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Is there any other way to track the progress of erasing pixels in Phaser?

<p>So I'm trying to create a scratch card game where the user needs to scratch the card to reveal what's underneath. I want to check if the user has scratched 70% of the canvas to reveal it all. I'm trying to use phaser to implement this functionality, but it doesn't work. </p> <p>I tried calculating imagedata to get an array of pixels, but it returns an array of all zeros. I'm using the calculateScratchRatio function in the code below.</p> <pre class="brush:php;toolbar:false;">import BaseScene from "./BaseScene"; const SKY_IMAGE = "sky"; const SKY_IMAGE_BLACK = "skyblack"; const BOARD = "board"; const HEADER_ACT = "header_act"; const KEY_BRUSH = "brush"; const BGGAME = "bg-game"; export default class Scratch extends BaseScene { constructor(config) { super("Scratch", { ...config }); this.config = config; this.isDown = false; this.renderTexture = null; this.brush = null; this.erasedPixels = 0; this.screenCenter = [config.width / 2, config.height / 2]; } create() { super.create(); this.cover = this.make.image({ key: SKY_IMAGE_BLACK, add: false, }); this.board = this.make.image({ key: BOARD, add: false, }); this.ScratchOff(); this.add.image(...this.screenCenter, BOARD).setScale(0.7); console.log(this.board.getBounds()); const headerinfo = this.add .image(this.screenCenter[0] - 160, 130, "header_act") .setScale(0.7); let helloWorld = this.add .text(0, 0, "Hello World") .setFont("20px Arial") .setColor("#ffffff"); const container = this.add.container(headerinfo.x, headerinfo.y); container.add(helloWorld); } ScratchOff() { this.add .image(this.screenCenter[0] - 160, this.screenCenter[1], SKY_IMAGE) .setScale(0.7); this.cover.setOrigin(0, 0); const width = this.cover.width; const height = this.cover.height; console.log(width, height); const rt = this.add.renderTexture( this.screenCenter[0] - 160, this.screenCenter[1], width * 0.7, height * 0.71 ); this.isRenderTextureErased = false; this.erasureThreshold = 0.99; rt.setOrigin(0.5, 0.5); rt.draw(this.cover); //, width * 0.5, height * 0.5) rt.setInteractive(); rt.on(Phaser.Input.Events.POINTER_DOWN, this.handlePointerDown, this); rt.on(Phaser.Input.Events.POINTER_MOVE, this.handlePointerMove, this); rt.on(Phaser.Input.Events.POINTER_UP, () => (this.isDown = false)); this.brush = this.make.image({ key: KEY_BRUSH, add: false, }); this.renderTexture = rt; } handlePointerDown(pointer) { this.isDown = true; this.handlePointerMove(pointer); } handlePointerMove(pointer) { if (!this.isDown) { return; } const x = pointer.x - this.renderTexture.x this.renderTexture.width * 0.5; const y = pointer.y - this.renderTexture.y this.renderTexture.height * 0.5; this.renderTexture.erase(this.brush, x, y); const result = this.calculateScratchRatio(x, y); console.log("result", result); }calculateScratchRatio(x, y) { const texture = this.textures.get(SKY_IMAGE_BLACK); console.log(texture); if (!texture) { console.error(`Texture with key '${SKY_IMAGE_BLACK}' not found.`); return 0; } console.log(texture); const canvas = document.createElement("canvas"); canvas.width = texture.source[0].width; console.log("canvas.width", canvas.width); canvas.height = texture.source[0].height; const context = canvas.getContext("2d"); context.drawImage(texture.source[0].image, 0, 0); const imageData = context.getImageData(0, 0, canvas.width, canvas.height); const pixels = imageData.data; console.log(imageData, pixels); let erasedCount = 0; for (let i = 3; i < pixels.length; i = 4) { const alpha = pixels[i 3]; if (alpha < 128) { erasedCount ; } } const totalPixels = canvas.width * canvas.height; const scratchRatio = (erasedCount / totalPixels) * 100; return Math.round(scratchRatio); } }</pre> <p><br /></p>
P粉928591383P粉928591383454 days ago670

reply all(1)I'll reply

  • P粉207483087

    P粉2074830872023-08-15 19:19:20

    There's a lot in your code and it's hard to get it to work.
    The best thing to do is to publish a mini runnable code like mentioned herehere.

    However, a simple and quick solution is to use canvasTexture to create the cover texture so that you can access the context directly from this object.

    Here is a short demonstration of how I would do it:
    (Based on the concept of this answer)

    document.body.style = 'margin:0;';
     
    class ScratchScene extends Phaser.Scene {
      constructor() {
        super('ScratchScene')
      }
      
      create(){
    
        let helperGraphics = this.make.graphics({x:0, y: 0, add: false});
        helperGraphics.fillStyle(0xff0000);
        helperGraphics.fillRect(0, 0, 200, 50 );
        helperGraphics.generateTexture('cover', 200, 50);
        
        let coverImage = this.textures.get('cover').getSourceImage()
        this.coverHelperCanvas = this.textures.createCanvas('coverTexture', 200, 50)
        this.coverHelperCanvas.draw(0, 0, coverImage)
        this.coverHelperCanvas.context.globalCompositeOperation = 'destination-out'
          
        this.precent = this.add.text(10 , 10, '' );
    
        this.add.text( config.width/2, config.height / 2, 'YOU WON')
          .setOrigin(.5)
          .setFontSize(20);
        
        let cover = this.add.image(config.width/2, config.height / 2, 'coverTexture')
            .setInteractive();
          
        cover.on('pointermove', this.clearCover, this);
        
        this.checkPercent();
      }
      
      checkPercent(){
          let full = 200 * 50;
          let { data } =  this.coverHelperCanvas.context.getImageData(0, 0,200, 50);
          let current = data.filter((v,i) => ((i + 1) % 4 == 0) && v > 0).length;
          this.precent.setText(`Cover Percent: ${ (current  / full * 100).toFixed(2) }%` );
      }
      
      clearCover(e, x, y){
        let radius = 10;
        this.coverHelperCanvas.context.beginPath()
        this.coverHelperCanvas.context.arc(x, y, radius, 0, Math.PI * 2, false)
        this.coverHelperCanvas.context.fill();
        this.coverHelperCanvas.update();
        this.checkPercent();
      }
    }
    
    var config = {
        type: Phaser.AUTO,
        width: 536,
        height: 163,
        scene: [ScratchScene]
    }; 
    
    new Phaser.Game(config);
    console.clear();
    <script src="https://cdn.jsdelivr.net/npm/phaser/dist/phaser.min.js"></script>

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