text: /**
  * @author       Richard Davey <rich@photonstorm.com>
  * @copyright    2016 Photon Storm Ltd.
  * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
  */
  
  /**
  * 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.
  *
  * Important note: Every BitmapData creates its own Canvas element. Because BitmapData's are now Game Objects themselves, and don't
  * live on the display list, they are NOT automatically cleared when you change State. Therefore you _must_ call BitmapData.destroy
  * in your State's shutdown method if you wish to free-up the resources the BitmapData used, it will not happen for you.
  *
  * @class Phaser.BitmapData
  * @constructor
  * @param {Phaser.Game} game - A reference to the currently running game.
  * @param {string} key - Internal Phaser reference key for the BitmapData.
  * @param {number} [width=256] - The width of the BitmapData in pixels. If undefined or zero it's set to a default value.
  * @param {number} [height=256] - The height of the BitmapData in pixels. If undefined or zero it's set to a default value.
  * @param {boolean} [skipPool=false] - When this BitmapData generates its internal canvas to use for rendering, it will get the canvas from the CanvasPool if false, or create its own if true.
  */
  Phaser.BitmapData = function (game, key, width, height, skipPool)
  {
  
      if (width === undefined || width === 0) { width = 256; }
      if (height === undefined || height === 0) { height = 256; }
      if (skipPool === undefined) { skipPool = false; }
  
      /**
      * @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(this, width, height, null, skipPool);
  
      /**
      * @property {CanvasRenderingContext2D} context - The 2d context of the canvas.
      * @default
      */
      this.context = this.canvas.getContext('2d', { alpha: true });
  
      /**
      * @property {CanvasRenderingContext2D} ctx - A reference to BitmapData.context.
      */
      this.ctx = this.context;
  
      /**
      * @property {string} smoothProperty - The context property needed for smoothing this Canvas.
      */
      this.smoothProperty = (game.renderType === Phaser.CANVAS) ? game.renderer.renderSession.smoothProperty : Phaser.Canvas.getSmoothingPrefix(this.context);
  
      /**
      * @property {ImageData} imageData - The context image data.
      * Please note that a call to BitmapData.draw() or BitmapData.copy() does not update immediately this property for performance reason. Use BitmapData.update() to do so.
      * This property is updated automatically after the first game loop, according to the dirty flag property.
      */
      this.imageData = this.context.getImageData(0, 0, width, height);
  
      /**
      * A Uint8ClampedArray view into BitmapData.buffer.
      * Note that this is unavailable in some browsers (such as Epic Browser due to its security restrictions)
      * @property {Uint8ClampedArray} data
      */
      this.data = null;
  
      if (this.imageData)
      {
          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.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;
          }
      }
  
      /**
      * @property {PIXI.BaseTexture} baseTexture - The PIXI.BaseTexture.
      * @default
      */
      this.baseTexture = new PIXI.BaseTexture(this.canvas, null, this.game.resolution);
  
      /**
      * @property {PIXI.Texture} texture - The PIXI.Texture.
      * @default
      */
      this.texture = new PIXI.Texture(this.baseTexture);
  
      /**
      * @property {Phaser.FrameData} frameData - The FrameData container this BitmapData uses for rendering.
      */
      this.frameData = new Phaser.FrameData();
  
      /**
      * @property {Phaser.Frame} textureFrame - The Frame this BitmapData uses for rendering.
      * @default
      */
      this.textureFrame = this.frameData.addFrame(new Phaser.Frame(0, 0, 0, width, height, 'bitmapData'));
  
      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;
  
      /**
      * @property {Phaser.Circle} _circle - Internal cache var.
      * @private
      */
      this._circle = new Phaser.Circle();
  
      /**
      * @property {HTMLCanvasElement} _swapCanvas - A swap canvas. Used by moveH and moveV, created in those methods.
      * @private
      */
      this._swapCanvas = undefined;
  
  };
  
  Phaser.BitmapData.prototype = {
  
      /**
      * Shifts the contents of this BitmapData by the distances given.
      *
      * The image will wrap-around the edges on all sides if the wrap argument is true (the default).
      *
      * @method Phaser.BitmapData#move
      * @param {integer} x - The amount of pixels to horizontally shift the canvas by. Use a negative value to shift to the left, positive to the right.
      * @param {integer} y - The amount of pixels to vertically shift the canvas by. Use a negative value to shift up, positive to shift down.
      * @param {boolean} [wrap=true] - Wrap the content of the BitmapData.
      * @return {Phaser.BitmapData} This BitmapData object for method chaining.
      */
      move: function (x, y, wrap)
      {
  
          if (x !== 0)
          {
              this.moveH(x, wrap);
          }
  
          if (y !== 0)
          {
              this.moveV(y, wrap);
          }
  
          return this;
  
      },
  
      /**
      * Shifts the contents of this BitmapData horizontally.
      *
      * The image will wrap-around the sides if the wrap argument is true (the default).
      *
      * @method Phaser.BitmapData#moveH
      * @param {integer} distance - The amount of pixels to horizontally shift the canvas by. Use a negative value to shift to the left, positive to the right.
      * @param {boolean} [wrap=true] - Wrap the content of the BitmapData.
      * @return {Phaser.BitmapData} This BitmapData object for method chaining.
      */
      moveH: function (distance, wrap)
      {
  
          if (wrap === undefined) { wrap = true; }
  
          if (this._swapCanvas === undefined)
          {
              this._swapCanvas = Phaser.CanvasPool.create(this, this.width, this.height);
          }
  
          var c = this._swapCanvas;
          var ctx = c.getContext('2d');
          var h = this.height;
          var src = this.canvas;
  
          ctx.clearRect(0, 0, this.width, this.height);
  
          if (distance < 0)
          {
              distance = Math.abs(distance);
  
              //  Moving to the left
              var w = this.width - distance;
  
              //  Left-hand chunk
              if (wrap)
              {
                  ctx.drawImage(src, 0, 0, distance, h, w, 0, distance, h);
              }
  
              //  Rest of the image
              ctx.drawImage(src, distance, 0, w, h, 0, 0, w, h);
          }
          else
          {
              //  Moving to the right
              var w = this.width - distance;
  
              //  Right-hand chunk
              if (wrap)
              {
                  ctx.drawImage(src, w, 0, distance, h, 0, 0, distance, h);
              }
  
              //  Rest of the image
              ctx.drawImage(src, 0, 0, w, h, distance, 0, w, h);
          }
  
          this.clear();
  
          return this.copy(this._swapCanvas);
  
      },
  
      /**
      * Shifts the contents of this BitmapData vertically.
      *
      * The image will wrap-around the sides if the wrap argument is true (the default).
      *
      * @method Phaser.BitmapData#moveV
      * @param {integer} distance - The amount of pixels to vertically shift the canvas by. Use a negative value to shift up, positive to shift down.
      * @param {boolean} [wrap=true] - Wrap the content of the BitmapData.
      * @return {Phaser.BitmapData} This BitmapData object for method chaining.
      */
      moveV: function (distance, wrap)
      {
  
          if (wrap === undefined) { wrap = true; }
  
          if (this._swapCanvas === undefined)
          {
              this._swapCanvas = Phaser.CanvasPool.create(this, this.width, this.height);
          }
  
          var c = this._swapCanvas;
          var ctx = c.getContext('2d');
          var w = this.width;
          var src = this.canvas;
  
          ctx.clearRect(0, 0, this.width, this.height);
  
          if (distance < 0)
          {
              distance = Math.abs(distance);
  
              //  Moving up
              var h = this.height - distance;
  
              //  Top chunk
              if (wrap)
              {
                  ctx.drawImage(src, 0, 0, w, distance, 0, h, w, distance);
              }
  
              //  Rest of the image
              ctx.drawImage(src, 0, distance, w, h, 0, 0, w, h);
          }
          else
          {
              //  Moving down
              var h = this.height - distance;
  
              //  Bottom chunk
              if (wrap)
              {
                  ctx.drawImage(src, 0, h, w, distance, 0, 0, w, distance);
              }
  
              //  Rest of the image
              ctx.drawImage(src, 0, 0, w, h, 0, distance, w, h);
          }
  
          this.clear();
  
          return this.copy(this._swapCanvas);
  
      },
  
      /**
      * 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|Image|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.
      *
      * You can optionally define the area to clear.
      * If the arguments are left empty it will clear the entire canvas.
      *
      * You may need to call BitmapData.update after this in order to clear out the pixel data,
      * but Phaser will not do this automatically for you.
      *
      * @method Phaser.BitmapData#clear
      * @param {number} [x=0] - The x coordinate of the top-left of the area to clear.
      * @param {number} [y=0] - The y coordinate of the top-left of the area to clear.
      * @param {number} [width] - The width of the area to clear. If undefined it will use BitmapData.width.
      * @param {number} [height] - The height of the area to clear. If undefined it will use BitmapData.height.
      * @return {Phaser.BitmapData} This BitmapData object for method chaining.
      */
      clear: function (x, y, width, height)
      {
  
          if (x === undefined) { x = 0; }
          if (y === undefined) { y = 0; }
          if (width === undefined) { width = this.width; }
          if (height === undefined) { height = this.height; }
  
          this.context.clearRect(x, y, width, 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 (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;
  
      },
  
      /**
      * Creates a new {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLImageElement/Image Image} element by converting this BitmapDatas canvas into a dataURL.
      *
      * The image is then stored in the {@link Phaser.Cache image Cache} using the key given.
      *
      * Finally a {@link PIXI.Texture} is created based on the image and returned.
      *
      * You can apply the texture to a sprite or any other supporting object by using either the
      * key or the texture. First call `generateTexture`:
      *
      * ```javascript
      * var texture = bitmapdata.generateTexture('ball');
      * ```
      *
      * Then you can either apply the texture to a sprite:
      *
      * ```javascript
      * game.add.sprite(0, 0, texture);
      * ```
      *
      * or by using the string based key:
      *
      * ```javascript
      * game.add.sprite(0, 0, 'ball');
      * ```
      *
      * Most browsers now load the image data asynchronously, so you should use a callback:
      *
      * ```javascript
      * bitmapdata.generateTexture('ball', function (texture) {
      *     game.add.sprite(0, 0, texture);
      *     // or
      *     game.add.sprite(0, 0, 'ball');
      * });
      * ```
      *
      * If this BitmapData is available during preload, you can use {@link Phaser.Loader#imageFromBitmapData} instead.
      *
      * @method Phaser.BitmapData#generateTexture
      * @param {string} key - The key which will be used to store the image in the Cache.
      * @param {function} [callback] - A function to execute once the texture is generated. It will be passed the newly generated texture.
      * @param {any} [callbackContext] - The context in which to invoke the callback.
      * @return {PIXI.Texture|null} The newly generated texture, or `null` if a callback was passed and the texture isn't available yet.
      */
      generateTexture: function (key, callback, callbackContext)
      {
  
          var cache = this.game.cache;
          var image = new Image();
  
          if (callback)
          {
              image.onload = function ()
              {
                  var obj = cache.addImage(key, '', image);
                  var texture = new PIXI.Texture(obj.base);
  
                  callback.call(callbackContext || null, texture);
  
                  image.onload = null;
              };
          }
  
          image.src = this.canvas.toDataURL('image/png');
  
          if (!callback)
          {
              var obj = cache.addImage(key, '', image);
  
              return new PIXI.Texture(obj.base);
          }
  
          return null;
  
      },
  
      /**
      * Resizes the BitmapData. This changes the size of the underlying canvas and refreshes the buffer.
      *
      * @method Phaser.BitmapData#resize
      * @param {integer} width - The new width of the BitmapData.
      * @param {integer} height - The new height of the BitmapData.
      * @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;
  
              if (this._swapCanvas !== undefined)
              {
                  this._swapCanvas.width = width;
                  this._swapCanvas.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.
      *
      * Warning: This is a very expensive operation, so use it sparingly.
      *
      * @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=1] - The width of the image data area.
      * @param {number} [height=1] - The height of the image data area.
      * @return {Phaser.BitmapData} This BitmapData object for method chaining.
      */
      update: function (x, y, width, height)
      {
  
          if (x === undefined) { x = 0; }
          if (y === undefined) { y = 0; }
          if (width === undefined) { width = Math.max(1, this.width); }
          if (height === undefined) { height = Math.max(1, 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 (x === undefined) { x = 0; }
          if (y === undefined) { y = 0; }
          if (width === undefined) { width = this.width; }
          if (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 (x === undefined) { x = 0; }
          if (y === undefined) { y = 0; }
          if (width === undefined) { width = this.width; }
          if (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)
      {
  
          var bHaveH = h || h === 0;
          var bHaveS = s || s === 0;
          var bHaveL = l || l === 0;
  
          if (!bHaveH && !bHaveS && !bHaveL)
          {
              return;
          }
  
          if (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 (bHaveH)
                  {
                      pixel.h = h;
                  }
  
                  if (bHaveS)
                  {
                      pixel.s = s;
                  }
  
                  if (bHaveL)
                  {
                      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. Within [-1, 1].
      * @param {number} [s=null] - The amount to shift the saturation by. Within [-1, 1].
      * @param {number} [l=null] - The amount to shift the lightness by. Within [-1, 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.
      */
      shiftHSL: function (h, s, l, region)
      {
  
          if (h === undefined || h === null) { h = false; }
          if (s === undefined || s === null) { s = false; }
          if (l === undefined || l === null) { l = false; }
  
          if (!h && !s && !l)
          {
              return;
          }
  
          if (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.clamp(pixel.s + s, 0, 1);
                  }
  
                  if (l)
                  {
                      pixel.l = this.game.math.clamp(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 {integer} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData and be an integer, not a float.
      * @param {integer} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData and be an integer, not a float.
      * @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 (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 {integer} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData and be an integer, not a float.
      * @param {integer} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData and be an integer, not a float.
      * @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 {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 {integer} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData and be an integer, not a float.
      * @param {integer} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData and be an integer, not a float.
      * @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 {integer} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData and be an integer, not a float.
      * @param {integer} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData and be an integer, not a float.
      * @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 {integer} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData and be an integer, not a float.
      * @param {integer} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData and be an integer, not a float.
      * @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);
  
      },
  
      /**
      * Scans the BitmapData, pixel by pixel, until it encounters a pixel that isn't transparent (i.e. has an alpha value > 0).
      * It then stops scanning and returns an object containing the color of the pixel in r, g and b properties and the location in the x and y properties.
      *
      * The direction parameter controls from which direction it should start the scan:
      *
      * 0 = top to bottom
      * 1 = bottom to top
      * 2 = left to right
      * 3 = right to left
      *
      * @method Phaser.BitmapData#getFirstPixel
      * @param {number} [direction=0] - The direction in which to scan for the first pixel. 0 = top to bottom, 1 = bottom to top, 2 = left to right and 3 = right to left.
      * @return {object} Returns an object containing the color of the pixel in the `r`, `g` and `b` properties and the location in the `x` and `y` properties.
      */
      getFirstPixel: function (direction)
      {
  
          if (direction === undefined) { direction = 0; }
  
          var pixel = Phaser.Color.createColor();
  
          var x = 0;
          var y = 0;
          var v = 1;
          var scan = false;
  
          if (direction === 1)
          {
              v = -1;
              y = this.height;
          }
          else if (direction === 3)
          {
              v = -1;
              x = this.width;
          }
  
          do
          {
  
              Phaser.Color.unpackPixel(this.getPixel32(x, y), pixel);
  
              if (direction === 0 || direction === 1)
              {
                  //  Top to Bottom / Bottom to Top
                  x++;
  
                  if (x === this.width)
                  {
                      x = 0;
                      y += v;
  
                      if (y >= this.height || y <= 0)
                      {
                          scan = true;
                      }
                  }
              }
              else if (direction === 2 || direction === 3)
              {
                  //  Left to Right / Right to Left
                  y++;
  
                  if (y === this.height)
                  {
                      y = 0;
                      x += v;
  
                      if (x >= this.width || x <= 0)
                      {
                          scan = true;
                      }
                  }
              }
          }
          while (pixel.a === 0 && !scan);
  
          pixel.x = x;
          pixel.y = y;
  
          return pixel;
  
      },
  
      /**
      * Scans the BitmapData and calculates the bounds. This is a rectangle that defines the extent of all non-transparent pixels.
      * The rectangle returned will extend from the top-left of the image to the bottom-right, excluding transparent pixels.
      *
      * @method Phaser.BitmapData#getBounds
      * @param {Phaser.Rectangle} [rect] - If provided this Rectangle object will be populated with the bounds, otherwise a new object will be created.
      * @return {Phaser.Rectangle} A Rectangle whose dimensions encompass the full extent of non-transparent pixels in this BitmapData.
      */
      getBounds: function (rect)
      {
  
          if (rect === undefined) { rect = new Phaser.Rectangle(); }
  
          rect.x = this.getFirstPixel(2).x;
  
          //  If we hit this, there's no point scanning any more, the image is empty
          if (rect.x === this.width)
          {
              return rect.setTo(0, 0, 0, 0);
          }
  
          rect.y = this.getFirstPixel(0).y;
          rect.width = (this.getFirstPixel(3).x - rect.x) + 1;
          rect.height = (this.getFirstPixel(1).y - rect.y) + 1;
  
          return rect;
  
      },
  
      /**
      * 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.
       *
       * You may prefer to use `copyTransform` if you're simply trying to draw a Sprite to this BitmapData,
       * and don't wish to translate, scale or rotate it from its original values.
       *
       * @method Phaser.BitmapData#copy
       * @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|Phaser.RenderTexture|Image|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. If `null` and `source` is a Display Object, it will default to `source.x`.
       * @param {number} [ty] - The y coordinate to translate to before drawing. If not specified it will default to the `y` parameter. If `null` and `source` is a Display Object, it will default to `source.y`.
       * @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 {string} [blendMode=null] - The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'.
       * @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 (source === undefined || source === null) { source = this; }
  
          if (source instanceof Phaser.RenderTexture)
          {
              source = source.getCanvas();
          }
  
          this._image = source;
  
          if (source instanceof Phaser.Sprite || source instanceof Phaser.Image || source instanceof Phaser.Text || source instanceof PIXI.Sprite)
          {
              //  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;
  
              if (source.texture instanceof Phaser.RenderTexture)
              {
                  this._image = source.texture.getCanvas();
              }
              else
              {
                  this._image = source.texture.baseTexture.source;
              }
  
              if (tx === undefined || tx === null) { tx = source.x; }
              if (ty === undefined || ty === null) { ty = source.y; }
  
              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;
              }
  
              if (source.tint !== 0xFFFFFF)
              {
                  if (source.cachedTint !== source.tint)
                  {
                      source.cachedTint = source.tint;
                      source.tintedTexture = PIXI.CanvasTinter.getTintedTexture(source, source.tint);
                  }
  
                  this._image = source.tintedTexture;
                  this._pos.set(0);
              }
          }
          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 this;
                  }
                  else
                  {
                      this._image = source;
                  }
              }
  
              this._size.set(this._image.width, this._image.height);
          }
  
          //  The source region to copy from
          if (x === undefined || x === null) { x = 0; }
          if (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 (tx === undefined || tx === null) { tx = x; }
          if (ty === undefined || ty === null) { ty = y; }
          if (newWidth === undefined || newWidth === null) { newWidth = this._size.x; }
          if (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 (blendMode === undefined) { blendMode = null; }
          if (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;
          }
  
          var ctx = this.context;
  
          this._alpha.prev = ctx.globalAlpha;
  
          ctx.save();
  
          ctx.globalAlpha = this._alpha.current;
  
          if (blendMode)
          {
              this.op = blendMode;
          }
  
          if (roundPx)
          {
              tx |= 0;
              ty |= 0;
          }
  
          //  Doesn't work fully with children, or nested scale + rotation transforms (see copyTransform)
          ctx.translate(tx, ty);
  
          ctx.scale(this._scale.x, this._scale.y);
  
          ctx.rotate(this._rotate);
  
          ctx.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);
  
          //  Carry on ...
  
          ctx.restore();
  
          ctx.globalAlpha = this._alpha.prev;
  
          this.dirty = true;
  
          return this;
  
      },
  
      /**
      * Draws the given `source` Game Object to this BitmapData, using its `worldTransform` property to set the
      * position, scale and rotation of where it is drawn. This function is used internally by `drawGroup`.
      * It takes the objects tint and scale mode into consideration before drawing.
      *
      * You can optionally specify Blend Mode and Round Pixels arguments.
      *
      * @method Phaser.BitmapData#copyTransform
      * @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapData|Phaser.BitmapText} [source] - The Game Object to draw.
      * @param {string} [blendMode=null] - The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'.
      * @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.
      */
      copyTransform: function (source, blendMode, roundPx)
      {
  
          if (blendMode === undefined) { blendMode = null; }
          if (roundPx === undefined) { roundPx = false; }
  
          if (!source.hasOwnProperty('worldTransform') || !source.worldVisible || source.worldAlpha === 0)
          {
              return this;
          }
  
          var wt = source.worldTransform;
  
          this._pos.set(source.texture.crop.x, source.texture.crop.y);
          this._size.set(source.texture.crop.width, source.texture.crop.height);
  
          if (wt.a === 0 || wt.d === 0 || this._size.x === 0 || this._size.y === 0)
          {
              // Why bother wasting CPU cycles drawing something you can't see?
              return this;
          }
  
          if (source.texture instanceof Phaser.RenderTexture)
          {
              this._image = source.texture.getCanvas();
          }
          else
          {
              this._image = source.texture.baseTexture.source;
          }
  
          var tx = wt.tx;
          var ty = wt.ty;
  
          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;
          }
  
          if (source.tint !== 0xFFFFFF)
          {
              if (source.cachedTint !== source.tint)
              {
                  source.cachedTint = source.tint;
                  source.tintedTexture = PIXI.CanvasTinter.getTintedTexture(source, source.tint);
              }
  
              this._image = source.tintedTexture;
              this._pos.set(0);
          }
  
          if (roundPx)
          {
              tx |= 0;
              ty |= 0;
          }
  
          var ctx = this.context;
  
          this._alpha.prev = ctx.globalAlpha;
  
          ctx.save();
  
          ctx.globalAlpha = this._alpha.current;
  
          if (blendMode)
          {
              this.op = blendMode;
          }
  
          ctx[this.smoothProperty] = (source.texture.baseTexture.scaleMode === PIXI.scaleModes.LINEAR);
  
          ctx.setTransform(wt.a, wt.b, wt.c, wt.d, tx, ty);
  
          ctx.drawImage(this._image,
              this._pos.x,
              this._pos.y,
              this._size.x,
              this._size.y,
              -this._size.x * source.anchor.x,
              -this._size.y * source.anchor.y,
              this._size.x,
              this._size.y);
  
          ctx.restore();
  
          ctx.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|Phaser.RenderTexture|Image|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 {string} [blendMode=null] - The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'.
      * @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.
      *
      * The children will be drawn at their `x` and `y` world space coordinates. If this is outside the bounds of the BitmapData they won't be visible.
      * When drawing it will take into account the rotation, scale, scaleMode, alpha and tint values.
      *
      * Note: You should ensure that at least 1 full update has taken place before calling this,
      * otherwise the objects are likely to render incorrectly, if at all.
      * You can trigger an update yourself by calling `stage.updateTransform()` before calling `draw`.
      *
      * @method Phaser.BitmapData#draw
      * @param {Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.RenderTexture} 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 {string} [blendMode=null] - The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'.
      * @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 immediate children of a Phaser.Group to this BitmapData.
      *
      * It's perfectly valid to pass in `game.world` as the Group, and it will iterate through the entire display list.
      *
      * Children are drawn _only_ if they have their `exists` property set to `true`, and have image, or RenderTexture, based Textures.
      *
      * The children will be drawn at their `x` and `y` world space coordinates. If this is outside the bounds of the BitmapData they won't be visible.
      * When drawing it will take into account the rotation, scale, scaleMode, alpha and tint values.
      *
      * Note: You should ensure that at least 1 full update has taken place before calling this,
      * otherwise the objects are likely to render incorrectly, if at all.
      * You can trigger an update yourself by calling `stage.updateTransform()` before calling `drawGroup`.
      *
      * @method Phaser.BitmapData#drawGroup
      * @param {Phaser.Group} group - The Group to draw onto this BitmapData. Can also be Phaser.World.
      * @param {string} [blendMode=null] - The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'.
      * @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.
      */
      drawGroup: function (group, blendMode, roundPx)
      {
  
          if (group.total > 0)
          {
              group.forEachExists(this.drawGroupProxy, this, blendMode, roundPx);
          }
  
          return this;
  
      },
  
      /**
      * A proxy for drawGroup that handles child iteration for more complex Game Objects.
      *
      * @method Phaser.BitmapData#drawGroupProxy
      * @private
      * @param {Phaser.Sprite|Phaser.Image|Phaser.BitmapText} child - The child to draw.
      * @param {string} [blendMode=null] - The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'.
      * @param {boolean} [roundPx=false] - Should the x and y values be rounded to integers before drawing? This prevents anti-aliasing in some instances.
      */
      drawGroupProxy: function (child, blendMode, roundPx)
      {
  
          if (child.hasOwnProperty('texture'))
          {
              this.copyTransform(child, blendMode, roundPx);
          }
  
          if (child.type === Phaser.GROUP && child.exists)
          {
              this.drawGroup(child, blendMode, roundPx);
          }
          else
          if (child.hasOwnProperty('children') && child.children.length > 0)
          {
              for (var i = 0; i < child.children.length; i++)
              {
                  if (child.children[i].exists)
                  {
                      this.copyTransform(child.children[i], blendMode, roundPx);
                  }
              }
          }
  
      },
  
      /**
      * Draws the Game Object or Group to this BitmapData and then recursively iterates through all of its children.
      *
      * If a child has an `exists` property then it (and its children) will be only be drawn if exists is `true`.
      *
      * The children will be drawn at their `x` and `y` world space coordinates. If this is outside the bounds of the BitmapData
      * they won't be drawn. Depending on your requirements you may need to resize the BitmapData in advance to match the
      * bounds of the top-level Game Object.
      *
      * When drawing it will take into account the child's world rotation, scale and alpha values.
      *
      * It's perfectly valid to pass in `game.world` as the parent object, and it will iterate through the entire display list.
      *
      * Note: If you are trying to grab your entire game at the start of a State then you should ensure that at least 1 full update
      * has taken place before doing so, otherwise all of the objects will render with incorrect positions and scales. You can
      * trigger an update yourself by calling `stage.updateTransform()` before calling `drawFull`.
      *
      * @method Phaser.BitmapData#drawFull
      * @param {Phaser.World|Phaser.Group|Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText} parent - The Game Object to draw onto this BitmapData and then recursively draw all of its children.
      * @param {string} [blendMode=null] - The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'.
      * @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.
      */
      drawFull: function (parent, blendMode, roundPx)
      {
  
          if (parent.worldVisible === false || parent.worldAlpha === 0 || (parent.hasOwnProperty('exists') && parent.exists === false))
          {
              return this;
          }
  
          if (parent.type !== Phaser.GROUP && parent.type !== Phaser.EMITTER && parent.type !== Phaser.BITMAPTEXT)
          {
              if (parent.type === Phaser.GRAPHICS)
              {
                  var bounds = parent.getBounds();
                  this.ctx.save();
                  this.ctx.translate(bounds.x, bounds.y);
                  PIXI.CanvasGraphics.renderGraphics(parent, this.ctx);
                  this.ctx.restore();
              }
              else
              {
                  this.copy(parent, null, null, null, null, parent.worldPosition.x, parent.worldPosition.y, null, null, parent.worldRotation, null, null, parent.worldScale.x, parent.worldScale.y, parent.worldAlpha, blendMode, roundPx);
              }
          }
  
          if (parent.children)
          {
              for (var i = 0; i < parent.children.length; i++)
              {
                  this.drawFull(parent.children[i], blendMode, roundPx);
              }
          }
  
          return this;
  
      },
  
      /**
      * Sets the shadow properties of this BitmapDatas context which will affect all draw operations made to it.
      * You can cancel an existing shadow by calling this method and passing no parameters.
      * Note: At the time of writing (October 2014) Chrome still doesn't support shadowBlur used with drawImage.
      *
      * @method Phaser.BitmapData#shadow
      * @param {string} color - The color of the shadow, given in a CSS format, i.e. `#000000` or `rgba(0,0,0,1)`. If `null` or `undefined` the shadow will be reset.
      * @param {number} [blur=5] - The amount the shadow will be blurred by. Low values = a crisp shadow, high values = a softer shadow.
      * @param {number} [x=10] - The horizontal offset of the shadow in pixels.
      * @param {number} [y=10] - The vertical offset of the shadow in pixels.
      * @return {Phaser.BitmapData} This BitmapData object for method chaining.
      */
      shadow: function (color, blur, x, y)
      {
  
          var ctx = this.context;
  
          if (color === undefined || color === null)
          {
              ctx.shadowColor = 'rgba(0,0,0,0)';
          }
          else
          {
              ctx.shadowColor = color;
              ctx.shadowBlur = (blur === 0) ? 0 : blur || 5;
              ctx.shadowOffsetX = (x === 0) ? 0 : x || 10;
              ctx.shadowOffsetY = (y === 0) ? 0 : y || 10;
          }
  
          return this;
  
      },
  
      /**
      * 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|Image|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|Image|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.
      * @param {Phaser.Rectangle} [sourceRect] - A Rectangle where x/y define the coordinates to draw the Source image to and width/height define the size.
      * @param {Phaser.Rectangle} [maskRect] - A Rectangle where x/y define the coordinates to draw the Mask image to and width/height define the size.
      * @return {Phaser.BitmapData} This BitmapData object for method chaining.
      */
      alphaMask: function (source, mask, sourceRect, maskRect)
      {
  
          if (maskRect === undefined || maskRect === null)
          {
              this.draw(mask).blendSourceAtop();
          }
          else
          {
              this.draw(mask, maskRect.x, maskRect.y, maskRect.width, maskRect.height).blendSourceAtop();
          }
  
          if (sourceRect === undefined || sourceRect === null)
          {
              this.draw(source).blendReset();
          }
          else
          {
              this.draw(source, sourceRect.x, sourceRect.y, sourceRect.width, sourceRect.height).blendReset();
          }
  
          return this;
  
      },
  
      /**
      * 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 (a === undefined) { a = 255; }
          if (resize === undefined) { resize = false; }
          if (r2 === undefined) { r2 = r; }
          if (g2 === undefined) { g2 = g; }
          if (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 text to the BitmapData in the given font and color.
      * The default font is 14px Courier, so useful for quickly drawing debug text.
      * If you need to do a lot of font work to this BitmapData we'd recommend implementing your own text draw method.
      *
      * @method Phaser.BitmapData#text
      * @param {string} text - The text to write to the BitmapData.
      * @param {number} x - The x coordinate of the top-left of the text string.
      * @param {number} y - The y coordinate of the top-left of the text string.
      * @param {string} [font='14px Courier'] - The font. This is passed directly to Context.font, so anything that can support, this can.
      * @param {string} [color='rgb(255,255,255)'] - The color the text will be drawn in.
      * @param {boolean} [shadow=true] - Draw a single pixel black shadow below the text (offset by text.x/y + 1)
      * @return {Phaser.BitmapData} This BitmapData object for method chaining.
      */
      text: function (text, x, y, font, color, shadow)
      {
  
          if (x === undefined) { x = 0; }
          if (y === undefined) { y = 0; }
          if (font === undefined) { font = '14px Courier'; }
          if (color === undefined) { color = 'rgb(255,255,255)'; }
          if (shadow === undefined) { shadow = true; }
  
          var ctx = this.context;
          var prevFont = ctx.font;
  
          ctx.font = font;
  
          if (shadow)
          {
              ctx.fillStyle = 'rgb(0,0,0)';
              ctx.fillText(text, x + 1, y + 1);
          }
  
          ctx.fillStyle = color;
          ctx.fillText(text, x, y);
  
          ctx.font = prevFont;
  
          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)
      {
  
          var ctx = this.context;
  
          if (fillStyle !== undefined)
          {
              ctx.fillStyle = fillStyle;
          }
  
          ctx.beginPath();
          ctx.arc(x, y, radius, 0, Math.PI * 2, false);
          ctx.closePath();
  
          ctx.fill();
  
          return this;
  
      },
  
      /**
      * Draws a line between the coordinates given in the color and thickness specified.
      *
      * @method Phaser.BitmapData#line
      * @param {number} x1 - The x coordinate to start the line from.
      * @param {number} y1 - The y coordinate to start the line from.
      * @param {number} x2 - The x coordinate to draw the line to.
      * @param {number} y2 - The y coordinate to draw the line to.
      * @param {string} [color='#fff'] - The stroke color that the line will be drawn in.
      * @param {number} [width=1] - The line thickness.
      * @return {Phaser.BitmapData} This BitmapData object for method chaining.
      */
      line: function (x1, y1, x2, y2, color, width)
      {
  
          if (color === undefined) { color = '#fff'; }
          if (width === undefined) { width = 1; }
  
          var ctx = this.context;
  
          ctx.beginPath();
  
          ctx.moveTo(x1, y1);
          ctx.lineTo(x2, y2);
  
          ctx.lineWidth = width;
          ctx.strokeStyle = color;
          ctx.stroke();
  
          ctx.closePath();
  
          return this;
  
      },
  
      /**
      * Draws a polygon.
      *
      * @method Phaser.BitmapData#polygon
      * @param {object[]} points - An array of {@link Phaser.Point} or point-like objects.
      * @param {CanvasGradient|CanvasPattern|string} [fillStyle] - A color, gradient, or pattern.
      * @param {number} [lineWidth=0] - The line thickness.
      * @param {CanvasGradient|CanvasPattern|string} [strokeStyle='#fff'] - The line color, gradient, or pattern (when `lineWidth` > 0).
      * @return {Phaser.BitmapData} This BitmapData object for method chaining.
      */
      polygon: function (points, fillStyle, lineWidth, strokeStyle)
      {
  
          // Could reject points.length < 3
  
          if (strokeStyle === undefined) { strokeStyle = '#fff'; }
          if (lineWidth === undefined) { lineWidth = 0; }
  
          var ctx = this.context;
  
          if (fillStyle)
          {
              ctx.fillStyle = fillStyle;
          }
  
          if (lineWidth)
          {
              ctx.lineWidth = lineWidth;
              ctx.strokeStyle = strokeStyle;
          }
  
          ctx.beginPath();
  
          ctx.moveTo(points[0].x, points[0].y);
  
          for (var i = 1, len = points.length; i < len; i++)
          {
              var point = points[i];
              ctx.lineTo(point.x, point.y);
          }
  
          ctx.closePath();
  
          if (fillStyle) { ctx.fill(); }
          if (lineWidth) { ctx.stroke(); }
  
          return this;
  
      },
  
      /**
      * Takes the given Line object and image and renders it to this BitmapData as a repeating texture line.
      *
      * @method Phaser.BitmapData#textureLine
      * @param {Phaser.Line} line - A Phaser.Line object that will be used to plot the start and end of the line.
      * @param {string|Image} image - The key of an image in the Phaser.Cache to use as the texture for this line, or an actual Image.
      * @param {string} [repeat='repeat-x'] - The pattern repeat mode to use when drawing the line. Either `repeat`, `repeat-x` or `no-repeat`.
      * @return {Phaser.BitmapData} This BitmapData object for method chaining.
      */
      textureLine: function (line, image, repeat)
      {
  
          if (repeat === undefined) { repeat = 'repeat-x'; }
  
          if (typeof image === 'string')
          {
              image = this.game.cache.getImage(image);
  
              if (!image)
              {
                  return;
              }
          }
  
          var width = line.length;
  
          if (repeat === 'no-repeat' && width > image.width)
          {
              width = image.width;
          }
  
          var ctx = this.context;
  
          ctx.fillStyle = ctx.createPattern(image, repeat);
  
          this._circle = new Phaser.Circle(line.start.x, line.start.y, image.height);
  
          this._circle.circumferencePoint(line.angle - 1.5707963267948966, false, this._pos);
  
          ctx.save();
          ctx.translate(this._pos.x, this._pos.y);
          ctx.rotate(line.angle);
          ctx.fillRect(0, 0, width, image.height);
          ctx.restore();
  
          this.dirty = true;
  
          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.dirty)
          {
              this.baseTexture.dirty();
              this.dirty = false;
          }
  
          return this;
  
      },
  
      /**
      * Destroys this BitmapData and puts the canvas it was using back into the canvas pool for re-use.
      *
      * @method Phaser.BitmapData#destroy
      */
      destroy: function ()
      {
  
          this.frameData.destroy();
  
          this.texture.destroy(true);
  
          Phaser.CanvasPool.remove(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.op = '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.op = '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.op = '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.op = '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.op = '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.op = '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.op = '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.op = '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.op = '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.op = '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.op = '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.op = '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.op = '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.op = '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.op = '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.op = '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.op = '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.op = '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.op = '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.op = '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.op = '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.op = '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.op = '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.op = '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.op = '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.op = 'luminosity';
          return this;
  
      },
  
      /**
      * Updates a portion of the BitmapData from a source Bitmap.
      * This optimization is important if calling update() on a large Bitmap is causing performance issues.
      * Make sure you use getPixel32() instead of getPixel().
      * This does not work with floating point numbers for x and y.
      *
      * @method Phaser.BitmapData#copyBitmapData
      * @param {Phaser.BitmapData} [source] - The BitmapData you wish to copy.
      * @param {number} [x] - The x coordinate of the top-left of the area to copy.
      * @param {number} [y] - The y coordinate of the top-left of the area to copy.
      * @return {Phaser.BitmapData} This BitmapData object for method chaining.
      */
      copyBitmapData: function (source, x, y)
      {
  
          source.update();
          for (var i = 0, destRowStart; i < source.height; i++)
          {
              destRowStart = (y + i) * this.width + x;
              for (var j = 0; j < source.width; j++)
              {
                  this.pixels[destRowStart + j] = source.pixels[i * source.width + j];
              }
          }
          return this;
  
      }
  
  };
  
  /**
  * @memberof Phaser.BitmapData
  * @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);
  
      }
  
  });
  
  /**
  * @memberof Phaser.BitmapData
  * @property {string} op - A short-hand code to get or set the global composite operation of the BitmapDatas canvas.
  */
  Object.defineProperty(Phaser.BitmapData.prototype, 'op', {
  
      get: function ()
      {
  
          return this.context.globalCompositeOperation;
  
      },
  
      set: function (value)
      {
  
          this.context.globalCompositeOperation = 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;
  