Int32Array. * If not given the dimensions defaults to the full size of the context. * * @method Phaser.BitmapData#update * @param {number} [x=0] - The x coordinate of the top-left of the image data area to grab from. * @param {number} [y=0] - The y coordinate of the top-left of the image data area to grab from. * @param {number} [width] - The width of the image data area. * @param {number} [height] - The height of the image data area. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ update: function (x, y, width, height) { if (typeof x === 'undefined') { x = 0; } if (typeof y === 'undefined') { y = 0; } if (typeof width === 'undefined') { width = this.width; } if (typeof height === 'undefined') { height = this.height; } this.imageData = this.context.getImageData(x, y, width, height); this.data = this.imageData.data; if (this.imageData.data.buffer) { this.buffer = this.imageData.data.buffer; this.pixels = new Uint32Array(this.buffer); } else { if (window['ArrayBuffer']) { this.buffer = new ArrayBuffer(this.imageData.data.length); this.pixels = new Uint32Array(this.buffer); } else { this.pixels = this.imageData.data; } } return this; }, /** * Scans through the area specified in this BitmapData and sends a color object for every pixel to the given callback. * The callback will be sent a color object with 6 properties: `{ r: number, g: number, b: number, a: number, color: number, rgba: string }`. * Where r, g, b and a are integers between 0 and 255 representing the color component values for red, green, blue and alpha. * The `color` property is an Int32 of the full color. Note the endianess of this will change per system. * The `rgba` property is a CSS style rgba() string which can be used with context.fillStyle calls, among others. * The callback will also be sent the pixels x and y coordinates respectively. * The callback must return either `false`, in which case no change will be made to the pixel, or a new color object. * If a new color object is returned the pixel will be set to the r, g, b and a color values given within it. * * @method Phaser.BitmapData#processPixelRGB * @param {function} callback - The callback that will be sent each pixel color object to be processed. * @param {object} callbackContext - The context under which the callback will be called. * @param {number} [x=0] - The x coordinate of the top-left of the region to process from. * @param {number} [y=0] - The y coordinate of the top-left of the region to process from. * @param {number} [width] - The width of the region to process. * @param {number} [height] - The height of the region to process. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ processPixelRGB: function (callback, callbackContext, x, y, width, height) { if (typeof x === 'undefined') { x = 0; } if (typeof y === 'undefined') { y = 0; } if (typeof width === 'undefined') { width = this.width; } if (typeof height === 'undefined') { height = this.height; } var w = x + width; var h = y + height; var pixel = Phaser.Color.createColor(); var result = { r: 0, g: 0, b: 0, a: 0 }; var dirty = false; for (var ty = y; ty &lt; h; ty++) { for (var tx = x; tx &lt; w; tx++) { Phaser.Color.unpackPixel(this.getPixel32(tx, ty), pixel); result = callback.call(callbackContext, pixel, tx, ty); if (result !== false && result !== null && result !== undefined) { this.setPixel32(tx, ty, result.r, result.g, result.b, result.a, false); dirty = true; } } } if (dirty) { this.context.putImageData(this.imageData, 0, 0); this.dirty = true; } return this; }, /** * Scans through the area specified in this BitmapData and sends the color for every pixel to the given callback along with its x and y coordinates. * Whatever value the callback returns is set as the new color for that pixel, unless it returns the same color, in which case it's skipped. * Note that the format of the color received will be different depending on if the system is big or little endian. * It is expected that your callback will deal with endianess. If you'd rather Phaser did it then use processPixelRGB instead. * The callback will also be sent the pixels x and y coordinates respectively. * * @method Phaser.BitmapData#processPixel * @param {function} callback - The callback that will be sent each pixel color to be processed. * @param {object} callbackContext - The context under which the callback will be called. * @param {number} [x=0] - The x coordinate of the top-left of the region to process from. * @param {number} [y=0] - The y coordinate of the top-left of the region to process from. * @param {number} [width] - The width of the region to process. * @param {number} [height] - The height of the region to process. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ processPixel: function (callback, callbackContext, x, y, width, height) { if (typeof x === 'undefined') { x = 0; } if (typeof y === 'undefined') { y = 0; } if (typeof width === 'undefined') { width = this.width; } if (typeof height === 'undefined') { height = this.height; } var w = x + width; var h = y + height; var pixel = 0; var result = 0; var dirty = false; for (var ty = y; ty &lt; h; ty++) { for (var tx = x; tx &lt; w; tx++) { pixel = this.getPixel32(tx, ty); result = callback.call(callbackContext, pixel, tx, ty); if (result !== pixel) { this.pixels[ty * this.width + tx] = result; dirty = true; } } } if (dirty) { this.context.putImageData(this.imageData, 0, 0); this.dirty = true; } return this; }, /** * Replaces all pixels matching one color with another. The color values are given as two sets of RGBA values. * An optional region parameter controls if the replacement happens in just a specific area of the BitmapData or the entire thing. * * @method Phaser.BitmapData#replaceRGB * @param {number} r1 - The red color value to be replaced. Between 0 and 255. * @param {number} g1 - The green color value to be replaced. Between 0 and 255. * @param {number} b1 - The blue color value to be replaced. Between 0 and 255. * @param {number} a1 - The alpha color value to be replaced. Between 0 and 255. * @param {number} r2 - The red color value that is the replacement color. Between 0 and 255. * @param {number} g2 - The green color value that is the replacement color. Between 0 and 255. * @param {number} b2 - The blue color value that is the replacement color. Between 0 and 255. * @param {number} a2 - The alpha color value that is the replacement color. Between 0 and 255. * @param {Phaser.Rectangle} [region] - The area to perform the search over. If not given it will replace over the whole BitmapData. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ replaceRGB: function (r1, g1, b1, a1, r2, g2, b2, a2, region) { var sx = 0; var sy = 0; var w = this.width; var h = this.height; var source = Phaser.Color.packPixel(r1, g1, b1, a1); if (region !== undefined && region instanceof Phaser.Rectangle) { sx = region.x; sy = region.y; w = region.width; h = region.height; } for (var y = 0; y &lt; h; y++) { for (var x = 0; x &lt; w; x++) { if (this.getPixel32(sx + x, sy + y) === source) { this.setPixel32(sx + x, sy + y, r2, g2, b2, a2, false); } } } this.context.putImageData(this.imageData, 0, 0); this.dirty = true; return this; }, /** * Sets the hue, saturation and lightness values on every pixel in the given region, or the whole BitmapData if no region was specified. * * @method Phaser.BitmapData#setHSL * @param {number} [h=null] - The hue, in the range 0 - 1. * @param {number} [s=null] - The saturation, in the range 0 - 1. * @param {number} [l=null] - The lightness, in the range 0 - 1. * @param {Phaser.Rectangle} [region] - The area to perform the operation on. If not given it will run over the whole BitmapData. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ setHSL: function (h, s, l, region) { if (typeof h === 'undefined' || h === null) { h = false; } if (typeof s === 'undefined' || s === null) { s = false; } if (typeof l === 'undefined' || l === null) { l = false; } if (!h && !s && !l) { return; } if (typeof region === 'undefined') { region = new Phaser.Rectangle(0, 0, this.width, this.height); } var pixel = Phaser.Color.createColor(); for (var y = region.y; y &lt; region.bottom; y++) { for (var x = region.x; x &lt; region.right; x++) { Phaser.Color.unpackPixel(this.getPixel32(x, y), pixel, true); if (h) { pixel.h = h; } if (s) { pixel.s = s; } if (l) { pixel.l = l; } Phaser.Color.HSLtoRGB(pixel.h, pixel.s, pixel.l, pixel); this.setPixel32(x, y, pixel.r, pixel.g, pixel.b, pixel.a, false); } } this.context.putImageData(this.imageData, 0, 0); this.dirty = true; return this; }, /** * Shifts any or all of the hue, saturation and lightness values on every pixel in the given region, or the whole BitmapData if no region was specified. * Shifting will add the given value onto the current h, s and l values, not replace them. * The hue is wrapped to keep it within the range 0 to 1. Saturation and lightness are clamped to not exceed 1. * * @method Phaser.BitmapData#shiftHSL * @param {number} [h=null] - The amount to shift the hue by. * @param {number} [s=null] - The amount to shift the saturation by. * @param {number} [l=null] - The amount to shift the lightness by. * @param {Phaser.Rectangle} [region] - The area to perform the operation on. If not given it will run over the whole BitmapData. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ shiftHSL: function (h, s, l, region) { if (typeof h === 'undefined' || h === null) { h = false; } if (typeof s === 'undefined' || s === null) { s = false; } if (typeof l === 'undefined' || l === null) { l = false; } if (!h && !s && !l) { return; } if (typeof region === 'undefined') { region = new Phaser.Rectangle(0, 0, this.width, this.height); } var pixel = Phaser.Color.createColor(); for (var y = region.y; y &lt; region.bottom; y++) { for (var x = region.x; x &lt; region.right; x++) { Phaser.Color.unpackPixel(this.getPixel32(x, y), pixel, true); if (h) { pixel.h = this.game.math.wrap(pixel.h + h, 0, 1); } if (s) { pixel.s = this.game.math.limitValue(pixel.s + s, 0, 1); } if (l) { pixel.l = this.game.math.limitValue(pixel.l + l, 0, 1); } Phaser.Color.HSLtoRGB(pixel.h, pixel.s, pixel.l, pixel); this.setPixel32(x, y, pixel.r, pixel.g, pixel.b, pixel.a, false); } } this.context.putImageData(this.imageData, 0, 0); this.dirty = true; return this; }, /** * Sets the color of the given pixel to the specified red, green, blue and alpha values. * * @method Phaser.BitmapData#setPixel32 * @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @param {number} red - The red color value, between 0 and 0xFF (255). * @param {number} green - The green color value, between 0 and 0xFF (255). * @param {number} blue - The blue color value, between 0 and 0xFF (255). * @param {number} alpha - The alpha color value, between 0 and 0xFF (255). * @param {boolean} [immediate=true] - If `true` the context.putImageData will be called and the dirty flag set. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ setPixel32: function (x, y, red, green, blue, alpha, immediate) { if (typeof immediate === 'undefined') { immediate = true; } if (x >= 0 && x &lt;= this.width && y >= 0 && y &lt;= this.height) { if (Phaser.Device.LITTLE_ENDIAN) { this.pixels[y * this.width + x] = (alpha &lt;&lt; 24) | (blue &lt;&lt; 16) | (green &lt;&lt; 8) | red; } else { this.pixels[y * this.width + x] = (red &lt;&lt; 24) | (green &lt;&lt; 16) | (blue &lt;&lt; 8) | alpha; } if (immediate) { this.context.putImageData(this.imageData, 0, 0); this.dirty = true; } } return this; }, /** * Sets the color of the given pixel to the specified red, green and blue values. * * @method Phaser.BitmapData#setPixel * @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @param {number} red - The red color value, between 0 and 0xFF (255). * @param {number} green - The green color value, between 0 and 0xFF (255). * @param {number} blue - The blue color value, between 0 and 0xFF (255). * @param {number} alpha - The alpha color value, between 0 and 0xFF (255). * @param {boolean} [immediate=true] - If `true` the context.putImageData will be called and the dirty flag set. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ setPixel: function (x, y, red, green, blue, immediate) { return this.setPixel32(x, y, red, green, blue, 255, immediate); }, /** * Get the color of a specific pixel in the context into a color object. * If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer, * otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist. * * @method Phaser.BitmapData#getPixel * @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @param {object} [out] - An object into which 4 properties will be created: r, g, b and a. If not provided a new object will be created. * @return {object} An object with the red, green, blue and alpha values set in the r, g, b and a properties. */ getPixel: function (x, y, out) { if (!out) { out = Phaser.Color.createColor(); } var index = ~~(x + (y * this.width)); index *= 4; out.r = this.data[index]; out.g = this.data[++index]; out.b = this.data[++index]; out.a = this.data[++index]; return out; }, /** * Get the color of a specific pixel including its alpha value. * If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer, * otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist. * Note that on little-endian systems the format is 0xAABBGGRR and on big-endian the format is 0xRRGGBBAA. * * @method Phaser.BitmapData#getPixel32 * @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @return {number} A native color value integer (format: 0xAARRGGBB) */ getPixel32: function (x, y) { if (x >= 0 && x &lt;= this.width && y >= 0 && y &lt;= this.height) { return this.pixels[y * this.width + x]; } }, /** * Get the color of a specific pixel including its alpha value as a color object containing r,g,b,a and rgba properties. * If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer, * otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist. * * @method Phaser.BitmapData#getPixelRGB * @param {number} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @param {number} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. * @param {object} [out] - An object into which 3 properties will be created: r, g and b. If not provided a new object will be created. * @param {boolean} [hsl=false] - Also convert the rgb values into hsl? * @param {boolean} [hsv=false] - Also convert the rgb values into hsv? * @return {object} An object with the red, green and blue values set in the r, g and b properties. */ getPixelRGB: function (x, y, out, hsl, hsv) { return Phaser.Color.unpackPixel(this.getPixel32(x, y), out, hsl, hsv); }, /** * Gets all the pixels from the region specified by the given Rectangle object. * * @method Phaser.BitmapData#getPixels * @param {Phaser.Rectangle} rect - The Rectangle region to get. * @return {ImageData} Returns a ImageData object containing a Uint8ClampedArray data property. */ getPixels: function (rect) { return this.context.getImageData(rect.x, rect.y, rect.width, rect.height); }, /** * Creates a new Phaser.Image object, assigns this BitmapData to be its texture, adds it to the world then returns it. * * @method Phaser.BitmapData#addToWorld * @param {number} [x=0] - The x coordinate to place the Image at. * @param {number} [y=0] - The y coordinate to place the Image at. * @param {number} [anchorX=0] - Set the x anchor point of the Image. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right. * @param {number} [anchorY=0] - Set the y anchor point of the Image. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right. * @param {number} [scaleX=1] - The horizontal scale factor of the Image. A value of 1 means no scaling. 2 would be twice the size, and so on. * @param {number} [scaleY=1] - The vertical scale factor of the Image. A value of 1 means no scaling. 2 would be twice the size, and so on. * @return {Phaser.Image} The newly added Image object. */ addToWorld: function (x, y, anchorX, anchorY, scaleX, scaleY) { scaleX = scaleX || 1; scaleY = scaleY || 1; var image = this.game.add.image(x, y, this); image.anchor.set(anchorX, anchorY); image.scale.set(scaleX, scaleY); return image; }, /** * Copies a rectangular area from the source object to this BitmapData. If you give `null` as the source it will copy from itself. * You can optionally resize, translate, rotate, scale, alpha or blend as it's drawn. * All rotation, scaling and drawing takes place around the regions center point by default, but can be changed with the anchor parameters. * Note that the source image can also be this BitmapData, which can create some interesting effects. * * This method has a lot of parameters for maximum control. * You can use the more friendly methods like `copyRect` and `draw` to avoid having to remember them all. * * @method Phaser.BitmapData#copy * @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|HTMLImage|HTMLCanvasElement|string} [source] - The source to copy from. If you give a string it will try and find the Image in the Game.Cache first. This is quite expensive so try to provide the image itself. * @param {number} [x=0] - The x coordinate representing the top-left of the region to copy from the source image. * @param {number} [y=0] - The y coordinate representing the top-left of the region to copy from the source image. * @param {number} [width] - The width of the region to copy from the source image. If not specified it will use the full source image width. * @param {number} [height] - The height of the region to copy from the source image. If not specified it will use the full source image height. * @param {number} [tx] - The x coordinate to translate to before drawing. If not specified it will default to the `x` parameter. * @param {number} [ty] - The y coordinate to translate to before drawing. If not specified it will default to the `y` parameter. * @param {number} [newWidth] - The new width of the block being copied. If not specified it will default to the `width` parameter. * @param {number} [newHeight] - The new height of the block being copied. If not specified it will default to the `height` parameter. * @param {number} [rotate=0] - The angle in radians to rotate the block to before drawing. Rotation takes place around the center by default, but can be changed with the `anchor` parameters. * @param {number} [anchorX=0] - The anchor point around which the block is rotated and scaled. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right. * @param {number} [anchorY=0] - The anchor point around which the block is rotated and scaled. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right. * @param {number} [scaleX=1] - The horizontal scale factor of the block. A value of 1 means no scaling. 2 would be twice the size, and so on. * @param {number} [scaleY=1] - The vertical scale factor of the block. A value of 1 means no scaling. 2 would be twice the size, and so on. * @param {number} [alpha=1] - The alpha that will be set on the context before drawing. A value between 0 (fully transparent) and 1, opaque. * @param {number} [blendMode=null] - The composite blend mode that will be used when drawing. The default is no blend mode at all. * @param {boolean} [roundPx=false] - Should the x and y values be rounded to integers before drawing? This prevents anti-aliasing in some instances. * @return {Phaser.BitmapData} This BitmapData object for method chaining. */ copy: function (source, x, y, width, height, tx, ty, newWidth, newHeight, rotate, anchorX, anchorY, scaleX, scaleY, alpha, blendMode, roundPx) { if (typeof source === 'undefined' || source === null) { source = this; } this._image = source; if (source instanceof Phaser.Sprite || source instan