-
Notifications
You must be signed in to change notification settings - Fork 0
/
phaser-devtools.js
452 lines (405 loc) · 18.3 KB
/
phaser-devtools.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
//
// name: 🛟 Phaser DevTools
// author: Nate Levin (https://natelev.in)
//
console.log("Activated 🛟 Phaser DevTools bookmarklet.");
if (!window.Phaser)
throw new Error("This page does not expose any Phaser object :(");
if (window.__phaser_devtools_injected)
throw new Error("Phaser DevTools are already injected into this page.");
window.__phaser_devtools_injected = true;
// inject into .push to find a scene
let oldPush = Array.prototype.push;
let game;
Array.prototype.push = function (...arguments) {
if (!!this[0]?.scene || !!this[0]?.gameObject?.scene) {
game = this[0]?.scene?.game ?? this[0].gameObject.scene.game;
window.phaserGame = game; // allow editing from devtools console
console.log(`%cSuccessfully found Phaser game!`, "color: green");
console.log(
`%cRunning Phaser DevTools v0.1.0, Phaser v${Phaser.VERSION}`,
"color: rebeccapurple"
);
Array.prototype.push = oldPush;
startDevTools(game);
}
return oldPush.call(this, ...arguments);
};
// tell user to interact with game to try to trigger the injector
setTimeout(() => {
if (!game)
alert("Unable to quickly inject. Try interacting with the game!");
}, 2_000);
function startDevTools(game) {
console.log("%cStarting Phaser DevTools...", "color: gray");
game.scene.add("__phaser-devtools", PhaserDevTools, true);
}
// this manages all the devtools. only 1 should be loaded at a time
class PhaserDevTools extends Phaser.Scene {
enabled = false;
inspectOptions = {};
constructor() {
super();
}
preload() {}
create() {
if (!this.sys.game.device.os.desktop) {
alert(
'Please note that Phaser DevTools is not optimized for use on non-desktop browsers. Press "OK" to continue.'
);
}
// add in the enable/disabler
if (!game.domContainer) {
// we have to add a domContainer if it doesn't exist!
// ! this could be the source of compatibility problems
game.domContainer = document.createElement("div");
/**
* Below originally from Phaser source -- CreateDOMContainerConfig.js:21, ScaleManager.js:609
* With edits by Nate Levin
* @author Richard Davey <[email protected]>
* @copyright 2022 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
game.domContainer.style.cssText = [
"display: block;",
"width: " + game.canvas.clientWidth + "px;",
"height: " + game.canvas.clientHeight + "px;",
"padding: 0;",
"margin: 0;",
`margin-top: ${game.canvas.style.marginTop};`,
`margin-left: ${game.canvas.style.marginLeft};`,
"position: absolute;",
"overflow: hidden;",
"pointer-events: " +
(game.config.domPointerEvents ?? "none") +
";",
"transform: scale(1);",
"transform-origin: left top;",
"z-index: 999999999",
].join(" ");
phaserGame.canvas.parentNode.prepend(game.domContainer);
// get everything back in sync, shouldn't be needed but kept for compat
game.scale.refresh();
console.log(
"Created DOM container as it didn't exist:",
game.domContainer
);
}
this.addOptionsDOMElements();
if (!!HoverPipeline) {
this.sys.game.renderer.pipelines.addPostPipeline(
HoverPipeline.KEY,
HoverPipeline
);
}
console.log(
"%c⭐️🧑💻 Phaser DevTools loaded successfully!",
"color: green; font-size: 1.2em; font-family: system-ui, -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen, Ubuntu, Cantarell, 'Open Sans', 'Helvetica Neue', sans-serif"
);
if (!window.Phaser.Renderer.WebGL.Pipelines.PostFXPipeline)
console.error(
new Error(
"This Phaser game is too outdated! Must be on Phaser >3.5, this game is running " +
Phaser.VERSION +
". Not all features will be supported!"
)
);
}
update(time, delta) {
if (this.enabled) {
this.loadAllGameObjects();
}
}
addOptionsDOMElements() {
const options = document.createElement("div");
options.oncontextmenu = (event) => {
// prevent stopping right clicking
event.stopImmediatePropagation();
};
const optionsPhaser = this.add.dom(
0,
0,
options,
`width: 75px; height: 75px; opacity: 0.75; backdrop-filter: blur(2px); overflow: hidden; padding: 16px; border-radius: 0px 0px 53px 0px; font-family: system-ui, -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen, Ubuntu, Cantarell, 'Open Sans', 'Helvetica Neue', sans-serif; box-sizing: content-box;
background-image: linear-gradient(45deg, hsl(219deg 100% 18% / 0.2) 0%, hsl(307deg 56% 28% / 0.2) 25%, hsl(343deg 60% 43% / 0.2) 50%, hsl(19deg 65% 48% / 0.2) 75%, hsl(49deg 100% 38% / 0.2) 100%);`
);
optionsPhaser.setOrigin(0, 0);
optionsPhaser.setAlpha(0.75);
optionsPhaser.setDepth(1);
const header = document.createElement("div");
header.style.cssText = "position: relative; width: 100%;";
options.appendChild(header);
const headerText = document.createElement("p");
headerText.textContent = "Phaser DevTools";
headerText.style.cssText =
"font-size: 27px; color: white; position: absolute; right: 10px; opacity: 0; top: -150px; filter: drop-shadow(1px 1px 1px black); margin: 0;";
const enabler = document.createElement("button");
enabler.style.cssText = `width: 70px; height: 70px; border-radius: 99999px; backdrop-filter: blur(10px); filter: drop-shadow(0px 2px 4px rgba(0,0,0,0.5)); border: none; outline: none; cursor: pointer; display: grid; place-items: center; font-size: 32px;
background-image: linear-gradient(45deg, hsl(240deg 100% 20%) 0%, hsl(289deg 100% 21%) 6%, hsl(315deg 100% 27%) 14%, hsl(329deg 100% 36%) 23%, hsl(337deg 100% 43%) 35%, hsl(357deg 91% 59%) 47%, hsl(17deg 100% 59%) 60%, hsl(34deg 100% 53%) 74%, hsl(45deg 100% 50%) 88%, hsl(55deg 100% 50%) 100%);`;
enabler.textContent = "🛟";
enabler.onclick = () => {
this.enabled = !this.enabled;
if (this.inspectOptions.gameObject) {
this.stopInspect();
}
const animOpts = {
easing: "ease-out",
duration: 300,
fill: "forwards",
};
if (this.enabled) {
options.animate(
[{ opacity: 1, width: "300px", height: "300px" }],
animOpts
);
headerText.animate([{ opacity: 1, top: "18px" }], animOpts);
} else {
options.animate(
[{ opacity: 0.75, width: "75px", height: "75px" }],
animOpts
);
headerText.animate([{ opacity: 0, top: "-150px" }], animOpts);
}
};
this.input.addListener("pointerdown", () => {
// allow users to press the spacebar without closing/opening the menu
if (document.activeElement === enabler) {
enabler.blur();
}
});
header.appendChild(enabler);
header.appendChild(headerText);
const scrollableOptions = document.createElement("div");
scrollableOptions.style.cssText =
"overflow-y: auto; height: 215px; margin-top: 20px;";
options.appendChild(scrollableOptions);
scrollableOptions.appendChild(
makeInfoText(
"Injected successfully. You can now use `phaserGame` in the DevTools console to access the Phaser Game object."
)
);
scrollableOptions.append(
makeInfoText(
"ℹ️ Shift+Click on a GameObject to lock/unlock the inspector",
"margin: 10px 0;"
)
);
this.inspector = document.createElement("div");
this.inspector.style.marginTop = "20px";
this.inspector.style.padding = "5px";
this.inspector.style.border = "1px dotted white";
this.inspectorText = makeInfoText("Inspector - Nothing Selected");
this.inspector.append(this.inspectorText);
this.inspectorItems = document.createElement("div");
this.inspector.append(this.inspectorItems);
scrollableOptions.append(this.inspector);
this.scrollableOptions = scrollableOptions;
setTimeout(() => {
enabler.click();
}, 300);
}
loadAllGameObjects() {
this.forAllGameObjects((gameObject) => {
const alreadyDebugging = gameObject.getData(
"__phaser_devtools_loaded"
);
if (!alreadyDebugging && gameObject.active) {
gameObject.setData("__phaser_devtools_loaded", true);
if (!gameObject.input) {
gameObject.setInteractive();
if (gameObject.depth === 0) {
gameObject.setDepth(-1);
}
}
gameObject.addListener("pointerover", () => {
if (
this.enabled &&
!this.inspectOptions.locked &&
!isBackgroundItem(gameObject, this.sys)
)
this.inspect(gameObject, {
locked: false,
});
});
gameObject.addListener("pointerout", () => {
if (
this.enabled &&
this.inspectOptions.gameObject === gameObject &&
!this.inspectOptions.locked &&
!isBackgroundItem(gameObject, this.sys)
)
this.stopInspect();
});
gameObject.addListener("destroy", () => {
if (this.inspectOptions.gameObject === gameObject) {
this.stopInspect();
}
});
gameObject.addListener("pointerdown", (pointer) => {
if (pointer.event.shiftKey && this.enabled) {
// lock inspector
this.inspectOptions.locked =
!this.inspectOptions.locked;
if (
!this.inspectOptions.locked &&
this.inspectOptions.gameObject
) {
this.stopInspect();
}
}
});
}
});
}
inspect(gameObject, options = {}) {
if (this.inspectOptions.gameObject) {
this.stopInspect();
}
this.inspectOptions = { gameObject, ...options };
if (!!HoverPipeline && gameObject.setPostPipeline) {
gameObject.setPostPipeline(HoverPipeline.KEY);
}
this.inspectorText.textContent =
"Inspector - " +
gameObject.type +
(!!gameObject.name ? " - " + gameObject.name : "");
if (gameObject.state) {
this.inspectorItems.append(
makeInfoText("State: " + gameObject.state)
);
}
const dataValuesWithoutPhaserDevTools = gameObject.data.values
? Object.fromEntries(
Object.entries(gameObject.data.values).filter(
([key, _value]) => !key.startsWith("__phaser_devtools")
)
)
: undefined;
if (
dataValuesWithoutPhaserDevTools &&
Object.keys(dataValuesWithoutPhaserDevTools).length > 0
) {
this.inspectorItems.append(
makeInfoText(
"Data Values: " +
JSON.stringify(
dataValuesWithoutPhaserDevTools,
null,
2
),
"white-space: pre-wrap;"
)
);
}
}
stopInspect() {
if (this.inspectOptions.gameObject.resetPostPipeline) {
this.inspectOptions.gameObject.resetPostPipeline();
}
this.inspectOptions = {};
this.inspectorText.textContent = "Inspector - Nothing Selected";
while (this.inspectorItems.firstChild) {
this.inspectorItems.removeChild(this.inspectorItems.firstChild);
}
}
forAllGameObjects(callback) {
const scenes = this.getActiveScenes();
scenes.forEach((scene) => scene.children.list.forEach(callback));
}
getActiveScenes() {
return game.scene
.getScenes(true)
.filter((scene) => !(scene instanceof PhaserDevTools));
}
}
function makeInfoText(text, css = "") {
const node = document.createElement("p");
node.style.cssText =
"margin: 2px 0; color: white; filter: drop-shadow(1px 1px 1px black);" +
css;
node.textContent = text;
return node;
}
// shaders
let HoverPipeline;
if (!!window.Phaser.Renderer.WebGL.Pipelines.PostFXPipeline) {
HoverPipeline = class HoverPipeline extends (
Phaser.Renderer.WebGL.Pipelines.PostFXPipeline
) {
static KEY = "__phaser_devtools_hover";
constructor(game) {
super({
game: game,
renderer: game.renderer,
/**
* Unminified shader:
#define SHADER_NAME PHASER_DEVTOOLS_HOVER
precision mediump float;
uniform sampler2D uMainSampler;
uniform vec2 uTextureSize;
varying vec2 outTexCoord;
uniform float time;
// seconds between rainbows
float rainbowSpeed = 3.0;
// see https://www.shadertoy.com/view/lsfBWs
vec3 rainbow(float level) {
float r = float(level <= 2.0) + float(level > 4.0) * 1.0;
float g = max(1.0 - abs(level - 2.0) * 0.4, 0.0);
float b = (1.0 - (level - 4.0) * 0.5) * float(level >= 4.0);
return vec3(r, g, b);
}
vec4 smoothRainbow(float x)
{
float level1 = floor(x*6.0);
float level2 = min(6.0, floor(x*6.0) + 1.0);
vec3 a = rainbow(level1);
vec3 b = rainbow(level2);
return vec4(mix(a, b, fract(x*6.0)), 1);
}
void main(void)
{
vec4 texture = texture2D(uMainSampler, outTexCoord);
vec4 color = texture;
float level = (1.0 / rainbowSpeed) * mod(time, rainbowSpeed);
color = smoothRainbow(level);
// edge detection
float surroundingAlphaSum =
texture2D(uMainSampler, outTexCoord + vec2(-0.0001, -0.0001)).a +
texture2D(uMainSampler, outTexCoord + vec2( 0, -0.0001)).a +
texture2D(uMainSampler, outTexCoord + vec2( 0, -0.002)).a +
texture2D(uMainSampler, outTexCoord + vec2( 0.0001, -0.0001)).a +
texture2D(uMainSampler, outTexCoord + vec2(-0.0001, 0 )).a +
texture2D(uMainSampler, outTexCoord + vec2( -0.001, 0 )).a +
texture2D(uMainSampler, outTexCoord + vec2( 0.0001, 0 )).a +
texture2D(uMainSampler, outTexCoord + vec2( 0.001, 0 )).a +
texture2D(uMainSampler, outTexCoord + vec2(-0.0001, 0.0001)).a +
texture2D(uMainSampler, outTexCoord + vec2( 0, 0.0001)).a +
texture2D(uMainSampler, outTexCoord + vec2( 0, 0.002)).a +
texture2D(uMainSampler, outTexCoord + vec2( 0.0001, 0.0001)).a;
if(texture.a == 0.0 && surroundingAlphaSum > 0.0) {
// outline
gl_FragColor = vec4(0.85,0.85,0.85,1) + color * 0.15;
} else if(texture.a > 0.1) {
// rainbow inside
gl_FragColor = texture * 0.85 + color * 0.15;
} else {
// everything else
gl_FragColor = texture;
}
}
*/
fragShader:
"#define SHADER_NAME PHASER_DEVTOOLS_HOVE\nprecision mediump float;uniform sampler2D uMainSampler;uniform vec2 uTextureSize;varying vec2 outTexCoord;uniform float time;float rainbowSpeed = 3.0;vec3 rainbow(float level) {\nfloat r = float(level <= 2.0) + float(level > 4.0) * 1.0;float g = max(1.0 - abs(level - 2.0) * 0.4, 0.0);float b = (1.0 - (level - 4.0) * 0.5) * float(level >= 4.0);return vec3(r, g, b);}\nvec4 smoothRainbow(float x)\n{\nfloat level1 = floor(x*6.0);float level2 = min(6.0, floor(x*6.0) + 1.0);vec3 a = rainbow(level1);vec3 b = rainbow(level2);return vec4(mix(a, b, fract(x*6.0)), 1);}\nvoid main(void) \n{\nvec4 texture = texture2D(uMainSampler, outTexCoord);vec4 color = texture;float level = (1.0 / rainbowSpeed) * mod(time, rainbowSpeed);color = smoothRainbow(level);float surroundingAlphaSum =\ntexture2D(uMainSampler, outTexCoord + vec2(-0.0001, -0.0001)).a + \ntexture2D(uMainSampler, outTexCoord + vec2( 0, -0.0001)).a + \ntexture2D(uMainSampler, outTexCoord + vec2( 0, -0.002)).a + \ntexture2D(uMainSampler, outTexCoord + vec2( 0.0001, -0.0001)).a + \ntexture2D(uMainSampler, outTexCoord + vec2(-0.0001, 0 )).a + \ntexture2D(uMainSampler, outTexCoord + vec2( -0.001, 0 )).a + \ntexture2D(uMainSampler, outTexCoord + vec2( 0.0001, 0 )).a + \ntexture2D(uMainSampler, outTexCoord + vec2( 0.001, 0 )).a + \ntexture2D(uMainSampler, outTexCoord + vec2(-0.0001, 0.0001)).a + \ntexture2D(uMainSampler, outTexCoord + vec2( 0, 0.0001)).a + \ntexture2D(uMainSampler, outTexCoord + vec2( 0, 0.002)).a + \ntexture2D(uMainSampler, outTexCoord + vec2( 0.0001, 0.0001)).a;if(texture.a == 0.0 && surroundingAlphaSum > 0.0) {\ngl_FragColor = vec4(0.85,0.85,0.85,1) + color * 0.15;} else if(texture.a > 0.1) {\ngl_FragColor = texture * 0.85 + color * 0.15;} else {\ngl_FragColor = texture;}}",
});
}
onRender(scene, camera) {
this.set1f("time", scene.time.now / 1000);
}
};
}
function isBackgroundItem(gameObject, sys) {
return (
gameObject?.displayWidth > sys.scale.width ||
gameObject?.displayHeight > sys.scale.height
);
}