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

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class="class-depth-1"> <a href="Phaser.Sound.html">Sound</a> </li> <li class="class-depth-1"> <a href="Phaser.SoundManager.html">SoundManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Sprite.html">Sprite</a> </li> <li class="class-depth-1"> <a href="Phaser.SpriteBatch.html">SpriteBatch</a> </li> <li class="class-depth-1"> <a href="Phaser.Stage.html">Stage</a> </li> <li class="class-depth-1"> <a href="Phaser.State.html">State</a> </li> <li class="class-depth-1"> <a href="Phaser.StateManager.html">StateManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Text.html">Text</a> </li> <li class="class-depth-1"> <a href="Phaser.Tile.html">Tile</a> </li> <li class="class-depth-1"> <a href="Phaser.Tilemap.html">Tilemap</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapLayer.html">TilemapLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapParser.html">TilemapParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Tileset.html">Tileset</a> </li> <li class="class-depth-1"> <a href="Phaser.TileSprite.html">TileSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.Time.html">Time</a> </li> <li class="class-depth-1"> <a href="Phaser.Timer.html">Timer</a> </li> <li class="class-depth-1"> <a href="Phaser.TimerEvent.html">TimerEvent</a> </li> <li class="class-depth-1"> <a href="Phaser.Touch.html">Touch</a> </li> <li class="class-depth-1"> <a href="Phaser.Tween.html">Tween</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenManager.html">TweenManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Utils.html">Utils</a> </li> <li class="class-depth-2"> <a href="Phaser.Utils.Debug.html">Debug</a> </li> <li class="class-depth-1"> <a href="Phaser.World.html">World</a> </li> </ul> </li> </ul> </div> </div> <div class="row-fluid"> <div class="span12"> <div id="main"> <h1 class="page-title">Source: system/Canvas.js</h1> <section> <article> <pre class="sunlight-highlight-javascript linenums">/** * @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} */ /** * The Canvas class handles everything related to creating the `canvas` DOM tag that Phaser will use, including styles, offset and aspect ratio. * * @class Phaser.Canvas * @static */ Phaser.Canvas = { /** * Creates a `canvas` DOM element. The element is not automatically added to the document. * * @method Phaser.Canvas.create * @param {number} [width=256] - The width of the canvas element. * @param {number} [height=256] - The height of the canvas element.. * @param {string} [id=''] - If given this will be set as the ID of the canvas element, otherwise no ID will be set. * @return {HTMLCanvasElement} The newly created canvas element. */ create: function (width, height, id) { width = width || 256; height = height || 256; var canvas = document.createElement('canvas'); if (typeof id === 'string' && id !== '') { canvas.id = id; } canvas.width = width; canvas.height = height; canvas.style.display = 'block'; return canvas; }, /** * Get the DOM offset values of any given element * @method Phaser.Canvas.getOffset * @param {HTMLElement} element - The targeted element that we want to retrieve the offset. * @param {Phaser.Point} [point] - The point we want to take the x/y values of the offset. * @return {Phaser.Point} - A point objet with the offsetX and Y as its properties. */ getOffset: function (element, point) { point = point || new Phaser.Point(); var box = element.getBoundingClientRect(); var clientTop = element.clientTop || document.body.clientTop || 0; var clientLeft = element.clientLeft || document.body.clientLeft || 0; // Without this check Chrome is now throwing console warnings about strict vs. quirks :( var scrollTop = 0; var scrollLeft = 0; if (document.compatMode === 'CSS1Compat') { scrollTop = window.pageYOffset || document.documentElement.scrollTop || element.scrollTop || 0; scrollLeft = window.pageXOffset || document.documentElement.scrollLeft || element.scrollLeft || 0; } else { scrollTop = window.pageYOffset || document.body.scrollTop || element.scrollTop || 0; scrollLeft = window.pageXOffset || document.body.scrollLeft || element.scrollLeft || 0; } point.x = box.left + scrollLeft - clientLeft; point.y = box.top + scrollTop - clientTop; return point; }, /** * Returns the aspect ratio of the given canvas. * * @method Phaser.Canvas.getAspectRatio * @param {HTMLCanvasElement} canvas - The canvas to get the aspect ratio from. * @return {number} The ratio between canvas' width and height. */ getAspectRatio: function (canvas) { return canvas.width / canvas.height; }, /** * Sets the background color behind the canvas. This changes the canvas style property. * * @method Phaser.Canvas.setBackgroundColor * @param {HTMLCanvasElement} canvas - The canvas to set the background color on. * @param {string} [color] - The color to set. Can be in the format 'rgb(r,g,b)', or '#RRGGBB' or any valid CSS color. * @return {HTMLCanvasElement} Returns the source canvas. */ setBackgroundColor: function (canvas, color) { color = color || 'rgb(0,0,0)'; canvas.style.backgroundColor = color; return canvas; }, /** * Sets the touch-action property on the canvas style. Can be used to disable default browser touch actions. * * @method Phaser.Canvas.setTouchAction * @param {HTMLCanvasElement} canvas - The canvas to set the touch action on. * @param {String} [value] - The touch action to set. Defaults to 'none'. * @return {HTMLCanvasElement} The source canvas. */ setTouchAction: function (canvas, value) { value = value || 'none'; canvas.style.msTouchAction = value; canvas.style['ms-touch-action'] = value; canvas.style['touch-action'] = value; return canvas; }, /** * Sets the user-select property on the canvas style. Can be used to disable default browser selection actions. * * @method Phaser.Canvas.setUserSelect * @param {HTMLCanvasElement} canvas - The canvas to set the touch action on. * @param {String} [value] - The touch action to set. Defaults to 'none'. * @return {HTMLCanvasElement} The source canvas. */ setUserSelect: function (canvas, value) { value = value || 'none'; canvas.style['-webkit-touch-callout'] = value; canvas.style['-webkit-user-select'] = value; canvas.style['-khtml-user-select'] = value; canvas.style['-moz-user-select'] = value; canvas.style['-ms-user-select'] = value; canvas.style['user-select'] = value; canvas.style['-webkit-tap-highlight-color'] = 'rgba(0, 0, 0, 0)'; return canvas; }, /** * Adds the given canvas element to the DOM. The canvas will be added as a child of the given parent. * If no parent is given it will be added as a child of the document.body. * * @method Phaser.Canvas.addToDOM * @param {HTMLCanvasElement} canvas - The canvas to be added to the DOM. * @param {string|HTMLElement} parent - The DOM element to add the canvas to. * @param {boolean} [overflowHidden=true] - If set to true it will add the overflow='hidden' style to the parent DOM element. * @return {HTMLCanvasElement} Returns the source canvas. */ addToDOM: function (canvas, parent, overflowHidden) { var target; if (typeof overflowHidden === 'undefined') { overflowHidden = true; } if (parent) { if (typeof parent === 'string') { // hopefully an element ID target = document.getElementById(parent); } else if (typeof parent === 'object' && parent.nodeType === 1) { // quick test for a HTMLelement target = parent; } } // Fallback, covers an invalid ID and a non HTMLelement object if (!target) { target = document.body; } if (overflowHidden && target.style) { target.style.overflow = 'hidden'; } target.appendChild(canvas); return canvas; }, /** * Removes the given canvas element from the DOM. * * @method Phaser.Canvas.removeFromDOM * @param {HTMLCanvasElement} canvas - The canvas to be removed from the DOM. */ removeFromDOM: function (canvas) { if (canvas.parentNode) { canvas.parentNode.removeChild(canvas); } }, /** * Sets the transform of the given canvas to the matrix values provided. * * @method Phaser.Canvas.setTransform * @param {CanvasRenderingContext2D} context - The context to set the transform on. * @param {number} translateX - The value to translate horizontally by. * @param {number} translateY - The value to translate vertically by. * @param {number} scaleX - The value to scale horizontally by. * @param {number} scaleY - The value to scale vertically by. * @param {number} skewX - The value to skew horizontaly by. * @param {number} skewY - The value to skew vertically by. * @return {CanvasRenderingContext2D} Returns the source context. */ setTransform: function (context, translateX, translateY, scaleX, scaleY, skewX, skewY) { context.setTransform(scaleX, skewX, skewY, scaleY, translateX, translateY); return context; }, /** * Sets the Image Smoothing property on the given context. Set to false to disable image smoothing. * By default browsers have image smoothing enabled, which isn't always what you visually want, especially * when using pixel art in a game. Note that this sets the property on the context itself, so that any image * drawn to the context will be affected. This sets the property across all current browsers but support is * patchy on earlier browsers, especially on mobile. * * @method Phaser.Canvas.setSmoothingEnabled * @param {CanvasRenderingContext2D} context - The context to enable or disable the image smoothing on. * @param {boolean} value - If set to true it will enable image smoothing, false will disable it. * @return {CanvasRenderingContext2D} Returns the source context. */ setSmoothingEnabled: function (context, value) { context['imageSmoothingEnabled'] = value; context['mozImageSmoothingEnabled'] = value; context['oImageSmoothingEnabled'] = value; context['webkitImageSmoothingEnabled'] = value; context['msImageSmoothingEnabled'] = value; return context; }, /** * Returns `true` if the given context has image smoothing enabled, otherwise returns `false`. * * @method Phaser.Canvas.getSmoothingEnabled * @param {CanvasRenderingContext2D} context - The context to check for smoothing on. * @return {boolean} True if the given context has image smoothing enabled, otherwise false. */ getSmoothingEnabled: function (context) { return (context['imageSmoothingEnabled'] || context['mozImageSmoothingEnabled'] || context['oImageSmoothingEnabled'] || context['webkitImageSmoothingEnabled'] || context['msImageSmoothingEnabled']); }, /** * Sets the CSS image-rendering property on the given canvas to be 'crisp' (aka 'optimize contrast' on webkit). * Note that if this doesn't given the desired result then see the setSmoothingEnabled. * * @method Phaser.Canvas.setImageRenderingCrisp * @param {HTMLCanvasElement} canvas - The canvas to set image-rendering crisp on. * @return {HTMLCanvasElement} Returns the source canvas. */ setImageRenderingCrisp: function (canvas) { canvas.style['image-rendering'] = 'optimizeSpeed'; canvas.style['image-rendering'] = 'crisp-edges'; canvas.style['image-rendering'] = '-moz-crisp-edges'; canvas.style['image-rendering'] = '-webkit-optimize-contrast'; canvas.style['image-rendering'] = 'optimize-contrast'; canvas.style['image-rendering'] = 'pixelated'; canvas.style.msInterpolationMode = 'nearest-neighbor'; return canvas; }, /** * Sets the CSS image-rendering property on the given canvas to be 'bicubic' (aka 'auto'). * Note that if this doesn't given the desired result then see the CanvasUtils.setSmoothingEnabled method. * * @method Phaser.Canvas.setImageRenderingBicubic * @param {HTMLCanvasElement} canvas The canvas to set image-rendering bicubic on. * @return {HTMLCanvasElement} Returns the source canvas. */ setImageRenderingBicubic: function (canvas) { canvas.style['image-rendering'] = 'auto'; canvas.style.msInterpolationMode = 'bicubic'; return canvas; } }; </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 href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> on Thu Oct 09 2014 16:09:45 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. </span> </footer> </div> <br clear="both"> </div> </div> <script src="scripts/sunlight.js"></script> <script src="scripts/sunlight.javascript.js"></script> <script src="scripts/sunlight-plugin.doclinks.js"></script> <script src="scripts/sunlight-plugin.linenumbers.js"></script> <script src="scripts/sunlight-plugin.menu.js"></script> <script src="scripts/jquery.min.js"></script> <script src="scripts/jquery.scrollTo.js"></script> <script src="scripts/jquery.localScroll.js"></script> <script src="scripts/bootstrap-dropdown.js"></script> <script src="scripts/toc.js"></script> <script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script> <script> $( function () { $( "#toc" ).toc( { anchorName : function(i, heading, prefix) { return $(heading).attr("id") || ( prefix + i ); }, selectors : "h1,h2,h3,h4", showAndHide : false, scrollTo : 60 } ); $( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" ); $( "#main span[id^='toc']" ).addClass( "toc-shim" ); } ); </script> </body> </html>