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https://github.com/georgiee * @author Richard Davey &lt;rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Draws a P2 Body to a Graphics instance for visual debugging. * Needless to say, for every body you enable debug drawing on, you are adding processor and graphical overhead. * So use sparingly and rarely (if ever) in production code. * * @class Phaser.Physics.P2.BodyDebug * @constructor * @extends Phaser.Group * @param {Phaser.Game} game - Game reference to the currently running game. * @param {Phaser.Physics.P2.Body} body - The P2 Body to display debug data for. * @param {object} settings - Settings object. */ Phaser.Physics.P2.BodyDebug = function(game, body, settings) { Phaser.Group.call(this, game); /** * @property {object} defaultSettings - Default debug settings. * @private */ var defaultSettings = { pixelsPerLengthUnit: 20, debugPolygons: false, lineWidth: 1, alpha: 0.5 }; this.settings = Phaser.Utils.extend(defaultSettings, settings); /** * @property {number} ppu - Pixels per Length Unit. */ this.ppu = this.settings.pixelsPerLengthUnit; this.ppu = -1 * this.ppu; /** * @property {Phaser.Physics.P2.Body} body - The P2 Body to display debug data for. */ this.body = body; /** * @property {Phaser.Graphics} canvas - The canvas to render the debug info to. */ this.canvas = new Phaser.Graphics(game); this.canvas.alpha = this.settings.alpha; this.add(this.canvas); this.draw(); }; Phaser.Physics.P2.BodyDebug.prototype = Object.create(Phaser.Group.prototype); Phaser.Physics.P2.BodyDebug.prototype.constructor = Phaser.Physics.P2.BodyDebug; Phaser.Utils.extend(Phaser.Physics.P2.BodyDebug.prototype, { /** * Core update. * * @method Phaser.Physics.P2.BodyDebug#update */ update: function() { this.updateSpriteTransform(); }, /** * Core update. * * @method Phaser.Physics.P2.BodyDebug#updateSpriteTransform */ updateSpriteTransform: function() { this.position.x = this.body.position[0] * this.ppu; this.position.y = this.body.position[1] * this.ppu; return this.rotation = this.body.angle; }, /** * Draws the P2 shapes to the Graphics object. * * @method Phaser.Physics.P2.BodyDebug#draw */ draw: function() { var angle, child, color, i, j, lineColor, lw, obj, offset, sprite, v, verts, vrot, _j, _ref1; obj = this.body; sprite = this.canvas; sprite.clear(); color = parseInt(this.randomPastelHex(), 16); lineColor = 0xff0000; lw = this.lineWidth; if (obj instanceof p2.Body && obj.shapes.length) { var l = obj.shapes.length; i = 0; while (i !== l) { child = obj.shapes[i]; offset = obj.shapeOffsets[i]; angle = obj.shapeAngles[i]; offset = offset || 0; angle = angle || 0; if (child instanceof p2.Circle) { this.drawCircle(sprite, offset[0] * this.ppu, offset[1] * this.ppu, angle, child.radius * this.ppu, color, lw); } else if (child instanceof p2.Convex) { verts = []; vrot = p2.vec2.create(); for (j = _j = 0, _ref1 = child.vertices.length; 0 &lt;= _ref1 ? _j &lt; _ref1 : _j > _ref1; j = 0 &lt;= _ref1 ? ++_j : --_j) { v = child.vertices[j]; p2.vec2.rotate(vrot, v, angle); verts.push([(vrot[0] + offset[0]) * this.ppu, -(vrot[1] + offset[1]) * this.ppu]); } this.drawConvex(sprite, verts, child.triangles, lineColor, color, lw, this.settings.debugPolygons, [offset[0] * this.ppu, -offset[1] * this.ppu]); } else if (child instanceof p2.Plane) { this.drawPlane(sprite, offset[0] * this.ppu, -offset[1] * this.ppu, color, lineColor, lw * 5, lw * 10, lw * 10, this.ppu * 100, angle); } else if (child instanceof p2.Line) { this.drawLine(sprite, child.length * this.ppu, lineColor, lw); } else if (child instanceof p2.Rectangle) { this.drawRectangle(sprite, offset[0] * this.ppu, -offset[1] * this.ppu, angle, child.width * this.ppu, child.height * this.ppu, lineColor, color, lw); } i++; } } }, /** * Draws the P2 shapes to the Graphics object. * * @method Phaser.Physics.P2.BodyDebug#draw */ drawRectangle: function(g, x, y, angle, w, h, color, fillColor, lineWidth) { if (typeof lineWidth === 'undefined') { lineWidth = 1; } if (typeof color === 'undefined') { color = 0x000000; } g.lineStyle(lineWidth, color, 1); g.beginFill(fillColor); g.drawRect(x - w / 2, y - h / 2, w, h); }, /** * Draws a P2 Circle shape. * * @method Phaser.Physics.P2.BodyDebug#drawCircle */ drawCircle: function(g, x, y, angle, radius, color, lineWidth) { if (typeof lineWidth === 'undefined') { lineWidth = 1; } if (typeof color === 'undefined') { color = 0xffffff; } g.lineStyle(lineWidth, 0x000000, 1); g.beginFill(color, 1.0); g.drawCircle(x, y, -radius); g.endFill(); g.moveTo(x, y); g.lineTo(x + radius * Math.cos(-angle), y + radius * Math.sin(-angle)); }, /** * Draws a P2 Line shape. * * @method Phaser.Physics.P2.BodyDebug#drawCircle */ drawLine: function(g, len, color, lineWidth) { if (typeof lineWidth === 'undefined') { lineWidth = 1; } if (typeof color === 'undefined') { color = 0x000000; } g.lineStyle(lineWidth * 5, color, 1); g.moveTo(-len / 2, 0); g.lineTo(len / 2, 0); }, /** * Draws a P2 Convex shape. * * @method Phaser.Physics.P2.BodyDebug#drawConvex */ drawConvex: function(g, verts, triangles, color, fillColor, lineWidth, debug, offset) { var colors, i, v, v0, v1, x, x0, x1, y, y0, y1; if (typeof lineWidth === 'undefined') { lineWidth = 1; } if (typeof color === 'undefined') { color = 0x000000; } if (!debug) { g.lineStyle(lineWidth, color, 1); g.beginFill(fillColor); i = 0; while (i !== verts.length) { v = verts[i]; x = v[0]; y = v[1]; if (i === 0) { g.moveTo(x, -y); } else { g.lineTo(x, -y); } i++; } g.endFill(); if (verts.length > 2) { g.moveTo(verts[verts.length - 1][0], -verts[verts.length - 1][1]); return g.lineTo(verts[0][0], -verts[0][1]); } } else { colors = [0xff0000, 0x00ff00, 0x0000ff]; i = 0; while (i !== verts.length + 1) { v0 = verts[i % verts.length]; v1 = verts[(i + 1) % verts.length]; x0 = v0[0]; y0 = v0[1]; x1 = v1[0]; y1 = v1[1]; g.lineStyle(lineWidth, colors[i % colors.length], 1); g.moveTo(x0, -y0); g.lineTo(x1, -y1); g.drawCircle(x0, -y0, lineWidth * 2); i++; } g.lineStyle(lineWidth, 0x000000, 1); return g.drawCircle(offset[0], offset[1], lineWidth * 2); } }, /** * Draws a P2 Path. * * @method Phaser.Physics.P2.BodyDebug#drawPath */ drawPath: function(g, path, color, fillColor, lineWidth) { var area, i, lastx, lasty, p1x, p1y, p2x, p2y, p3x, p3y, v, x, y; if (typeof lineWidth === 'undefined') { lineWidth = 1; } if (typeof color === 'undefined') { color = 0x000000; } g.lineStyle(lineWidth, color, 1); if (typeof fillColor === "number") { g.beginFill(fillColor); } lastx = null; lasty = null; i = 0; while (i &lt; path.length) { v = path[i]; x = v[0]; y = v[1]; if (x !== lastx || y !== lasty) { if (i === 0) { g.moveTo(x, y); } else { p1x = lastx; p1y = lasty; p2x = x; p2y = y; p3x = path[(i + 1) % path.length][0]; p3y = path[(i + 1) % path.length][1]; area = ((p2x - p1x) * (p3y - p1y)) - ((p3x - p1x) * (p2y - p1y)); if (area !== 0) { g.lineTo(x, y); } } lastx = x; lasty = y; } i++; } if (typeof fillColor === "number") { g.endFill(); } if (path.length > 2 && typeof fillColor === "number") { g.moveTo(path[path.length - 1][0], path[path.length - 1][1]); g.lineTo(path[0][0], path[0][1]); } }, /** * Draws a P2 Plane shape. * * @method Phaser.Physics.P2.BodyDebug#drawPlane */ drawPlane: function(g, x0, x1, color, lineColor, lineWidth, diagMargin, diagSize, maxLength, angle) { var max, xd, yd; if (typeof lineWidth === 'undefined') { lineWidth = 1; } if (typeof color === 'undefined') { color = 0xffffff; } g.lineStyle(lineWidth, lineColor, 11); g.beginFill(color); max = maxLength; g.moveTo(x0, -x1); xd = x0 + Math.cos(angle) * this.game.width; yd = x1 + Math.sin(angle) * this.game.height; g.lineTo(xd, -yd); g.moveTo(x0, -x1); xd = x0 + Math.cos(angle) * -this.game.width; yd = x1 + Math.sin(angle) * -this.game.height; g.lineTo(xd, -yd); }, /** * Picks a random pastel color. * * @method Phaser.Physics.P2.BodyDebug#randomPastelHex */ randomPastelHex: function() { var blue, green, mix, red; mix = [255, 255, 255]; red = Math.floor(Math.random() * 256); green = Math.floor(Math.random() * 256); blue = Math.floor(Math.random() * 256); red = Math.floor((red + 3 * mix[0]) / 4); green = Math.floor((green + 3 * mix[1]) / 4); blue = Math.floor((blue + 3 * mix[2]) / 4); return this.rgbToHex(red, green, blue); }, /** * Converts from RGB to Hex. * * @method Phaser.Physics.P2.BodyDebug#rgbToHex */ rgbToHex: function(r, g, b) { return this.componentToHex(r) + this.componentToHex(g) + this.componentToHex(b); }, /** * Component to hex conversion. * * @method Phaser.Physics.P2.BodyDebug#componentToHex */ componentToHex: function(c) { var hex; hex = c.toString(16); if (hex.len === 2) { return hex; } else { return hex + '0'; } } }); </pre> </article> </section> </div> <div class="clearfix"></div> <footer> <span class="copyright"> Phaser Copyright © 2012-2014 Photon Storm Ltd. </span> <br /> <span class="jsdoc-message"> Documentation generated by <a 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