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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

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/** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../../../utils/Class'); var GeomRectangle = require('../../../geom/rectangle/Rectangle'); var Shape = require('../Shape'); var RectangleRender = require('./RectangleRender'); /** * @classdesc * The Rectangle Shape is a Game Object that can be added to a Scene, Group or Container. You can * treat it like any other Game Object in your game, such as tweening it, scaling it, or enabling * it for input or physics. It provides a quick and easy way for you to render this shape in your * game without using a texture, while still taking advantage of being fully batched in WebGL. * * This shape supports both fill and stroke colors. * * You can change the size of the rectangle by changing the `width` and `height` properties. * * @class Rectangle * @extends Phaser.GameObjects.Shape * @memberof Phaser.GameObjects * @constructor * @since 3.13.0 * * @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time. * @param {number} x - The horizontal position of this Game Object in the world. * @param {number} y - The vertical position of this Game Object in the world. * @param {number} [width=128] - The width of the rectangle. * @param {number} [height=128] - The height of the rectangle. * @param {number} [fillColor] - The color the rectangle will be filled with, i.e. 0xff0000 for red. * @param {number} [fillAlpha] - The alpha the rectangle will be filled with. You can also set the alpha of the overall Shape using its `alpha` property. */ var Rectangle = new Class({ Extends: Shape, Mixins: [ RectangleRender ], initialize: function Rectangle (scene, x, y, width, height, fillColor, fillAlpha) { if (x === undefined) { x = 0; } if (y === undefined) { y = 0; } if (width === undefined) { width = 128; } if (height === undefined) { height = 128; } Shape.call(this, scene, 'Rectangle', new GeomRectangle(0, 0, width, height)); this.setPosition(x, y); this.setSize(width, height); if (fillColor !== undefined) { this.setFillStyle(fillColor, fillAlpha); } this.updateDisplayOrigin(); this.updateData(); }, /** * Sets the internal size of this Rectangle, as used for frame or physics body creation. * * If you have assigned a custom input hit area for this Rectangle, changing the Rectangle size will _not_ change the * size of the hit area. To do this you should adjust the `input.hitArea` object directly. * * @method Phaser.GameObjects.Rectangle#setSize * @since 3.13.0 * * @param {number} width - The width of this Game Object. * @param {number} height - The height of this Game Object. * * @return {this} This Game Object instance. */ setSize: function (width, height) { this.width = width; this.height = height; this.geom.setSize(width, height); this.updateData(); this.updateDisplayOrigin(); var input = this.input; if (input && !input.customHitArea) { input.hitArea.width = width; input.hitArea.height = height; } return this; }, /** * Internal method that updates the data and path values. * * @method Phaser.GameObjects.Rectangle#updateData * @private * @since 3.13.0 * * @return {this} This Game Object instance. */ updateData: function () { var path = []; var rect = this.geom; var line = this._tempLine; rect.getLineA(line); path.push(line.x1, line.y1, line.x2, line.y2); rect.getLineB(line); path.push(line.x2, line.y2); rect.getLineC(line); path.push(line.x2, line.y2); rect.getLineD(line); path.push(line.x2, line.y2); this.pathData = path; return this; } }); module.exports = Rectangle;