text:
<!DOCTYPE html>

	<meta charset="utf-8">
	<title>Phaser Source: gameobjects/BitmapData.js</title>

	<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">

	<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">

			Phaser

					Namespaces

							Phaser

					Classes

							Animation

							AnimationManager

							AnimationParser

							ArrayList

							BitmapData

							BitmapText

							Button

							Cache

							Camera

							Canvas

							Circle

							Color

							Device

							Easing

							Back

							Bounce

							Circular

							Cubic

							Elastic

							Exponential

							Linear

							Quadratic

							Quartic

							Quintic

							Sinusoidal

							Ellipse

							Events

							Filter

							FlexGrid

							FlexLayer

							Frame

							FrameData

							Game

							GameObjectCreator

							GameObjectFactory

							Gamepad

							GamepadButton

							Graphics

							Group

							Image

							Input

							InputHandler

							Key

							Keyboard

							Line

							LinkedList

							Loader

							LoaderParser

							Math

							Mouse

							MSPointer

							Net

							Particle

							Particles

							Emitter

							Physics

							Arcade

							Body

							Ninja

							AABB

							Body

							Circle

							Tile

							P2

							Body

							BodyDebug

							CollisionGroup

							ContactMaterial

							DistanceConstraint

							FixtureList

							GearConstraint

							InversePointProxy

							LockConstraint

							Material

							PointProxy

							PrismaticConstraint

							RevoluteConstraint

							RotationalSpring

							Spring

							Plugin

							PluginManager

							Point

							Pointer

							Polygon

							QuadTree

							RandomDataGenerator

							Rectangle

							RenderTexture

							RequestAnimationFrame

							RetroFont

							Rope

							ScaleManager

							Signal

							SignalBinding

							SinglePad

							Sound

							SoundManager

							Sprite

							SpriteBatch

							Stage

							State

							StateManager

							Text

							Tile

							Tilemap

							TilemapLayer

							TilemapParser

							Tileset

							TileSprite

							Time

							Timer

							TimerEvent

							Touch

							Tween

							TweenManager

							Utils

							Debug

							World

Source: gameobjects/BitmapData.js

/**
* Creates a new BitmapData object.
*
* @class Phaser.BitmapData
*
* @classdesc 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.
*
* @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;

};

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 < 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 < h; ty++)
        {
            for (var tx = x; tx < 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 < h; ty++)
        {
            for (var tx = x; tx < 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 < h; y++)
        {
            for (var x = 0; x < 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 < region.bottom; y++)
        {
            for (var x = region.x; x < 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 < region.bottom; y++)
        {
            for (var x = region.x; x < 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 <= this.width && y >= 0 && y <= this.height)
        {
            if (Phaser.Device.LITTLE_ENDIAN)
            {
                this.pixels[y * this.width + x] = (alpha << 24) | (blue << 16) | (green << 8) | red;
            }
            else
            {
                this.pixels[y * this.width + x] = (red << 24) | (green << 16) | (blue << 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 <= this.width && y >= 0 && y <= 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 instanceof Phaser.Image || source instanceof Phaser.Text)
        {
            //  Copy over sprite values
            this._pos.set(source.texture.crop.x, source.texture.crop.y);
            this._size.set(source.texture.crop.width, source.texture.crop.height);
            this._scale.set(source.scale.x, source.scale.y);
            this._anchor.set(source.anchor.x, source.anchor.y);
            this._rotate = source.rotation;
            this._alpha.current = source.alpha;
            this._image = source.texture.baseTexture.source;

            if (source.texture.trim)
            {
                //  Offset the translation coordinates by the trim amount
                tx += source.texture.trim.x - source.anchor.x * source.texture.trim.width;
                ty += source.texture.trim.y - source.anchor.y * source.texture.trim.height;
            }
        }
        else
        {
            //  Reset
            this._pos.set(0);
            this._scale.set(1);
            this._anchor.set(0);
            this._rotate = 0;
            this._alpha.current = 1;

            if (source instanceof Phaser.BitmapData)
            {
                this._image = source.canvas;
            }
            else if (typeof source === 'string')
            {
                source = this.game.cache.getImage(source);

                if (source === null)
                {
                    return;
                }
                else
                {
                    this._image = source;
                }
            }

            this._size.set(this._image.width, this._image.height);
        }

        //  The source region to copy from
        if (typeof x === 'undefined' || x === null) { x = 0; }
        if (typeof y === 'undefined' || y === null) { y = 0; }

        //  If they set a width/height then we override the frame values with them
        if (width)
        {
            this._size.x = width;
        }

        if (height)
        {
            this._size.y = height;
        }

        //  The destination region to copy to
        if (typeof tx === 'undefined' || tx === null) { tx = x; }
        if (typeof ty === 'undefined' || ty === null) { ty = y; }
        if (typeof newWidth === 'undefined' || newWidth === null) { newWidth = this._size.x; }
        if (typeof newHeight === 'undefined' || newHeight === null) { newHeight = this._size.y; }

        //  Rotation - if set this will override any potential Sprite value
        if (typeof rotate === 'number')
        {
            this._rotate = rotate;
        }

        //  Anchor - if set this will override any potential Sprite value
        if (typeof anchorX === 'number')
        {
            this._anchor.x = anchorX;
        }

        if (typeof anchorY === 'number')
        {
            this._anchor.y = anchorY;
        }

        //  Scaling - if set this will override any potential Sprite value
        if (typeof scaleX === 'number')
        {
            this._scale.x = scaleX;
        }

        if (typeof scaleY === 'number')
        {
            this._scale.y = scaleY;
        }

        //  Effects
        if (typeof alpha === 'number')
        {
            this._alpha.current = alpha;
        }

        if (typeof blendMode === 'undefined') { blendMode = null; }
        if (typeof roundPx === 'undefined') { roundPx = false; }

        if (this._alpha.current <= 0 || this._scale.x === 0 || this._scale.y === 0 || this._size.x === 0 || this._size.y === 0)
        {
            //  Why bother wasting CPU cycles drawing something you can't see?
            return;
        }

        this._alpha.prev = this.context.globalAlpha;

        this.context.save();

        this.context.globalAlpha = this._alpha.current;

        if (blendMode)
        {
            this.context.globalCompositeOperation = blendMode;
        }

        if (roundPx)
        {
            tx |= 0;
            ty |= 0;
        }

        this.context.translate(tx, ty);

        this.context.scale(this._scale.x, this._scale.y);

        this.context.rotate(this._rotate);

        this.context.drawImage(this._image, this._pos.x + x, this._pos.y + y, this._size.x, this._size.y, -newWidth * this._anchor.x, -newHeight * this._anchor.y, newWidth, newHeight);

        this.context.restore();

        this.context.globalAlpha = this._alpha.prev;

        this.dirty = true;

        return this;

    },

    /**
    * Copies the area defined by the Rectangle parameter from the source image to this BitmapData at the given location.
    *
    * @method Phaser.BitmapData#copyRect
    * @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|HTMLImage|string} source - The Image to copy from. If you give a string it will try and find the Image in the Game.Cache.
    * @param {Phaser.Rectangle} area - The Rectangle region to copy from the source image.
    * @param {number} x - The destination x coordinate to copy the image to.
    * @param {number} y - The destination y coordinate to copy the image to.
    * @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.
    */
    copyRect: function (source, area, x, y, alpha, blendMode, roundPx) {

        return this.copy(source, area.x, area.y, area.width, area.height, x, y, area.width, area.height, 0, 0, 0, 1, 1, alpha, blendMode, roundPx);

    },

    /**
    * Draws the given Phaser.Sprite, Phaser.Image or Phaser.Text to this BitmapData at the coordinates specified.
    * You can use the optional width and height values to 'stretch' the sprite as it is drawn. This uses drawImage stretching, not scaling.
    * When drawing it will take into account the Sprites rotation, scale and alpha values.
    *
    * @method Phaser.BitmapData#draw
    * @param {Phaser.Sprite|Phaser.Image|Phaser.Text} source - The Sprite, Image or Text object to draw onto this BitmapData.
    * @param {number} [x=0] - The x coordinate to translate to before drawing. If not specified it will default to `source.x`.
    * @param {number} [y=0] - The y coordinate to translate to before drawing. If not specified it will default to `source.y`.
    * @param {number} [width] - The new width of the Sprite being copied. If not specified it will default to `source.width`.
    * @param {number} [height] - The new height of the Sprite being copied. If not specified it will default to `source.height`.
    * @param {number} [blendMode=null] - The composite blend mode that will be used when drawing the Sprite. 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.
    */
    draw: function (source, x, y, width, height, blendMode, roundPx) {

        //  By specifying null for most parameters it will tell `copy` to use the Sprite values instead, which is what we want here
        return this.copy(source, null, null, null, null, x, y, width, height, null, null, null, null, null, null, blendMode, roundPx);

    },

    /**
    * Draws the image onto this BitmapData using an image as an alpha mask.
    *
    * @method Phaser.BitmapData#alphaMask
    * @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 {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|HTMLImage|HTMLCanvasElement|string} [mask] - The object to be used as the mask. 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. If you don't provide a mask it will use this BitmapData as the mask.
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    alphaMask: function (source, mask) {

        return this.draw(mask).blendSourceAtop().draw(source).blendReset();

    },

    /**
    * Scans this BitmapData for all pixels matching the given r,g,b values and then draws them into the given destination BitmapData.
    * The original BitmapData remains unchanged.
    * The destination BitmapData must be large enough to receive all of the pixels that are scanned unless the 'resize' parameter is true.
    * Although the destination BitmapData is returned from this method, it's actually modified directly in place, meaning this call is perfectly valid:
    * `picture.extract(mask, r, g, b)`
    * You can specify optional r2, g2, b2 color values. If given the pixel written to the destination bitmap will be of the r2, g2, b2 color.
    * If not given it will be written as the same color it was extracted. You can provide one or more alternative colors, allowing you to tint
    * the color during extraction.
    *
    * @method Phaser.BitmapData#extract
    * @param {Phaser.BitmapData} destination - The BitmapData that the extracted pixels will be drawn to.
    * @param {number} r - The red color component, in the range 0 - 255.
    * @param {number} g - The green color component, in the range 0 - 255.
    * @param {number} b - The blue color component, in the range 0 - 255.
    * @param {number} [a=255] - The alpha color component, in the range 0 - 255 that the new pixel will be drawn at.
    * @param {boolean} [resize=false] - Should the destination BitmapData be resized to match this one before the pixels are copied?
    * @param {number} [r2] - An alternative red color component to be written to the destination, in the range 0 - 255.
    * @param {number} [g2] - An alternative green color component to be written to the destination, in the range 0 - 255.
    * @param {number} [b2] - An alternative blue color component to be written to the destination, in the range 0 - 255.
    * @returns {Phaser.BitmapData} The BitmapData that the extract pixels were drawn on.
    */
    extract: function (destination, r, g, b, a, resize, r2, g2, b2) {

        if (typeof a === 'undefined') { a = 255; }
        if (typeof resize === 'undefined') { resize = false; }
        if (typeof r2 === 'undefined') { r2 = r; }
        if (typeof g2 === 'undefined') { g2 = g; }
        if (typeof b2 === 'undefined') { b2 = b; }

        if (resize)
        {
            destination.resize(this.width, this.height);
        }

        this.processPixelRGB(
            function (pixel, x, y)
            {
                if (pixel.r === r && pixel.g === g && pixel.b === b)
                {
                    destination.setPixel32(x, y, r2, g2, b2, a, false);
                }
                return false;
            },
            this);

        destination.context.putImageData(destination.imageData, 0, 0);
        destination.dirty = true;

        return destination;

    },

    /**
    * Draws a filled Rectangle to the BitmapData at the given x, y coordinates and width / height in size.
    *
    * @method Phaser.BitmapData#rect
    * @param {number} x - The x coordinate of the top-left of the Rectangle.
    * @param {number} y - The y coordinate of the top-left of the Rectangle.
    * @param {number} width - The width of the Rectangle.
    * @param {number} height - The height of the Rectangle.
    * @param {string} [fillStyle] - If set the context fillStyle will be set to this value before the rect is drawn.
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    rect: function (x, y, width, height, fillStyle) {

        if (typeof fillStyle !== 'undefined')
        {
            this.context.fillStyle = fillStyle;
        }

        this.context.fillRect(x, y, width, height);

        return this;

    },

    /**
    * Draws a filled Circle to the BitmapData at the given x, y coordinates and radius in size.
    *
    * @method Phaser.BitmapData#circle
    * @param {number} x - The x coordinate to draw the Circle at. This is the center of the circle.
    * @param {number} y - The y coordinate to draw the Circle at. This is the center of the circle.
    * @param {number} radius - The radius of the Circle in pixels. The radius is half the diameter.
    * @param {string} [fillStyle] - If set the context fillStyle will be set to this value before the circle is drawn.
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    circle: function (x, y, radius, fillStyle) {

        if (typeof fillStyle !== 'undefined')
        {
            this.context.fillStyle = fillStyle;
        }

        this.context.beginPath();
        this.context.arc(x, y, radius, 0, Math.PI * 2, false);
        this.context.closePath();

        this.context.fill();

        return this;

    },

    /**
    * If the game is running in WebGL this will push the texture up to the GPU if it's dirty.
    * This is called automatically if the BitmapData is being used by a Sprite, otherwise you need to remember to call it in your render function.
    * If you wish to suppress this functionality set BitmapData.disableTextureUpload to `true`.
    *
    * @method Phaser.BitmapData#render
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    render: function () {

        if (!this.disableTextureUpload && this.game.renderType === Phaser.WEBGL && this.dirty)
        {
            //  Only needed if running in WebGL, otherwise this array will never get cleared down
            //  should use the rendersession
            PIXI.updateWebGLTexture(this.baseTexture, this.game.renderer.gl);

            this.dirty = false;
        }

        return this;

    },

    /**
    * Resets the blend mode (effectively sets it to 'source-over')
    *
    * @method Phaser.BitmapData#blendReset
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    blendReset: function () {

        this.context.globalCompositeOperation = 'source-over';
        return this;

    },

    /**
    * Sets the blend mode to 'source-over'
    *
    * @method Phaser.BitmapData#blendSourceOver
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    blendSourceOver: function () {

        this.context.globalCompositeOperation = 'source-over';
        return this;

    },

    /**
    * Sets the blend mode to 'source-in'
    *
    * @method Phaser.BitmapData#blendSourceIn
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    blendSourceIn: function () {

        this.context.globalCompositeOperation = 'source-in';
        return this;

    },

    /**
    * Sets the blend mode to 'source-out'
    *
    * @method Phaser.BitmapData#blendSourceOut
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    blendSourceOut: function () {

        this.context.globalCompositeOperation = 'source-out';
        return this;

    },

    /**
    * Sets the blend mode to 'source-atop'
    *
    * @method Phaser.BitmapData#blendSourceAtop
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    blendSourceAtop: function () {

        this.context.globalCompositeOperation = 'source-atop';
        return this;

    },

    /**
    * Sets the blend mode to 'destination-over'
    *
    * @method Phaser.BitmapData#blendDestinationOver
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    blendDestinationOver: function () {

        this.context.globalCompositeOperation = 'destination-over';
        return this;

    },

    /**
    * Sets the blend mode to 'destination-in'
    *
    * @method Phaser.BitmapData#blendDestinationIn
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    blendDestinationIn: function () {

        this.context.globalCompositeOperation = 'destination-in';
        return this;

    },

    /**
    * Sets the blend mode to 'destination-out'
    *
    * @method Phaser.BitmapData#blendDestinationOut
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    blendDestinationOut: function () {

        this.context.globalCompositeOperation = 'destination-out';
        return this;

    },

    /**
    * Sets the blend mode to 'destination-atop'
    *
    * @method Phaser.BitmapData#blendDestinationAtop
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    blendDestinationAtop: function () {

        this.context.globalCompositeOperation = 'destination-atop';
        return this;

    },

    /**
    * Sets the blend mode to 'xor'
    *
    * @method Phaser.BitmapData#blendXor
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    blendXor: function () {

        this.context.globalCompositeOperation = 'xor';
        return this;

    },

    /**
    * Sets the blend mode to 'lighter'
    *
    * @method Phaser.BitmapData#blendAdd
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    blendAdd: function () {

        this.context.globalCompositeOperation = 'lighter';
        return this;

    },

    /**
    * Sets the blend mode to 'multiply'
    *
    * @method Phaser.BitmapData#blendMultiply
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    blendMultiply: function () {

        this.context.globalCompositeOperation = 'multiply';
        return this;

    },

    /**
    * Sets the blend mode to 'screen'
    *
    * @method Phaser.BitmapData#blendScreen
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    blendScreen: function () {

        this.context.globalCompositeOperation = 'screen';
        return this;

    },

    /**
    * Sets the blend mode to 'overlay'
    *
    * @method Phaser.BitmapData#blendOverlay
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    blendOverlay: function () {

        this.context.globalCompositeOperation = 'overlay';
        return this;

    },

    /**
    * Sets the blend mode to 'darken'
    *
    * @method Phaser.BitmapData#blendDarken
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    blendDarken: function () {

        this.context.globalCompositeOperation = 'darken';
        return this;

    },

    /**
    * Sets the blend mode to 'lighten'
    *
    * @method Phaser.BitmapData#blendLighten
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    blendLighten: function () {

        this.context.globalCompositeOperation = 'lighten';
        return this;

    },

    /**
    * Sets the blend mode to 'color-dodge'
    *
    * @method Phaser.BitmapData#blendColorDodge
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    blendColorDodge: function () {

        this.context.globalCompositeOperation = 'color-dodge';
        return this;

    },

    /**
    * Sets the blend mode to 'color-burn'
    *
    * @method Phaser.BitmapData#blendColorBurn
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    blendColorBurn: function () {

        this.context.globalCompositeOperation = 'color-burn';
        return this;

    },

    /**
    * Sets the blend mode to 'hard-light'
    *
    * @method Phaser.BitmapData#blendHardLight
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    blendHardLight: function () {

        this.context.globalCompositeOperation = 'hard-light';
        return this;

    },

    /**
    * Sets the blend mode to 'soft-light'
    *
    * @method Phaser.BitmapData#blendSoftLight
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    blendSoftLight: function () {

        this.context.globalCompositeOperation = 'soft-light';
        return this;

    },

    /**
    * Sets the blend mode to 'difference'
    *
    * @method Phaser.BitmapData#blendDifference
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    blendDifference: function () {

        this.context.globalCompositeOperation = 'difference';
        return this;

    },

    /**
    * Sets the blend mode to 'exclusion'
    *
    * @method Phaser.BitmapData#blendExclusion
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    blendExclusion: function () {

        this.context.globalCompositeOperation = 'exclusion';
        return this;

    },

    /**
    * Sets the blend mode to 'hue'
    *
    * @method Phaser.BitmapData#blendHue
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    blendHue: function () {

        this.context.globalCompositeOperation = 'hue';
        return this;

    },

    /**
    * Sets the blend mode to 'saturation'
    *
    * @method Phaser.BitmapData#blendSaturation
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    blendSaturation: function () {

        this.context.globalCompositeOperation = 'saturation';
        return this;

    },

    /**
    * Sets the blend mode to 'color'
    *
    * @method Phaser.BitmapData#blendColor
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    blendColor: function () {

        this.context.globalCompositeOperation = 'color';
        return this;

    },

    /**
    * Sets the blend mode to 'luminosity'
    *
    * @method Phaser.BitmapData#blendLuminosity
    * @return {Phaser.BitmapData} This BitmapData object for method chaining.
    */
    blendLuminosity: function () {

        this.context.globalCompositeOperation = 'luminosity';
        return this;

    }

};

/**
* @name Phaser.Sprite#smoothed
* @property {boolean} smoothed - Gets or sets this BitmapData.contexts smoothing enabled value.
*/
Object.defineProperty(Phaser.BitmapData.prototype, "smoothed", {

    get: function () {

        Phaser.Canvas.getSmoothingEnabled(this.context);

    },

    set: function (value) {

        Phaser.Canvas.setSmoothingEnabled(this.context, value);

    }

});

/**
 * Gets a JavaScript object that has 6 properties set that are used by BitmapData in a transform.
 *
 * @method Phaser.BitmapData.getTransform
 * @param {number} translateX - The x translate value.
 * @param {number} translateY - The y translate value.
 * @param {number} scaleX - The scale x value.
 * @param {number} scaleY - The scale y value.
 * @param {number} skewX - The skew x value.
 * @param {number} skewY - The skew y value.
 * @return {Object} A JavaScript object containing all of the properties BitmapData needs for transforms.
 */
Phaser.BitmapData.getTransform = function (translateX, translateY, scaleX, scaleY, skewX, skewY) {

    if (typeof translateX !== 'number') { translateX = 0; }
    if (typeof translateY !== 'number') { translateY = 0; }
    if (typeof scaleX !== 'number') { scaleX = 1; }
    if (typeof scaleY !== 'number') { scaleY = 1; }
    if (typeof skewX !== 'number') { skewX = 0; }
    if (typeof skewY !== 'number') { skewY = 0; }

    return { sx: scaleX, sy: scaleY, scaleX: scaleX, scaleY: scaleY, skewX: skewX, skewY: skewY, translateX: translateX, translateY: translateY, tx: translateX, ty: translateY };

};

Phaser.BitmapData.prototype.constructor = Phaser.BitmapData;

		Phaser Copyright © 2012-2014 Photon Storm Ltd.

		Documentation generated by JSDoc 3.3.0-dev
		on Tue Sep 09 2014 15:29:17 GMT+0100 (BST) using the DocStrap template.


text:
//
//  CRenderTargetStencilOGLES1_0.cpp
//  OpenJam
//
//  Created by Yevgeniy Logachev on 9/2/16.
//
//
#if defined(RENDER_OGLES1_0)

#include "CRenderTargetStencilOGLES1_0.h"

using namespace jam;

// *****************************************************************************
// Constants
// *****************************************************************************

// *****************************************************************************
// Public Methods
// *****************************************************************************

CRenderTargetStencilOGLES1_0::CRenderTargetStencilOGLES1_0()
{
}

CRenderTargetStencilOGLES1_0::~CRenderTargetStencilOGLES1_0()
{
}

GLenum CRenderTargetStencilOGLES1_0::ConvertToInternalFormat(InternalFormats internalFormat)
{
    switch (internalFormat) {
#if GL_OES_stencil8
    case Stencil8:
        return GL_STENCIL_INDEX8_OES;
        break;
#endif

    default:
        // Unacceptible type of stencil buffer
        assert(false);
        break;
    }

#if GL_OES_stencil8
    return GL_STENCIL_INDEX8_OES;
#else
    return 0; // TODO: error
#endif
}

// *****************************************************************************
// Protected Methods
// *****************************************************************************

// *****************************************************************************
// Private Methods
// *****************************************************************************

#endif /* defined(RENDER_OGLES1_0) */

redpajama_set_name: RedPajamaGithub