Phaser Source: src/pixi/primitives/Graphics.js

# Source: src/pixi/primitives/Graphics.js

    /**
     * @author Mat Groves http://matgroves.com/ @Doormat23
     */

    /**
     * The Graphics class contains methods used to draw primitive shapes such as lines, circles and rectangles to the display, and color and fill them.
     *
     * @class Graphics
     * @extends DisplayObjectContainer
     * @constructor
     */
    PIXI.Graphics = function()
    {
        PIXI.DisplayObjectContainer.call(this);

        this.renderable = true;

        /**
         * The alpha value used when filling the Graphics object.
         *
         * @property fillAlpha
         * @type Number
         */
        this.fillAlpha = 1;

        /**
         * The width (thickness) of any lines drawn.
         *
         * @property lineWidth
         * @type Number
         */
        this.lineWidth = 0;

        /**
         * The color of any lines drawn.
         *
         * @property lineColor
         * @type String
         * @default 0
         */
        this.lineColor = 0;

        /**
         * Graphics data
         *
         * @property graphicsData
         * @type Array
         * @private
         */
        this.graphicsData = [];

        /**
         * The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to reset the tint.
         *
         * @property tint
         * @type Number
         * @default 0xFFFFFF
         */
        this.tint = 0xFFFFFF;

        /**
         * The blend mode to be applied to the graphic shape. Apply a value of PIXI.blendModes.NORMAL to reset the blend mode.
         *
         * @property blendMode
         * @type Number
         * @default PIXI.blendModes.NORMAL;
         */
        this.blendMode = PIXI.blendModes.NORMAL;

        /**
         * Current path
         *
         * @property currentPath
         * @type Object
         * @private
         */
        this.currentPath = null;

        /**
         * Array containing some WebGL-related properties used by the WebGL renderer.
         *
         * @property _webGL
         * @type Array
         * @private
         */
        this._webGL = [];

        /**
         * Whether this shape is being used as a mask.
         *
         * @property isMask
         * @type Boolean
         */
        this.isMask = false;

        /**
         * The bounds' padding used for bounds calculation.
         *
         * @property boundsPadding
         * @type Number
         */
        this.boundsPadding = 0;

        this._localBounds = new PIXI.Rectangle(0,0,1,1);

        /**
         * Used to detect if the graphics object has changed. If this is set to true then the graphics object will be recalculated.
         *
         * @property dirty
         * @type Boolean
         * @private
         */
        this.dirty = true;

        /**
         * Used to detect if the bounds have been invalidated, by this Graphics being cleared or drawn to.
         * If this is set to true then the updateLocalBounds is called once in the postUpdate method.
         *
         * @property _boundsDirty
         * @type Boolean
         * @private
         */
        this._boundsDirty = false;

        /**
         * Used to detect if the webgl graphics object has changed. If this is set to true then the graphics object will be recalculated.
         *
         * @property webGLDirty
         * @type Boolean
         * @private
         */
        this.webGLDirty = false;

        /**
         * Used to detect if the cached sprite object needs to be updated.
         *
         * @property cachedSpriteDirty
         * @type Boolean
         * @private
         */
        this.cachedSpriteDirty = false;

    };

    // constructor
    PIXI.Graphics.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
    PIXI.Graphics.prototype.constructor = PIXI.Graphics;

    /**
     * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method.
     *
     * @method lineStyle
     * @param lineWidth {Number} width of the line to draw, will update the objects stored style
     * @param color {Number} color of the line to draw, will update the objects stored style
     * @param alpha {Number} alpha of the line to draw, will update the objects stored style
     * @return {Graphics}
     */
    PIXI.Graphics.prototype.lineStyle = function(lineWidth, color, alpha)
    {
        this.lineWidth = lineWidth || 0;
        this.lineColor = color || 0;
        this.lineAlpha = (alpha === undefined) ? 1 : alpha;

        if (this.currentPath)
        {
            if (this.currentPath.shape.points.length)
            {
                // halfway through a line? start a new one!
                this.drawShape(new PIXI.Polygon(this.currentPath.shape.points.slice(-2)));
            }
            else
            {
                // otherwise its empty so lets just set the line properties
                this.currentPath.lineWidth = this.lineWidth;
                this.currentPath.lineColor = this.lineColor;
                this.currentPath.lineAlpha = this.lineAlpha;
            }
        }

        return this;
    };

    /**
     * Moves the current drawing position to x, y.
     *
     * @method moveTo
     * @param x {Number} the X coordinate to move to
     * @param y {Number} the Y coordinate to move to
     * @return {Graphics}
      */
    PIXI.Graphics.prototype.moveTo = function(x, y)
    {
        this.drawShape(new PIXI.Polygon([x, y]));

        return this;
    };

    /**
     * Draws a line using the current line style from the current drawing position to (x, y);
     * The current drawing position is then set to (x, y).
     *
     * @method lineTo
     * @param x {Number} the X coordinate to draw to
     * @param y {Number} the Y coordinate to draw to
     * @return {Graphics}
     */
    PIXI.Graphics.prototype.lineTo = function(x, y)
    {
        if (!this.currentPath)
        {
            this.moveTo(0, 0);
        }

        this.currentPath.shape.points.push(x, y);
        this.dirty = true;
        this._boundsDirty = true;

        return this;
    };

    /**
     * Calculate the points for a quadratic bezier curve and then draws it.
     * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c
     *
     * @method quadraticCurveTo
     * @param cpX {Number} Control point x
     * @param cpY {Number} Control point y
     * @param toX {Number} Destination point x
     * @param toY {Number} Destination point y
     * @return {Graphics}
     */
    PIXI.Graphics.prototype.quadraticCurveTo = function(cpX, cpY, toX, toY)
    {
        if (this.currentPath)
        {
            if (this.currentPath.shape.points.length === 0)
            {
                this.currentPath.shape.points = [0, 0];
            }
        }
        else
        {
            this.moveTo(0,0);
        }

        var xa,
            ya,
            n = 20,
            points = this.currentPath.shape.points;

        if (points.length === 0)
        {
            this.moveTo(0, 0);
        }

        var fromX = points[points.length - 2];
        var fromY = points[points.length - 1];
        var j = 0;
        for (var i = 1; i <= n; ++i)
        {
            j = i / n;

            xa = fromX + ( (cpX - fromX) * j );
            ya = fromY + ( (cpY - fromY) * j );

            points.push( xa + ( ((cpX + ( (toX - cpX) * j )) - xa) * j ),
                         ya + ( ((cpY + ( (toY - cpY) * j )) - ya) * j ) );
        }

        this.dirty = true;
        this._boundsDirty = true;

        return this;
    };

    /**
     * Calculate the points for a bezier curve and then draws it.
     *
     * @method bezierCurveTo
     * @param cpX {Number} Control point x
     * @param cpY {Number} Control point y
     * @param cpX2 {Number} Second Control point x
     * @param cpY2 {Number} Second Control point y
     * @param toX {Number} Destination point x
     * @param toY {Number} Destination point y
     * @return {Graphics}
     */
    PIXI.Graphics.prototype.bezierCurveTo = function(cpX, cpY, cpX2, cpY2, toX, toY)
    {
        if (this.currentPath)
        {
            if (this.currentPath.shape.points.length === 0)
            {
                this.currentPath.shape.points = [0, 0];
            }
        }
        else
        {
            this.moveTo(0,0);
        }

        var n = 20,
            dt,
            dt2,
            dt3,
            t2,
            t3,
            points = this.currentPath.shape.points;

        var fromX = points[points.length-2];
        var fromY = points[points.length-1];
        var j = 0;

        for (var i = 1; i <= n; ++i)
        {
            j = i / n;

            dt = (1 - j);
            dt2 = dt * dt;
            dt3 = dt2 * dt;

            t2 = j * j;
            t3 = t2 * j;

            points.push( dt3 * fromX + 3 * dt2 * j * cpX + 3 * dt * t2 * cpX2 + t3 * toX,
                         dt3 * fromY + 3 * dt2 * j * cpY + 3 * dt * t2 * cpY2 + t3 * toY);
        }

        this.dirty = true;
        this._boundsDirty = true;

        return this;
    };

    /*
     * The arcTo() method creates an arc/curve between two tangents on the canvas.
     *
     * "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google!
     *
     * @method arcTo
     * @param x1 {Number} The x-coordinate of the beginning of the arc
     * @param y1 {Number} The y-coordinate of the beginning of the arc
     * @param x2 {Number} The x-coordinate of the end of the arc
     * @param y2 {Number} The y-coordinate of the end of the arc
     * @param radius {Number} The radius of the arc
     * @return {Graphics}
     */
    PIXI.Graphics.prototype.arcTo = function(x1, y1, x2, y2, radius)
    {
        if (this.currentPath)
        {
            if (this.currentPath.shape.points.length === 0)
            {
                this.currentPath.shape.points.push(x1, y1);
            }
        }
        else
        {
            this.moveTo(x1, y1);
        }

        var points = this.currentPath.shape.points,
            fromX = points[points.length-2],
            fromY = points[points.length-1],
            a1 = fromY - y1,
            b1 = fromX - x1,
            a2 = y2   - y1,
            b2 = x2   - x1,
            mm = Math.abs(a1 * b2 - b1 * a2);

        if (mm < 1.0e-8 || radius === 0)
        {
            if (points[points.length-2] !== x1 || points[points.length-1] !== y1)
            {
                points.push(x1, y1);
            }
        }
        else
        {
            var dd = a1 * a1 + b1 * b1,
                cc = a2 * a2 + b2 * b2,
                tt = a1 * a2 + b1 * b2,
                k1 = radius * Math.sqrt(dd) / mm,
                k2 = radius * Math.sqrt(cc) / mm,
                j1 = k1 * tt / dd,
                j2 = k2 * tt / cc,
                cx = k1 * b2 + k2 * b1,
                cy = k1 * a2 + k2 * a1,
                px = b1 * (k2 + j1),
                py = a1 * (k2 + j1),
                qx = b2 * (k1 + j2),
                qy = a2 * (k1 + j2),
                startAngle = Math.atan2(py - cy, px - cx),
                endAngle   = Math.atan2(qy - cy, qx - cx);

            this.arc(cx + x1, cy + y1, radius, startAngle, endAngle, b1 * a2 > b2 * a1);
        }

        this.dirty = true;
        this._boundsDirty = true;

        return this;
    };

    /**
     * The arc method creates an arc/curve (used to create circles, or parts of circles).
     *
     * @method arc
     * @param cx {Number} The x-coordinate of the center of the circle
     * @param cy {Number} The y-coordinate of the center of the circle
     * @param radius {Number} The radius of the circle
     * @param startAngle {Number} The starting angle, in radians (0 is at the 3 o'clock position of the arc's circle)
     * @param endAngle {Number} The ending angle, in radians
     * @param anticlockwise {Boolean} Optional. Specifies whether the drawing should be counterclockwise or clockwise. False is default, and indicates clockwise, while true indicates counter-clockwise.
     * @param segments {Number} Optional. The number of segments to use when calculating the arc. The default is 40. If you need more fidelity use a higher number.
     * @return {Graphics}
     */
    PIXI.Graphics.prototype.arc = function(cx, cy, radius, startAngle, endAngle, anticlockwise, segments)
    {
        //  If we do this we can never draw a full circle
        if (startAngle === endAngle)
        {
            return this;
        }

        if (anticlockwise === undefined) { anticlockwise = false; }
        if (segments === undefined) { segments = 40; }

        if (!anticlockwise && endAngle <= startAngle)
        {
            endAngle += Math.PI * 2;
        }
        else if (anticlockwise && startAngle <= endAngle)
        {
            startAngle += Math.PI * 2;
        }

        var sweep = anticlockwise ? (startAngle - endAngle) * -1 : (endAngle - startAngle);
        var segs =  Math.ceil(Math.abs(sweep) / (Math.PI * 2)) * segments;

        //  Sweep check - moved here because we don't want to do the moveTo below if the arc fails
        if (sweep === 0)
        {
            return this;
        }

        var startX = cx + Math.cos(startAngle) * radius;
        var startY = cy + Math.sin(startAngle) * radius;

        if (anticlockwise && this.filling)
        {
            this.moveTo(cx, cy);
        }
        else
        {
            this.moveTo(startX, startY);
        }

        //  currentPath will always exist after calling a moveTo
        var points = this.currentPath.shape.points;

        var theta = sweep / (segs * 2);
        var theta2 = theta * 2;

        var cTheta = Math.cos(theta);
        var sTheta = Math.sin(theta);

        var segMinus = segs - 1;

        var remainder = (segMinus % 1) / segMinus;

        for (var i = 0; i <= segMinus; i++)
        {
            var real =  i + remainder * i;

            var angle = ((theta) + startAngle + (theta2 * real));

            var c = Math.cos(angle);
            var s = -Math.sin(angle);

            points.push(( (cTheta *  c) + (sTheta * s) ) * radius + cx,
                        ( (cTheta * -s) + (sTheta * c) ) * radius + cy);
        }

        this.dirty = true;
        this._boundsDirty = true;

        return this;
    };

    /**
     * Specifies a simple one-color fill that subsequent calls to other Graphics methods
     * (such as lineTo() or drawCircle()) use when drawing.
     *
     * @method beginFill
     * @param color {Number} the color of the fill
     * @param alpha {Number} the alpha of the fill
     * @return {Graphics}
     */
    PIXI.Graphics.prototype.beginFill = function(color, alpha)
    {
        this.filling = true;
        this.fillColor = color || 0;
        this.fillAlpha = (alpha === undefined) ? 1 : alpha;

        if (this.currentPath)
        {
            if (this.currentPath.shape.points.length <= 2)
            {
                this.currentPath.fill = this.filling;
                this.currentPath.fillColor = this.fillColor;
                this.currentPath.fillAlpha = this.fillAlpha;
            }
        }

        return this;
    };

    /**
     * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.
     *
     * @method endFill
     * @return {Graphics}
     */
    PIXI.Graphics.prototype.endFill = function()
    {
        this.filling = false;
        this.fillColor = null;
        this.fillAlpha = 1;

        return this;
    };

    /**
     * @method drawRect
     *
     * @param x {Number} The X coord of the top-left of the rectangle
     * @param y {Number} The Y coord of the top-left of the rectangle
     * @param width {Number} The width of the rectangle
     * @param height {Number} The height of the rectangle
     * @return {Graphics}
     */
    PIXI.Graphics.prototype.drawRect = function(x, y, width, height)
    {
        this.drawShape(new PIXI.Rectangle(x, y, width, height));

        return this;
    };

    /**
     * @method drawRoundedRect
     * @param x {Number} The X coord of the top-left of the rectangle
     * @param y {Number} The Y coord of the top-left of the rectangle
     * @param width {Number} The width of the rectangle
     * @param height {Number} The height of the rectangle
     * @param radius {Number} Radius of the rectangle corners. In WebGL this must be a value between 0 and 9.
     */
    PIXI.Graphics.prototype.drawRoundedRect = function(x, y, width, height, radius)
    {
        this.drawShape(new PIXI.RoundedRectangle(x, y, width, height, radius));

        return this;
    };

    /**
     * Draws a circle.
     *
     * @method drawCircle
     * @param x {Number} The X coordinate of the center of the circle
     * @param y {Number} The Y coordinate of the center of the circle
     * @param diameter {Number} The diameter of the circle
     * @return {Graphics}
     */
    PIXI.Graphics.prototype.drawCircle = function(x, y, diameter)
    {
        this.drawShape(new PIXI.Circle(x, y, diameter));

        return this;
    };

    /**
     * Draws an ellipse.
     *
     * @method drawEllipse
     * @param x {Number} The X coordinate of the center of the ellipse
     * @param y {Number} The Y coordinate of the center of the ellipse
     * @param width {Number} The half width of the ellipse
     * @param height {Number} The half height of the ellipse
     * @return {Graphics}
     */
    PIXI.Graphics.prototype.drawEllipse = function(x, y, width, height)
    {
        this.drawShape(new PIXI.Ellipse(x, y, width, height));

        return this;
    };

    /**
     * Draws a polygon using the given path.
     *
     * @method drawPolygon
     * @param path {Array|Phaser.Polygon} The path data used to construct the polygon. Can either be an array of points or a Phaser.Polygon object.
     * @return {Graphics}
     */
    PIXI.Graphics.prototype.drawPolygon = function(path)
    {
        if (path instanceof Phaser.Polygon || path instanceof PIXI.Polygon)
        {
            path = path.points;
        }

        // prevents an argument assignment deopt
        // see section 3.1: https://github.com/petkaantonov/bluebird/wiki/Optimization-killers#3-managing-arguments
        var points = path;

        if (!Array.isArray(points))
        {
            // prevents an argument leak deopt
            // see section 3.2: https://github.com/petkaantonov/bluebird/wiki/Optimization-killers#3-managing-arguments
            points = new Array(arguments.length);

            for (var i = 0; i < points.length; ++i)
            {
                points[i] = arguments[i];
            }
        }

        this.drawShape(new Phaser.Polygon(points));

        return this;
    };

    /**
     * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.
     *
     * @method clear
     * @return {Graphics}
     */
    PIXI.Graphics.prototype.clear = function()
    {
        this.lineWidth = 0;
        this.filling = false;

        this.dirty = true;
        this._boundsDirty = true;
        this.clearDirty = true;
        this.graphicsData = [];

        this.updateLocalBounds();

        return this;
    };

    /**
     * Useful function that returns a texture of the graphics object that can then be used to create sprites
     * This can be quite useful if your geometry is complicated and needs to be reused multiple times.
     *
     * @method generateTexture
     * @param [resolution=1] {Number} The resolution of the texture being generated
     * @param [scaleMode=0] {Number} Should be one of the PIXI.scaleMode consts
     * @param [padding=0] {Number} Add optional extra padding to the generated texture (default 0)
     * @return {Texture} a texture of the graphics object
     */
    PIXI.Graphics.prototype.generateTexture = function(resolution, scaleMode, padding)
    {
        if (resolution === undefined) { resolution = 1; }
        if (scaleMode === undefined) { scaleMode = PIXI.scaleModes.DEFAULT; }
        if (padding === undefined) { padding = 0; }

        var bounds = this.getBounds();

        bounds.width += padding;
        bounds.height += padding;

        var canvasBuffer = new PIXI.CanvasBuffer(bounds.width * resolution, bounds.height * resolution);

        var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas, scaleMode);

        texture.baseTexture.resolution = resolution;

        canvasBuffer.context.scale(resolution, resolution);

        canvasBuffer.context.translate(-bounds.x, -bounds.y);

        PIXI.CanvasGraphics.renderGraphics(this, canvasBuffer.context);

        return texture;
    };

    /**
    * Renders the object using the WebGL renderer
    *
    * @method _renderWebGL
    * @param renderSession {RenderSession}
    * @private
    */
    PIXI.Graphics.prototype._renderWebGL = function(renderSession)
    {
        // if the sprite is not visible or the alpha is 0 then no need to render this element
        if (this.visible === false || this.alpha === 0 || this.isMask === true) return;

        if (this._cacheAsBitmap)
        {
            if (this.dirty || this.cachedSpriteDirty)
            {
                this._generateCachedSprite();

                // we will also need to update the texture on the gpu too!
                this.updateCachedSpriteTexture();

                this.cachedSpriteDirty = false;
                this.dirty = false;
            }

            this._cachedSprite.worldAlpha = this.worldAlpha;

            PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);

            return;
        }
        else
        {
            renderSession.spriteBatch.stop();
            renderSession.blendModeManager.setBlendMode(this.blendMode);

            if (this._mask) renderSession.maskManager.pushMask(this._mask, renderSession);
            if (this._filters) renderSession.filterManager.pushFilter(this._filterBlock);

            // check blend mode
            if (this.blendMode !== renderSession.spriteBatch.currentBlendMode)
            {
                renderSession.spriteBatch.currentBlendMode = this.blendMode;
                var blendModeWebGL = PIXI.blendModesWebGL[renderSession.spriteBatch.currentBlendMode];
                renderSession.spriteBatch.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
            }

            // check if the webgl graphic needs to be updated
            if (this.webGLDirty)
            {
                this.dirty = true;
                this.webGLDirty = false;
            }

            PIXI.WebGLGraphics.renderGraphics(this, renderSession);

            // only render if it has children!
            if (this.children.length)
            {
                renderSession.spriteBatch.start();

                // simple render children!
                for (var i = 0; i < this.children.length; i++)
                {
                    this.children[i]._renderWebGL(renderSession);
                }

                renderSession.spriteBatch.stop();
            }

            if (this._filters) renderSession.filterManager.popFilter();
            if (this._mask) renderSession.maskManager.popMask(this.mask, renderSession);

            renderSession.drawCount++;

            renderSession.spriteBatch.start();
        }
    };

    /**
    * Renders the object using the Canvas renderer
    *
    * @method _renderCanvas
    * @param renderSession {RenderSession}
    * @private
    */
    PIXI.Graphics.prototype._renderCanvas = function(renderSession)
    {
        // if the sprite is not visible or the alpha is 0 then no need to render this element
        if (this.visible === false || this.alpha === 0 || this.isMask === true) return;

        // if the tint has changed, set the graphics object to dirty.
        if (this._prevTint !== this.tint) {
            this.dirty = true;
            this._prevTint = this.tint;
        }

        if (this._cacheAsBitmap)
        {
            if (this.dirty || this.cachedSpriteDirty)
            {
                this._generateCachedSprite();

                // we will also need to update the texture
                this.updateCachedSpriteTexture();

                this.cachedSpriteDirty = false;
                this.dirty = false;
            }

            this._cachedSprite.alpha = this.alpha;

            PIXI.Sprite.prototype._renderCanvas.call(this._cachedSprite, renderSession);

            return;
        }
        else
        {
            var context = renderSession.context;
            var transform = this.worldTransform;

            if (this.blendMode !== renderSession.currentBlendMode)
            {
                renderSession.currentBlendMode = this.blendMode;
                context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode];
            }

            if (this._mask)
            {
                renderSession.maskManager.pushMask(this._mask, renderSession);
            }

            var resolution = renderSession.resolution;
            var tx = (transform.tx * renderSession.resolution) + renderSession.shakeX;
            var ty = (transform.ty * renderSession.resolution) + renderSession.shakeY;

            context.setTransform(transform.a * resolution,
                                 transform.b * resolution,
                                 transform.c * resolution,
                                 transform.d * resolution,
                                 tx,
                                 ty);

            PIXI.CanvasGraphics.renderGraphics(this, context);

             // simple render children!
            for (var i = 0; i < this.children.length; i++)
            {
                this.children[i]._renderCanvas(renderSession);
            }

            if (this._mask)
            {
                renderSession.maskManager.popMask(renderSession);
            }
        }
    };

    /**
     * Retrieves the bounds of the graphic shape as a rectangle object
     *
     * @method getBounds
     * @return {Rectangle} the rectangular bounding area
     */
    PIXI.Graphics.prototype.getBounds = function(matrix)
    {
        if (!this._currentBounds)
        {
            //  Return an empty object if the item is a mask!
            if (!this.renderable)
            {
                return PIXI.EmptyRectangle;
            }

            if (this.dirty)
            {
                this.updateLocalBounds();
                this.webGLDirty = true;
                this.cachedSpriteDirty = true;
                this.dirty = false;
            }

            var bounds = this._localBounds;

            var w0 = bounds.x;
            var w1 = bounds.width + bounds.x;

            var h0 = bounds.y;
            var h1 = bounds.height + bounds.y;

            var worldTransform = matrix || this.worldTransform;

            var a = worldTransform.a;
            var b = worldTransform.b;
            var c = worldTransform.c;
            var d = worldTransform.d;
            var tx = worldTransform.tx;
            var ty = worldTransform.ty;

            var x1 = a * w1 + c * h1 + tx;
            var y1 = d * h1 + b * w1 + ty;

            var x2 = a * w0 + c * h1 + tx;
            var y2 = d * h1 + b * w0 + ty;

            var x3 = a * w0 + c * h0 + tx;
            var y3 = d * h0 + b * w0 + ty;

            var x4 =  a * w1 + c * h0 + tx;
            var y4 =  d * h0 + b * w1 + ty;

            var maxX = x1;
            var maxY = y1;

            var minX = x1;
            var minY = y1;

            minX = x2 < minX ? x2 : minX;
            minX = x3 < minX ? x3 : minX;
            minX = x4 < minX ? x4 : minX;

            minY = y2 < minY ? y2 : minY;
            minY = y3 < minY ? y3 : minY;
            minY = y4 < minY ? y4 : minY;

            maxX = x2 > maxX ? x2 : maxX;
            maxX = x3 > maxX ? x3 : maxX;
            maxX = x4 > maxX ? x4 : maxX;

            maxY = y2 > maxY ? y2 : maxY;
            maxY = y3 > maxY ? y3 : maxY;
            maxY = y4 > maxY ? y4 : maxY;

            this._bounds.x = minX;
            this._bounds.width = maxX - minX;

            this._bounds.y = minY;
            this._bounds.height = maxY - minY;

            this._currentBounds = this._bounds;
        }

        return this._currentBounds;

    };

    /**
     * Retrieves the non-global local bounds of the graphic shape as a rectangle. The calculation takes all visible children into consideration.
     *
     * @method getLocalBounds
     * @return {Rectangle} The rectangular bounding area
     */
    PIXI.Graphics.prototype.getLocalBounds = function () {
        var matrixCache = this.worldTransform;

        this.worldTransform = PIXI.identityMatrix;

        for (var i = 0; i < this.children.length; i++) {
            this.children[i].updateTransform();
        }

        var bounds = this.getBounds();

        this.worldTransform = matrixCache;

        for (i = 0; i < this.children.length; i++) {
            this.children[i].updateTransform();
        }

        return bounds;
    };

    /**
    * Tests if a point is inside this graphics object
    *
    * @param point {Point} the point to test
    * @return {boolean} the result of the test
    */
    PIXI.Graphics.prototype.containsPoint = function( point )
    {
        this.worldTransform.applyInverse(point,  tempPoint);

        var graphicsData = this.graphicsData;

        for (var i = 0; i < graphicsData.length; i++)
        {
            var data = graphicsData[i];

            if (!data.fill)
            {
                continue;
            }

            // only deal with fills..
            if (data.shape)
            {
                if (data.shape.contains(tempPoint.x, tempPoint.y))
                {
                    return true;
                }
            }
        }

        return false;

    };

    /**
     * Update the bounds of the object
     *
     * @method updateLocalBounds
     */
    PIXI.Graphics.prototype.updateLocalBounds = function()
    {
        var minX = Infinity;
        var maxX = -Infinity;

        var minY = Infinity;
        var maxY = -Infinity;

        if (this.graphicsData.length)
        {
            var shape, points, x, y, w, h;

            for (var i = 0; i < this.graphicsData.length; i++)
            {
                var data = this.graphicsData[i];
                var type = data.type;
                var lineWidth = data.lineWidth;
                shape = data.shape;

                if (type === PIXI.Graphics.RECT || type === PIXI.Graphics.RREC)
                {
                    x = shape.x - lineWidth / 2;
                    y = shape.y - lineWidth / 2;
                    w = shape.width + lineWidth;
                    h = shape.height + lineWidth;

                    minX = x < minX ? x : minX;
                    maxX = x + w > maxX ? x + w : maxX;

                    minY = y < minY ? y : minY;
                    maxY = y + h > maxY ? y + h : maxY;
                }
                else if (type === PIXI.Graphics.CIRC)
                {
                    x = shape.x;
                    y = shape.y;
                    w = shape.radius + lineWidth / 2;
                    h = shape.radius + lineWidth / 2;

                    minX = x - w < minX ? x - w : minX;
                    maxX = x + w > maxX ? x + w : maxX;

                    minY = y - h < minY ? y - h : minY;
                    maxY = y + h > maxY ? y + h : maxY;
                }
                else if (type === PIXI.Graphics.ELIP)
                {
                    x = shape.x;
                    y = shape.y;
                    w = shape.width + lineWidth / 2;
                    h = shape.height + lineWidth / 2;

                    minX = x - w < minX ? x - w : minX;
                    maxX = x + w > maxX ? x + w : maxX;

                    minY = y - h < minY ? y - h : minY;
                    maxY = y + h > maxY ? y + h : maxY;
                }
                else
                {
                    // POLY - assumes points are sequential, not Point objects
                    points = shape.points;

                    for (var j = 0; j < points.length; j++)
                    {
                        if (points[j] instanceof Phaser.Point)
                        {
                            x = points[j].x;
                            y = points[j].y;
                        }
                        else
                        {
                            x = points[j];
                            y = points[j + 1];

                            if (j < points.length - 1)
                            {
                                j++;
                            }
                        }

                        minX = x - lineWidth < minX ? x - lineWidth : minX;
                        maxX = x + lineWidth > maxX ? x + lineWidth : maxX;

                        minY = y - lineWidth < minY ? y - lineWidth : minY;
                        maxY = y + lineWidth > maxY ? y + lineWidth : maxY;
                    }
                }
            }
        }
        else
        {
            minX = 0;
            maxX = 0;
            minY = 0;
            maxY = 0;
        }

        var padding = this.boundsPadding;

        this._localBounds.x = minX - padding;
        this._localBounds.width = (maxX - minX) + padding * 2;

        this._localBounds.y = minY - padding;
        this._localBounds.height = (maxY - minY) + padding * 2;
    };

    /**
     * Generates the cached sprite when the sprite has cacheAsBitmap = true
     *
     * @method _generateCachedSprite
     * @private
     */
    PIXI.Graphics.prototype._generateCachedSprite = function()
    {
        var bounds = this.getLocalBounds();

        if (!this._cachedSprite)
        {
            var canvasBuffer = new PIXI.CanvasBuffer(bounds.width, bounds.height);
            var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas);

            this._cachedSprite = new PIXI.Sprite(texture);
            this._cachedSprite.buffer = canvasBuffer;

            this._cachedSprite.worldTransform = this.worldTransform;
        }
        else
        {
            this._cachedSprite.buffer.resize(bounds.width, bounds.height);
        }

        // leverage the anchor to account for the offset of the element
        this._cachedSprite.anchor.x = -(bounds.x / bounds.width);
        this._cachedSprite.anchor.y = -(bounds.y / bounds.height);

        // this._cachedSprite.buffer.context.save();
        this._cachedSprite.buffer.context.translate(-bounds.x, -bounds.y);

        // make sure we set the alpha of the graphics to 1 for the render..
        this.worldAlpha = 1;

        // now render the graphic..
        PIXI.CanvasGraphics.renderGraphics(this, this._cachedSprite.buffer.context);
        this._cachedSprite.alpha = this.alpha;
    };

    /**
     * Updates texture size based on canvas size
     *
     * @method updateCachedSpriteTexture
     * @private
     */
    PIXI.Graphics.prototype.updateCachedSpriteTexture = function()
    {
        var cachedSprite = this._cachedSprite;
        var texture = cachedSprite.texture;
        var canvas = cachedSprite.buffer.canvas;

        texture.baseTexture.width = canvas.width;
        texture.baseTexture.height = canvas.height;
        texture.crop.width = texture.frame.width = canvas.width;
        texture.crop.height = texture.frame.height = canvas.height;

        cachedSprite._width = canvas.width;
        cachedSprite._height = canvas.height;

        // update the dirty base textures
        texture.baseTexture.dirty();
    };

    /**
     * Destroys a previous cached sprite.
     *
     * @method destroyCachedSprite
     */
    PIXI.Graphics.prototype.destroyCachedSprite = function()
    {
        this._cachedSprite.texture.destroy(true);
        this._cachedSprite = null;
    };

    /**
     * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.
     *
     * @method drawShape
     * @param {Circle|Rectangle|Ellipse|Line|Polygon} shape The Shape object to draw.
     * @return {GraphicsData} The generated GraphicsData object.
     */
    PIXI.Graphics.prototype.drawShape = function(shape)
    {
        if (this.currentPath)
        {
            // check current path!
            if (this.currentPath.shape.points.length <= 2)
            {
                this.graphicsData.pop();
            }
        }

        this.currentPath = null;

        //  Handle mixed-type polygons
        if (shape instanceof Phaser.Polygon)
        {
            shape = shape.clone();
            shape.flatten();
        }

        var data = new PIXI.GraphicsData(this.lineWidth, this.lineColor, this.lineAlpha, this.fillColor, this.fillAlpha, this.filling, shape);

        this.graphicsData.push(data);

        if (data.type === PIXI.Graphics.POLY)
        {
            data.shape.closed = this.filling;
            this.currentPath = data;
        }

        this.dirty = true;
        this._boundsDirty = true;

        return data;

    };

    /**
     * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite.
     * This is useful if your graphics element does not change often, as it will speed up the rendering of the object in exchange for taking up texture memory.
     * It is also useful if you need the graphics object to be anti-aliased, because it will be rendered using canvas.
     * This is not recommended if you are constantly redrawing the graphics element.
     *
     * @property cacheAsBitmap
     * @type Boolean
     * @default false
     * @private
     */
    Object.defineProperty(PIXI.Graphics.prototype, "cacheAsBitmap", {

        get: function() {
            return  this._cacheAsBitmap;
        },

        set: function(value) {

            this._cacheAsBitmap = value;

            if (this._cacheAsBitmap)
            {
                this._generateCachedSprite();
            }
            else
            {
                this.destroyCachedSprite();
            }

            this.dirty = true;
            this.webGLDirty = true;

        }
    });