//-----------------------------------------------------------------------------
/**
* The basic object that represents an image.
*
* @class
* @param {number} width - The width of the bitmap.
* @param {number} height - The height of the bitmap.
*/
function Bitmap() {
this.initialize(...arguments);
}
Bitmap.prototype.initialize = function(width, height) {
this._canvas = null;
this._context = null;
this._baseTexture = null;
this._image = null;
this._url = "";
this._paintOpacity = 255;
this._smooth = true;
this._loadListeners = [];
// "none", "loading", "loaded", or "error"
this._loadingState = "none";
if (width > 0 && height > 0) {
this._createCanvas(width, height);
}
/**
* The face name of the font.
*
* @type string
*/
this.fontFace = "sans-serif";
/**
* The size of the font in pixels.
*
* @type number
*/
this.fontSize = 16;
/**
* Whether the font is bold.
*
* @type boolean
*/
this.fontBold = false;
/**
* Whether the font is italic.
*
* @type boolean
*/
this.fontItalic = false;
/**
* The color of the text in CSS format.
*
* @type string
*/
this.textColor = "#ffffff";
/**
* The color of the outline of the text in CSS format.
*
* @type string
*/
this.outlineColor = "rgba(0, 0, 0, 0.5)";
/**
* The width of the outline of the text.
*
* @type number
*/
this.outlineWidth = 3;
};
/**
* Loads a image file.
*
* @param {string} url - The image url of the texture.
* @returns {Bitmap} The new bitmap object.
*/
Bitmap.load = function(url) {
const bitmap = Object.create(Bitmap.prototype);
bitmap.initialize();
bitmap._url = url;
bitmap._startLoading();
return bitmap;
};
/**
* Takes a snapshot of the game screen.
*
* @param {Stage} stage - The stage object.
* @returns {Bitmap} The new bitmap object.
*/
Bitmap.snap = function(stage) {
const width = Graphics.width;
const height = Graphics.height;
const bitmap = new Bitmap(width, height);
const renderTexture = PIXI.RenderTexture.create(width, height);
if (stage) {
const renderer = Graphics.app.renderer;
renderer.render(stage, renderTexture);
stage.worldTransform.identity();
const canvas = renderer.extract.canvas(renderTexture);
bitmap.context.drawImage(canvas, 0, 0);
canvas.width = 0;
canvas.height = 0;
}
renderTexture.destroy({ destroyBase: true });
bitmap.baseTexture.update();
return bitmap;
};
/**
* Checks whether the bitmap is ready to render.
*
* @returns {boolean} True if the bitmap is ready to render.
*/
Bitmap.prototype.isReady = function() {
return this._loadingState === "loaded" || this._loadingState === "none";
};
/**
* Checks whether a loading error has occurred.
*
* @returns {boolean} True if a loading error has occurred.
*/
Bitmap.prototype.isError = function() {
return this._loadingState === "error";
};
/**
* The url of the image file.
*
* @readonly
* @type string
* @name Bitmap#url
*/
Object.defineProperty(Bitmap.prototype, "url", {
get: function() {
return this._url;
},
configurable: true
});
/**
* The base texture that holds the image.
*
* @readonly
* @type PIXI.BaseTexture
* @name Bitmap#baseTexture
*/
Object.defineProperty(Bitmap.prototype, "baseTexture", {
get: function() {
return this._baseTexture;
},
configurable: true
});
/**
* The bitmap image.
*
* @readonly
* @type HTMLImageElement
* @name Bitmap#image
*/
Object.defineProperty(Bitmap.prototype, "image", {
get: function() {
return this._image;
},
configurable: true
});
/**
* The bitmap canvas.
*
* @readonly
* @type HTMLCanvasElement
* @name Bitmap#canvas
*/
Object.defineProperty(Bitmap.prototype, "canvas", {
get: function() {
this._ensureCanvas();
return this._canvas;
},
configurable: true
});
/**
* The 2d context of the bitmap canvas.
*
* @readonly
* @type CanvasRenderingContext2D
* @name Bitmap#context
*/
Object.defineProperty(Bitmap.prototype, "context", {
get: function() {
this._ensureCanvas();
return this._context;
},
configurable: true
});
/**
* The width of the bitmap.
*
* @readonly
* @type number
* @name Bitmap#width
*/
Object.defineProperty(Bitmap.prototype, "width", {
get: function() {
const image = this._canvas || this._image;
return image ? image.width : 0;
},
configurable: true
});
/**
* The height of the bitmap.
*
* @readonly
* @type number
* @name Bitmap#height
*/
Object.defineProperty(Bitmap.prototype, "height", {
get: function() {
const image = this._canvas || this._image;
return image ? image.height : 0;
},
configurable: true
});
/**
* The rectangle of the bitmap.
*
* @readonly
* @type Rectangle
* @name Bitmap#rect
*/
Object.defineProperty(Bitmap.prototype, "rect", {
get: function() {
return new Rectangle(0, 0, this.width, this.height);
},
configurable: true
});
/**
* Whether the smooth scaling is applied.
*
* @type boolean
* @name Bitmap#smooth
*/
Object.defineProperty(Bitmap.prototype, "smooth", {
get: function() {
return this._smooth;
},
set: function(value) {
if (this._smooth !== value) {
this._smooth = value;
this._updateScaleMode();
}
},
configurable: true
});
/**
* The opacity of the drawing object in the range (0, 255).
*
* @type number
* @name Bitmap#paintOpacity
*/
Object.defineProperty(Bitmap.prototype, "paintOpacity", {
get: function() {
return this._paintOpacity;
},
set: function(value) {
if (this._paintOpacity !== value) {
this._paintOpacity = value;
this.context.globalAlpha = this._paintOpacity / 255;
}
},
configurable: true
});
/**
* Destroys the bitmap.
*/
Bitmap.prototype.destroy = function() {
if (this._baseTexture) {
this._baseTexture.destroy();
this._baseTexture = null;
}
this._destroyCanvas();
};
/**
* Resizes the bitmap.
*
* @param {number} width - The new width of the bitmap.
* @param {number} height - The new height of the bitmap.
*/
Bitmap.prototype.resize = function(width, height) {
width = Math.max(width || 0, 1);
height = Math.max(height || 0, 1);
this.canvas.width = width;
this.canvas.height = height;
this.baseTexture.width = width;
this.baseTexture.height = height;
};
/**
* Performs a block transfer.
*
* @param {Bitmap} source - The bitmap to draw.
* @param {number} sx - The x coordinate in the source.
* @param {number} sy - The y coordinate in the source.
* @param {number} sw - The width of the source image.
* @param {number} sh - The height of the source image.
* @param {number} dx - The x coordinate in the destination.
* @param {number} dy - The y coordinate in the destination.
* @param {number} [dw=sw] The width to draw the image in the destination.
* @param {number} [dh=sh] The height to draw the image in the destination.
*/
Bitmap.prototype.blt = function(source, sx, sy, sw, sh, dx, dy, dw, dh) {
dw = dw || sw;
dh = dh || sh;
try {
const image = source._canvas || source._image;
this.context.globalCompositeOperation = "source-over";
this.context.drawImage(image, sx, sy, sw, sh, dx, dy, dw, dh);
this._baseTexture.update();
} catch (e) {
//
}
};
/**
* Returns pixel color at the specified point.
*
* @param {number} x - The x coordinate of the pixel in the bitmap.
* @param {number} y - The y coordinate of the pixel in the bitmap.
* @returns {string} The pixel color (hex format).
*/
Bitmap.prototype.getPixel = function(x, y) {
const data = this.context.getImageData(x, y, 1, 1).data;
let result = "#";
for (let i = 0; i < 3; i++) {
result += data[i].toString(16).padZero(2);
}
return result;
};
/**
* Returns alpha pixel value at the specified point.
*
* @param {number} x - The x coordinate of the pixel in the bitmap.
* @param {number} y - The y coordinate of the pixel in the bitmap.
* @returns {string} The alpha value.
*/
Bitmap.prototype.getAlphaPixel = function(x, y) {
const data = this.context.getImageData(x, y, 1, 1).data;
return data[3];
};
/**
* Clears the specified rectangle.
*
* @param {number} x - The x coordinate for the upper-left corner.
* @param {number} y - The y coordinate for the upper-left corner.
* @param {number} width - The width of the rectangle to clear.
* @param {number} height - The height of the rectangle to clear.
*/
Bitmap.prototype.clearRect = function(x, y, width, height) {
this.context.clearRect(x, y, width, height);
this._baseTexture.update();
};
/**
* Clears the entire bitmap.
*/
Bitmap.prototype.clear = function() {
this.clearRect(0, 0, this.width, this.height);
};
/**
* Fills the specified rectangle.
*
* @param {number} x - The x coordinate for the upper-left corner.
* @param {number} y - The y coordinate for the upper-left corner.
* @param {number} width - The width of the rectangle to fill.
* @param {number} height - The height of the rectangle to fill.
* @param {string} color - The color of the rectangle in CSS format.
*/
Bitmap.prototype.fillRect = function(x, y, width, height, color) {
const context = this.context;
context.save();
context.fillStyle = color;
context.fillRect(x, y, width, height);
context.restore();
this._baseTexture.update();
};
/**
* Fills the entire bitmap.
*
* @param {string} color - The color of the rectangle in CSS format.
*/
Bitmap.prototype.fillAll = function(color) {
this.fillRect(0, 0, this.width, this.height, color);
};
/**
* Draws the specified rectangular frame.
*
* @param {number} x - The x coordinate for the upper-left corner.
* @param {number} y - The y coordinate for the upper-left corner.
* @param {number} width - The width of the rectangle to fill.
* @param {number} height - The height of the rectangle to fill.
* @param {string} color - The color of the rectangle in CSS format.
*/
Bitmap.prototype.strokeRect = function(x, y, width, height, color) {
const context = this.context;
context.save();
context.strokeStyle = color;
context.strokeRect(x, y, width, height);
context.restore();
this._baseTexture.update();
};
// prettier-ignore
/**
* Draws the rectangle with a gradation.
*
* @param {number} x - The x coordinate for the upper-left corner.
* @param {number} y - The y coordinate for the upper-left corner.
* @param {number} width - The width of the rectangle to fill.
* @param {number} height - The height of the rectangle to fill.
* @param {string} color1 - The gradient starting color.
* @param {string} color2 - The gradient ending color.
* @param {boolean} vertical - Whether the gradient should be draw as vertical or not.
*/
Bitmap.prototype.gradientFillRect = function(
x, y, width, height, color1, color2, vertical
) {
const context = this.context;
const x1 = vertical ? x : x + width;
const y1 = vertical ? y + height : y;
const grad = context.createLinearGradient(x, y, x1, y1);
grad.addColorStop(0, color1);
grad.addColorStop(1, color2);
context.save();
context.fillStyle = grad;
context.fillRect(x, y, width, height);
context.restore();
this._baseTexture.update();
};
/**
* Draws a bitmap in the shape of a circle.
*
* @param {number} x - The x coordinate based on the circle center.
* @param {number} y - The y coordinate based on the circle center.
* @param {number} radius - The radius of the circle.
* @param {string} color - The color of the circle in CSS format.
*/
Bitmap.prototype.drawCircle = function(x, y, radius, color) {
const context = this.context;
context.save();
context.fillStyle = color;
context.beginPath();
context.arc(x, y, radius, 0, Math.PI * 2, false);
context.fill();
context.restore();
this._baseTexture.update();
};
/**
* Draws the outline text to the bitmap.
*
* @param {string} text - The text that will be drawn.
* @param {number} x - The x coordinate for the left of the text.
* @param {number} y - The y coordinate for the top of the text.
* @param {number} maxWidth - The maximum allowed width of the text.
* @param {number} lineHeight - The height of the text line.
* @param {string} align - The alignment of the text.
*/
Bitmap.prototype.drawText = function(text, x, y, maxWidth, lineHeight, align) {
// [Note] Different browser makes different rendering with
// textBaseline == 'top'. So we use 'alphabetic' here.
const context = this.context;
const alpha = context.globalAlpha;
maxWidth = maxWidth || 0xffffffff;
let tx = x;
let ty = Math.round(y + lineHeight / 2 + this.fontSize * 0.35);
if (align === "center") {
tx += maxWidth / 2;
}
if (align === "right") {
tx += maxWidth;
}
context.save();
context.font = this._makeFontNameText();
context.textAlign = align;
context.textBaseline = "alphabetic";
context.globalAlpha = 1;
this._drawTextOutline(text, tx, ty, maxWidth);
context.globalAlpha = alpha;
this._drawTextBody(text, tx, ty, maxWidth);
context.restore();
this._baseTexture.update();
};
/**
* Returns the width of the specified text.
*
* @param {string} text - The text to be measured.
* @returns {number} The width of the text in pixels.
*/
Bitmap.prototype.measureTextWidth = function(text) {
const context = this.context;
context.save();
context.font = this._makeFontNameText();
const width = context.measureText(text).width;
context.restore();
return width;
};
/**
* Adds a callback function that will be called when the bitmap is loaded.
*
* @param {function} listner - The callback function.
*/
Bitmap.prototype.addLoadListener = function(listner) {
if (!this.isReady()) {
this._loadListeners.push(listner);
} else {
listner(this);
}
};
/**
* Tries to load the image again.
*/
Bitmap.prototype.retry = function() {
this._startLoading();
};
Bitmap.prototype._makeFontNameText = function() {
const italic = this.fontItalic ? "Italic " : "";
const bold = this.fontBold ? "Bold " : "";
return italic + bold + this.fontSize + "px " + this.fontFace;
};
Bitmap.prototype._drawTextOutline = function(text, tx, ty, maxWidth) {
const context = this.context;
context.strokeStyle = this.outlineColor;
context.lineWidth = this.outlineWidth;
context.lineJoin = "round";
context.strokeText(text, tx, ty, maxWidth);
};
Bitmap.prototype._drawTextBody = function(text, tx, ty, maxWidth) {
const context = this.context;
context.fillStyle = this.textColor;
context.fillText(text, tx, ty, maxWidth);
};
Bitmap.prototype._createCanvas = function(width, height) {
this._canvas = document.createElement("canvas");
this._context = this._canvas.getContext("2d");
this._canvas.width = width;
this._canvas.height = height;
this._createBaseTexture(this._canvas);
};
Bitmap.prototype._ensureCanvas = function() {
if (!this._canvas) {
if (this._image) {
this._createCanvas(this._image.width, this._image.height);
this._context.drawImage(this._image, 0, 0);
} else {
this._createCanvas(0, 0);
}
}
};
Bitmap.prototype._destroyCanvas = function() {
if (this._canvas) {
this._canvas.width = 0;
this._canvas.height = 0;
this._canvas = null;
}
};
Bitmap.prototype._createBaseTexture = function(source) {
this._baseTexture = new PIXI.BaseTexture(source);
this._baseTexture.mipmap = false;
this._baseTexture.width = source.width;
this._baseTexture.height = source.height;
this._updateScaleMode();
};
Bitmap.prototype._updateScaleMode = function() {
if (this._baseTexture) {
if (this._smooth) {
this._baseTexture.scaleMode = PIXI.SCALE_MODES.LINEAR;
} else {
this._baseTexture.scaleMode = PIXI.SCALE_MODES.NEAREST;
}
}
};
Bitmap.prototype._startLoading = function() {
this._image = new Image();
this._image.onload = this._onLoad.bind(this);
this._image.onerror = this._onError.bind(this);
this._destroyCanvas();
this._loadingState = "loading";
if (Utils.hasEncryptedImages()) {
this._startDecrypting();
} else {
this._image.src = this._url;
}
};
Bitmap.prototype._startDecrypting = function() {
const xhr = new XMLHttpRequest();
xhr.open("GET", this._url + "_");
xhr.responseType = "arraybuffer";
xhr.onload = () => this._onXhrLoad(xhr);
xhr.onerror = this._onError.bind(this);
xhr.send();
};
Bitmap.prototype._onXhrLoad = function(xhr) {
if (xhr.status < 400) {
const arrayBuffer = Utils.decryptArrayBuffer(xhr.response);
const blob = new Blob([arrayBuffer]);
this._image.src = URL.createObjectURL(blob);
} else {
this._onError();
}
};
Bitmap.prototype._onLoad = function() {
if (Utils.hasEncryptedImages()) {
URL.revokeObjectURL(this._image.src);
}
this._loadingState = "loaded";
this._createBaseTexture(this._image);
this._callLoadListeners();
};
Bitmap.prototype._callLoadListeners = function() {
while (this._loadListeners.length > 0) {
const listener = this._loadListeners.shift();
listener(this);
}
};
Bitmap.prototype._onError = function() {
this._loadingState = "error";
};