Adds vector graphics capabilities to Starling: Disks, Circles, Lines and Polygons.
Copyright 2014, Fovea
This extension was developed for the game Shyring. See it in action!
Why another extension, when there's already the Starling Graphics Extension?
Well, one draw-back of the Graphics extension is that it doesn't allow to `flatten` your sprites. Which will result in poor performances, especially if you have complex static objects that could have been pre-rendered.
So in short, this extension has less features, but is compatible with `flatten`, which will help you write more efficient code.
If all you need are Lines, Circles and custom Polygons, then do not look any further.
Oh, also to mention: it's way simpler to use!
A Poly4 represents an abitrary 4-sided polygon with a uniform color or a color gradient.
Poly4(p1:Point, p2:Point, p3:Point, p4:Point, color:uint=0xffffff, premultipliedAlpha:Boolean=true)
It inherits directly from starling.display.Quad, so all fancy coloring options of Quads can be used with Poly4.
Note, hit test only check against the polygon's axis-aligned bounding box.
A Ring represents a ring (what else?).
Ring(innerRadius:Number, outerRadius:Number, color:uint=0xffffff, premultipliedAlpha:Boolean=true)
It's built using a set of polygons. Number of vertices is relative to the outer radius.
A Disk is like a ring but without a hole in the middle.
Disk(radius:Number, color:uint=0xffffff, premultipliedAlpha:Boolean=true)
It's actually a ring with innerRadius set to 0.
A Line represents a segment with a thickness and uniform color or a color gradient.
Line(from:Point, to:Point, thickness:Number, color:uint, premultipliedAlpha:Boolean = true)
It inherit from the Poly4 class which means you can setup per-vertex color. The first two points of the Poly4 are those associated with the `from` point of the Line. The last two points are associated with the `to` point of the Line.
Note, hit test only check against the polygon's axis-aligned bounding box.
Used for example to know if the mouse clicked on the object or not. Bounding box hit tests only check if the coordinate falls inside the axis-aligned rectangle that covers the object.
If you don't need pixel-perfect hit tests for the Shape you're drawing (or maybe no hit-test at all), then don't worry.
Feel free to edit this part of the page!