mirror of
https://github.com/logsol/chuck.js.git
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10357 lines
No EOL
254 KiB
JavaScript
10357 lines
No EOL
254 KiB
JavaScript
/**
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* @license
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* Pixi.JS - v1.3.0
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* Copyright (c) 2012, Mat Groves
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* http://goodboydigital.com/
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*
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* Compiled: 2013-10-17
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*
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* Pixi.JS is licensed under the MIT License.
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* http://www.opensource.org/licenses/mit-license.php
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*/
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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(function(){
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var root = this;
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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/**
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* @module PIXI
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*/
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var PIXI = PIXI || {};
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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/**
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* The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
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*
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* @class Point
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* @constructor
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* @param x {Number} position of the point
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* @param y {Number} position of the point
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*/
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PIXI.Point = function(x, y)
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{
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/**
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* @property x
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* @type Number
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* @default 0
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*/
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this.x = x || 0;
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/**
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* @property y
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* @type Number
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* @default 0
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*/
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this.y = y || 0;
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}
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/**
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* Creates a clone of this point
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*
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* @method clone
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* @return {Point} a copy of the point
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*/
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PIXI.Point.prototype.clone = function()
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{
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return new PIXI.Point(this.x, this.y);
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}
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// constructor
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PIXI.Point.prototype.constructor = PIXI.Point;
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/**
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* @author Mat Groves http://matgroves.com/
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*/
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/**
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* the Rectangle object is an area defined by its position, as indicated by its top-left corner point (x, y) and by its width and its height.
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*
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* @class Rectangle
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* @constructor
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* @param x {Number} The X coord of the upper-left corner of the rectangle
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* @param y {Number} The Y coord of the upper-left corner of the rectangle
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* @param width {Number} The overall wisth of this rectangle
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* @param height {Number} The overall height of this rectangle
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*/
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PIXI.Rectangle = function(x, y, width, height)
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{
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/**
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* @property x
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* @type Number
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* @default 0
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*/
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this.x = x || 0;
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/**
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* @property y
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* @type Number
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* @default 0
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*/
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this.y = y || 0;
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/**
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* @property width
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* @type Number
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* @default 0
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*/
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this.width = width || 0;
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/**
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* @property height
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* @type Number
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* @default 0
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*/
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this.height = height || 0;
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}
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/**
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* Creates a clone of this Rectangle
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*
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* @method clone
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* @return {Rectangle} a copy of the rectangle
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*/
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PIXI.Rectangle.prototype.clone = function()
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{
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return new PIXI.Rectangle(this.x, this.y, this.width, this.height);
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}
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/**
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* Checks if the x, and y coords passed to this function are contained within this Rectangle
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*
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* @method contains
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* @param x {Number} The X coord of the point to test
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* @param y {Number} The Y coord of the point to test
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* @return {Boolean} if the x/y coords are within this Rectangle
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*/
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PIXI.Rectangle.prototype.contains = function(x, y)
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{
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if(this.width <= 0 || this.height <= 0)
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return false;
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var x1 = this.x;
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if(x >= x1 && x <= x1 + this.width)
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{
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var y1 = this.y;
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if(y >= y1 && y <= y1 + this.height)
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{
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return true;
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}
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}
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return false;
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}
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// constructor
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PIXI.Rectangle.prototype.constructor = PIXI.Rectangle;
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/**
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* @author Adrien Brault <adrien.brault@gmail.com>
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*/
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/**
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* @class Polygon
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* @constructor
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* @param points* {Array<Point>|Array<Number>|Point...|Number...} This can be an array of Points that form the polygon,
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* a flat array of numbers that will be interpreted as [x,y, x,y, ...], or the arugments passed can be
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* all the points of the polygon e.g. `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the
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* arguments passed can be flat x,y values e.g. `new PIXI.Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are
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* Numbers.
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*/
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PIXI.Polygon = function(points)
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{
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//if points isn't an array, use arguments as the array
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if(!(points instanceof Array))
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points = Array.prototype.slice.call(arguments);
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//if this is a flat array of numbers, convert it to points
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if(typeof points[0] === 'number') {
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var p = [];
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for(var i = 0, il = points.length; i < il; i+=2) {
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p.push(
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new PIXI.Point(points[i], points[i + 1])
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);
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}
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points = p;
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}
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this.points = points;
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}
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/**
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* Creates a clone of this polygon
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*
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* @method clone
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* @return {Polygon} a copy of the polygon
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*/
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PIXI.Polygon.prototype.clone = function()
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{
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var points = [];
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for (var i=0; i<this.points.length; i++) {
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points.push(this.points[i].clone());
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}
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return new PIXI.Polygon(points);
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}
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/**
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* Checks if the x, and y coords passed to this function are contained within this polygon
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*
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* @method contains
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* @param x {Number} The X coord of the point to test
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* @param y {Number} The Y coord of the point to test
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* @return {Boolean} if the x/y coords are within this polygon
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*/
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PIXI.Polygon.prototype.contains = function(x, y)
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{
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var inside = false;
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// use some raycasting to test hits
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// https://github.com/substack/point-in-polygon/blob/master/index.js
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for(var i = 0, j = this.points.length - 1; i < this.points.length; j = i++) {
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var xi = this.points[i].x, yi = this.points[i].y,
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xj = this.points[j].x, yj = this.points[j].y,
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intersect = ((yi > y) != (yj > y)) && (x < (xj - xi) * (y - yi) / (yj - yi) + xi);
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if(intersect) inside = !inside;
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}
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return inside;
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}
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PIXI.Polygon.prototype.constructor = PIXI.Polygon;
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/**
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* @author Chad Engler <chad@pantherdev.com>
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*/
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/**
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* The Circle object can be used to specify a hit area for displayobjects
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*
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* @class Circle
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* @constructor
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* @param x {Number} The X coord of the upper-left corner of the framing rectangle of this circle
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* @param y {Number} The Y coord of the upper-left corner of the framing rectangle of this circle
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* @param radius {Number} The radius of the circle
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*/
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PIXI.Circle = function(x, y, radius)
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{
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/**
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* @property x
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* @type Number
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* @default 0
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*/
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this.x = x || 0;
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/**
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* @property y
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* @type Number
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* @default 0
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*/
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this.y = y || 0;
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/**
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* @property radius
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* @type Number
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* @default 0
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*/
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this.radius = radius || 0;
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}
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/**
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* Creates a clone of this Circle instance
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*
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* @method clone
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* @return {Circle} a copy of the polygon
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*/
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PIXI.Circle.prototype.clone = function()
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{
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return new PIXI.Circle(this.x, this.y, this.radius);
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}
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/**
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* Checks if the x, and y coords passed to this function are contained within this circle
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*
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* @method contains
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* @param x {Number} The X coord of the point to test
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* @param y {Number} The Y coord of the point to test
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* @return {Boolean} if the x/y coords are within this polygon
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*/
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PIXI.Circle.prototype.contains = function(x, y)
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{
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if(this.radius <= 0)
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return false;
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var dx = (this.x - x),
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dy = (this.y - y),
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r2 = this.radius * this.radius;
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dx *= dx;
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dy *= dy;
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return (dx + dy <= r2);
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}
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PIXI.Circle.prototype.constructor = PIXI.Circle;
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/**
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* @author Chad Engler <chad@pantherdev.com>
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*/
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/**
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* The Ellipse object can be used to specify a hit area for displayobjects
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*
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* @class Ellipse
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* @constructor
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* @param x {Number} The X coord of the upper-left corner of the framing rectangle of this ellipse
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* @param y {Number} The Y coord of the upper-left corner of the framing rectangle of this ellipse
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* @param width {Number} The overall height of this ellipse
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* @param height {Number} The overall width of this ellipse
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*/
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PIXI.Ellipse = function(x, y, width, height)
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{
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/**
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* @property x
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* @type Number
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* @default 0
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*/
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this.x = x || 0;
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/**
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* @property y
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* @type Number
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* @default 0
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*/
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this.y = y || 0;
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/**
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* @property width
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* @type Number
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* @default 0
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*/
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this.width = width || 0;
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/**
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* @property height
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* @type Number
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* @default 0
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*/
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this.height = height || 0;
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}
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/**
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* Creates a clone of this Ellipse instance
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*
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* @method clone
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* @return {Ellipse} a copy of the ellipse
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*/
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PIXI.Ellipse.prototype.clone = function()
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{
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return new PIXI.Ellipse(this.x, this.y, this.width, this.height);
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}
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/**
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* Checks if the x, and y coords passed to this function are contained within this ellipse
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*
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* @method contains
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* @param x {Number} The X coord of the point to test
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* @param y {Number} The Y coord of the point to test
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* @return {Boolean} if the x/y coords are within this ellipse
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*/
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PIXI.Ellipse.prototype.contains = function(x, y)
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{
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if(this.width <= 0 || this.height <= 0)
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return false;
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//normalize the coords to an ellipse with center 0,0
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//and a radius of 0.5
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var normx = ((x - this.x) / this.width) - 0.5,
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normy = ((y - this.y) / this.height) - 0.5;
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normx *= normx;
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normy *= normy;
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return (normx + normy < 0.25);
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}
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PIXI.Ellipse.getBounds = function()
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{
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return new PIXI.Rectangle(this.x, this.y, this.width, this.height);
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}
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PIXI.Ellipse.prototype.constructor = PIXI.Ellipse;
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/*
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* A lighter version of the rad gl-matrix created by Brandon Jones, Colin MacKenzie IV
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* you both rock!
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*/
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function determineMatrixArrayType() {
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PIXI.Matrix = (typeof Float32Array !== 'undefined') ? Float32Array : Array;
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return PIXI.Matrix;
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}
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determineMatrixArrayType();
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PIXI.mat3 = {};
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PIXI.mat3.create = function()
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{
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var matrix = new PIXI.Matrix(9);
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matrix[0] = 1;
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matrix[1] = 0;
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matrix[2] = 0;
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matrix[3] = 0;
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matrix[4] = 1;
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matrix[5] = 0;
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matrix[6] = 0;
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matrix[7] = 0;
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matrix[8] = 1;
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return matrix;
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}
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PIXI.mat3.identity = function(matrix)
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{
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matrix[0] = 1;
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matrix[1] = 0;
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matrix[2] = 0;
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matrix[3] = 0;
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matrix[4] = 1;
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matrix[5] = 0;
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matrix[6] = 0;
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matrix[7] = 0;
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matrix[8] = 1;
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return matrix;
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}
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PIXI.mat4 = {};
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PIXI.mat4.create = function()
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{
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var matrix = new PIXI.Matrix(16);
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matrix[0] = 1;
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matrix[1] = 0;
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matrix[2] = 0;
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matrix[3] = 0;
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matrix[4] = 0;
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matrix[5] = 1;
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matrix[6] = 0;
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matrix[7] = 0;
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matrix[8] = 0;
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matrix[9] = 0;
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matrix[10] = 1;
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matrix[11] = 0;
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matrix[12] = 0;
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matrix[13] = 0;
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matrix[14] = 0;
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matrix[15] = 1;
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return matrix;
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}
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PIXI.mat3.multiply = function (mat, mat2, dest)
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{
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if (!dest) { dest = mat; }
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// Cache the matrix values (makes for huge speed increases!)
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var a00 = mat[0], a01 = mat[1], a02 = mat[2],
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a10 = mat[3], a11 = mat[4], a12 = mat[5],
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a20 = mat[6], a21 = mat[7], a22 = mat[8],
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b00 = mat2[0], b01 = mat2[1], b02 = mat2[2],
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b10 = mat2[3], b11 = mat2[4], b12 = mat2[5],
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b20 = mat2[6], b21 = mat2[7], b22 = mat2[8];
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dest[0] = b00 * a00 + b01 * a10 + b02 * a20;
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dest[1] = b00 * a01 + b01 * a11 + b02 * a21;
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dest[2] = b00 * a02 + b01 * a12 + b02 * a22;
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dest[3] = b10 * a00 + b11 * a10 + b12 * a20;
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dest[4] = b10 * a01 + b11 * a11 + b12 * a21;
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dest[5] = b10 * a02 + b11 * a12 + b12 * a22;
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dest[6] = b20 * a00 + b21 * a10 + b22 * a20;
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dest[7] = b20 * a01 + b21 * a11 + b22 * a21;
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dest[8] = b20 * a02 + b21 * a12 + b22 * a22;
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return dest;
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}
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PIXI.mat3.clone = function(mat)
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{
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var matrix = new PIXI.Matrix(9);
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matrix[0] = mat[0];
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matrix[1] = mat[1];
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matrix[2] = mat[2];
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matrix[3] = mat[3];
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matrix[4] = mat[4];
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matrix[5] = mat[5];
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matrix[6] = mat[6];
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matrix[7] = mat[7];
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matrix[8] = mat[8];
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return matrix;
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}
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PIXI.mat3.transpose = function (mat, dest)
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{
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// If we are transposing ourselves we can skip a few steps but have to cache some values
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if (!dest || mat === dest) {
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var a01 = mat[1], a02 = mat[2],
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a12 = mat[5];
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mat[1] = mat[3];
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mat[2] = mat[6];
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mat[3] = a01;
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mat[5] = mat[7];
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mat[6] = a02;
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mat[7] = a12;
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return mat;
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}
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dest[0] = mat[0];
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dest[1] = mat[3];
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dest[2] = mat[6];
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dest[3] = mat[1];
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dest[4] = mat[4];
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dest[5] = mat[7];
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dest[6] = mat[2];
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dest[7] = mat[5];
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dest[8] = mat[8];
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return dest;
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}
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PIXI.mat3.toMat4 = function (mat, dest)
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{
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if (!dest) { dest = PIXI.mat4.create(); }
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dest[15] = 1;
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dest[14] = 0;
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dest[13] = 0;
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dest[12] = 0;
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dest[11] = 0;
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dest[10] = mat[8];
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dest[9] = mat[7];
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dest[8] = mat[6];
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dest[7] = 0;
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dest[6] = mat[5];
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dest[5] = mat[4];
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dest[4] = mat[3];
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dest[3] = 0;
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dest[2] = mat[2];
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dest[1] = mat[1];
|
|
dest[0] = mat[0];
|
|
|
|
return dest;
|
|
}
|
|
|
|
|
|
/////
|
|
|
|
|
|
PIXI.mat4.create = function()
|
|
{
|
|
var matrix = new PIXI.Matrix(16);
|
|
|
|
matrix[0] = 1;
|
|
matrix[1] = 0;
|
|
matrix[2] = 0;
|
|
matrix[3] = 0;
|
|
matrix[4] = 0;
|
|
matrix[5] = 1;
|
|
matrix[6] = 0;
|
|
matrix[7] = 0;
|
|
matrix[8] = 0;
|
|
matrix[9] = 0;
|
|
matrix[10] = 1;
|
|
matrix[11] = 0;
|
|
matrix[12] = 0;
|
|
matrix[13] = 0;
|
|
matrix[14] = 0;
|
|
matrix[15] = 1;
|
|
|
|
return matrix;
|
|
}
|
|
|
|
PIXI.mat4.transpose = function (mat, dest)
|
|
{
|
|
// If we are transposing ourselves we can skip a few steps but have to cache some values
|
|
if (!dest || mat === dest)
|
|
{
|
|
var a01 = mat[1], a02 = mat[2], a03 = mat[3],
|
|
a12 = mat[6], a13 = mat[7],
|
|
a23 = mat[11];
|
|
|
|
mat[1] = mat[4];
|
|
mat[2] = mat[8];
|
|
mat[3] = mat[12];
|
|
mat[4] = a01;
|
|
mat[6] = mat[9];
|
|
mat[7] = mat[13];
|
|
mat[8] = a02;
|
|
mat[9] = a12;
|
|
mat[11] = mat[14];
|
|
mat[12] = a03;
|
|
mat[13] = a13;
|
|
mat[14] = a23;
|
|
return mat;
|
|
}
|
|
|
|
dest[0] = mat[0];
|
|
dest[1] = mat[4];
|
|
dest[2] = mat[8];
|
|
dest[3] = mat[12];
|
|
dest[4] = mat[1];
|
|
dest[5] = mat[5];
|
|
dest[6] = mat[9];
|
|
dest[7] = mat[13];
|
|
dest[8] = mat[2];
|
|
dest[9] = mat[6];
|
|
dest[10] = mat[10];
|
|
dest[11] = mat[14];
|
|
dest[12] = mat[3];
|
|
dest[13] = mat[7];
|
|
dest[14] = mat[11];
|
|
dest[15] = mat[15];
|
|
return dest;
|
|
}
|
|
|
|
PIXI.mat4.multiply = function (mat, mat2, dest)
|
|
{
|
|
if (!dest) { dest = mat; }
|
|
|
|
// Cache the matrix values (makes for huge speed increases!)
|
|
var a00 = mat[ 0], a01 = mat[ 1], a02 = mat[ 2], a03 = mat[3];
|
|
var a10 = mat[ 4], a11 = mat[ 5], a12 = mat[ 6], a13 = mat[7];
|
|
var a20 = mat[ 8], a21 = mat[ 9], a22 = mat[10], a23 = mat[11];
|
|
var a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15];
|
|
|
|
// Cache only the current line of the second matrix
|
|
var b0 = mat2[0], b1 = mat2[1], b2 = mat2[2], b3 = mat2[3];
|
|
dest[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
|
|
dest[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
|
|
dest[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
|
|
dest[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
|
|
|
|
b0 = mat2[4];
|
|
b1 = mat2[5];
|
|
b2 = mat2[6];
|
|
b3 = mat2[7];
|
|
dest[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
|
|
dest[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
|
|
dest[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
|
|
dest[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
|
|
|
|
b0 = mat2[8];
|
|
b1 = mat2[9];
|
|
b2 = mat2[10];
|
|
b3 = mat2[11];
|
|
dest[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
|
|
dest[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
|
|
dest[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
|
|
dest[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
|
|
|
|
b0 = mat2[12];
|
|
b1 = mat2[13];
|
|
b2 = mat2[14];
|
|
b3 = mat2[15];
|
|
dest[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
|
|
dest[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
|
|
dest[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
|
|
dest[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
|
|
|
|
return dest;
|
|
}
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* The base class for all objects that are rendered on the screen.
|
|
*
|
|
* @class DisplayObject
|
|
* @constructor
|
|
*/
|
|
PIXI.DisplayObject = function()
|
|
{
|
|
this.last = this;
|
|
this.first = this;
|
|
|
|
/**
|
|
* The coordinate of the object relative to the local coordinates of the parent.
|
|
*
|
|
* @property position
|
|
* @type Point
|
|
*/
|
|
this.position = new PIXI.Point();
|
|
|
|
/**
|
|
* The scale factor of the object.
|
|
*
|
|
* @property scale
|
|
* @type Point
|
|
*/
|
|
this.scale = new PIXI.Point(1,1);//{x:1, y:1};
|
|
|
|
/**
|
|
* The pivot point of the displayObject that it rotates around
|
|
*
|
|
* @property pivot
|
|
* @type Point
|
|
*/
|
|
this.pivot = new PIXI.Point(0,0);
|
|
|
|
/**
|
|
* The rotation of the object in radians.
|
|
*
|
|
* @property rotation
|
|
* @type Number
|
|
*/
|
|
this.rotation = 0;
|
|
|
|
/**
|
|
* The opacity of the object.
|
|
*
|
|
* @property alpha
|
|
* @type Number
|
|
*/
|
|
this.alpha = 1;
|
|
|
|
/**
|
|
* The visibility of the object.
|
|
*
|
|
* @property visible
|
|
* @type Boolean
|
|
*/
|
|
this.visible = true;
|
|
|
|
/**
|
|
* This is the defined area that will pick up mouse / touch events. It is null by default.
|
|
* Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)
|
|
*
|
|
* @property hitArea
|
|
* @type Rectangle|Circle|Ellipse|Polygon
|
|
*/
|
|
this.hitArea = null;
|
|
|
|
/**
|
|
* This is used to indicate if the displayObject should display a mouse hand cursor on rollover
|
|
*
|
|
* @property buttonMode
|
|
* @type Boolean
|
|
*/
|
|
this.buttonMode = false;
|
|
|
|
/**
|
|
* Can this object be rendered
|
|
*
|
|
* @property renderable
|
|
* @type Boolean
|
|
*/
|
|
this.renderable = false;
|
|
|
|
/**
|
|
* [read-only] The display object container that contains this display object.
|
|
*
|
|
* @property parent
|
|
* @type DisplayObjectContainer
|
|
* @readOnly
|
|
*/
|
|
this.parent = null;
|
|
|
|
/**
|
|
* [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
|
|
*
|
|
* @property stage
|
|
* @type Stage
|
|
* @readOnly
|
|
*/
|
|
this.stage = null;
|
|
|
|
/**
|
|
* [read-only] The multiplied alpha of the displayobject
|
|
*
|
|
* @property worldAlpha
|
|
* @type Number
|
|
* @readOnly
|
|
*/
|
|
this.worldAlpha = 1;
|
|
|
|
/**
|
|
* [read-only] Whether or not the object is interactive, do not toggle directly! use the `interactive` property
|
|
*
|
|
* @property _interactive
|
|
* @type Boolean
|
|
* @readOnly
|
|
* @private
|
|
*/
|
|
this._interactive = false;
|
|
|
|
/**
|
|
* [read-only] Current transform of the object based on world (parent) factors
|
|
*
|
|
* @property worldTransform
|
|
* @type Mat3
|
|
* @readOnly
|
|
* @private
|
|
*/
|
|
this.worldTransform = PIXI.mat3.create()//mat3.identity();
|
|
|
|
/**
|
|
* [read-only] Current transform of the object locally
|
|
*
|
|
* @property localTransform
|
|
* @type Mat3
|
|
* @readOnly
|
|
* @private
|
|
*/
|
|
this.localTransform = PIXI.mat3.create()//mat3.identity();
|
|
|
|
/**
|
|
* [NYI] Unkown
|
|
*
|
|
* @property color
|
|
* @type Array<>
|
|
* @private
|
|
*/
|
|
this.color = [];
|
|
|
|
/**
|
|
* [NYI] Holds whether or not this object is dynamic, for rendering optimization
|
|
*
|
|
* @property dynamic
|
|
* @type Boolean
|
|
* @private
|
|
*/
|
|
this.dynamic = true;
|
|
|
|
// chach that puppy!
|
|
this._sr = 0;
|
|
this._cr = 1;
|
|
|
|
/*
|
|
* MOUSE Callbacks
|
|
*/
|
|
|
|
/**
|
|
* A callback that is used when the users clicks on the displayObject with their mouse
|
|
* @method click
|
|
* @param interactionData {InteractionData}
|
|
*/
|
|
|
|
/**
|
|
* A callback that is used when the user clicks the mouse down over the sprite
|
|
* @method mousedown
|
|
* @param interactionData {InteractionData}
|
|
*/
|
|
|
|
/**
|
|
* A callback that is used when the user releases the mouse that was over the displayObject
|
|
* for this callback to be fired the mouse must have been pressed down over the displayObject
|
|
* @method mouseup
|
|
* @param interactionData {InteractionData}
|
|
*/
|
|
|
|
/**
|
|
* A callback that is used when the user releases the mouse that was over the displayObject but is no longer over the displayObject
|
|
* for this callback to be fired, The touch must have started over the displayObject
|
|
* @method mouseupoutside
|
|
* @param interactionData {InteractionData}
|
|
*/
|
|
|
|
/**
|
|
* A callback that is used when the users mouse rolls over the displayObject
|
|
* @method mouseover
|
|
* @param interactionData {InteractionData}
|
|
*/
|
|
|
|
/**
|
|
* A callback that is used when the users mouse leaves the displayObject
|
|
* @method mouseout
|
|
* @param interactionData {InteractionData}
|
|
*/
|
|
|
|
|
|
/*
|
|
* TOUCH Callbacks
|
|
*/
|
|
|
|
/**
|
|
* A callback that is used when the users taps on the sprite with their finger
|
|
* basically a touch version of click
|
|
* @method tap
|
|
* @param interactionData {InteractionData}
|
|
*/
|
|
|
|
/**
|
|
* A callback that is used when the user touch's over the displayObject
|
|
* @method touchstart
|
|
* @param interactionData {InteractionData}
|
|
*/
|
|
|
|
/**
|
|
* A callback that is used when the user releases a touch over the displayObject
|
|
* @method touchend
|
|
* @param interactionData {InteractionData}
|
|
*/
|
|
|
|
/**
|
|
* A callback that is used when the user releases the touch that was over the displayObject
|
|
* for this callback to be fired, The touch must have started over the sprite
|
|
* @method touchendoutside
|
|
* @param interactionData {InteractionData}
|
|
*/
|
|
}
|
|
|
|
// constructor
|
|
PIXI.DisplayObject.prototype.constructor = PIXI.DisplayObject;
|
|
|
|
/**
|
|
* [Deprecated] Indicates if the sprite will have touch and mouse interactivity. It is false by default
|
|
* Instead of using this function you can now simply set the interactive property to true or false
|
|
*
|
|
* @method setInteractive
|
|
* @param interactive {Boolean}
|
|
* @deprecated Simply set the `interactive` property directly
|
|
*/
|
|
PIXI.DisplayObject.prototype.setInteractive = function(interactive)
|
|
{
|
|
this.interactive = interactive;
|
|
}
|
|
|
|
/**
|
|
* Indicates if the sprite will have touch and mouse interactivity. It is false by default
|
|
*
|
|
* @property interactive
|
|
* @type Boolean
|
|
* @default false
|
|
*/
|
|
Object.defineProperty(PIXI.DisplayObject.prototype, 'interactive', {
|
|
get: function() {
|
|
return this._interactive;
|
|
},
|
|
set: function(value) {
|
|
this._interactive = value;
|
|
|
|
// TODO more to be done here..
|
|
// need to sort out a re-crawl!
|
|
if(this.stage)this.stage.dirty = true;
|
|
}
|
|
});
|
|
|
|
/**
|
|
* Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it.
|
|
* In PIXI a regular mask must be a PIXI.Ggraphics object. This allows for much faster masking in canvas as it utilises shape clipping.
|
|
* To remove a mask, set this property to null.
|
|
*
|
|
* @property mask
|
|
* @type Graphics
|
|
*/
|
|
Object.defineProperty(PIXI.DisplayObject.prototype, 'mask', {
|
|
get: function() {
|
|
return this._mask;
|
|
},
|
|
set: function(value) {
|
|
|
|
this._mask = value;
|
|
|
|
if(value)
|
|
{
|
|
this.addFilter(value)
|
|
}
|
|
else
|
|
{
|
|
this.removeFilter();
|
|
}
|
|
}
|
|
});
|
|
|
|
/*
|
|
* Adds a filter to this displayObject
|
|
*
|
|
* @method addFilter
|
|
* @param mask {Graphics} the graphics object to use as a filter
|
|
* @private
|
|
*/
|
|
PIXI.DisplayObject.prototype.addFilter = function(mask)
|
|
{
|
|
if(this.filter)return;
|
|
this.filter = true;
|
|
|
|
// insert a filter block..
|
|
var start = new PIXI.FilterBlock();
|
|
var end = new PIXI.FilterBlock();
|
|
|
|
start.mask = mask;
|
|
end.mask = mask;
|
|
|
|
start.first = start.last = this;
|
|
end.first = end.last = this;
|
|
|
|
start.open = true;
|
|
|
|
/*
|
|
* insert start
|
|
*/
|
|
|
|
var childFirst = start
|
|
var childLast = start
|
|
var nextObject;
|
|
var previousObject;
|
|
|
|
previousObject = this.first._iPrev;
|
|
|
|
if(previousObject)
|
|
{
|
|
nextObject = previousObject._iNext;
|
|
childFirst._iPrev = previousObject;
|
|
previousObject._iNext = childFirst;
|
|
}
|
|
else
|
|
{
|
|
nextObject = this;
|
|
}
|
|
|
|
if(nextObject)
|
|
{
|
|
nextObject._iPrev = childLast;
|
|
childLast._iNext = nextObject;
|
|
}
|
|
|
|
|
|
// now insert the end filter block..
|
|
|
|
/*
|
|
* insert end filter
|
|
*/
|
|
var childFirst = end
|
|
var childLast = end
|
|
var nextObject = null;
|
|
var previousObject = null;
|
|
|
|
previousObject = this.last;
|
|
nextObject = previousObject._iNext;
|
|
|
|
if(nextObject)
|
|
{
|
|
nextObject._iPrev = childLast;
|
|
childLast._iNext = nextObject;
|
|
}
|
|
|
|
childFirst._iPrev = previousObject;
|
|
previousObject._iNext = childFirst;
|
|
|
|
var updateLast = this;
|
|
|
|
var prevLast = this.last;
|
|
while(updateLast)
|
|
{
|
|
if(updateLast.last == prevLast)
|
|
{
|
|
updateLast.last = end;
|
|
}
|
|
updateLast = updateLast.parent;
|
|
}
|
|
|
|
this.first = start;
|
|
|
|
// if webGL...
|
|
if(this.__renderGroup)
|
|
{
|
|
this.__renderGroup.addFilterBlocks(start, end);
|
|
}
|
|
|
|
mask.renderable = false;
|
|
|
|
}
|
|
|
|
/*
|
|
* Removes the filter to this displayObject
|
|
*
|
|
* @method removeFilter
|
|
* @private
|
|
*/
|
|
PIXI.DisplayObject.prototype.removeFilter = function()
|
|
{
|
|
if(!this.filter)return;
|
|
this.filter = false;
|
|
|
|
// modify the list..
|
|
var startBlock = this.first;
|
|
|
|
var nextObject = startBlock._iNext;
|
|
var previousObject = startBlock._iPrev;
|
|
|
|
if(nextObject)nextObject._iPrev = previousObject;
|
|
if(previousObject)previousObject._iNext = nextObject;
|
|
|
|
this.first = startBlock._iNext;
|
|
|
|
|
|
// remove the end filter
|
|
var lastBlock = this.last;
|
|
|
|
var nextObject = lastBlock._iNext;
|
|
var previousObject = lastBlock._iPrev;
|
|
|
|
if(nextObject)nextObject._iPrev = previousObject;
|
|
previousObject._iNext = nextObject;
|
|
|
|
// this is always true too!
|
|
var tempLast = lastBlock._iPrev;
|
|
// need to make sure the parents last is updated too
|
|
var updateLast = this;
|
|
while(updateLast.last == lastBlock)
|
|
{
|
|
updateLast.last = tempLast;
|
|
updateLast = updateLast.parent;
|
|
if(!updateLast)break;
|
|
}
|
|
|
|
var mask = startBlock.mask
|
|
mask.renderable = true;
|
|
|
|
// if webGL...
|
|
if(this.__renderGroup)
|
|
{
|
|
this.__renderGroup.removeFilterBlocks(startBlock, lastBlock);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Updates the object transform for rendering
|
|
*
|
|
* @method updateTransform
|
|
* @private
|
|
*/
|
|
PIXI.DisplayObject.prototype.updateTransform = function()
|
|
{
|
|
// TODO OPTIMIZE THIS!! with dirty
|
|
if(this.rotation !== this.rotationCache)
|
|
{
|
|
this.rotationCache = this.rotation;
|
|
this._sr = Math.sin(this.rotation);
|
|
this._cr = Math.cos(this.rotation);
|
|
}
|
|
|
|
var localTransform = this.localTransform;
|
|
var parentTransform = this.parent.worldTransform;
|
|
var worldTransform = this.worldTransform;
|
|
//console.log(localTransform)
|
|
localTransform[0] = this._cr * this.scale.x;
|
|
localTransform[1] = -this._sr * this.scale.y
|
|
localTransform[3] = this._sr * this.scale.x;
|
|
localTransform[4] = this._cr * this.scale.y;
|
|
|
|
// TODO --> do we even need a local matrix???
|
|
|
|
var px = this.pivot.x;
|
|
var py = this.pivot.y;
|
|
|
|
// Cache the matrix values (makes for huge speed increases!)
|
|
var a00 = localTransform[0], a01 = localTransform[1], a02 = this.position.x - localTransform[0] * px - py * localTransform[1],
|
|
a10 = localTransform[3], a11 = localTransform[4], a12 = this.position.y - localTransform[4] * py - px * localTransform[3],
|
|
|
|
b00 = parentTransform[0], b01 = parentTransform[1], b02 = parentTransform[2],
|
|
b10 = parentTransform[3], b11 = parentTransform[4], b12 = parentTransform[5];
|
|
|
|
localTransform[2] = a02
|
|
localTransform[5] = a12
|
|
|
|
worldTransform[0] = b00 * a00 + b01 * a10;
|
|
worldTransform[1] = b00 * a01 + b01 * a11;
|
|
worldTransform[2] = b00 * a02 + b01 * a12 + b02;
|
|
|
|
worldTransform[3] = b10 * a00 + b11 * a10;
|
|
worldTransform[4] = b10 * a01 + b11 * a11;
|
|
worldTransform[5] = b10 * a02 + b11 * a12 + b12;
|
|
|
|
// because we are using affine transformation, we can optimise the matrix concatenation process.. wooo!
|
|
// mat3.multiply(this.localTransform, this.parent.worldTransform, this.worldTransform);
|
|
this.worldAlpha = this.alpha * this.parent.worldAlpha;
|
|
|
|
this.vcount = PIXI.visibleCount;
|
|
|
|
}
|
|
|
|
PIXI.visibleCount = 0;
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
|
|
/**
|
|
* A DisplayObjectContainer represents a collection of display objects.
|
|
* It is the base class of all display objects that act as a container for other objects.
|
|
*
|
|
* @class DisplayObjectContainer
|
|
* @extends DisplayObject
|
|
* @constructor
|
|
*/
|
|
PIXI.DisplayObjectContainer = function()
|
|
{
|
|
PIXI.DisplayObject.call( this );
|
|
|
|
/**
|
|
* [read-only] The of children of this container.
|
|
*
|
|
* @property children
|
|
* @type Array<DisplayObject>
|
|
* @readOnly
|
|
*/
|
|
this.children = [];
|
|
}
|
|
|
|
// constructor
|
|
PIXI.DisplayObjectContainer.prototype = Object.create( PIXI.DisplayObject.prototype );
|
|
PIXI.DisplayObjectContainer.prototype.constructor = PIXI.DisplayObjectContainer;
|
|
|
|
//TODO make visible a getter setter
|
|
/*
|
|
Object.defineProperty(PIXI.DisplayObjectContainer.prototype, 'visible', {
|
|
get: function() {
|
|
return this._visible;
|
|
},
|
|
set: function(value) {
|
|
this._visible = value;
|
|
|
|
}
|
|
});*/
|
|
|
|
/**
|
|
* Adds a child to the container.
|
|
*
|
|
* @method addChild
|
|
* @param child {DisplayObject} The DisplayObject to add to the container
|
|
*/
|
|
PIXI.DisplayObjectContainer.prototype.addChild = function(child)
|
|
{
|
|
if(child.parent != undefined)
|
|
{
|
|
|
|
//// COULD BE THIS???
|
|
child.parent.removeChild(child);
|
|
// return;
|
|
}
|
|
|
|
child.parent = this;
|
|
|
|
this.children.push(child);
|
|
|
|
// update the stage refference..
|
|
|
|
if(this.stage)
|
|
{
|
|
var tmpChild = child;
|
|
do
|
|
{
|
|
if(tmpChild.interactive)this.stage.dirty = true;
|
|
tmpChild.stage = this.stage;
|
|
tmpChild = tmpChild._iNext;
|
|
}
|
|
while(tmpChild)
|
|
}
|
|
|
|
// LINKED LIST //
|
|
|
|
// modify the list..
|
|
var childFirst = child.first
|
|
var childLast = child.last;
|
|
var nextObject;
|
|
var previousObject;
|
|
|
|
// this could be wrong if there is a filter??
|
|
if(this.filter)
|
|
{
|
|
previousObject = this.last._iPrev;
|
|
}
|
|
else
|
|
{
|
|
previousObject = this.last;
|
|
}
|
|
|
|
nextObject = previousObject._iNext;
|
|
|
|
// always true in this case
|
|
// need to make sure the parents last is updated too
|
|
var updateLast = this;
|
|
var prevLast = previousObject;
|
|
|
|
while(updateLast)
|
|
{
|
|
if(updateLast.last == prevLast)
|
|
{
|
|
updateLast.last = child.last;
|
|
}
|
|
updateLast = updateLast.parent;
|
|
}
|
|
|
|
if(nextObject)
|
|
{
|
|
nextObject._iPrev = childLast;
|
|
childLast._iNext = nextObject;
|
|
}
|
|
|
|
childFirst._iPrev = previousObject;
|
|
previousObject._iNext = childFirst;
|
|
|
|
// need to remove any render groups..
|
|
if(this.__renderGroup)
|
|
{
|
|
// being used by a renderTexture.. if it exists then it must be from a render texture;
|
|
if(child.__renderGroup)child.__renderGroup.removeDisplayObjectAndChildren(child);
|
|
// add them to the new render group..
|
|
this.__renderGroup.addDisplayObjectAndChildren(child);
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown
|
|
*
|
|
* @method addChildAt
|
|
* @param child {DisplayObject} The child to add
|
|
* @param index {Number} The index to place the child in
|
|
*/
|
|
PIXI.DisplayObjectContainer.prototype.addChildAt = function(child, index)
|
|
{
|
|
if(index >= 0 && index <= this.children.length)
|
|
{
|
|
if(child.parent != undefined)
|
|
{
|
|
child.parent.removeChild(child);
|
|
}
|
|
child.parent = this;
|
|
|
|
if(this.stage)
|
|
{
|
|
var tmpChild = child;
|
|
do
|
|
{
|
|
if(tmpChild.interactive)this.stage.dirty = true;
|
|
tmpChild.stage = this.stage;
|
|
tmpChild = tmpChild._iNext;
|
|
}
|
|
while(tmpChild)
|
|
}
|
|
|
|
// modify the list..
|
|
var childFirst = child.first;
|
|
var childLast = child.last;
|
|
var nextObject;
|
|
var previousObject;
|
|
|
|
if(index == this.children.length)
|
|
{
|
|
previousObject = this.last;
|
|
var updateLast = this;
|
|
var prevLast = this.last;
|
|
while(updateLast)
|
|
{
|
|
if(updateLast.last == prevLast)
|
|
{
|
|
updateLast.last = child.last;
|
|
}
|
|
updateLast = updateLast.parent;
|
|
}
|
|
}
|
|
else if(index == 0)
|
|
{
|
|
previousObject = this;
|
|
}
|
|
else
|
|
{
|
|
previousObject = this.children[index-1].last;
|
|
}
|
|
|
|
nextObject = previousObject._iNext;
|
|
|
|
// always true in this case
|
|
if(nextObject)
|
|
{
|
|
nextObject._iPrev = childLast;
|
|
childLast._iNext = nextObject;
|
|
}
|
|
|
|
childFirst._iPrev = previousObject;
|
|
previousObject._iNext = childFirst;
|
|
|
|
this.children.splice(index, 0, child);
|
|
// need to remove any render groups..
|
|
if(this.__renderGroup)
|
|
{
|
|
// being used by a renderTexture.. if it exists then it must be from a render texture;
|
|
if(child.__renderGroup)child.__renderGroup.removeDisplayObjectAndChildren(child);
|
|
// add them to the new render group..
|
|
this.__renderGroup.addDisplayObjectAndChildren(child);
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
throw new Error(child + " The index "+ index +" supplied is out of bounds " + this.children.length);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* [NYI] Swaps the depth of 2 displayObjects
|
|
*
|
|
* @method swapChildren
|
|
* @param child {DisplayObject}
|
|
* @param child2 {DisplayObject}
|
|
* @private
|
|
*/
|
|
PIXI.DisplayObjectContainer.prototype.swapChildren = function(child, child2)
|
|
{
|
|
/*
|
|
* this funtion needs to be recoded..
|
|
* can be done a lot faster..
|
|
*/
|
|
return;
|
|
|
|
// need to fix this function :/
|
|
/*
|
|
// TODO I already know this??
|
|
var index = this.children.indexOf( child );
|
|
var index2 = this.children.indexOf( child2 );
|
|
|
|
if ( index !== -1 && index2 !== -1 )
|
|
{
|
|
// cool
|
|
|
|
/*
|
|
if(this.stage)
|
|
{
|
|
// this is to satisfy the webGL batching..
|
|
// TODO sure there is a nicer way to achieve this!
|
|
this.stage.__removeChild(child);
|
|
this.stage.__removeChild(child2);
|
|
|
|
this.stage.__addChild(child);
|
|
this.stage.__addChild(child2);
|
|
}
|
|
|
|
// swap the positions..
|
|
this.children[index] = child2;
|
|
this.children[index2] = child;
|
|
|
|
}
|
|
else
|
|
{
|
|
throw new Error(child + " Both the supplied DisplayObjects must be a child of the caller " + this);
|
|
}*/
|
|
}
|
|
|
|
/**
|
|
* Returns the Child at the specified index
|
|
*
|
|
* @method getChildAt
|
|
* @param index {Number} The index to get the child from
|
|
*/
|
|
PIXI.DisplayObjectContainer.prototype.getChildAt = function(index)
|
|
{
|
|
if(index >= 0 && index < this.children.length)
|
|
{
|
|
return this.children[index];
|
|
}
|
|
else
|
|
{
|
|
throw new Error(child + " Both the supplied DisplayObjects must be a child of the caller " + this);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Removes a child from the container.
|
|
*
|
|
* @method removeChild
|
|
* @param child {DisplayObject} The DisplayObject to remove
|
|
*/
|
|
PIXI.DisplayObjectContainer.prototype.removeChild = function(child)
|
|
{
|
|
var index = this.children.indexOf( child );
|
|
if ( index !== -1 )
|
|
{
|
|
// unlink //
|
|
// modify the list..
|
|
var childFirst = child.first;
|
|
var childLast = child.last;
|
|
|
|
var nextObject = childLast._iNext;
|
|
var previousObject = childFirst._iPrev;
|
|
|
|
if(nextObject)nextObject._iPrev = previousObject;
|
|
previousObject._iNext = nextObject;
|
|
|
|
if(this.last == childLast)
|
|
{
|
|
var tempLast = childFirst._iPrev;
|
|
// need to make sure the parents last is updated too
|
|
var updateLast = this;
|
|
while(updateLast.last == childLast.last)
|
|
{
|
|
updateLast.last = tempLast;
|
|
updateLast = updateLast.parent;
|
|
if(!updateLast)break;
|
|
}
|
|
}
|
|
|
|
childLast._iNext = null;
|
|
childFirst._iPrev = null;
|
|
|
|
// update the stage reference..
|
|
if(this.stage)
|
|
{
|
|
var tmpChild = child;
|
|
do
|
|
{
|
|
if(tmpChild.interactive)this.stage.dirty = true;
|
|
tmpChild.stage = null;
|
|
tmpChild = tmpChild._iNext;
|
|
}
|
|
while(tmpChild)
|
|
}
|
|
|
|
// webGL trim
|
|
if(child.__renderGroup)
|
|
{
|
|
child.__renderGroup.removeDisplayObjectAndChildren(child);
|
|
}
|
|
|
|
child.parent = undefined;
|
|
this.children.splice( index, 1 );
|
|
}
|
|
else
|
|
{
|
|
throw new Error(child + " The supplied DisplayObject must be a child of the caller " + this);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Updates the container's children's transform for rendering
|
|
*
|
|
* @method updateTransform
|
|
* @private
|
|
*/
|
|
PIXI.DisplayObjectContainer.prototype.updateTransform = function()
|
|
{
|
|
if(!this.visible)return;
|
|
|
|
PIXI.DisplayObject.prototype.updateTransform.call( this );
|
|
|
|
for(var i=0,j=this.children.length; i<j; i++)
|
|
{
|
|
this.children[i].updateTransform();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
PIXI.blendModes = {};
|
|
PIXI.blendModes.NORMAL = 0;
|
|
PIXI.blendModes.SCREEN = 1;
|
|
|
|
|
|
/**
|
|
* The SPrite object is the base for all textured objects that are rendered to the screen
|
|
*
|
|
* @class Sprite
|
|
* @extends DisplayObjectContainer
|
|
* @constructor
|
|
* @param texture {Texture} The texture for this sprite
|
|
* @type String
|
|
*/
|
|
PIXI.Sprite = function(texture)
|
|
{
|
|
PIXI.DisplayObjectContainer.call( this );
|
|
|
|
/**
|
|
* The anchor sets the origin point of the texture.
|
|
* The default is 0,0 this means the textures origin is the top left
|
|
* Setting than anchor to 0.5,0.5 means the textures origin is centered
|
|
* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
|
|
*
|
|
* @property anchor
|
|
* @type Point
|
|
*/
|
|
this.anchor = new PIXI.Point();
|
|
|
|
/**
|
|
* The texture that the sprite is using
|
|
*
|
|
* @property texture
|
|
* @type Texture
|
|
*/
|
|
this.texture = texture;
|
|
|
|
/**
|
|
* The blend mode of sprite.
|
|
* currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN
|
|
*
|
|
* @property blendMode
|
|
* @type Number
|
|
*/
|
|
this.blendMode = PIXI.blendModes.NORMAL;
|
|
|
|
/**
|
|
* The width of the sprite (this is initially set by the texture)
|
|
*
|
|
* @property _width
|
|
* @type Number
|
|
* @private
|
|
*/
|
|
this._width = 0;
|
|
|
|
/**
|
|
* The height of the sprite (this is initially set by the texture)
|
|
*
|
|
* @property _height
|
|
* @type Number
|
|
* @private
|
|
*/
|
|
this._height = 0;
|
|
|
|
if(texture.baseTexture.hasLoaded)
|
|
{
|
|
this.updateFrame = true;
|
|
}
|
|
else
|
|
{
|
|
this.onTextureUpdateBind = this.onTextureUpdate.bind(this);
|
|
this.texture.addEventListener( 'update', this.onTextureUpdateBind );
|
|
}
|
|
|
|
this.renderable = true;
|
|
}
|
|
|
|
// constructor
|
|
PIXI.Sprite.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
|
|
PIXI.Sprite.prototype.constructor = PIXI.Sprite;
|
|
|
|
/**
|
|
* The width of the sprite, setting this will actually modify the scale to acheive the value set
|
|
*
|
|
* @property width
|
|
* @type Number
|
|
*/
|
|
Object.defineProperty(PIXI.Sprite.prototype, 'width', {
|
|
get: function() {
|
|
return this.scale.x * this.texture.frame.width;
|
|
},
|
|
set: function(value) {
|
|
this.scale.x = value / this.texture.frame.width
|
|
this._width = value;
|
|
}
|
|
});
|
|
|
|
/**
|
|
* The height of the sprite, setting this will actually modify the scale to acheive the value set
|
|
*
|
|
* @property height
|
|
* @type Number
|
|
*/
|
|
Object.defineProperty(PIXI.Sprite.prototype, 'height', {
|
|
get: function() {
|
|
return this.scale.y * this.texture.frame.height;
|
|
},
|
|
set: function(value) {
|
|
this.scale.y = value / this.texture.frame.height
|
|
this._height = value;
|
|
}
|
|
});
|
|
|
|
/**
|
|
* Sets the texture of the sprite
|
|
*
|
|
* @method setTexture
|
|
* @param texture {Texture} The PIXI texture that is displayed by the sprite
|
|
*/
|
|
PIXI.Sprite.prototype.setTexture = function(texture)
|
|
{
|
|
// stop current texture;
|
|
if(this.texture.baseTexture != texture.baseTexture)
|
|
{
|
|
this.textureChange = true;
|
|
this.texture = texture;
|
|
|
|
if(this.__renderGroup)
|
|
{
|
|
this.__renderGroup.updateTexture(this);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this.texture = texture;
|
|
}
|
|
|
|
this.updateFrame = true;
|
|
}
|
|
|
|
/**
|
|
* When the texture is updated, this event will fire to update the scale and frame
|
|
*
|
|
* @method onTextureUpdate
|
|
* @param event
|
|
* @private
|
|
*/
|
|
PIXI.Sprite.prototype.onTextureUpdate = function(event)
|
|
{
|
|
//this.texture.removeEventListener( 'update', this.onTextureUpdateBind );
|
|
|
|
// so if _width is 0 then width was not set..
|
|
if(this._width)this.scale.x = this._width / this.texture.frame.width;
|
|
if(this._height)this.scale.y = this._height / this.texture.frame.height;
|
|
|
|
this.updateFrame = true;
|
|
}
|
|
|
|
// some helper functions..
|
|
|
|
/**
|
|
*
|
|
* Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId
|
|
* The frame ids are created when a Texture packer file has been loaded
|
|
*
|
|
* @method fromFrame
|
|
* @static
|
|
* @param frameId {String} The frame Id of the texture in the cache
|
|
* @return {Sprite} A new Sprite using a texture from the texture cache matching the frameId
|
|
*/
|
|
PIXI.Sprite.fromFrame = function(frameId)
|
|
{
|
|
var texture = PIXI.TextureCache[frameId];
|
|
if(!texture)throw new Error("The frameId '"+ frameId +"' does not exist in the texture cache" + this);
|
|
return new PIXI.Sprite(texture);
|
|
}
|
|
|
|
/**
|
|
*
|
|
* Helper function that creates a sprite that will contain a texture based on an image url
|
|
* If the image is not in the texture cache it will be loaded
|
|
*
|
|
* @method fromImage
|
|
* @static
|
|
* @param imageId {String} The image url of the texture
|
|
* @return {Sprite} A new Sprite using a texture from the texture cache matching the image id
|
|
*/
|
|
PIXI.Sprite.fromImage = function(imageId)
|
|
{
|
|
var texture = PIXI.Texture.fromImage(imageId);
|
|
return new PIXI.Sprite(texture);
|
|
}
|
|
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* A MovieClip is a simple way to display an animation depicted by a list of textures.
|
|
*
|
|
* @class MovieClip
|
|
* @extends Sprite
|
|
* @constructor
|
|
* @param textures {Array<Texture>} an array of {Texture} objects that make up the animation
|
|
*/
|
|
PIXI.MovieClip = function(textures)
|
|
{
|
|
PIXI.Sprite.call(this, textures[0]);
|
|
|
|
/**
|
|
* The array of textures that make up the animation
|
|
*
|
|
* @property textures
|
|
* @type Array
|
|
*/
|
|
this.textures = textures;
|
|
|
|
/**
|
|
* The speed that the MovieClip will play at. Higher is faster, lower is slower
|
|
*
|
|
* @property animationSpeed
|
|
* @type Number
|
|
* @default 1
|
|
*/
|
|
this.animationSpeed = 1;
|
|
|
|
/**
|
|
* Whether or not the movie clip repeats after playing.
|
|
*
|
|
* @property loop
|
|
* @type Boolean
|
|
* @default true
|
|
*/
|
|
this.loop = true;
|
|
|
|
/**
|
|
* Function to call when a MovieClip finishes playing
|
|
*
|
|
* @property onComplete
|
|
* @type Function
|
|
*/
|
|
this.onComplete = null;
|
|
|
|
/**
|
|
* [read-only] The index MovieClips current frame (this may not have to be a whole number)
|
|
*
|
|
* @property currentFrame
|
|
* @type Number
|
|
* @default 0
|
|
* @readOnly
|
|
*/
|
|
this.currentFrame = 0;
|
|
|
|
/**
|
|
* [read-only] Indicates if the MovieClip is currently playing
|
|
*
|
|
* @property playing
|
|
* @type Boolean
|
|
* @readOnly
|
|
*/
|
|
this.playing = false;
|
|
}
|
|
|
|
// constructor
|
|
PIXI.MovieClip.prototype = Object.create( PIXI.Sprite.prototype );
|
|
PIXI.MovieClip.prototype.constructor = PIXI.MovieClip;
|
|
|
|
/**
|
|
* Stops the MovieClip
|
|
*
|
|
* @method stop
|
|
*/
|
|
PIXI.MovieClip.prototype.stop = function()
|
|
{
|
|
this.playing = false;
|
|
}
|
|
|
|
/**
|
|
* Plays the MovieClip
|
|
*
|
|
* @method play
|
|
*/
|
|
PIXI.MovieClip.prototype.play = function()
|
|
{
|
|
this.playing = true;
|
|
}
|
|
|
|
/**
|
|
* Stops the MovieClip and goes to a specific frame
|
|
*
|
|
* @method gotoAndStop
|
|
* @param frameNumber {Number} frame index to stop at
|
|
*/
|
|
PIXI.MovieClip.prototype.gotoAndStop = function(frameNumber)
|
|
{
|
|
this.playing = false;
|
|
this.currentFrame = frameNumber;
|
|
var round = (this.currentFrame + 0.5) | 0;
|
|
this.setTexture(this.textures[round % this.textures.length]);
|
|
}
|
|
|
|
/**
|
|
* Goes to a specific frame and begins playing the MovieClip
|
|
*
|
|
* @method gotoAndPlay
|
|
* @param frameNumber {Number} frame index to start at
|
|
*/
|
|
PIXI.MovieClip.prototype.gotoAndPlay = function(frameNumber)
|
|
{
|
|
this.currentFrame = frameNumber;
|
|
this.playing = true;
|
|
}
|
|
|
|
/*
|
|
* Updates the object transform for rendering
|
|
*
|
|
* @method updateTransform
|
|
* @private
|
|
*/
|
|
PIXI.MovieClip.prototype.updateTransform = function()
|
|
{
|
|
PIXI.Sprite.prototype.updateTransform.call(this);
|
|
|
|
if(!this.playing)return;
|
|
|
|
this.currentFrame += this.animationSpeed;
|
|
|
|
var round = (this.currentFrame + 0.5) | 0;
|
|
|
|
if(this.loop || round < this.textures.length)
|
|
{
|
|
this.setTexture(this.textures[round % this.textures.length]);
|
|
}
|
|
else if(round >= this.textures.length)
|
|
{
|
|
this.gotoAndStop(this.textures.length - 1);
|
|
if(this.onComplete)
|
|
{
|
|
this.onComplete();
|
|
}
|
|
}
|
|
}
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
|
|
|
|
PIXI.FilterBlock = function(mask)
|
|
{
|
|
this.graphics = mask
|
|
this.visible = true;
|
|
this.renderable = true;
|
|
}
|
|
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* A Text Object will create a line(s) of text to split a line you can use "\n"
|
|
*
|
|
* @class Text
|
|
* @extends Sprite
|
|
* @constructor
|
|
* @param text {String} The copy that you would like the text to display
|
|
* @param [style] {Object} The style parameters
|
|
* @param [style.font] {String} default "bold 20pt Arial" The style and size of the font
|
|
* @param [style.fill="black"] {Object} A canvas fillstyle that will be used on the text eg "red", "#00FF00"
|
|
* @param [style.align="left"] {String} An alignment of the multiline text ("left", "center" or "right")
|
|
* @param [style.stroke] {String} A canvas fillstyle that will be used on the text stroke eg "blue", "#FCFF00"
|
|
* @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke)
|
|
* @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used
|
|
* @param [style.wordWrapWidth=100] {Number} The width at which text will wrap
|
|
*/
|
|
PIXI.Text = function(text, style)
|
|
{
|
|
this.canvas = document.createElement("canvas");
|
|
this.context = this.canvas.getContext("2d");
|
|
PIXI.Sprite.call(this, PIXI.Texture.fromCanvas(this.canvas));
|
|
|
|
this.setText(text);
|
|
this.setStyle(style);
|
|
|
|
this.updateText();
|
|
this.dirty = false;
|
|
};
|
|
|
|
// constructor
|
|
PIXI.Text.prototype = Object.create(PIXI.Sprite.prototype);
|
|
PIXI.Text.prototype.constructor = PIXI.Text;
|
|
|
|
/**
|
|
* Set the style of the text
|
|
*
|
|
* @method setStyle
|
|
* @param [style] {Object} The style parameters
|
|
* @param [style.font="bold 20pt Arial"] {String} The style and size of the font
|
|
* @param [style.fill="black"] {Object} A canvas fillstyle that will be used on the text eg "red", "#00FF00"
|
|
* @param [style.align="left"] {String} An alignment of the multiline text ("left", "center" or "right")
|
|
* @param [style.stroke="black"] {String} A canvas fillstyle that will be used on the text stroke eg "blue", "#FCFF00"
|
|
* @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke)
|
|
* @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used
|
|
* @param [style.wordWrapWidth=100] {Number} The width at which text will wrap
|
|
*/
|
|
PIXI.Text.prototype.setStyle = function(style)
|
|
{
|
|
style = style || {};
|
|
style.font = style.font || "bold 20pt Arial";
|
|
style.fill = style.fill || "black";
|
|
style.align = style.align || "left";
|
|
style.stroke = style.stroke || "black"; //provide a default, see: https://github.com/GoodBoyDigital/pixi.js/issues/136
|
|
style.strokeThickness = style.strokeThickness || 0;
|
|
style.wordWrap = style.wordWrap || false;
|
|
style.wordWrapWidth = style.wordWrapWidth || 100;
|
|
this.style = style;
|
|
this.dirty = true;
|
|
};
|
|
|
|
/**
|
|
* Set the copy for the text object. To split a line you can use "\n"
|
|
*
|
|
* @methos setText
|
|
* @param {String} text The copy that you would like the text to display
|
|
*/
|
|
PIXI.Sprite.prototype.setText = function(text)
|
|
{
|
|
this.text = text.toString() || " ";
|
|
this.dirty = true;
|
|
};
|
|
|
|
/**
|
|
* Renders text
|
|
*
|
|
* @method updateText
|
|
* @private
|
|
*/
|
|
PIXI.Text.prototype.updateText = function()
|
|
{
|
|
this.context.font = this.style.font;
|
|
|
|
var outputText = this.text;
|
|
|
|
// word wrap
|
|
// preserve original text
|
|
if(this.style.wordWrap)outputText = this.wordWrap(this.text);
|
|
|
|
//split text into lines
|
|
var lines = outputText.split(/(?:\r\n|\r|\n)/);
|
|
|
|
//calculate text width
|
|
var lineWidths = [];
|
|
var maxLineWidth = 0;
|
|
for (var i = 0; i < lines.length; i++)
|
|
{
|
|
var lineWidth = this.context.measureText(lines[i]).width;
|
|
lineWidths[i] = lineWidth;
|
|
maxLineWidth = Math.max(maxLineWidth, lineWidth);
|
|
}
|
|
this.canvas.width = maxLineWidth + this.style.strokeThickness;
|
|
|
|
//calculate text height
|
|
var lineHeight = this.determineFontHeight("font: " + this.style.font + ";") + this.style.strokeThickness;
|
|
this.canvas.height = lineHeight * lines.length;
|
|
|
|
//set canvas text styles
|
|
this.context.fillStyle = this.style.fill;
|
|
this.context.font = this.style.font;
|
|
|
|
this.context.strokeStyle = this.style.stroke;
|
|
this.context.lineWidth = this.style.strokeThickness;
|
|
|
|
this.context.textBaseline = "top";
|
|
|
|
//draw lines line by line
|
|
for (i = 0; i < lines.length; i++)
|
|
{
|
|
var linePosition = new PIXI.Point(this.style.strokeThickness / 2, this.style.strokeThickness / 2 + i * lineHeight);
|
|
|
|
if(this.style.align == "right")
|
|
{
|
|
linePosition.x += maxLineWidth - lineWidths[i];
|
|
}
|
|
else if(this.style.align == "center")
|
|
{
|
|
linePosition.x += (maxLineWidth - lineWidths[i]) / 2;
|
|
}
|
|
|
|
if(this.style.stroke && this.style.strokeThickness)
|
|
{
|
|
this.context.strokeText(lines[i], linePosition.x, linePosition.y);
|
|
}
|
|
|
|
if(this.style.fill)
|
|
{
|
|
this.context.fillText(lines[i], linePosition.x, linePosition.y);
|
|
}
|
|
}
|
|
|
|
this.updateTexture();
|
|
};
|
|
|
|
/**
|
|
* Updates texture size based on canvas size
|
|
*
|
|
* @method updateTexture
|
|
* @private
|
|
*/
|
|
PIXI.Text.prototype.updateTexture = function()
|
|
{
|
|
this.texture.baseTexture.width = this.canvas.width;
|
|
this.texture.baseTexture.height = this.canvas.height;
|
|
this.texture.frame.width = this.canvas.width;
|
|
this.texture.frame.height = this.canvas.height;
|
|
|
|
this._width = this.canvas.width;
|
|
this._height = this.canvas.height;
|
|
|
|
PIXI.texturesToUpdate.push(this.texture.baseTexture);
|
|
};
|
|
|
|
/**
|
|
* Updates the transfor of this object
|
|
*
|
|
* @method updateTransform
|
|
* @private
|
|
*/
|
|
PIXI.Text.prototype.updateTransform = function()
|
|
{
|
|
if(this.dirty)
|
|
{
|
|
this.updateText();
|
|
this.dirty = false;
|
|
}
|
|
|
|
PIXI.Sprite.prototype.updateTransform.call(this);
|
|
};
|
|
|
|
/*
|
|
* http://stackoverflow.com/users/34441/ellisbben
|
|
* great solution to the problem!
|
|
*
|
|
* @method determineFontHeight
|
|
* @param fontStyle {Object}
|
|
* @private
|
|
*/
|
|
PIXI.Text.prototype.determineFontHeight = function(fontStyle)
|
|
{
|
|
// build a little reference dictionary so if the font style has been used return a
|
|
// cached version...
|
|
var result = PIXI.Text.heightCache[fontStyle];
|
|
|
|
if(!result)
|
|
{
|
|
var body = document.getElementsByTagName("body")[0];
|
|
var dummy = document.createElement("div");
|
|
var dummyText = document.createTextNode("M");
|
|
dummy.appendChild(dummyText);
|
|
dummy.setAttribute("style", fontStyle + ';position:absolute;top:0;left:0');
|
|
body.appendChild(dummy);
|
|
|
|
result = dummy.offsetHeight;
|
|
PIXI.Text.heightCache[fontStyle] = result;
|
|
|
|
body.removeChild(dummy);
|
|
}
|
|
|
|
return result;
|
|
};
|
|
|
|
/**
|
|
* A Text Object will apply wordwrap
|
|
*
|
|
* @method wordWrap
|
|
* @param text {String}
|
|
* @private
|
|
*/
|
|
PIXI.Text.prototype.wordWrap = function(text)
|
|
{
|
|
// search good wrap position
|
|
var searchWrapPos = function(ctx, text, start, end, wrapWidth)
|
|
{
|
|
var p = Math.floor((end-start) / 2) + start;
|
|
if(p == start) {
|
|
return 1;
|
|
}
|
|
|
|
if(ctx.measureText(text.substring(0,p)).width <= wrapWidth)
|
|
{
|
|
if(ctx.measureText(text.substring(0,p+1)).width > wrapWidth)
|
|
{
|
|
return p;
|
|
}
|
|
else
|
|
{
|
|
return arguments.callee(ctx, text, p, end, wrapWidth);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return arguments.callee(ctx, text, start, p, wrapWidth);
|
|
}
|
|
};
|
|
|
|
var lineWrap = function(ctx, text, wrapWidth)
|
|
{
|
|
if(ctx.measureText(text).width <= wrapWidth || text.length < 1)
|
|
{
|
|
return text;
|
|
}
|
|
var pos = searchWrapPos(ctx, text, 0, text.length, wrapWidth);
|
|
return text.substring(0, pos) + "\n" + arguments.callee(ctx, text.substring(pos), wrapWidth);
|
|
};
|
|
|
|
var result = "";
|
|
var lines = text.split("\n");
|
|
for (var i = 0; i < lines.length; i++)
|
|
{
|
|
result += lineWrap(this.context, lines[i], this.style.wordWrapWidth) + "\n";
|
|
}
|
|
|
|
return result;
|
|
};
|
|
|
|
/**
|
|
* Destroys this text object
|
|
*
|
|
* @method destroy
|
|
* @param destroyTexture {Boolean}
|
|
*/
|
|
PIXI.Text.prototype.destroy = function(destroyTexture)
|
|
{
|
|
if(destroyTexture)
|
|
{
|
|
this.texture.destroy();
|
|
}
|
|
|
|
};
|
|
|
|
PIXI.Text.heightCache = {};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* A Text Object will create a line(s) of text using bitmap font. To split a line you can use "\n", "\r" or "\r\n"
|
|
* You can generate the fnt files using
|
|
* http://www.angelcode.com/products/bmfont/ for windows or
|
|
* http://www.bmglyph.com/ for mac.
|
|
*
|
|
* @class BitmapText
|
|
* @extends DisplayObjectContainer
|
|
* @constructor
|
|
* @param text {String} The copy that you would like the text to display
|
|
* @param style {Object} The style parameters
|
|
* @param style.font {String} The size (optional) and bitmap font id (required) eq "Arial" or "20px Arial" (must have loaded previously)
|
|
* @param [style.align="left"] {String} An alignment of the multiline text ("left", "center" or "right")
|
|
*/
|
|
PIXI.BitmapText = function(text, style)
|
|
{
|
|
PIXI.DisplayObjectContainer.call(this);
|
|
|
|
this.setText(text);
|
|
this.setStyle(style);
|
|
this.updateText();
|
|
this.dirty = false
|
|
|
|
};
|
|
|
|
// constructor
|
|
PIXI.BitmapText.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
|
|
PIXI.BitmapText.prototype.constructor = PIXI.BitmapText;
|
|
|
|
/**
|
|
* Set the copy for the text object
|
|
*
|
|
* @method setText
|
|
* @param text {String} The copy that you would like the text to display
|
|
*/
|
|
PIXI.BitmapText.prototype.setText = function(text)
|
|
{
|
|
this.text = text || " ";
|
|
this.dirty = true;
|
|
};
|
|
|
|
/**
|
|
* Set the style of the text
|
|
*
|
|
* @method setStyle
|
|
* @param style {Object} The style parameters
|
|
* @param style.font {String} The size (optional) and bitmap font id (required) eq "Arial" or "20px Arial" (must have loaded previously)
|
|
* @param [style.align="left"] {String} An alignment of the multiline text ("left", "center" or "right")
|
|
*/
|
|
PIXI.BitmapText.prototype.setStyle = function(style)
|
|
{
|
|
style = style || {};
|
|
style.align = style.align || "left";
|
|
this.style = style;
|
|
|
|
var font = style.font.split(" ");
|
|
this.fontName = font[font.length - 1];
|
|
this.fontSize = font.length >= 2 ? parseInt(font[font.length - 2], 10) : PIXI.BitmapText.fonts[this.fontName].size;
|
|
|
|
this.dirty = true;
|
|
};
|
|
|
|
/**
|
|
* Renders text
|
|
*
|
|
* @method updateText
|
|
* @private
|
|
*/
|
|
PIXI.BitmapText.prototype.updateText = function()
|
|
{
|
|
var data = PIXI.BitmapText.fonts[this.fontName];
|
|
var pos = new PIXI.Point();
|
|
var prevCharCode = null;
|
|
var chars = [];
|
|
var maxLineWidth = 0;
|
|
var lineWidths = [];
|
|
var line = 0;
|
|
var scale = this.fontSize / data.size;
|
|
for(var i = 0; i < this.text.length; i++)
|
|
{
|
|
var charCode = this.text.charCodeAt(i);
|
|
if(/(?:\r\n|\r|\n)/.test(this.text.charAt(i)))
|
|
{
|
|
lineWidths.push(pos.x);
|
|
maxLineWidth = Math.max(maxLineWidth, pos.x);
|
|
line++;
|
|
|
|
pos.x = 0;
|
|
pos.y += data.lineHeight;
|
|
prevCharCode = null;
|
|
continue;
|
|
}
|
|
|
|
var charData = data.chars[charCode];
|
|
if(!charData) continue;
|
|
|
|
if(prevCharCode && charData[prevCharCode])
|
|
{
|
|
pos.x += charData.kerning[prevCharCode];
|
|
}
|
|
chars.push({texture:charData.texture, line: line, charCode: charCode, position: new PIXI.Point(pos.x + charData.xOffset, pos.y + charData.yOffset)});
|
|
pos.x += charData.xAdvance;
|
|
|
|
prevCharCode = charCode;
|
|
}
|
|
|
|
lineWidths.push(pos.x);
|
|
maxLineWidth = Math.max(maxLineWidth, pos.x);
|
|
|
|
var lineAlignOffsets = [];
|
|
for(i = 0; i <= line; i++)
|
|
{
|
|
var alignOffset = 0;
|
|
if(this.style.align == "right")
|
|
{
|
|
alignOffset = maxLineWidth - lineWidths[i];
|
|
}
|
|
else if(this.style.align == "center")
|
|
{
|
|
alignOffset = (maxLineWidth - lineWidths[i]) / 2;
|
|
}
|
|
lineAlignOffsets.push(alignOffset);
|
|
}
|
|
|
|
for(i = 0; i < chars.length; i++)
|
|
{
|
|
var c = new PIXI.Sprite(chars[i].texture)//PIXI.Sprite.fromFrame(chars[i].charCode);
|
|
c.position.x = (chars[i].position.x + lineAlignOffsets[chars[i].line]) * scale;
|
|
c.position.y = chars[i].position.y * scale;
|
|
c.scale.x = c.scale.y = scale;
|
|
this.addChild(c);
|
|
}
|
|
|
|
this.width = pos.x * scale;
|
|
this.height = (pos.y + data.lineHeight) * scale;
|
|
};
|
|
|
|
/**
|
|
* Updates the transfor of this object
|
|
*
|
|
* @method updateTransform
|
|
* @private
|
|
*/
|
|
PIXI.BitmapText.prototype.updateTransform = function()
|
|
{
|
|
if(this.dirty)
|
|
{
|
|
while(this.children.length > 0)
|
|
{
|
|
this.removeChild(this.getChildAt(0));
|
|
}
|
|
this.updateText();
|
|
|
|
this.dirty = false;
|
|
}
|
|
|
|
PIXI.DisplayObjectContainer.prototype.updateTransform.call(this);
|
|
};
|
|
|
|
PIXI.BitmapText.fonts = {};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
|
|
|
|
/**
|
|
* The interaction manager deals with mouse and touch events. Any DisplayObject can be interactive
|
|
* This manager also supports multitouch.
|
|
*
|
|
* @class InteractionManager
|
|
* @constructor
|
|
* @param stage {Stage} The stage to handle interactions
|
|
*/
|
|
PIXI.InteractionManager = function(stage)
|
|
{
|
|
/**
|
|
* a refference to the stage
|
|
*
|
|
* @property stage
|
|
* @type Stage
|
|
*/
|
|
this.stage = stage;
|
|
|
|
/**
|
|
* the mouse data
|
|
*
|
|
* @property mouse
|
|
* @type InteractionData
|
|
*/
|
|
this.mouse = new PIXI.InteractionData();
|
|
|
|
/**
|
|
* an object that stores current touches (InteractionData) by id reference
|
|
*
|
|
* @property touchs
|
|
* @type Object
|
|
*/
|
|
this.touchs = {};
|
|
|
|
|
|
|
|
// helpers
|
|
this.tempPoint = new PIXI.Point();
|
|
//this.tempMatrix = mat3.create();
|
|
|
|
this.mouseoverEnabled = true;
|
|
|
|
//tiny little interactiveData pool!
|
|
this.pool = [];
|
|
|
|
this.interactiveItems = [];
|
|
|
|
|
|
this.last = 0;
|
|
}
|
|
|
|
// constructor
|
|
PIXI.InteractionManager.prototype.constructor = PIXI.InteractionManager;
|
|
|
|
/**
|
|
* Collects an interactive sprite recursively to have their interactions managed
|
|
*
|
|
* @method collectInteractiveSprite
|
|
* @param displayObject {DisplayObject} the displayObject to collect
|
|
* @param iParent {DisplayObject}
|
|
* @private
|
|
*/
|
|
PIXI.InteractionManager.prototype.collectInteractiveSprite = function(displayObject, iParent)
|
|
{
|
|
var children = displayObject.children;
|
|
var length = children.length;
|
|
|
|
/// make an interaction tree... {item.__interactiveParent}
|
|
for (var i = length-1; i >= 0; i--)
|
|
{
|
|
var child = children[i];
|
|
|
|
// if(child.visible) {
|
|
// push all interactive bits
|
|
if(child.interactive)
|
|
{
|
|
iParent.interactiveChildren = true;
|
|
//child.__iParent = iParent;
|
|
this.interactiveItems.push(child);
|
|
|
|
if(child.children.length > 0)
|
|
{
|
|
this.collectInteractiveSprite(child, child);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
child.__iParent = null;
|
|
|
|
if(child.children.length > 0)
|
|
{
|
|
this.collectInteractiveSprite(child, iParent);
|
|
}
|
|
}
|
|
// }
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Sets the target for event delegation
|
|
*
|
|
* @method setTarget
|
|
* @param target {WebGLRenderer|CanvasRenderer} the renderer to bind events to
|
|
* @private
|
|
*/
|
|
PIXI.InteractionManager.prototype.setTarget = function(target)
|
|
{
|
|
if (window.navigator.msPointerEnabled)
|
|
{
|
|
// time to remove some of that zoom in ja..
|
|
target.view.style["-ms-content-zooming"] = "none";
|
|
target.view.style["-ms-touch-action"] = "none"
|
|
|
|
// DO some window specific touch!
|
|
}
|
|
|
|
this.target = target;
|
|
target.view.addEventListener('mousemove', this.onMouseMove.bind(this), true);
|
|
target.view.addEventListener('mousedown', this.onMouseDown.bind(this), true);
|
|
document.body.addEventListener('mouseup', this.onMouseUp.bind(this), true);
|
|
target.view.addEventListener('mouseout', this.onMouseOut.bind(this), true);
|
|
|
|
// aint no multi touch just yet!
|
|
target.view.addEventListener("touchstart", this.onTouchStart.bind(this), true);
|
|
target.view.addEventListener("touchend", this.onTouchEnd.bind(this), true);
|
|
target.view.addEventListener("touchmove", this.onTouchMove.bind(this), true);
|
|
}
|
|
|
|
/**
|
|
* updates the state of interactive objects
|
|
*
|
|
* @method update
|
|
* @private
|
|
*/
|
|
PIXI.InteractionManager.prototype.update = function()
|
|
{
|
|
if(!this.target)return;
|
|
|
|
// frequency of 30fps??
|
|
var now = Date.now();
|
|
var diff = now - this.last;
|
|
diff = (diff * 30) / 1000;
|
|
if(diff < 1)return;
|
|
this.last = now;
|
|
//
|
|
|
|
// ok.. so mouse events??
|
|
// yes for now :)
|
|
// OPTIMSE - how often to check??
|
|
if(this.dirty)
|
|
{
|
|
this.dirty = false;
|
|
|
|
var len = this.interactiveItems.length;
|
|
|
|
for (var i=0; i < len; i++) {
|
|
this.interactiveItems[i].interactiveChildren = false;
|
|
}
|
|
|
|
this.interactiveItems = [];
|
|
|
|
if(this.stage.interactive)this.interactiveItems.push(this.stage);
|
|
// go through and collect all the objects that are interactive..
|
|
this.collectInteractiveSprite(this.stage, this.stage);
|
|
}
|
|
|
|
// loop through interactive objects!
|
|
var length = this.interactiveItems.length;
|
|
|
|
this.target.view.style.cursor = "default";
|
|
|
|
for (var i = 0; i < length; i++)
|
|
{
|
|
var item = this.interactiveItems[i];
|
|
|
|
|
|
//if(!item.visible)continue;
|
|
|
|
// OPTIMISATION - only calculate every time if the mousemove function exists..
|
|
// OK so.. does the object have any other interactive functions?
|
|
// hit-test the clip!
|
|
|
|
|
|
if(item.mouseover || item.mouseout || item.buttonMode)
|
|
{
|
|
// ok so there are some functions so lets hit test it..
|
|
item.__hit = this.hitTest(item, this.mouse);
|
|
this.mouse.target = item;
|
|
// ok so deal with interactions..
|
|
// loks like there was a hit!
|
|
if(item.__hit)
|
|
{
|
|
if(item.buttonMode)this.target.view.style.cursor = "pointer";
|
|
|
|
if(!item.__isOver)
|
|
{
|
|
|
|
if(item.mouseover)item.mouseover(this.mouse);
|
|
item.__isOver = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(item.__isOver)
|
|
{
|
|
// roll out!
|
|
if(item.mouseout)item.mouseout(this.mouse);
|
|
item.__isOver = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// --->
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Is called when the mouse moves accross the renderer element
|
|
*
|
|
* @method onMouseMove
|
|
* @param event {Event} The DOM event of the mouse moving
|
|
* @private
|
|
*/
|
|
PIXI.InteractionManager.prototype.onMouseMove = function(event)
|
|
{
|
|
this.mouse.originalEvent = event || window.event; //IE uses window.event
|
|
// TODO optimize by not check EVERY TIME! maybe half as often? //
|
|
var rect = this.target.view.getBoundingClientRect();
|
|
|
|
this.mouse.global.x = (event.clientX - rect.left) * (this.target.width / rect.width);
|
|
this.mouse.global.y = (event.clientY - rect.top) * ( this.target.height / rect.height);
|
|
|
|
var length = this.interactiveItems.length;
|
|
var global = this.mouse.global;
|
|
|
|
|
|
for (var i = 0; i < length; i++)
|
|
{
|
|
var item = this.interactiveItems[i];
|
|
|
|
if(item.mousemove)
|
|
{
|
|
//call the function!
|
|
item.mousemove(this.mouse);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Is called when the mouse button is pressed down on the renderer element
|
|
*
|
|
* @method onMouseDown
|
|
* @param event {Event} The DOM event of a mouse button being pressed down
|
|
* @private
|
|
*/
|
|
PIXI.InteractionManager.prototype.onMouseDown = function(event)
|
|
{
|
|
this.mouse.originalEvent = event || window.event; //IE uses window.event
|
|
|
|
// loop through inteaction tree...
|
|
// hit test each item! ->
|
|
// get interactive items under point??
|
|
//stage.__i
|
|
var length = this.interactiveItems.length;
|
|
var global = this.mouse.global;
|
|
|
|
var index = 0;
|
|
var parent = this.stage;
|
|
|
|
// while
|
|
// hit test
|
|
for (var i = 0; i < length; i++)
|
|
{
|
|
var item = this.interactiveItems[i];
|
|
|
|
if(item.mousedown || item.click)
|
|
{
|
|
item.__mouseIsDown = true;
|
|
item.__hit = this.hitTest(item, this.mouse);
|
|
|
|
if(item.__hit)
|
|
{
|
|
//call the function!
|
|
if(item.mousedown)item.mousedown(this.mouse);
|
|
item.__isDown = true;
|
|
|
|
// just the one!
|
|
if(!item.interactiveChildren)break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
PIXI.InteractionManager.prototype.onMouseOut = function(event)
|
|
{
|
|
var length = this.interactiveItems.length;
|
|
|
|
this.target.view.style.cursor = "default";
|
|
|
|
for (var i = 0; i < length; i++)
|
|
{
|
|
var item = this.interactiveItems[i];
|
|
|
|
if(item.__isOver)
|
|
{
|
|
this.mouse.target = item;
|
|
if(item.mouseout)item.mouseout(this.mouse);
|
|
item.__isOver = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Is called when the mouse button is released on the renderer element
|
|
*
|
|
* @method onMouseUp
|
|
* @param event {Event} The DOM event of a mouse button being released
|
|
* @private
|
|
*/
|
|
PIXI.InteractionManager.prototype.onMouseUp = function(event)
|
|
{
|
|
this.mouse.originalEvent = event || window.event; //IE uses window.event
|
|
|
|
var global = this.mouse.global;
|
|
|
|
|
|
var length = this.interactiveItems.length;
|
|
var up = false;
|
|
|
|
for (var i = 0; i < length; i++)
|
|
{
|
|
var item = this.interactiveItems[i];
|
|
|
|
if(item.mouseup || item.mouseupoutside || item.click)
|
|
{
|
|
item.__hit = this.hitTest(item, this.mouse);
|
|
|
|
if(item.__hit && !up)
|
|
{
|
|
//call the function!
|
|
if(item.mouseup)
|
|
{
|
|
item.mouseup(this.mouse);
|
|
}
|
|
if(item.__isDown)
|
|
{
|
|
if(item.click)item.click(this.mouse);
|
|
}
|
|
|
|
if(!item.interactiveChildren)up = true;
|
|
}
|
|
else
|
|
{
|
|
if(item.__isDown)
|
|
{
|
|
if(item.mouseupoutside)item.mouseupoutside(this.mouse);
|
|
}
|
|
}
|
|
|
|
item.__isDown = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Tests if the current mouse coords hit a sprite
|
|
*
|
|
* @method hitTest
|
|
* @param item {DisplayObject} The displayObject to test for a hit
|
|
* @param interactionData {InteractionData} The interactiondata object to update in the case of a hit
|
|
* @private
|
|
*/
|
|
PIXI.InteractionManager.prototype.hitTest = function(item, interactionData)
|
|
{
|
|
var global = interactionData.global;
|
|
|
|
if(item.vcount !== PIXI.visibleCount)return false;
|
|
|
|
var isSprite = (item instanceof PIXI.Sprite),
|
|
worldTransform = item.worldTransform,
|
|
a00 = worldTransform[0], a01 = worldTransform[1], a02 = worldTransform[2],
|
|
a10 = worldTransform[3], a11 = worldTransform[4], a12 = worldTransform[5],
|
|
id = 1 / (a00 * a11 + a01 * -a10),
|
|
x = a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id,
|
|
y = a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id;
|
|
|
|
interactionData.target = item;
|
|
|
|
//a sprite or display object with a hit area defined
|
|
if(item.hitArea && item.hitArea.contains) {
|
|
if(item.hitArea.contains(x, y)) {
|
|
//if(isSprite)
|
|
interactionData.target = item;
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
// a sprite with no hitarea defined
|
|
else if(isSprite)
|
|
{
|
|
var width = item.texture.frame.width,
|
|
height = item.texture.frame.height,
|
|
x1 = -width * item.anchor.x,
|
|
y1;
|
|
|
|
if(x > x1 && x < x1 + width)
|
|
{
|
|
y1 = -height * item.anchor.y;
|
|
|
|
if(y > y1 && y < y1 + height)
|
|
{
|
|
// set the target property if a hit is true!
|
|
interactionData.target = item
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
var length = item.children.length;
|
|
|
|
for (var i = 0; i < length; i++)
|
|
{
|
|
var tempItem = item.children[i];
|
|
var hit = this.hitTest(tempItem, interactionData);
|
|
if(hit)
|
|
{
|
|
// hmm.. TODO SET CORRECT TARGET?
|
|
interactionData.target = item
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Is called when a touch is moved accross the renderer element
|
|
*
|
|
* @method onTouchMove
|
|
* @param event {Event} The DOM event of a touch moving accross the renderer view
|
|
* @private
|
|
*/
|
|
PIXI.InteractionManager.prototype.onTouchMove = function(event)
|
|
{
|
|
var rect = this.target.view.getBoundingClientRect();
|
|
var changedTouches = event.changedTouches;
|
|
|
|
for (var i=0; i < changedTouches.length; i++)
|
|
{
|
|
var touchEvent = changedTouches[i];
|
|
var touchData = this.touchs[touchEvent.identifier];
|
|
touchData.originalEvent = event || window.event;
|
|
|
|
// update the touch position
|
|
touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width);
|
|
touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height);
|
|
}
|
|
|
|
var length = this.interactiveItems.length;
|
|
for (var i = 0; i < length; i++)
|
|
{
|
|
var item = this.interactiveItems[i];
|
|
if(item.touchmove)item.touchmove(touchData);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Is called when a touch is started on the renderer element
|
|
*
|
|
* @method onTouchStart
|
|
* @param event {Event} The DOM event of a touch starting on the renderer view
|
|
* @private
|
|
*/
|
|
PIXI.InteractionManager.prototype.onTouchStart = function(event)
|
|
{
|
|
var rect = this.target.view.getBoundingClientRect();
|
|
|
|
var changedTouches = event.changedTouches;
|
|
for (var i=0; i < changedTouches.length; i++)
|
|
{
|
|
var touchEvent = changedTouches[i];
|
|
|
|
var touchData = this.pool.pop();
|
|
if(!touchData)touchData = new PIXI.InteractionData();
|
|
|
|
touchData.originalEvent = event || window.event;
|
|
|
|
this.touchs[touchEvent.identifier] = touchData;
|
|
touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width);
|
|
touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height);
|
|
|
|
var length = this.interactiveItems.length;
|
|
|
|
for (var j = 0; j < length; j++)
|
|
{
|
|
var item = this.interactiveItems[j];
|
|
|
|
if(item.touchstart || item.tap)
|
|
{
|
|
item.__hit = this.hitTest(item, touchData);
|
|
|
|
if(item.__hit)
|
|
{
|
|
//call the function!
|
|
if(item.touchstart)item.touchstart(touchData);
|
|
item.__isDown = true;
|
|
item.__touchData = touchData;
|
|
|
|
if(!item.interactiveChildren)break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Is called when a touch is ended on the renderer element
|
|
*
|
|
* @method onTouchEnd
|
|
* @param event {Event} The DOM event of a touch ending on the renderer view
|
|
* @private
|
|
*/
|
|
PIXI.InteractionManager.prototype.onTouchEnd = function(event)
|
|
{
|
|
//this.mouse.originalEvent = event || window.event; //IE uses window.event
|
|
var rect = this.target.view.getBoundingClientRect();
|
|
var changedTouches = event.changedTouches;
|
|
|
|
for (var i=0; i < changedTouches.length; i++)
|
|
{
|
|
var touchEvent = changedTouches[i];
|
|
var touchData = this.touchs[touchEvent.identifier];
|
|
var up = false;
|
|
touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width);
|
|
touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height);
|
|
|
|
var length = this.interactiveItems.length;
|
|
for (var j = 0; j < length; j++)
|
|
{
|
|
var item = this.interactiveItems[j];
|
|
var itemTouchData = item.__touchData; // <-- Here!
|
|
item.__hit = this.hitTest(item, touchData);
|
|
|
|
if(itemTouchData == touchData)
|
|
{
|
|
// so this one WAS down...
|
|
touchData.originalEvent = event || window.event;
|
|
// hitTest??
|
|
|
|
if(item.touchend || item.tap)
|
|
{
|
|
if(item.__hit && !up)
|
|
{
|
|
if(item.touchend)item.touchend(touchData);
|
|
if(item.__isDown)
|
|
{
|
|
if(item.tap)item.tap(touchData);
|
|
}
|
|
|
|
if(!item.interactiveChildren)up = true;
|
|
}
|
|
else
|
|
{
|
|
if(item.__isDown)
|
|
{
|
|
if(item.touchendoutside)item.touchendoutside(touchData);
|
|
}
|
|
}
|
|
|
|
item.__isDown = false;
|
|
}
|
|
|
|
item.__touchData = null;
|
|
|
|
}
|
|
else
|
|
{
|
|
|
|
}
|
|
}
|
|
// remove the touch..
|
|
this.pool.push(touchData);
|
|
this.touchs[touchEvent.identifier] = null;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Holds all information related to an Interaction event
|
|
*
|
|
* @class InteractionData
|
|
* @constructor
|
|
*/
|
|
PIXI.InteractionData = function()
|
|
{
|
|
/**
|
|
* This point stores the global coords of where the touch/mouse event happened
|
|
*
|
|
* @property global
|
|
* @type Point
|
|
*/
|
|
this.global = new PIXI.Point();
|
|
|
|
// this is here for legacy... but will remove
|
|
this.local = new PIXI.Point();
|
|
|
|
/**
|
|
* The target Sprite that was interacted with
|
|
*
|
|
* @property target
|
|
* @type Sprite
|
|
*/
|
|
this.target;
|
|
|
|
/**
|
|
* When passed to an event handler, this will be the original DOM Event that was captured
|
|
*
|
|
* @property originalEvent
|
|
* @type Event
|
|
*/
|
|
this.originalEvent;
|
|
}
|
|
|
|
/**
|
|
* This will return the local coords of the specified displayObject for this InteractionData
|
|
*
|
|
* @method getLocalPosition
|
|
* @param displayObject {DisplayObject} The DisplayObject that you would like the local coords off
|
|
* @return {Point} A point containing the coords of the InteractionData position relative to the DisplayObject
|
|
*/
|
|
PIXI.InteractionData.prototype.getLocalPosition = function(displayObject)
|
|
{
|
|
var worldTransform = displayObject.worldTransform;
|
|
var global = this.global;
|
|
|
|
// do a cheeky transform to get the mouse coords;
|
|
var a00 = worldTransform[0], a01 = worldTransform[1], a02 = worldTransform[2],
|
|
a10 = worldTransform[3], a11 = worldTransform[4], a12 = worldTransform[5],
|
|
id = 1 / (a00 * a11 + a01 * -a10);
|
|
// set the mouse coords...
|
|
return new PIXI.Point(a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id,
|
|
a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id)
|
|
}
|
|
|
|
// constructor
|
|
PIXI.InteractionData.prototype.constructor = PIXI.InteractionData;
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* A Stage represents the root of the display tree. Everything connected to the stage is rendered
|
|
*
|
|
* @class Stage
|
|
* @extends DisplayObjectContainer
|
|
* @constructor
|
|
* @param backgroundColor {Number} the background color of the stage, easiest way to pass this in is in hex format
|
|
* like: 0xFFFFFF for white
|
|
* @param interactive {Boolean} enable / disable interaction (default is false)
|
|
*/
|
|
PIXI.Stage = function(backgroundColor, interactive)
|
|
{
|
|
PIXI.DisplayObjectContainer.call( this );
|
|
|
|
/**
|
|
* [read-only] Current transform of the object based on world (parent) factors
|
|
*
|
|
* @property worldTransform
|
|
* @type Mat3
|
|
* @readOnly
|
|
* @private
|
|
*/
|
|
this.worldTransform = PIXI.mat3.create();
|
|
|
|
/**
|
|
* Whether or not the stage is interactive
|
|
*
|
|
* @property interactive
|
|
* @type Boolean
|
|
*/
|
|
this.interactive = interactive;
|
|
|
|
/**
|
|
* The interaction manage for this stage, manages all interactive activity on the stage
|
|
*
|
|
* @property interactive
|
|
* @type InteractionManager
|
|
*/
|
|
this.interactionManager = new PIXI.InteractionManager(this);
|
|
|
|
/**
|
|
* Whether the stage is dirty and needs to have interactions updated
|
|
*
|
|
* @property dirty
|
|
* @type Boolean
|
|
* @private
|
|
*/
|
|
this.dirty = true;
|
|
|
|
this.__childrenAdded = [];
|
|
this.__childrenRemoved = [];
|
|
|
|
//the stage is it's own stage
|
|
this.stage = this;
|
|
|
|
//optimize hit detection a bit
|
|
this.stage.hitArea = new PIXI.Rectangle(0,0,100000, 100000);
|
|
|
|
this.setBackgroundColor(backgroundColor);
|
|
this.worldVisible = true;
|
|
}
|
|
|
|
// constructor
|
|
PIXI.Stage.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
|
|
PIXI.Stage.prototype.constructor = PIXI.Stage;
|
|
|
|
/*
|
|
* Updates the object transform for rendering
|
|
*
|
|
* @method updateTransform
|
|
* @private
|
|
*/
|
|
PIXI.Stage.prototype.updateTransform = function()
|
|
{
|
|
this.worldAlpha = 1;
|
|
this.vcount = PIXI.visibleCount;
|
|
|
|
for(var i=0,j=this.children.length; i<j; i++)
|
|
{
|
|
this.children[i].updateTransform();
|
|
}
|
|
|
|
if(this.dirty)
|
|
{
|
|
this.dirty = false;
|
|
// update interactive!
|
|
this.interactionManager.dirty = true;
|
|
}
|
|
|
|
|
|
if(this.interactive)this.interactionManager.update();
|
|
}
|
|
|
|
/**
|
|
* Sets the background color for the stage
|
|
*
|
|
* @method setBackgroundColor
|
|
* @param backgroundColor {Number} the color of the background, easiest way to pass this in is in hex format
|
|
* like: 0xFFFFFF for white
|
|
*/
|
|
PIXI.Stage.prototype.setBackgroundColor = function(backgroundColor)
|
|
{
|
|
this.backgroundColor = backgroundColor || 0x000000;
|
|
this.backgroundColorSplit = HEXtoRGB(this.backgroundColor);
|
|
var hex = this.backgroundColor.toString(16);
|
|
hex = "000000".substr(0, 6 - hex.length) + hex;
|
|
this.backgroundColorString = "#" + hex;
|
|
}
|
|
|
|
/**
|
|
* This will return the point containing global coords of the mouse.
|
|
*
|
|
* @method getMousePosition
|
|
* @return {Point} The point containing the coords of the global InteractionData position.
|
|
*/
|
|
PIXI.Stage.prototype.getMousePosition = function()
|
|
{
|
|
return this.interactionManager.mouse.global;
|
|
}
|
|
|
|
// http://paulirish.com/2011/requestanimationframe-for-smart-animating/
|
|
// http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating
|
|
|
|
// requestAnimationFrame polyfill by Erik Möller. fixes from Paul Irish and Tino Zijdel
|
|
|
|
// MIT license
|
|
|
|
/**
|
|
* A polyfill for requestAnimationFrame
|
|
*
|
|
* @method requestAnimationFrame
|
|
*/
|
|
/**
|
|
* A polyfill for cancelAnimationFrame
|
|
*
|
|
* @method cancelAnimationFrame
|
|
*/
|
|
var lastTime = 0;
|
|
var vendors = ['ms', 'moz', 'webkit', 'o'];
|
|
for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
|
|
window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame'];
|
|
window.cancelAnimationFrame = window[vendors[x]+'CancelAnimationFrame']
|
|
|| window[vendors[x]+'CancelRequestAnimationFrame'];
|
|
}
|
|
|
|
if (!window.requestAnimationFrame)
|
|
window.requestAnimationFrame = function(callback, element) {
|
|
var currTime = new Date().getTime();
|
|
var timeToCall = Math.max(0, 16 - (currTime - lastTime));
|
|
var id = window.setTimeout(function() { callback(currTime + timeToCall); },
|
|
timeToCall);
|
|
lastTime = currTime + timeToCall;
|
|
return id;
|
|
};
|
|
|
|
if (!window.cancelAnimationFrame)
|
|
window.cancelAnimationFrame = function(id) {
|
|
clearTimeout(id);
|
|
};
|
|
|
|
window.requestAnimFrame = window.requestAnimationFrame;
|
|
|
|
/**
|
|
* Converts a hex color number to an [R, G, B] array
|
|
*
|
|
* @method HEXtoRGB
|
|
* @param hex {Number}
|
|
*/
|
|
function HEXtoRGB(hex) {
|
|
return [(hex >> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255];
|
|
}
|
|
|
|
/**
|
|
* A polyfill for Function.prototype.bind
|
|
*
|
|
* @method bind
|
|
*/
|
|
if (typeof Function.prototype.bind != 'function') {
|
|
Function.prototype.bind = (function () {
|
|
var slice = Array.prototype.slice;
|
|
return function (thisArg) {
|
|
var target = this, boundArgs = slice.call(arguments, 1);
|
|
|
|
if (typeof target != 'function') throw new TypeError();
|
|
|
|
function bound() {
|
|
var args = boundArgs.concat(slice.call(arguments));
|
|
target.apply(this instanceof bound ? this : thisArg, args);
|
|
}
|
|
|
|
bound.prototype = (function F(proto) {
|
|
proto && (F.prototype = proto);
|
|
if (!(this instanceof F)) return new F;
|
|
})(target.prototype);
|
|
|
|
return bound;
|
|
};
|
|
})();
|
|
}
|
|
|
|
/**
|
|
* A wrapper for ajax requests to be handled cross browser
|
|
*
|
|
* @class AjaxRequest
|
|
* @constructor
|
|
*/
|
|
var AjaxRequest = PIXI.AjaxRequest = function()
|
|
{
|
|
var activexmodes = ["Msxml2.XMLHTTP", "Microsoft.XMLHTTP"] //activeX versions to check for in IE
|
|
|
|
if (window.ActiveXObject)
|
|
{ //Test for support for ActiveXObject in IE first (as XMLHttpRequest in IE7 is broken)
|
|
for (var i=0; i<activexmodes.length; i++)
|
|
{
|
|
try{
|
|
return new ActiveXObject(activexmodes[i])
|
|
}
|
|
catch(e){
|
|
//suppress error
|
|
}
|
|
}
|
|
}
|
|
else if (window.XMLHttpRequest) // if Mozilla, Safari etc
|
|
{
|
|
return new XMLHttpRequest()
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* DEBUGGING ONLY
|
|
*/
|
|
PIXI.runList = function(item)
|
|
{
|
|
console.log(">>>>>>>>>")
|
|
console.log("_")
|
|
var safe = 0;
|
|
var tmp = item.first;
|
|
console.log(tmp);
|
|
|
|
while(tmp._iNext)
|
|
{
|
|
safe++;
|
|
tmp = tmp._iNext;
|
|
console.log(tmp);
|
|
// console.log(tmp);
|
|
|
|
if(safe > 100)
|
|
{
|
|
console.log("BREAK")
|
|
break
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
* https://github.com/mrdoob/eventtarget.js/
|
|
* THankS mr DOob!
|
|
*/
|
|
|
|
/**
|
|
* Adds event emitter functionality to a class
|
|
*
|
|
* @class EventTarget
|
|
* @example
|
|
* function MyEmitter() {
|
|
* PIXI.EventTarget.call(this); //mixes in event target stuff
|
|
* }
|
|
*
|
|
* var em = new MyEmitter();
|
|
* em.emit({ type: 'eventName', data: 'some data' });
|
|
*/
|
|
PIXI.EventTarget = function () {
|
|
|
|
var listeners = {};
|
|
|
|
this.addEventListener = this.on = function ( type, listener ) {
|
|
|
|
|
|
if ( listeners[ type ] === undefined ) {
|
|
|
|
listeners[ type ] = [];
|
|
|
|
}
|
|
|
|
if ( listeners[ type ].indexOf( listener ) === - 1 ) {
|
|
|
|
listeners[ type ].push( listener );
|
|
}
|
|
|
|
};
|
|
|
|
this.dispatchEvent = this.emit = function ( event ) {
|
|
|
|
for ( var listener in listeners[ event.type ] ) {
|
|
|
|
listeners[ event.type ][ listener ]( event );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
this.removeEventListener = this.off = function ( type, listener ) {
|
|
|
|
var index = listeners[ type ].indexOf( listener );
|
|
|
|
if ( index !== - 1 ) {
|
|
|
|
listeners[ type ].splice( index, 1 );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* This helper function will automatically detect which renderer you should be using.
|
|
* WebGL is the preferred renderer as it is a lot fastest. If webGL is not supported by
|
|
* the browser then this function will return a canvas renderer
|
|
*
|
|
* @method autoDetectRenderer
|
|
* @static
|
|
* @param width {Number} the width of the renderers view
|
|
* @param height {Number} the height of the renderers view
|
|
* @param view {Canvas} the canvas to use as a view, optional
|
|
* @param transparent=false {Boolean} the transparency of the render view, default false
|
|
* @param antialias=false {Boolean} sets antialias (only applicable in webGL chrome at the moment)
|
|
*
|
|
* antialias
|
|
*/
|
|
PIXI.autoDetectRenderer = function(width, height, view, transparent, antialias)
|
|
{
|
|
if(!width)width = 800;
|
|
if(!height)height = 600;
|
|
|
|
// BORROWED from Mr Doob (mrdoob.com)
|
|
var webgl = ( function () { try { return !! window.WebGLRenderingContext && !! document.createElement( 'canvas' ).getContext( 'experimental-webgl' ); } catch( e ) { return false; } } )();
|
|
|
|
// TEMP FIX
|
|
if(webgl)
|
|
{
|
|
var ie = (navigator.userAgent.toLowerCase().indexOf('msie') != -1);
|
|
webgl = !ie;
|
|
}
|
|
//console.log(webgl);
|
|
if( webgl )
|
|
{
|
|
return new PIXI.WebGLRenderer(width, height, view, transparent, antialias);
|
|
}
|
|
|
|
return new PIXI.CanvasRenderer(width, height, view, transparent);
|
|
};
|
|
|
|
|
|
|
|
/*
|
|
PolyK library
|
|
url: http://polyk.ivank.net
|
|
Released under MIT licence.
|
|
|
|
Copyright (c) 2012 Ivan Kuckir
|
|
|
|
Permission is hereby granted, free of charge, to any person
|
|
obtaining a copy of this software and associated documentation
|
|
files (the "Software"), to deal in the Software without
|
|
restriction, including without limitation the rights to use,
|
|
copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
copies of the Software, and to permit persons to whom the
|
|
Software is furnished to do so, subject to the following
|
|
conditions:
|
|
|
|
The above copyright notice and this permission notice shall be
|
|
included in all copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
|
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
|
|
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
|
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
|
|
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
|
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
|
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
|
|
OTHER DEALINGS IN THE SOFTWARE.
|
|
|
|
This is an amazing lib!
|
|
|
|
slightly modified by mat groves (matgroves.com);
|
|
*/
|
|
|
|
PIXI.PolyK = {};
|
|
|
|
/**
|
|
* Triangulates shapes for webGL graphic fills
|
|
*
|
|
* @method Triangulate
|
|
* @namespace PolyK
|
|
* @constructor
|
|
*/
|
|
PIXI.PolyK.Triangulate = function(p)
|
|
{
|
|
var sign = true;
|
|
|
|
var n = p.length>>1;
|
|
if(n<3) return [];
|
|
var tgs = [];
|
|
var avl = [];
|
|
for(var i=0; i<n; i++) avl.push(i);
|
|
|
|
var i = 0;
|
|
var al = n;
|
|
while(al > 3)
|
|
{
|
|
var i0 = avl[(i+0)%al];
|
|
var i1 = avl[(i+1)%al];
|
|
var i2 = avl[(i+2)%al];
|
|
|
|
var ax = p[2*i0], ay = p[2*i0+1];
|
|
var bx = p[2*i1], by = p[2*i1+1];
|
|
var cx = p[2*i2], cy = p[2*i2+1];
|
|
|
|
var earFound = false;
|
|
if(PIXI.PolyK._convex(ax, ay, bx, by, cx, cy, sign))
|
|
{
|
|
earFound = true;
|
|
for(var j=0; j<al; j++)
|
|
{
|
|
var vi = avl[j];
|
|
if(vi==i0 || vi==i1 || vi==i2) continue;
|
|
if(PIXI.PolyK._PointInTriangle(p[2*vi], p[2*vi+1], ax, ay, bx, by, cx, cy)) {earFound = false; break;}
|
|
}
|
|
}
|
|
if(earFound)
|
|
{
|
|
tgs.push(i0, i1, i2);
|
|
avl.splice((i+1)%al, 1);
|
|
al--;
|
|
i = 0;
|
|
}
|
|
else if(i++ > 3*al)
|
|
{
|
|
// need to flip flip reverse it!
|
|
// reset!
|
|
if(sign)
|
|
{
|
|
var tgs = [];
|
|
avl = [];
|
|
for(var i=0; i<n; i++) avl.push(i);
|
|
|
|
i = 0;
|
|
al = n;
|
|
|
|
sign = false;
|
|
}
|
|
else
|
|
{
|
|
console.log("PIXI Warning: shape too complex to fill")
|
|
return [];
|
|
}
|
|
}
|
|
}
|
|
tgs.push(avl[0], avl[1], avl[2]);
|
|
return tgs;
|
|
}
|
|
|
|
/**
|
|
* Checks if a point is within a triangle
|
|
*
|
|
* @class _PointInTriangle
|
|
* @namespace PolyK
|
|
* @private
|
|
*/
|
|
PIXI.PolyK._PointInTriangle = function(px, py, ax, ay, bx, by, cx, cy)
|
|
{
|
|
var v0x = cx-ax;
|
|
var v0y = cy-ay;
|
|
var v1x = bx-ax;
|
|
var v1y = by-ay;
|
|
var v2x = px-ax;
|
|
var v2y = py-ay;
|
|
|
|
var dot00 = v0x*v0x+v0y*v0y;
|
|
var dot01 = v0x*v1x+v0y*v1y;
|
|
var dot02 = v0x*v2x+v0y*v2y;
|
|
var dot11 = v1x*v1x+v1y*v1y;
|
|
var dot12 = v1x*v2x+v1y*v2y;
|
|
|
|
var invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
|
|
var u = (dot11 * dot02 - dot01 * dot12) * invDenom;
|
|
var v = (dot00 * dot12 - dot01 * dot02) * invDenom;
|
|
|
|
// Check if point is in triangle
|
|
return (u >= 0) && (v >= 0) && (u + v < 1);
|
|
}
|
|
|
|
/**
|
|
* Checks if a shape is convex
|
|
*
|
|
* @class _convex
|
|
* @namespace PolyK
|
|
* @private
|
|
*/
|
|
PIXI.PolyK._convex = function(ax, ay, bx, by, cx, cy, sign)
|
|
{
|
|
return ((ay-by)*(cx-bx) + (bx-ax)*(cy-by) >= 0) == sign;
|
|
}
|
|
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
|
|
/*
|
|
* the default suoer fast shader!
|
|
*/
|
|
|
|
PIXI.shaderFragmentSrc = [
|
|
"precision mediump float;",
|
|
"varying vec2 vTextureCoord;",
|
|
"varying float vColor;",
|
|
"uniform sampler2D uSampler;",
|
|
"void main(void) {",
|
|
"gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));",
|
|
"gl_FragColor = gl_FragColor * vColor;",
|
|
"}"
|
|
];
|
|
|
|
PIXI.shaderVertexSrc = [
|
|
"attribute vec2 aVertexPosition;",
|
|
"attribute vec2 aTextureCoord;",
|
|
"attribute float aColor;",
|
|
//"uniform mat4 uMVMatrix;",
|
|
|
|
"uniform vec2 projectionVector;",
|
|
"varying vec2 vTextureCoord;",
|
|
"varying float vColor;",
|
|
"void main(void) {",
|
|
// "gl_Position = uMVMatrix * vec4(aVertexPosition, 1.0, 1.0);",
|
|
"gl_Position = vec4( aVertexPosition.x / projectionVector.x -1.0, aVertexPosition.y / -projectionVector.y + 1.0 , 0.0, 1.0);",
|
|
"vTextureCoord = aTextureCoord;",
|
|
"vColor = aColor;",
|
|
"}"
|
|
];
|
|
|
|
/*
|
|
* the triangle strip shader..
|
|
*/
|
|
|
|
PIXI.stripShaderFragmentSrc = [
|
|
"precision mediump float;",
|
|
"varying vec2 vTextureCoord;",
|
|
"varying float vColor;",
|
|
"uniform float alpha;",
|
|
"uniform sampler2D uSampler;",
|
|
"void main(void) {",
|
|
"gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));",
|
|
"gl_FragColor = gl_FragColor * alpha;",
|
|
"}"
|
|
];
|
|
|
|
|
|
PIXI.stripShaderVertexSrc = [
|
|
"attribute vec2 aVertexPosition;",
|
|
"attribute vec2 aTextureCoord;",
|
|
"attribute float aColor;",
|
|
"uniform mat3 translationMatrix;",
|
|
"uniform vec2 projectionVector;",
|
|
"varying vec2 vTextureCoord;",
|
|
"varying float vColor;",
|
|
"void main(void) {",
|
|
"vec3 v = translationMatrix * vec3(aVertexPosition, 1.0);",
|
|
"gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);",
|
|
"vTextureCoord = aTextureCoord;",
|
|
"vColor = aColor;",
|
|
"}"
|
|
];
|
|
|
|
|
|
/*
|
|
* primitive shader..
|
|
*/
|
|
|
|
PIXI.primitiveShaderFragmentSrc = [
|
|
"precision mediump float;",
|
|
"varying vec4 vColor;",
|
|
"void main(void) {",
|
|
"gl_FragColor = vColor;",
|
|
"}"
|
|
];
|
|
|
|
PIXI.primitiveShaderVertexSrc = [
|
|
"attribute vec2 aVertexPosition;",
|
|
"attribute vec4 aColor;",
|
|
"uniform mat3 translationMatrix;",
|
|
"uniform vec2 projectionVector;",
|
|
"uniform float alpha;",
|
|
"varying vec4 vColor;",
|
|
"void main(void) {",
|
|
"vec3 v = translationMatrix * vec3(aVertexPosition, 1.0);",
|
|
"gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);",
|
|
"vColor = aColor * alpha;",
|
|
"}"
|
|
];
|
|
|
|
PIXI.initPrimitiveShader = function()
|
|
{
|
|
var gl = PIXI.gl;
|
|
|
|
var shaderProgram = PIXI.compileProgram(PIXI.primitiveShaderVertexSrc, PIXI.primitiveShaderFragmentSrc)
|
|
|
|
gl.useProgram(shaderProgram);
|
|
|
|
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
|
|
shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor");
|
|
|
|
shaderProgram.projectionVector = gl.getUniformLocation(shaderProgram, "projectionVector");
|
|
shaderProgram.translationMatrix = gl.getUniformLocation(shaderProgram, "translationMatrix");
|
|
|
|
shaderProgram.alpha = gl.getUniformLocation(shaderProgram, "alpha");
|
|
|
|
PIXI.primitiveProgram = shaderProgram;
|
|
}
|
|
|
|
PIXI.initDefaultShader = function()
|
|
{
|
|
var gl = this.gl;
|
|
var shaderProgram = PIXI.compileProgram(PIXI.shaderVertexSrc, PIXI.shaderFragmentSrc)
|
|
|
|
gl.useProgram(shaderProgram);
|
|
|
|
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
|
|
shaderProgram.projectionVector = gl.getUniformLocation(shaderProgram, "projectionVector");
|
|
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
|
|
shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor");
|
|
|
|
// shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
|
|
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
|
|
|
|
PIXI.shaderProgram = shaderProgram;
|
|
}
|
|
|
|
PIXI.initDefaultStripShader = function()
|
|
{
|
|
var gl = this.gl;
|
|
var shaderProgram = PIXI.compileProgram(PIXI.stripShaderVertexSrc, PIXI.stripShaderFragmentSrc)
|
|
|
|
gl.useProgram(shaderProgram);
|
|
|
|
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
|
|
shaderProgram.projectionVector = gl.getUniformLocation(shaderProgram, "projectionVector");
|
|
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
|
|
shaderProgram.translationMatrix = gl.getUniformLocation(shaderProgram, "translationMatrix");
|
|
shaderProgram.alpha = gl.getUniformLocation(shaderProgram, "alpha");
|
|
|
|
shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor");
|
|
|
|
shaderProgram.projectionVector = gl.getUniformLocation(shaderProgram, "projectionVector");
|
|
|
|
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
|
|
|
|
PIXI.stripShaderProgram = shaderProgram;
|
|
}
|
|
|
|
PIXI.CompileVertexShader = function(gl, shaderSrc)
|
|
{
|
|
return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
|
|
}
|
|
|
|
PIXI.CompileFragmentShader = function(gl, shaderSrc)
|
|
{
|
|
return PIXI._CompileShader(gl, shaderSrc, gl.FRAGMENT_SHADER);
|
|
}
|
|
|
|
PIXI._CompileShader = function(gl, shaderSrc, shaderType)
|
|
{
|
|
var src = shaderSrc.join("\n");
|
|
var shader = gl.createShader(shaderType);
|
|
gl.shaderSource(shader, src);
|
|
gl.compileShader(shader);
|
|
|
|
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
|
|
alert(gl.getShaderInfoLog(shader));
|
|
return null;
|
|
}
|
|
|
|
return shader;
|
|
}
|
|
|
|
|
|
PIXI.compileProgram = function(vertexSrc, fragmentSrc)
|
|
{
|
|
var gl = PIXI.gl;
|
|
var fragmentShader = PIXI.CompileFragmentShader(gl, fragmentSrc);
|
|
var vertexShader = PIXI.CompileVertexShader(gl, vertexSrc);
|
|
|
|
var shaderProgram = gl.createProgram();
|
|
|
|
gl.attachShader(shaderProgram, vertexShader);
|
|
gl.attachShader(shaderProgram, fragmentShader);
|
|
gl.linkProgram(shaderProgram);
|
|
|
|
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
|
|
alert("Could not initialise shaders");
|
|
}
|
|
|
|
return shaderProgram;
|
|
}
|
|
|
|
|
|
PIXI.activateDefaultShader = function()
|
|
{
|
|
var gl = PIXI.gl;
|
|
var shaderProgram = PIXI.shaderProgram;
|
|
|
|
gl.useProgram(shaderProgram);
|
|
|
|
|
|
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
|
|
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
|
|
gl.enableVertexAttribArray(shaderProgram.colorAttribute);
|
|
}
|
|
|
|
|
|
|
|
PIXI.activatePrimitiveShader = function()
|
|
{
|
|
var gl = PIXI.gl;
|
|
|
|
gl.disableVertexAttribArray(PIXI.shaderProgram.textureCoordAttribute);
|
|
gl.disableVertexAttribArray(PIXI.shaderProgram.colorAttribute);
|
|
|
|
gl.useProgram(PIXI.primitiveProgram);
|
|
|
|
gl.enableVertexAttribArray(PIXI.primitiveProgram.vertexPositionAttribute);
|
|
gl.enableVertexAttribArray(PIXI.primitiveProgram.colorAttribute);
|
|
}
|
|
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* A set of functions used by the webGL renderer to draw the primitive graphics data
|
|
*
|
|
* @class CanvasGraphics
|
|
*/
|
|
PIXI.WebGLGraphics = function()
|
|
{
|
|
|
|
}
|
|
|
|
/**
|
|
* Renders the graphics object
|
|
*
|
|
* @static
|
|
* @private
|
|
* @method renderGraphics
|
|
* @param graphics {Graphics}
|
|
* @param projection {Object}
|
|
*/
|
|
PIXI.WebGLGraphics.renderGraphics = function(graphics, projection)
|
|
{
|
|
var gl = PIXI.gl;
|
|
|
|
if(!graphics._webGL)graphics._webGL = {points:[], indices:[], lastIndex:0,
|
|
buffer:gl.createBuffer(),
|
|
indexBuffer:gl.createBuffer()};
|
|
|
|
if(graphics.dirty)
|
|
{
|
|
graphics.dirty = false;
|
|
|
|
if(graphics.clearDirty)
|
|
{
|
|
graphics.clearDirty = false;
|
|
|
|
graphics._webGL.lastIndex = 0;
|
|
graphics._webGL.points = [];
|
|
graphics._webGL.indices = [];
|
|
|
|
}
|
|
|
|
PIXI.WebGLGraphics.updateGraphics(graphics);
|
|
}
|
|
|
|
|
|
PIXI.activatePrimitiveShader();
|
|
|
|
// This could be speeded up fo sure!
|
|
var m = PIXI.mat3.clone(graphics.worldTransform);
|
|
|
|
PIXI.mat3.transpose(m);
|
|
|
|
// set the matrix transform for the
|
|
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
|
|
|
|
gl.uniformMatrix3fv(PIXI.primitiveProgram.translationMatrix, false, m);
|
|
|
|
gl.uniform2f(PIXI.primitiveProgram.projectionVector, projection.x, projection.y);
|
|
|
|
gl.uniform1f(PIXI.primitiveProgram.alpha, graphics.worldAlpha);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, graphics._webGL.buffer);
|
|
|
|
// WHY DOES THIS LINE NEED TO BE THERE???
|
|
gl.vertexAttribPointer(PIXI.shaderProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 0, 0);
|
|
// its not even used.. but need to be set or it breaks?
|
|
// only on pc though..
|
|
|
|
gl.vertexAttribPointer(PIXI.primitiveProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 4 * 6, 0);
|
|
gl.vertexAttribPointer(PIXI.primitiveProgram.colorAttribute, 4, gl.FLOAT, false,4 * 6, 2 * 4);
|
|
|
|
// set the index buffer!
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, graphics._webGL.indexBuffer);
|
|
|
|
gl.drawElements(gl.TRIANGLE_STRIP, graphics._webGL.indices.length, gl.UNSIGNED_SHORT, 0 );
|
|
|
|
// return to default shader...
|
|
PIXI.activateDefaultShader();
|
|
}
|
|
|
|
/**
|
|
* Updates the graphics object
|
|
*
|
|
* @static
|
|
* @private
|
|
* @method updateGraphics
|
|
* @param graphics {Graphics}
|
|
*/
|
|
PIXI.WebGLGraphics.updateGraphics = function(graphics)
|
|
{
|
|
for (var i=graphics._webGL.lastIndex; i < graphics.graphicsData.length; i++)
|
|
{
|
|
var data = graphics.graphicsData[i];
|
|
|
|
if(data.type == PIXI.Graphics.POLY)
|
|
{
|
|
if(data.fill)
|
|
{
|
|
if(data.points.length>3)
|
|
PIXI.WebGLGraphics.buildPoly(data, graphics._webGL);
|
|
}
|
|
|
|
if(data.lineWidth > 0)
|
|
{
|
|
PIXI.WebGLGraphics.buildLine(data, graphics._webGL);
|
|
}
|
|
}
|
|
else if(data.type == PIXI.Graphics.RECT)
|
|
{
|
|
PIXI.WebGLGraphics.buildRectangle(data, graphics._webGL);
|
|
}
|
|
else if(data.type == PIXI.Graphics.CIRC || data.type == PIXI.Graphics.ELIP)
|
|
{
|
|
PIXI.WebGLGraphics.buildCircle(data, graphics._webGL);
|
|
}
|
|
};
|
|
|
|
graphics._webGL.lastIndex = graphics.graphicsData.length;
|
|
|
|
var gl = PIXI.gl;
|
|
|
|
graphics._webGL.glPoints = new Float32Array(graphics._webGL.points);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, graphics._webGL.buffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, graphics._webGL.glPoints, gl.STATIC_DRAW);
|
|
|
|
graphics._webGL.glIndicies = new Uint16Array(graphics._webGL.indices);
|
|
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, graphics._webGL.indexBuffer);
|
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, graphics._webGL.glIndicies, gl.STATIC_DRAW);
|
|
}
|
|
|
|
/**
|
|
* Builds a rectangle to draw
|
|
*
|
|
* @static
|
|
* @private
|
|
* @method buildRectangle
|
|
* @param graphics {Graphics}
|
|
* @param webGLData {Object}
|
|
*/
|
|
PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData)
|
|
{
|
|
// --- //
|
|
// need to convert points to a nice regular data
|
|
//
|
|
var rectData = graphicsData.points;
|
|
var x = rectData[0];
|
|
var y = rectData[1];
|
|
var width = rectData[2];
|
|
var height = rectData[3];
|
|
|
|
|
|
if(graphicsData.fill)
|
|
{
|
|
var color = HEXtoRGB(graphicsData.fillColor);
|
|
var alpha = graphicsData.fillAlpha;
|
|
|
|
var r = color[0] * alpha;
|
|
var g = color[1] * alpha;
|
|
var b = color[2] * alpha;
|
|
|
|
var verts = webGLData.points;
|
|
var indices = webGLData.indices;
|
|
|
|
var vertPos = verts.length/6;
|
|
|
|
// start
|
|
verts.push(x, y);
|
|
verts.push(r, g, b, alpha);
|
|
|
|
verts.push(x + width, y);
|
|
verts.push(r, g, b, alpha);
|
|
|
|
verts.push(x , y + height);
|
|
verts.push(r, g, b, alpha);
|
|
|
|
verts.push(x + width, y + height);
|
|
verts.push(r, g, b, alpha);
|
|
|
|
// insert 2 dead triangles..
|
|
indices.push(vertPos, vertPos, vertPos+1, vertPos+2, vertPos+3, vertPos+3)
|
|
}
|
|
|
|
if(graphicsData.lineWidth)
|
|
{
|
|
graphicsData.points = [x, y,
|
|
x + width, y,
|
|
x + width, y + height,
|
|
x, y + height,
|
|
x, y];
|
|
|
|
PIXI.WebGLGraphics.buildLine(graphicsData, webGLData);
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Builds a circle to draw
|
|
*
|
|
* @static
|
|
* @private
|
|
* @method buildCircle
|
|
* @param graphics {Graphics}
|
|
* @param webGLData {Object}
|
|
*/
|
|
PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)
|
|
{
|
|
// --- //
|
|
// need to convert points to a nice regular data
|
|
//
|
|
var rectData = graphicsData.points;
|
|
var x = rectData[0];
|
|
var y = rectData[1];
|
|
var width = rectData[2];
|
|
var height = rectData[3];
|
|
|
|
var totalSegs = 40;
|
|
var seg = (Math.PI * 2) / totalSegs ;
|
|
|
|
if(graphicsData.fill)
|
|
{
|
|
var color = HEXtoRGB(graphicsData.fillColor);
|
|
var alpha = graphicsData.fillAlpha;
|
|
|
|
var r = color[0] * alpha;
|
|
var g = color[1] * alpha;
|
|
var b = color[2] * alpha;
|
|
|
|
var verts = webGLData.points;
|
|
var indices = webGLData.indices;
|
|
|
|
var vecPos = verts.length/6;
|
|
|
|
indices.push(vecPos);
|
|
|
|
for (var i=0; i < totalSegs + 1 ; i++)
|
|
{
|
|
verts.push(x,y, r, g, b, alpha);
|
|
|
|
verts.push(x + Math.sin(seg * i) * width,
|
|
y + Math.cos(seg * i) * height,
|
|
r, g, b, alpha);
|
|
|
|
indices.push(vecPos++, vecPos++);
|
|
};
|
|
|
|
indices.push(vecPos-1);
|
|
}
|
|
|
|
if(graphicsData.lineWidth)
|
|
{
|
|
graphicsData.points = [];
|
|
|
|
for (var i=0; i < totalSegs + 1; i++)
|
|
{
|
|
graphicsData.points.push(x + Math.sin(seg * i) * width,
|
|
y + Math.cos(seg * i) * height)
|
|
};
|
|
|
|
PIXI.WebGLGraphics.buildLine(graphicsData, webGLData);
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Builds a line to draw
|
|
*
|
|
* @static
|
|
* @private
|
|
* @method buildLine
|
|
* @param graphics {Graphics}
|
|
* @param webGLData {Object}
|
|
*/
|
|
PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData)
|
|
{
|
|
// TODO OPTIMISE!
|
|
|
|
var wrap = true;
|
|
var points = graphicsData.points;
|
|
if(points.length == 0)return;
|
|
|
|
// get first and last point.. figure out the middle!
|
|
var firstPoint = new PIXI.Point( points[0], points[1] );
|
|
var lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] );
|
|
|
|
// if the first point is the last point - goona have issues :)
|
|
if(firstPoint.x == lastPoint.x && firstPoint.y == lastPoint.y)
|
|
{
|
|
points.pop();
|
|
points.pop();
|
|
|
|
lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] );
|
|
|
|
var midPointX = lastPoint.x + (firstPoint.x - lastPoint.x) *0.5;
|
|
var midPointY = lastPoint.y + (firstPoint.y - lastPoint.y) *0.5;
|
|
|
|
points.unshift(midPointX, midPointY);
|
|
points.push(midPointX, midPointY)
|
|
}
|
|
|
|
var verts = webGLData.points;
|
|
var indices = webGLData.indices;
|
|
var length = points.length / 2;
|
|
var indexCount = points.length;
|
|
var indexStart = verts.length/6;
|
|
|
|
// DRAW the Line
|
|
var width = graphicsData.lineWidth / 2;
|
|
|
|
// sort color
|
|
var color = HEXtoRGB(graphicsData.lineColor);
|
|
var alpha = graphicsData.lineAlpha;
|
|
var r = color[0] * alpha;
|
|
var g = color[1] * alpha;
|
|
var b = color[2] * alpha;
|
|
|
|
var p1x, p1y, p2x, p2y, p3x, p3y;
|
|
var perpx, perpy, perp2x, perp2y, perp3x, perp3y;
|
|
var ipx, ipy;
|
|
var a1, b1, c1, a2, b2, c2;
|
|
var denom, pdist, dist;
|
|
|
|
p1x = points[0];
|
|
p1y = points[1];
|
|
|
|
p2x = points[2];
|
|
p2y = points[3];
|
|
|
|
perpx = -(p1y - p2y);
|
|
perpy = p1x - p2x;
|
|
|
|
dist = Math.sqrt(perpx*perpx + perpy*perpy);
|
|
|
|
perpx /= dist;
|
|
perpy /= dist;
|
|
perpx *= width;
|
|
perpy *= width;
|
|
|
|
// start
|
|
verts.push(p1x - perpx , p1y - perpy,
|
|
r, g, b, alpha);
|
|
|
|
verts.push(p1x + perpx , p1y + perpy,
|
|
r, g, b, alpha);
|
|
|
|
for (var i = 1; i < length-1; i++)
|
|
{
|
|
p1x = points[(i-1)*2];
|
|
p1y = points[(i-1)*2 + 1];
|
|
|
|
p2x = points[(i)*2]
|
|
p2y = points[(i)*2 + 1]
|
|
|
|
p3x = points[(i+1)*2];
|
|
p3y = points[(i+1)*2 + 1];
|
|
|
|
perpx = -(p1y - p2y);
|
|
perpy = p1x - p2x;
|
|
|
|
dist = Math.sqrt(perpx*perpx + perpy*perpy);
|
|
perpx /= dist;
|
|
perpy /= dist;
|
|
perpx *= width;
|
|
perpy *= width;
|
|
|
|
perp2x = -(p2y - p3y);
|
|
perp2y = p2x - p3x;
|
|
|
|
dist = Math.sqrt(perp2x*perp2x + perp2y*perp2y);
|
|
perp2x /= dist;
|
|
perp2y /= dist;
|
|
perp2x *= width;
|
|
perp2y *= width;
|
|
|
|
a1 = (-perpy + p1y) - (-perpy + p2y);
|
|
b1 = (-perpx + p2x) - (-perpx + p1x);
|
|
c1 = (-perpx + p1x) * (-perpy + p2y) - (-perpx + p2x) * (-perpy + p1y);
|
|
a2 = (-perp2y + p3y) - (-perp2y + p2y);
|
|
b2 = (-perp2x + p2x) - (-perp2x + p3x);
|
|
c2 = (-perp2x + p3x) * (-perp2y + p2y) - (-perp2x + p2x) * (-perp2y + p3y);
|
|
|
|
denom = a1*b2 - a2*b1;
|
|
|
|
if (denom == 0) {
|
|
denom+=1;
|
|
}
|
|
|
|
px = (b1*c2 - b2*c1)/denom;
|
|
py = (a2*c1 - a1*c2)/denom;
|
|
|
|
pdist = (px -p2x) * (px -p2x) + (py -p2y) + (py -p2y);
|
|
|
|
if(pdist > 140 * 140)
|
|
{
|
|
perp3x = perpx - perp2x;
|
|
perp3y = perpy - perp2y;
|
|
|
|
dist = Math.sqrt(perp3x*perp3x + perp3y*perp3y);
|
|
perp3x /= dist;
|
|
perp3y /= dist;
|
|
perp3x *= width;
|
|
perp3y *= width;
|
|
|
|
verts.push(p2x - perp3x, p2y -perp3y);
|
|
verts.push(r, g, b, alpha);
|
|
|
|
verts.push(p2x + perp3x, p2y +perp3y);
|
|
verts.push(r, g, b, alpha);
|
|
|
|
verts.push(p2x - perp3x, p2y -perp3y);
|
|
verts.push(r, g, b, alpha);
|
|
|
|
indexCount++;
|
|
}
|
|
else
|
|
{
|
|
verts.push(px , py);
|
|
verts.push(r, g, b, alpha);
|
|
|
|
verts.push(p2x - (px-p2x), p2y - (py - p2y));
|
|
verts.push(r, g, b, alpha);
|
|
}
|
|
}
|
|
|
|
p1x = points[(length-2)*2]
|
|
p1y = points[(length-2)*2 + 1]
|
|
|
|
p2x = points[(length-1)*2]
|
|
p2y = points[(length-1)*2 + 1]
|
|
|
|
perpx = -(p1y - p2y)
|
|
perpy = p1x - p2x;
|
|
|
|
dist = Math.sqrt(perpx*perpx + perpy*perpy);
|
|
perpx /= dist;
|
|
perpy /= dist;
|
|
perpx *= width;
|
|
perpy *= width;
|
|
|
|
verts.push(p2x - perpx , p2y - perpy)
|
|
verts.push(r, g, b, alpha);
|
|
|
|
verts.push(p2x + perpx , p2y + perpy)
|
|
verts.push(r, g, b, alpha);
|
|
|
|
indices.push(indexStart);
|
|
|
|
for (var i=0; i < indexCount; i++)
|
|
{
|
|
indices.push(indexStart++);
|
|
};
|
|
|
|
indices.push(indexStart-1);
|
|
}
|
|
|
|
/**
|
|
* Builds a polygon to draw
|
|
*
|
|
* @static
|
|
* @private
|
|
* @method buildPoly
|
|
* @param graphics {Graphics}
|
|
* @param webGLData {Object}
|
|
*/
|
|
PIXI.WebGLGraphics.buildPoly = function(graphicsData, webGLData)
|
|
{
|
|
var points = graphicsData.points;
|
|
if(points.length < 6)return;
|
|
|
|
// get first and last point.. figure out the middle!
|
|
var verts = webGLData.points;
|
|
var indices = webGLData.indices;
|
|
|
|
var length = points.length / 2;
|
|
|
|
// sort color
|
|
var color = HEXtoRGB(graphicsData.fillColor);
|
|
var alpha = graphicsData.fillAlpha;
|
|
var r = color[0] * alpha;
|
|
var g = color[1] * alpha;
|
|
var b = color[2] * alpha;
|
|
|
|
var triangles = PIXI.PolyK.Triangulate(points);
|
|
|
|
var vertPos = verts.length / 6;
|
|
|
|
for (var i=0; i < triangles.length; i+=3)
|
|
{
|
|
indices.push(triangles[i] + vertPos);
|
|
indices.push(triangles[i] + vertPos);
|
|
indices.push(triangles[i+1] + vertPos);
|
|
indices.push(triangles[i+2] +vertPos);
|
|
indices.push(triangles[i+2] + vertPos);
|
|
};
|
|
|
|
for (var i = 0; i < length; i++)
|
|
{
|
|
verts.push(points[i * 2], points[i * 2 + 1],
|
|
r, g, b, alpha);
|
|
};
|
|
}
|
|
|
|
function HEXtoRGB(hex) {
|
|
return [(hex >> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255];
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
PIXI._defaultFrame = new PIXI.Rectangle(0,0,1,1);
|
|
|
|
// an instance of the gl context..
|
|
// only one at the moment :/
|
|
PIXI.gl;
|
|
|
|
/**
|
|
* the WebGLRenderer is draws the stage and all its content onto a webGL enabled canvas. This renderer
|
|
* should be used for browsers support webGL. This Render works by automatically managing webGLBatchs.
|
|
* So no need for Sprite Batch's or Sprite Cloud's
|
|
* Dont forget to add the view to your DOM or you will not see anything :)
|
|
*
|
|
* @class WebGLRenderer
|
|
* @constructor
|
|
* @param width=0 {Number} the width of the canvas view
|
|
* @param height=0 {Number} the height of the canvas view
|
|
* @param view {Canvas} the canvas to use as a view, optional
|
|
* @param transparent=false {Boolean} the transparency of the render view, default false
|
|
* @param antialias=false {Boolean} sets antialias (only applicable in chrome at the moment)
|
|
*
|
|
*/
|
|
PIXI.WebGLRenderer = function(width, height, view, transparent, antialias)
|
|
{
|
|
// do a catch.. only 1 webGL renderer..
|
|
|
|
this.transparent = !!transparent;
|
|
|
|
this.width = width || 800;
|
|
this.height = height || 600;
|
|
|
|
this.view = view || document.createElement( 'canvas' );
|
|
this.view.width = this.width;
|
|
this.view.height = this.height;
|
|
|
|
// deal with losing context..
|
|
var scope = this;
|
|
this.view.addEventListener('webglcontextlost', function(event) { scope.handleContextLost(event); }, false)
|
|
this.view.addEventListener('webglcontextrestored', function(event) { scope.handleContextRestored(event); }, false)
|
|
|
|
this.batchs = [];
|
|
|
|
try
|
|
{
|
|
PIXI.gl = this.gl = this.view.getContext("experimental-webgl", {
|
|
alpha: this.transparent,
|
|
antialias:!!antialias, // SPEED UP??
|
|
premultipliedAlpha:false,
|
|
stencil:true
|
|
});
|
|
}
|
|
catch (e)
|
|
{
|
|
throw new Error(" This browser does not support webGL. Try using the canvas renderer" + this);
|
|
}
|
|
|
|
PIXI.initPrimitiveShader();
|
|
PIXI.initDefaultShader();
|
|
PIXI.initDefaultStripShader();
|
|
|
|
PIXI.activateDefaultShader();
|
|
|
|
var gl = this.gl;
|
|
PIXI.WebGLRenderer.gl = gl;
|
|
|
|
this.batch = new PIXI.WebGLBatch(gl);
|
|
gl.disable(gl.DEPTH_TEST);
|
|
gl.disable(gl.CULL_FACE);
|
|
|
|
gl.enable(gl.BLEND);
|
|
gl.colorMask(true, true, true, this.transparent);
|
|
|
|
PIXI.projection = new PIXI.Point(400, 300);
|
|
|
|
this.resize(this.width, this.height);
|
|
this.contextLost = false;
|
|
|
|
this.stageRenderGroup = new PIXI.WebGLRenderGroup(this.gl);
|
|
}
|
|
|
|
// constructor
|
|
PIXI.WebGLRenderer.prototype.constructor = PIXI.WebGLRenderer;
|
|
|
|
/**
|
|
* Gets a new WebGLBatch from the pool
|
|
*
|
|
* @static
|
|
* @method getBatch
|
|
* @return {WebGLBatch}
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderer.getBatch = function()
|
|
{
|
|
if(PIXI._batchs.length == 0)
|
|
{
|
|
return new PIXI.WebGLBatch(PIXI.WebGLRenderer.gl);
|
|
}
|
|
else
|
|
{
|
|
return PIXI._batchs.pop();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Puts a batch back into the pool
|
|
*
|
|
* @static
|
|
* @method returnBatch
|
|
* @param batch {WebGLBatch} The batch to return
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderer.returnBatch = function(batch)
|
|
{
|
|
batch.clean();
|
|
PIXI._batchs.push(batch);
|
|
}
|
|
|
|
/**
|
|
* Renders the stage to its webGL view
|
|
*
|
|
* @method render
|
|
* @param stage {Stage} the Stage element to be rendered
|
|
*/
|
|
PIXI.WebGLRenderer.prototype.render = function(stage)
|
|
{
|
|
if(this.contextLost)return;
|
|
|
|
|
|
// if rendering a new stage clear the batchs..
|
|
if(this.__stage !== stage)
|
|
{
|
|
// TODO make this work
|
|
// dont think this is needed any more?
|
|
this.__stage = stage;
|
|
this.stageRenderGroup.setRenderable(stage);
|
|
}
|
|
|
|
// TODO not needed now...
|
|
// update children if need be
|
|
// best to remove first!
|
|
/*for (var i=0; i < stage.__childrenRemoved.length; i++)
|
|
{
|
|
var group = stage.__childrenRemoved[i].__renderGroup
|
|
if(group)group.removeDisplayObject(stage.__childrenRemoved[i]);
|
|
}*/
|
|
|
|
// update any textures
|
|
PIXI.WebGLRenderer.updateTextures();
|
|
|
|
// update the scene graph
|
|
PIXI.visibleCount++;
|
|
stage.updateTransform();
|
|
|
|
var gl = this.gl;
|
|
|
|
// -- Does this need to be set every frame? -- //
|
|
gl.colorMask(true, true, true, this.transparent);
|
|
gl.viewport(0, 0, this.width, this.height);
|
|
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
|
|
|
gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], !this.transparent);
|
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
|
|
// HACK TO TEST
|
|
|
|
this.stageRenderGroup.backgroundColor = stage.backgroundColorSplit;
|
|
this.stageRenderGroup.render(PIXI.projection);
|
|
|
|
// interaction
|
|
// run interaction!
|
|
if(stage.interactive)
|
|
{
|
|
//need to add some events!
|
|
if(!stage._interactiveEventsAdded)
|
|
{
|
|
stage._interactiveEventsAdded = true;
|
|
stage.interactionManager.setTarget(this);
|
|
}
|
|
}
|
|
|
|
// after rendering lets confirm all frames that have been uodated..
|
|
if(PIXI.Texture.frameUpdates.length > 0)
|
|
{
|
|
for (var i=0; i < PIXI.Texture.frameUpdates.length; i++)
|
|
{
|
|
PIXI.Texture.frameUpdates[i].updateFrame = false;
|
|
};
|
|
|
|
PIXI.Texture.frameUpdates = [];
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Updates the textures loaded into this webgl renderer
|
|
*
|
|
* @static
|
|
* @method updateTextures
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderer.updateTextures = function()
|
|
{
|
|
//TODO break this out into a texture manager...
|
|
for (var i=0; i < PIXI.texturesToUpdate.length; i++) PIXI.WebGLRenderer.updateTexture(PIXI.texturesToUpdate[i]);
|
|
for (var i=0; i < PIXI.texturesToDestroy.length; i++) PIXI.WebGLRenderer.destroyTexture(PIXI.texturesToDestroy[i]);
|
|
PIXI.texturesToUpdate = [];
|
|
PIXI.texturesToDestroy = [];
|
|
}
|
|
|
|
/**
|
|
* Updates a loaded webgl texture
|
|
*
|
|
* @static
|
|
* @method updateTexture
|
|
* @param texture {Texture} The texture to update
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderer.updateTexture = function(texture)
|
|
{
|
|
//TODO break this out into a texture manager...
|
|
var gl = PIXI.gl;
|
|
|
|
if(!texture._glTexture)
|
|
{
|
|
texture._glTexture = gl.createTexture();
|
|
}
|
|
|
|
if(texture.hasLoaded)
|
|
{
|
|
gl.bindTexture(gl.TEXTURE_2D, texture._glTexture);
|
|
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
|
|
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
|
|
|
// reguler...
|
|
|
|
if(!texture._powerOf2)
|
|
{
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
}
|
|
else
|
|
{
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
|
|
}
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, null);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Destroys a loaded webgl texture
|
|
*
|
|
* @method destroyTexture
|
|
* @param texture {Texture} The texture to update
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderer.destroyTexture = function(texture)
|
|
{
|
|
//TODO break this out into a texture manager...
|
|
var gl = PIXI.gl;
|
|
|
|
if(texture._glTexture)
|
|
{
|
|
texture._glTexture = gl.createTexture();
|
|
gl.deleteTexture(gl.TEXTURE_2D, texture._glTexture);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* resizes the webGL view to the specified width and height
|
|
*
|
|
* @method resize
|
|
* @param width {Number} the new width of the webGL view
|
|
* @param height {Number} the new height of the webGL view
|
|
*/
|
|
PIXI.WebGLRenderer.prototype.resize = function(width, height)
|
|
{
|
|
this.width = width;
|
|
this.height = height;
|
|
|
|
this.view.width = width;
|
|
this.view.height = height;
|
|
|
|
this.gl.viewport(0, 0, this.width, this.height);
|
|
|
|
//var projectionMatrix = this.projectionMatrix;
|
|
|
|
PIXI.projection.x = this.width/2;
|
|
PIXI.projection.y = this.height/2;
|
|
|
|
// projectionMatrix[0] = 2/this.width;
|
|
// projectionMatrix[5] = -2/this.height;
|
|
// projectionMatrix[12] = -1;
|
|
// projectionMatrix[13] = 1;
|
|
}
|
|
|
|
/**
|
|
* Handles a lost webgl context
|
|
*
|
|
* @method handleContextLost
|
|
* @param event {Event}
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderer.prototype.handleContextLost = function(event)
|
|
{
|
|
event.preventDefault();
|
|
this.contextLost = true;
|
|
}
|
|
|
|
/**
|
|
* Handles a restored webgl context
|
|
*
|
|
* @method handleContextRestored
|
|
* @param event {Event}
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderer.prototype.handleContextRestored = function(event)
|
|
{
|
|
this.gl = this.view.getContext("experimental-webgl", {
|
|
alpha: true
|
|
});
|
|
|
|
this.initShaders();
|
|
|
|
for(var key in PIXI.TextureCache)
|
|
{
|
|
var texture = PIXI.TextureCache[key].baseTexture;
|
|
texture._glTexture = null;
|
|
PIXI.WebGLRenderer.updateTexture(texture);
|
|
};
|
|
|
|
for (var i=0; i < this.batchs.length; i++)
|
|
{
|
|
this.batchs[i].restoreLostContext(this.gl)//
|
|
this.batchs[i].dirty = true;
|
|
};
|
|
|
|
PIXI._restoreBatchs(this.gl);
|
|
|
|
this.contextLost = false;
|
|
}
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
PIXI._batchs = [];
|
|
|
|
/**
|
|
* @private
|
|
*/
|
|
PIXI._getBatch = function(gl)
|
|
{
|
|
if(PIXI._batchs.length == 0)
|
|
{
|
|
return new PIXI.WebGLBatch(gl);
|
|
}
|
|
else
|
|
{
|
|
return PIXI._batchs.pop();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @private
|
|
*/
|
|
PIXI._returnBatch = function(batch)
|
|
{
|
|
batch.clean();
|
|
PIXI._batchs.push(batch);
|
|
}
|
|
|
|
/**
|
|
* @private
|
|
*/
|
|
PIXI._restoreBatchs = function(gl)
|
|
{
|
|
for (var i=0; i < PIXI._batchs.length; i++)
|
|
{
|
|
PIXI._batchs[i].restoreLostContext(gl);
|
|
};
|
|
}
|
|
|
|
/**
|
|
* A WebGLBatch Enables a group of sprites to be drawn using the same settings.
|
|
* if a group of sprites all have the same baseTexture and blendMode then they can be grouped into a batch.
|
|
* All the sprites in a batch can then be drawn in one go by the GPU which is hugely efficient. ALL sprites
|
|
* in the webGL renderer are added to a batch even if the batch only contains one sprite. Batching is handled
|
|
* automatically by the webGL renderer. A good tip is: the smaller the number of batchs there are, the faster
|
|
* the webGL renderer will run.
|
|
*
|
|
* @class WebGLBatch
|
|
* @constructor
|
|
* @param gl {WebGLContext} an instance of the webGL context
|
|
*/
|
|
PIXI.WebGLBatch = function(gl)
|
|
{
|
|
this.gl = gl;
|
|
|
|
this.size = 0;
|
|
|
|
this.vertexBuffer = gl.createBuffer();
|
|
this.indexBuffer = gl.createBuffer();
|
|
this.uvBuffer = gl.createBuffer();
|
|
this.colorBuffer = gl.createBuffer();
|
|
this.blendMode = PIXI.blendModes.NORMAL;
|
|
this.dynamicSize = 1;
|
|
}
|
|
|
|
// constructor
|
|
PIXI.WebGLBatch.prototype.constructor = PIXI.WebGLBatch;
|
|
|
|
/**
|
|
* Cleans the batch so that is can be returned to an object pool and reused
|
|
*
|
|
* @method clean
|
|
*/
|
|
PIXI.WebGLBatch.prototype.clean = function()
|
|
{
|
|
this.verticies = [];
|
|
this.uvs = [];
|
|
this.indices = [];
|
|
this.colors = [];
|
|
this.dynamicSize = 1;
|
|
this.texture = null;
|
|
this.last = null;
|
|
this.size = 0;
|
|
this.head;
|
|
this.tail;
|
|
}
|
|
|
|
/**
|
|
* Recreates the buffers in the event of a context loss
|
|
*
|
|
* @method restoreLostContext
|
|
* @param gl {WebGLContext}
|
|
*/
|
|
PIXI.WebGLBatch.prototype.restoreLostContext = function(gl)
|
|
{
|
|
this.gl = gl;
|
|
this.vertexBuffer = gl.createBuffer();
|
|
this.indexBuffer = gl.createBuffer();
|
|
this.uvBuffer = gl.createBuffer();
|
|
this.colorBuffer = gl.createBuffer();
|
|
}
|
|
|
|
/**
|
|
* inits the batch's texture and blend mode based if the supplied sprite
|
|
*
|
|
* @method init
|
|
* @param sprite {Sprite} the first sprite to be added to the batch. Only sprites with
|
|
* the same base texture and blend mode will be allowed to be added to this batch
|
|
*/
|
|
PIXI.WebGLBatch.prototype.init = function(sprite)
|
|
{
|
|
sprite.batch = this;
|
|
this.dirty = true;
|
|
this.blendMode = sprite.blendMode;
|
|
this.texture = sprite.texture.baseTexture;
|
|
this.head = sprite;
|
|
this.tail = sprite;
|
|
this.size = 1;
|
|
|
|
this.growBatch();
|
|
}
|
|
|
|
/**
|
|
* inserts a sprite before the specified sprite
|
|
*
|
|
* @method insertBefore
|
|
* @param sprite {Sprite} the sprite to be added
|
|
* @param nextSprite {nextSprite} the first sprite will be inserted before this sprite
|
|
*/
|
|
PIXI.WebGLBatch.prototype.insertBefore = function(sprite, nextSprite)
|
|
{
|
|
this.size++;
|
|
|
|
sprite.batch = this;
|
|
this.dirty = true;
|
|
var tempPrev = nextSprite.__prev;
|
|
nextSprite.__prev = sprite;
|
|
sprite.__next = nextSprite;
|
|
|
|
if(tempPrev)
|
|
{
|
|
sprite.__prev = tempPrev;
|
|
tempPrev.__next = sprite;
|
|
}
|
|
else
|
|
{
|
|
this.head = sprite;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* inserts a sprite after the specified sprite
|
|
*
|
|
* @method insertAfter
|
|
* @param sprite {Sprite} the sprite to be added
|
|
* @param previousSprite {Sprite} the first sprite will be inserted after this sprite
|
|
*/
|
|
PIXI.WebGLBatch.prototype.insertAfter = function(sprite, previousSprite)
|
|
{
|
|
this.size++;
|
|
|
|
sprite.batch = this;
|
|
this.dirty = true;
|
|
|
|
var tempNext = previousSprite.__next;
|
|
previousSprite.__next = sprite;
|
|
sprite.__prev = previousSprite;
|
|
|
|
if(tempNext)
|
|
{
|
|
sprite.__next = tempNext;
|
|
tempNext.__prev = sprite;
|
|
}
|
|
else
|
|
{
|
|
this.tail = sprite
|
|
}
|
|
}
|
|
|
|
/**
|
|
* removes a sprite from the batch
|
|
*
|
|
* @method remove
|
|
* @param sprite {Sprite} the sprite to be removed
|
|
*/
|
|
PIXI.WebGLBatch.prototype.remove = function(sprite)
|
|
{
|
|
this.size--;
|
|
|
|
if(this.size == 0)
|
|
{
|
|
sprite.batch = null;
|
|
sprite.__prev = null;
|
|
sprite.__next = null;
|
|
return;
|
|
}
|
|
|
|
if(sprite.__prev)
|
|
{
|
|
sprite.__prev.__next = sprite.__next;
|
|
}
|
|
else
|
|
{
|
|
this.head = sprite.__next;
|
|
this.head.__prev = null;
|
|
}
|
|
|
|
if(sprite.__next)
|
|
{
|
|
sprite.__next.__prev = sprite.__prev;
|
|
}
|
|
else
|
|
{
|
|
this.tail = sprite.__prev;
|
|
this.tail.__next = null
|
|
}
|
|
|
|
sprite.batch = null;
|
|
sprite.__next = null;
|
|
sprite.__prev = null;
|
|
this.dirty = true;
|
|
}
|
|
|
|
/**
|
|
* Splits the batch into two with the specified sprite being the start of the new batch.
|
|
*
|
|
* @method split
|
|
* @param sprite {Sprite} the sprite that indicates where the batch should be split
|
|
* @return {WebGLBatch} the new batch
|
|
*/
|
|
PIXI.WebGLBatch.prototype.split = function(sprite)
|
|
{
|
|
this.dirty = true;
|
|
|
|
var batch = new PIXI.WebGLBatch(this.gl);
|
|
batch.init(sprite);
|
|
batch.texture = this.texture;
|
|
batch.tail = this.tail;
|
|
|
|
this.tail = sprite.__prev;
|
|
this.tail.__next = null;
|
|
|
|
sprite.__prev = null;
|
|
// return a splite batch!
|
|
|
|
// TODO this size is wrong!
|
|
// need to recalculate :/ problem with a linked list!
|
|
// unless it gets calculated in the "clean"?
|
|
|
|
// need to loop through items as there is no way to know the length on a linked list :/
|
|
var tempSize = 0;
|
|
while(sprite)
|
|
{
|
|
tempSize++;
|
|
sprite.batch = batch;
|
|
sprite = sprite.__next;
|
|
}
|
|
|
|
batch.size = tempSize;
|
|
this.size -= tempSize;
|
|
|
|
return batch;
|
|
}
|
|
|
|
/**
|
|
* Merges two batchs together
|
|
*
|
|
* @method merge
|
|
* @param batch {WebGLBatch} the batch that will be merged
|
|
*/
|
|
PIXI.WebGLBatch.prototype.merge = function(batch)
|
|
{
|
|
this.dirty = true;
|
|
|
|
this.tail.__next = batch.head;
|
|
batch.head.__prev = this.tail;
|
|
|
|
this.size += batch.size;
|
|
|
|
this.tail = batch.tail;
|
|
|
|
var sprite = batch.head;
|
|
while(sprite)
|
|
{
|
|
sprite.batch = this;
|
|
sprite = sprite.__next;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Grows the size of the batch. As the elements in the batch cannot have a dynamic size this
|
|
* function is used to increase the size of the batch. It also creates a little extra room so
|
|
* that the batch does not need to be resized every time a sprite is added
|
|
*
|
|
* @method growBatch
|
|
*/
|
|
PIXI.WebGLBatch.prototype.growBatch = function()
|
|
{
|
|
var gl = this.gl;
|
|
if( this.size == 1)
|
|
{
|
|
this.dynamicSize = 1;
|
|
}
|
|
else
|
|
{
|
|
this.dynamicSize = this.size * 1.5
|
|
}
|
|
// grow verts
|
|
this.verticies = new Float32Array(this.dynamicSize * 8);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER,this.verticies , gl.DYNAMIC_DRAW);
|
|
|
|
this.uvs = new Float32Array( this.dynamicSize * 8 );
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.uvs , gl.DYNAMIC_DRAW);
|
|
|
|
this.dirtyUVS = true;
|
|
|
|
this.colors = new Float32Array( this.dynamicSize * 4 );
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.colors , gl.DYNAMIC_DRAW);
|
|
|
|
this.dirtyColors = true;
|
|
|
|
this.indices = new Uint16Array(this.dynamicSize * 6);
|
|
var length = this.indices.length/6;
|
|
|
|
for (var i=0; i < length; i++)
|
|
{
|
|
var index2 = i * 6;
|
|
var index3 = i * 4;
|
|
this.indices[index2 + 0] = index3 + 0;
|
|
this.indices[index2 + 1] = index3 + 1;
|
|
this.indices[index2 + 2] = index3 + 2;
|
|
this.indices[index2 + 3] = index3 + 0;
|
|
this.indices[index2 + 4] = index3 + 2;
|
|
this.indices[index2 + 5] = index3 + 3;
|
|
};
|
|
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
|
|
}
|
|
|
|
/**
|
|
* Refresh's all the data in the batch and sync's it with the webGL buffers
|
|
*
|
|
* @method refresh
|
|
*/
|
|
PIXI.WebGLBatch.prototype.refresh = function()
|
|
{
|
|
var gl = this.gl;
|
|
|
|
if (this.dynamicSize < this.size)
|
|
{
|
|
this.growBatch();
|
|
}
|
|
|
|
var indexRun = 0;
|
|
var worldTransform, width, height, aX, aY, w0, w1, h0, h1, index;
|
|
var a, b, c, d, tx, ty;
|
|
|
|
var displayObject = this.head;
|
|
|
|
while(displayObject)
|
|
{
|
|
index = indexRun * 8;
|
|
|
|
var texture = displayObject.texture;
|
|
|
|
var frame = texture.frame;
|
|
var tw = texture.baseTexture.width;
|
|
var th = texture.baseTexture.height;
|
|
|
|
this.uvs[index + 0] = frame.x / tw;
|
|
this.uvs[index +1] = frame.y / th;
|
|
|
|
this.uvs[index +2] = (frame.x + frame.width) / tw;
|
|
this.uvs[index +3] = frame.y / th;
|
|
|
|
this.uvs[index +4] = (frame.x + frame.width) / tw;
|
|
this.uvs[index +5] = (frame.y + frame.height) / th;
|
|
|
|
this.uvs[index +6] = frame.x / tw;
|
|
this.uvs[index +7] = (frame.y + frame.height) / th;
|
|
|
|
displayObject.updateFrame = false;
|
|
|
|
colorIndex = indexRun * 4;
|
|
this.colors[colorIndex] = this.colors[colorIndex + 1] = this.colors[colorIndex + 2] = this.colors[colorIndex + 3] = displayObject.worldAlpha;
|
|
|
|
displayObject = displayObject.__next;
|
|
|
|
indexRun ++;
|
|
}
|
|
|
|
this.dirtyUVS = true;
|
|
this.dirtyColors = true;
|
|
}
|
|
|
|
/**
|
|
* Updates all the relevant geometry and uploads the data to the GPU
|
|
*
|
|
* @method update
|
|
*/
|
|
PIXI.WebGLBatch.prototype.update = function()
|
|
{
|
|
var gl = this.gl;
|
|
var worldTransform, width, height, aX, aY, w0, w1, h0, h1, index, index2, index3
|
|
|
|
var a, b, c, d, tx, ty;
|
|
|
|
var indexRun = 0;
|
|
|
|
var displayObject = this.head;
|
|
|
|
while(displayObject)
|
|
{
|
|
if(displayObject.vcount === PIXI.visibleCount)
|
|
{
|
|
width = displayObject.texture.frame.width;
|
|
height = displayObject.texture.frame.height;
|
|
|
|
// TODO trim??
|
|
aX = displayObject.anchor.x;// - displayObject.texture.trim.x
|
|
aY = displayObject.anchor.y; //- displayObject.texture.trim.y
|
|
w0 = width * (1-aX);
|
|
w1 = width * -aX;
|
|
|
|
h0 = height * (1-aY);
|
|
h1 = height * -aY;
|
|
|
|
index = indexRun * 8;
|
|
|
|
worldTransform = displayObject.worldTransform;
|
|
|
|
a = worldTransform[0];
|
|
b = worldTransform[3];
|
|
c = worldTransform[1];
|
|
d = worldTransform[4];
|
|
tx = worldTransform[2];
|
|
ty = worldTransform[5];
|
|
|
|
this.verticies[index + 0 ] = a * w1 + c * h1 + tx;
|
|
this.verticies[index + 1 ] = d * h1 + b * w1 + ty;
|
|
|
|
this.verticies[index + 2 ] = a * w0 + c * h1 + tx;
|
|
this.verticies[index + 3 ] = d * h1 + b * w0 + ty;
|
|
|
|
this.verticies[index + 4 ] = a * w0 + c * h0 + tx;
|
|
this.verticies[index + 5 ] = d * h0 + b * w0 + ty;
|
|
|
|
this.verticies[index + 6] = a * w1 + c * h0 + tx;
|
|
this.verticies[index + 7] = d * h0 + b * w1 + ty;
|
|
|
|
if(displayObject.updateFrame || displayObject.texture.updateFrame)
|
|
{
|
|
this.dirtyUVS = true;
|
|
|
|
var texture = displayObject.texture;
|
|
|
|
var frame = texture.frame;
|
|
var tw = texture.baseTexture.width;
|
|
var th = texture.baseTexture.height;
|
|
|
|
this.uvs[index + 0] = frame.x / tw;
|
|
this.uvs[index +1] = frame.y / th;
|
|
|
|
this.uvs[index +2] = (frame.x + frame.width) / tw;
|
|
this.uvs[index +3] = frame.y / th;
|
|
|
|
this.uvs[index +4] = (frame.x + frame.width) / tw;
|
|
this.uvs[index +5] = (frame.y + frame.height) / th;
|
|
|
|
this.uvs[index +6] = frame.x / tw;
|
|
this.uvs[index +7] = (frame.y + frame.height) / th;
|
|
|
|
displayObject.updateFrame = false;
|
|
}
|
|
|
|
// TODO this probably could do with some optimisation....
|
|
if(displayObject.cacheAlpha != displayObject.worldAlpha)
|
|
{
|
|
displayObject.cacheAlpha = displayObject.worldAlpha;
|
|
|
|
var colorIndex = indexRun * 4;
|
|
this.colors[colorIndex] = this.colors[colorIndex + 1] = this.colors[colorIndex + 2] = this.colors[colorIndex + 3] = displayObject.worldAlpha;
|
|
this.dirtyColors = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
index = indexRun * 8;
|
|
|
|
this.verticies[index + 0 ] = 0;
|
|
this.verticies[index + 1 ] = 0;
|
|
|
|
this.verticies[index + 2 ] = 0;
|
|
this.verticies[index + 3 ] = 0;
|
|
|
|
this.verticies[index + 4 ] = 0;
|
|
this.verticies[index + 5 ] = 0;
|
|
|
|
this.verticies[index + 6] = 0;
|
|
this.verticies[index + 7] = 0;
|
|
}
|
|
|
|
indexRun++;
|
|
displayObject = displayObject.__next;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Draws the batch to the frame buffer
|
|
*
|
|
* @method render
|
|
*/
|
|
PIXI.WebGLBatch.prototype.render = function(start, end)
|
|
{
|
|
start = start || 0;
|
|
|
|
if(end == undefined)end = this.size;
|
|
|
|
if(this.dirty)
|
|
{
|
|
this.refresh();
|
|
this.dirty = false;
|
|
}
|
|
|
|
if (this.size == 0)return;
|
|
|
|
this.update();
|
|
var gl = this.gl;
|
|
|
|
//TODO optimize this!
|
|
|
|
var shaderProgram = PIXI.shaderProgram;
|
|
gl.useProgram(shaderProgram);
|
|
|
|
// update the verts..
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
|
// ok..
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.verticies)
|
|
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 0, 0);
|
|
// update the uvs
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
|
|
|
|
if(this.dirtyUVS)
|
|
{
|
|
this.dirtyUVS = false;
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.uvs);
|
|
}
|
|
|
|
gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
gl.bindTexture(gl.TEXTURE_2D, this.texture._glTexture);
|
|
|
|
// update color!
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer);
|
|
|
|
if(this.dirtyColors)
|
|
{
|
|
this.dirtyColors = false;
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.colors);
|
|
}
|
|
|
|
gl.vertexAttribPointer(shaderProgram.colorAttribute, 1, gl.FLOAT, false, 0, 0);
|
|
|
|
// dont need to upload!
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
|
|
|
var len = end - start;
|
|
|
|
// DRAW THAT this!
|
|
gl.drawElements(gl.TRIANGLES, len * 6, gl.UNSIGNED_SHORT, start * 2 * 6 );
|
|
}
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* A WebGLBatch Enables a group of sprites to be drawn using the same settings.
|
|
* if a group of sprites all have the same baseTexture and blendMode then they can be
|
|
* grouped into a batch. All the sprites in a batch can then be drawn in one go by the
|
|
* GPU which is hugely efficient. ALL sprites in the webGL renderer are added to a batch
|
|
* even if the batch only contains one sprite. Batching is handled automatically by the
|
|
* webGL renderer. A good tip is: the smaller the number of batchs there are, the faster
|
|
* the webGL renderer will run.
|
|
*
|
|
* @class WebGLBatch
|
|
* @contructor
|
|
* @param gl {WebGLContext} An instance of the webGL context
|
|
*/
|
|
PIXI.WebGLRenderGroup = function(gl)
|
|
{
|
|
this.gl = gl;
|
|
this.root;
|
|
|
|
this.backgroundColor;
|
|
this.batchs = [];
|
|
this.toRemove = [];
|
|
}
|
|
|
|
// constructor
|
|
PIXI.WebGLRenderGroup.prototype.constructor = PIXI.WebGLRenderGroup;
|
|
|
|
/**
|
|
* Add a display object to the webgl renderer
|
|
*
|
|
* @method setRenderable
|
|
* @param displayObject {DisplayObject}
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.setRenderable = function(displayObject)
|
|
{
|
|
// has this changed??
|
|
if(this.root)this.removeDisplayObjectAndChildren(this.root);
|
|
|
|
displayObject.worldVisible = displayObject.visible;
|
|
|
|
// soooooo //
|
|
// to check if any batchs exist already??
|
|
|
|
// TODO what if its already has an object? should remove it
|
|
this.root = displayObject;
|
|
this.addDisplayObjectAndChildren(displayObject);
|
|
}
|
|
|
|
/**
|
|
* Renders the stage to its webgl view
|
|
*
|
|
* @method render
|
|
* @param projection {Object}
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.render = function(projection)
|
|
{
|
|
PIXI.WebGLRenderer.updateTextures();
|
|
|
|
var gl = this.gl;
|
|
|
|
|
|
gl.uniform2f(PIXI.shaderProgram.projectionVector, projection.x, projection.y);
|
|
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
|
|
|
|
// will render all the elements in the group
|
|
var renderable;
|
|
|
|
for (var i=0; i < this.batchs.length; i++)
|
|
{
|
|
|
|
renderable = this.batchs[i];
|
|
if(renderable instanceof PIXI.WebGLBatch)
|
|
{
|
|
this.batchs[i].render();
|
|
continue;
|
|
}
|
|
|
|
// non sprite batch..
|
|
var worldVisible = renderable.vcount === PIXI.visibleCount;
|
|
|
|
if(renderable instanceof PIXI.TilingSprite)
|
|
{
|
|
if(worldVisible)this.renderTilingSprite(renderable, projection);
|
|
}
|
|
else if(renderable instanceof PIXI.Strip)
|
|
{
|
|
if(worldVisible)this.renderStrip(renderable, projection);
|
|
}
|
|
else if(renderable instanceof PIXI.Graphics)
|
|
{
|
|
if(worldVisible && renderable.renderable) PIXI.WebGLGraphics.renderGraphics(renderable, projection);//, projectionMatrix);
|
|
}
|
|
else if(renderable instanceof PIXI.FilterBlock)
|
|
{
|
|
/*
|
|
* for now only masks are supported..
|
|
*/
|
|
if(renderable.open)
|
|
{
|
|
gl.enable(gl.STENCIL_TEST);
|
|
|
|
gl.colorMask(false, false, false, false);
|
|
gl.stencilFunc(gl.ALWAYS,1,0xff);
|
|
gl.stencilOp(gl.KEEP,gl.KEEP,gl.REPLACE);
|
|
|
|
PIXI.WebGLGraphics.renderGraphics(renderable.mask, projection);
|
|
|
|
gl.colorMask(true, true, true, false);
|
|
gl.stencilFunc(gl.NOTEQUAL,0,0xff);
|
|
gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP);
|
|
}
|
|
else
|
|
{
|
|
gl.disable(gl.STENCIL_TEST);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Renders the stage to its webgl view
|
|
*
|
|
* @method handleFilter
|
|
* @param filter {FilterBlock}
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.handleFilter = function(filter, projection)
|
|
{
|
|
|
|
}
|
|
|
|
/**
|
|
* Renders a specific displayObject
|
|
*
|
|
* @method renderSpecific
|
|
* @param displayObject {DisplayObject}
|
|
* @param projection {Object}
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, projection)
|
|
{
|
|
PIXI.WebGLRenderer.updateTextures();
|
|
|
|
var gl = this.gl;
|
|
|
|
gl.uniform2f(PIXI.shaderProgram.projectionVector, projection.x, projection.y);
|
|
|
|
// to do!
|
|
// render part of the scene...
|
|
|
|
var startIndex;
|
|
var startBatchIndex;
|
|
|
|
var endIndex;
|
|
var endBatchIndex;
|
|
|
|
/*
|
|
* LOOK FOR THE NEXT SPRITE
|
|
* This part looks for the closest next sprite that can go into a batch
|
|
* it keeps looking until it finds a sprite or gets to the end of the display
|
|
* scene graph
|
|
*/
|
|
var nextRenderable = displayObject.first;
|
|
while(nextRenderable._iNext)
|
|
{
|
|
nextRenderable = nextRenderable._iNext;
|
|
if(nextRenderable.renderable && nextRenderable.__renderGroup)break;
|
|
}
|
|
var startBatch = nextRenderable.batch;
|
|
|
|
if(nextRenderable instanceof PIXI.Sprite)
|
|
{
|
|
startBatch = nextRenderable.batch;
|
|
|
|
var head = startBatch.head;
|
|
var next = head;
|
|
|
|
// ok now we have the batch.. need to find the start index!
|
|
if(head == nextRenderable)
|
|
{
|
|
startIndex = 0;
|
|
}
|
|
else
|
|
{
|
|
startIndex = 1;
|
|
|
|
while(head.__next != nextRenderable)
|
|
{
|
|
startIndex++;
|
|
head = head.__next;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
startBatch = nextRenderable;
|
|
}
|
|
|
|
// Get the LAST renderable object
|
|
var lastRenderable = displayObject;
|
|
var endBatch;
|
|
var lastItem = displayObject;
|
|
while(lastItem.children.length > 0)
|
|
{
|
|
lastItem = lastItem.children[lastItem.children.length-1];
|
|
if(lastItem.renderable)lastRenderable = lastItem;
|
|
}
|
|
|
|
if(lastRenderable instanceof PIXI.Sprite)
|
|
{
|
|
endBatch = lastRenderable.batch;
|
|
|
|
var head = endBatch.head;
|
|
|
|
if(head == lastRenderable)
|
|
{
|
|
endIndex = 0;
|
|
}
|
|
else
|
|
{
|
|
endIndex = 1;
|
|
|
|
while(head.__next != lastRenderable)
|
|
{
|
|
endIndex++;
|
|
head = head.__next;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
endBatch = lastRenderable;
|
|
}
|
|
|
|
// TODO - need to fold this up a bit!
|
|
|
|
if(startBatch == endBatch)
|
|
{
|
|
if(startBatch instanceof PIXI.WebGLBatch)
|
|
{
|
|
startBatch.render(startIndex, endIndex+1);
|
|
}
|
|
else
|
|
{
|
|
this.renderSpecial(startBatch, projection);
|
|
}
|
|
return;
|
|
}
|
|
|
|
// now we have first and last!
|
|
startBatchIndex = this.batchs.indexOf(startBatch);
|
|
endBatchIndex = this.batchs.indexOf(endBatch);
|
|
|
|
// DO the first batch
|
|
if(startBatch instanceof PIXI.WebGLBatch)
|
|
{
|
|
startBatch.render(startIndex);
|
|
}
|
|
else
|
|
{
|
|
this.renderSpecial(startBatch, projection);
|
|
}
|
|
|
|
// DO the middle batchs..
|
|
for (var i=startBatchIndex+1; i < endBatchIndex; i++)
|
|
{
|
|
renderable = this.batchs[i];
|
|
|
|
if(renderable instanceof PIXI.WebGLBatch)
|
|
{
|
|
this.batchs[i].render();
|
|
}
|
|
else
|
|
{
|
|
this.renderSpecial(renderable, projection);
|
|
}
|
|
}
|
|
|
|
// DO the last batch..
|
|
if(endBatch instanceof PIXI.WebGLBatch)
|
|
{
|
|
endBatch.render(0, endIndex+1);
|
|
}
|
|
else
|
|
{
|
|
this.renderSpecial(endBatch, projection);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Renders a specific renderable
|
|
*
|
|
* @method renderSpecial
|
|
* @param renderable {DisplayObject}
|
|
* @param projection {Object}
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.renderSpecial = function(renderable, projection)
|
|
{
|
|
var worldVisible = renderable.vcount === PIXI.visibleCount
|
|
|
|
if(renderable instanceof PIXI.TilingSprite)
|
|
{
|
|
if(worldVisible)this.renderTilingSprite(renderable, projection);
|
|
}
|
|
else if(renderable instanceof PIXI.Strip)
|
|
{
|
|
if(worldVisible)this.renderStrip(renderable, projection);
|
|
}
|
|
else if(renderable instanceof PIXI.CustomRenderable)
|
|
{
|
|
if(worldVisible) renderable.renderWebGL(this, projection);
|
|
}
|
|
else if(renderable instanceof PIXI.Graphics)
|
|
{
|
|
if(worldVisible && renderable.renderable) PIXI.WebGLGraphics.renderGraphics(renderable, projection);
|
|
}
|
|
else if(renderable instanceof PIXI.FilterBlock)
|
|
{
|
|
/*
|
|
* for now only masks are supported..
|
|
*/
|
|
|
|
var gl = PIXI.gl;
|
|
|
|
if(renderable.open)
|
|
{
|
|
gl.enable(gl.STENCIL_TEST);
|
|
|
|
gl.colorMask(false, false, false, false);
|
|
gl.stencilFunc(gl.ALWAYS,1,0xff);
|
|
gl.stencilOp(gl.KEEP,gl.KEEP,gl.REPLACE);
|
|
|
|
PIXI.WebGLGraphics.renderGraphics(renderable.mask, projection);
|
|
|
|
// we know this is a render texture so enable alpha too..
|
|
gl.colorMask(true, true, true, true);
|
|
gl.stencilFunc(gl.NOTEQUAL,0,0xff);
|
|
gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP);
|
|
}
|
|
else
|
|
{
|
|
gl.disable(gl.STENCIL_TEST);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Updates a webgl texture
|
|
*
|
|
* @method updateTexture
|
|
* @param displayObject {DisplayObject}
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.updateTexture = function(displayObject)
|
|
{
|
|
|
|
// TODO definitely can optimse this function..
|
|
|
|
this.removeObject(displayObject);
|
|
|
|
/*
|
|
* LOOK FOR THE PREVIOUS RENDERABLE
|
|
* This part looks for the closest previous sprite that can go into a batch
|
|
* It keeps going back until it finds a sprite or the stage
|
|
*/
|
|
var previousRenderable = displayObject.first;
|
|
while(previousRenderable != this.root)
|
|
{
|
|
previousRenderable = previousRenderable._iPrev;
|
|
if(previousRenderable.renderable && previousRenderable.__renderGroup)break;
|
|
}
|
|
|
|
/*
|
|
* LOOK FOR THE NEXT SPRITE
|
|
* This part looks for the closest next sprite that can go into a batch
|
|
* it keeps looking until it finds a sprite or gets to the end of the display
|
|
* scene graph
|
|
*/
|
|
var nextRenderable = displayObject.last;
|
|
while(nextRenderable._iNext)
|
|
{
|
|
nextRenderable = nextRenderable._iNext;
|
|
if(nextRenderable.renderable && nextRenderable.__renderGroup)break;
|
|
}
|
|
|
|
this.insertObject(displayObject, previousRenderable, nextRenderable);
|
|
}
|
|
|
|
/**
|
|
* Adds filter blocks
|
|
*
|
|
* @method addFilterBlocks
|
|
* @param start {FilterBlock}
|
|
* @param end {FilterBlock}
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.addFilterBlocks = function(start, end)
|
|
{
|
|
start.__renderGroup = this;
|
|
end.__renderGroup = this;
|
|
/*
|
|
* LOOK FOR THE PREVIOUS RENDERABLE
|
|
* This part looks for the closest previous sprite that can go into a batch
|
|
* It keeps going back until it finds a sprite or the stage
|
|
*/
|
|
var previousRenderable = start;
|
|
while(previousRenderable != this.root)
|
|
{
|
|
previousRenderable = previousRenderable._iPrev;
|
|
if(previousRenderable.renderable && previousRenderable.__renderGroup)break;
|
|
}
|
|
this.insertAfter(start, previousRenderable);
|
|
|
|
/*
|
|
* LOOK FOR THE NEXT SPRITE
|
|
* This part looks for the closest next sprite that can go into a batch
|
|
* it keeps looking until it finds a sprite or gets to the end of the display
|
|
* scene graph
|
|
*/
|
|
var previousRenderable2 = end;
|
|
while(previousRenderable2 != this.root)
|
|
{
|
|
previousRenderable2 = previousRenderable2._iPrev;
|
|
if(previousRenderable2.renderable && previousRenderable2.__renderGroup)break;
|
|
}
|
|
this.insertAfter(end, previousRenderable2);
|
|
}
|
|
|
|
/**
|
|
* Remove filter blocks
|
|
*
|
|
* @method removeFilterBlocks
|
|
* @param start {FilterBlock}
|
|
* @param end {FilterBlock}
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.removeFilterBlocks = function(start, end)
|
|
{
|
|
this.removeObject(start);
|
|
this.removeObject(end);
|
|
}
|
|
|
|
/**
|
|
* Adds a display object and children to the webgl context
|
|
*
|
|
* @method addDisplayObjectAndChildren
|
|
* @param displayObject {DisplayObject}
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.addDisplayObjectAndChildren = function(displayObject)
|
|
{
|
|
if(displayObject.__renderGroup)displayObject.__renderGroup.removeDisplayObjectAndChildren(displayObject);
|
|
|
|
/*
|
|
* LOOK FOR THE PREVIOUS RENDERABLE
|
|
* This part looks for the closest previous sprite that can go into a batch
|
|
* It keeps going back until it finds a sprite or the stage
|
|
*/
|
|
|
|
var previousRenderable = displayObject.first;
|
|
while(previousRenderable != this.root.first)
|
|
{
|
|
previousRenderable = previousRenderable._iPrev;
|
|
if(previousRenderable.renderable && previousRenderable.__renderGroup)break;
|
|
}
|
|
|
|
/*
|
|
* LOOK FOR THE NEXT SPRITE
|
|
* This part looks for the closest next sprite that can go into a batch
|
|
* it keeps looking until it finds a sprite or gets to the end of the display
|
|
* scene graph
|
|
*/
|
|
var nextRenderable = displayObject.last;
|
|
while(nextRenderable._iNext)
|
|
{
|
|
nextRenderable = nextRenderable._iNext;
|
|
if(nextRenderable.renderable && nextRenderable.__renderGroup)break;
|
|
}
|
|
|
|
// one the display object hits this. we can break the loop
|
|
|
|
var tempObject = displayObject.first;
|
|
var testObject = displayObject.last._iNext;
|
|
do
|
|
{
|
|
tempObject.__renderGroup = this;
|
|
|
|
if(tempObject.renderable)
|
|
{
|
|
|
|
this.insertObject(tempObject, previousRenderable, nextRenderable);
|
|
previousRenderable = tempObject;
|
|
}
|
|
|
|
tempObject = tempObject._iNext;
|
|
}
|
|
while(tempObject != testObject)
|
|
}
|
|
|
|
/**
|
|
* Removes a display object and children to the webgl context
|
|
*
|
|
* @method removeDisplayObjectAndChildren
|
|
* @param displayObject {DisplayObject}
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.removeDisplayObjectAndChildren = function(displayObject)
|
|
{
|
|
if(displayObject.__renderGroup != this)return;
|
|
|
|
// var displayObject = displayObject.first;
|
|
var lastObject = displayObject.last;
|
|
do
|
|
{
|
|
displayObject.__renderGroup = null;
|
|
if(displayObject.renderable)this.removeObject(displayObject);
|
|
displayObject = displayObject._iNext;
|
|
}
|
|
while(displayObject)
|
|
}
|
|
|
|
/**
|
|
* Inserts a displayObject into the linked list
|
|
*
|
|
* @method insertObject
|
|
* @param displayObject {DisplayObject}
|
|
* @param previousObject {DisplayObject}
|
|
* @param nextObject {DisplayObject}
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.insertObject = function(displayObject, previousObject, nextObject)
|
|
{
|
|
// while looping below THE OBJECT MAY NOT HAVE BEEN ADDED
|
|
var previousSprite = previousObject;
|
|
var nextSprite = nextObject;
|
|
|
|
/*
|
|
* so now we have the next renderable and the previous renderable
|
|
*
|
|
*/
|
|
if(displayObject instanceof PIXI.Sprite)
|
|
{
|
|
var previousBatch
|
|
var nextBatch
|
|
|
|
if(previousSprite instanceof PIXI.Sprite)
|
|
{
|
|
previousBatch = previousSprite.batch;
|
|
if(previousBatch)
|
|
{
|
|
if(previousBatch.texture == displayObject.texture.baseTexture && previousBatch.blendMode == displayObject.blendMode)
|
|
{
|
|
previousBatch.insertAfter(displayObject, previousSprite);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// TODO reword!
|
|
previousBatch = previousSprite;
|
|
}
|
|
|
|
if(nextSprite)
|
|
{
|
|
if(nextSprite instanceof PIXI.Sprite)
|
|
{
|
|
nextBatch = nextSprite.batch;
|
|
|
|
//batch may not exist if item was added to the display list but not to the webGL
|
|
if(nextBatch)
|
|
{
|
|
if(nextBatch.texture == displayObject.texture.baseTexture && nextBatch.blendMode == displayObject.blendMode)
|
|
{
|
|
nextBatch.insertBefore(displayObject, nextSprite);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if(nextBatch == previousBatch)
|
|
{
|
|
// THERE IS A SPLIT IN THIS BATCH! //
|
|
var splitBatch = previousBatch.split(nextSprite);
|
|
// COOL!
|
|
// add it back into the array
|
|
/*
|
|
* OOPS!
|
|
* seems the new sprite is in the middle of a batch
|
|
* lets split it..
|
|
*/
|
|
var batch = PIXI.WebGLRenderer.getBatch();
|
|
|
|
var index = this.batchs.indexOf( previousBatch );
|
|
batch.init(displayObject);
|
|
this.batchs.splice(index+1, 0, batch, splitBatch);
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// TODO re-word!
|
|
|
|
nextBatch = nextSprite;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* looks like it does not belong to any batch!
|
|
* but is also not intersecting one..
|
|
* time to create anew one!
|
|
*/
|
|
|
|
var batch = PIXI.WebGLRenderer.getBatch();
|
|
batch.init(displayObject);
|
|
|
|
if(previousBatch) // if this is invalid it means
|
|
{
|
|
var index = this.batchs.indexOf( previousBatch );
|
|
this.batchs.splice(index+1, 0, batch);
|
|
}
|
|
else
|
|
{
|
|
this.batchs.push(batch);
|
|
}
|
|
|
|
return;
|
|
}
|
|
else if(displayObject instanceof PIXI.TilingSprite)
|
|
{
|
|
|
|
// add to a batch!!
|
|
this.initTilingSprite(displayObject);
|
|
// this.batchs.push(displayObject);
|
|
|
|
}
|
|
else if(displayObject instanceof PIXI.Strip)
|
|
{
|
|
// add to a batch!!
|
|
this.initStrip(displayObject);
|
|
// this.batchs.push(displayObject);
|
|
}
|
|
else if(displayObject)// instanceof PIXI.Graphics)
|
|
{
|
|
//displayObject.initWebGL(this);
|
|
|
|
// add to a batch!!
|
|
//this.initStrip(displayObject);
|
|
//this.batchs.push(displayObject);
|
|
}
|
|
|
|
this.insertAfter(displayObject, previousSprite);
|
|
|
|
// insert and SPLIT!
|
|
|
|
}
|
|
|
|
/**
|
|
* Inserts a displayObject into the linked list
|
|
*
|
|
* @method insertAfter
|
|
* @param item {DisplayObject}
|
|
* @param displayObject {DisplayObject} The object to insert
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.insertAfter = function(item, displayObject)
|
|
{
|
|
if(displayObject instanceof PIXI.Sprite)
|
|
{
|
|
var previousBatch = displayObject.batch;
|
|
|
|
if(previousBatch)
|
|
{
|
|
// so this object is in a batch!
|
|
|
|
// is it not? need to split the batch
|
|
if(previousBatch.tail == displayObject)
|
|
{
|
|
// is it tail? insert in to batchs
|
|
var index = this.batchs.indexOf( previousBatch );
|
|
this.batchs.splice(index+1, 0, item);
|
|
}
|
|
else
|
|
{
|
|
// TODO MODIFY ADD / REMOVE CHILD TO ACCOUNT FOR FILTERS (also get prev and next) //
|
|
|
|
// THERE IS A SPLIT IN THIS BATCH! //
|
|
var splitBatch = previousBatch.split(displayObject.__next);
|
|
|
|
// COOL!
|
|
// add it back into the array
|
|
/*
|
|
* OOPS!
|
|
* seems the new sprite is in the middle of a batch
|
|
* lets split it..
|
|
*/
|
|
var index = this.batchs.indexOf( previousBatch );
|
|
this.batchs.splice(index+1, 0, item, splitBatch);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this.batchs.push(item);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
var index = this.batchs.indexOf( displayObject );
|
|
this.batchs.splice(index+1, 0, item);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Removes a displayObject from the linked list
|
|
*
|
|
* @method removeObject
|
|
* @param displayObject {DisplayObject} The object to remove
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.removeObject = function(displayObject)
|
|
{
|
|
// loop through children..
|
|
// display object //
|
|
|
|
// add a child from the render group..
|
|
// remove it and all its children!
|
|
//displayObject.cacheVisible = false;//displayObject.visible;
|
|
|
|
/*
|
|
* removing is a lot quicker..
|
|
*
|
|
*/
|
|
var batchToRemove;
|
|
|
|
if(displayObject instanceof PIXI.Sprite)
|
|
{
|
|
// should always have a batch!
|
|
var batch = displayObject.batch;
|
|
if(!batch)return; // this means the display list has been altered befre rendering
|
|
|
|
batch.remove(displayObject);
|
|
|
|
if(batch.size==0)
|
|
{
|
|
batchToRemove = batch;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
batchToRemove = displayObject;
|
|
}
|
|
|
|
/*
|
|
* Looks like there is somthing that needs removing!
|
|
*/
|
|
if(batchToRemove)
|
|
{
|
|
var index = this.batchs.indexOf( batchToRemove );
|
|
if(index == -1)return;// this means it was added then removed before rendered
|
|
|
|
// ok so.. check to see if you adjacent batchs should be joined.
|
|
// TODO may optimise?
|
|
if(index == 0 || index == this.batchs.length-1)
|
|
{
|
|
// wha - eva! just get of the empty batch!
|
|
this.batchs.splice(index, 1);
|
|
if(batchToRemove instanceof PIXI.WebGLBatch)PIXI.WebGLRenderer.returnBatch(batchToRemove);
|
|
|
|
return;
|
|
}
|
|
|
|
if(this.batchs[index-1] instanceof PIXI.WebGLBatch && this.batchs[index+1] instanceof PIXI.WebGLBatch)
|
|
{
|
|
if(this.batchs[index-1].texture == this.batchs[index+1].texture && this.batchs[index-1].blendMode == this.batchs[index+1].blendMode)
|
|
{
|
|
//console.log("MERGE")
|
|
this.batchs[index-1].merge(this.batchs[index+1]);
|
|
|
|
if(batchToRemove instanceof PIXI.WebGLBatch)PIXI.WebGLRenderer.returnBatch(batchToRemove);
|
|
PIXI.WebGLRenderer.returnBatch(this.batchs[index+1]);
|
|
this.batchs.splice(index, 2);
|
|
return;
|
|
}
|
|
}
|
|
|
|
this.batchs.splice(index, 1);
|
|
if(batchToRemove instanceof PIXI.WebGLBatch)PIXI.WebGLRenderer.returnBatch(batchToRemove);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Initializes a tiling sprite
|
|
*
|
|
* @method initTilingSprite
|
|
* @param sprite {TilingSprite} The tiling sprite to initialize
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.initTilingSprite = function(sprite)
|
|
{
|
|
var gl = this.gl;
|
|
|
|
// make the texture tilable..
|
|
|
|
sprite.verticies = new Float32Array([0, 0,
|
|
sprite.width, 0,
|
|
sprite.width, sprite.height,
|
|
0, sprite.height]);
|
|
|
|
sprite.uvs = new Float32Array([0, 0,
|
|
1, 0,
|
|
1, 1,
|
|
0, 1]);
|
|
|
|
sprite.colors = new Float32Array([1,1,1,1]);
|
|
|
|
sprite.indices = new Uint16Array([0, 1, 3,2])//, 2]);
|
|
|
|
sprite._vertexBuffer = gl.createBuffer();
|
|
sprite._indexBuffer = gl.createBuffer();
|
|
sprite._uvBuffer = gl.createBuffer();
|
|
sprite._colorBuffer = gl.createBuffer();
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, sprite._vertexBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, sprite.verticies, gl.STATIC_DRAW);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, sprite._uvBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, sprite.uvs, gl.DYNAMIC_DRAW);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, sprite._colorBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, sprite.colors, gl.STATIC_DRAW);
|
|
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, sprite._indexBuffer);
|
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, sprite.indices, gl.STATIC_DRAW);
|
|
|
|
// return ( (x > 0) && ((x & (x - 1)) == 0) );
|
|
|
|
if(sprite.texture.baseTexture._glTexture)
|
|
{
|
|
gl.bindTexture(gl.TEXTURE_2D, sprite.texture.baseTexture._glTexture);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
|
|
sprite.texture.baseTexture._powerOf2 = true;
|
|
}
|
|
else
|
|
{
|
|
sprite.texture.baseTexture._powerOf2 = true;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Renders a Strip
|
|
*
|
|
* @method renderStrip
|
|
* @param strip {Strip} The strip to render
|
|
* @param projection {Object}
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.renderStrip = function(strip, projection)
|
|
{
|
|
var gl = this.gl;
|
|
var shaderProgram = PIXI.shaderProgram;
|
|
// mat
|
|
//var mat4Real = PIXI.mat3.toMat4(strip.worldTransform);
|
|
//PIXI.mat4.transpose(mat4Real);
|
|
//PIXI.mat4.multiply(projectionMatrix, mat4Real, mat4Real )
|
|
|
|
|
|
gl.useProgram(PIXI.stripShaderProgram);
|
|
|
|
var m = PIXI.mat3.clone(strip.worldTransform);
|
|
|
|
PIXI.mat3.transpose(m);
|
|
|
|
// set the matrix transform for the
|
|
gl.uniformMatrix3fv(PIXI.stripShaderProgram.translationMatrix, false, m);
|
|
gl.uniform2f(PIXI.stripShaderProgram.projectionVector, projection.x, projection.y);
|
|
gl.uniform1f(PIXI.stripShaderProgram.alpha, strip.worldAlpha);
|
|
|
|
/*
|
|
if(strip.blendMode == PIXI.blendModes.NORMAL)
|
|
{
|
|
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
else
|
|
{
|
|
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_COLOR);
|
|
}
|
|
*/
|
|
|
|
|
|
if(!strip.dirty)
|
|
{
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, strip._vertexBuffer);
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, strip.verticies)
|
|
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
// update the uvs
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, strip._uvBuffer);
|
|
gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
gl.bindTexture(gl.TEXTURE_2D, strip.texture.baseTexture._glTexture);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, strip._colorBuffer);
|
|
gl.vertexAttribPointer(shaderProgram.colorAttribute, 1, gl.FLOAT, false, 0, 0);
|
|
|
|
// dont need to upload!
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, strip._indexBuffer);
|
|
}
|
|
else
|
|
{
|
|
strip.dirty = false;
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, strip._vertexBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, strip.verticies, gl.STATIC_DRAW)
|
|
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
// update the uvs
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, strip._uvBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, strip.uvs, gl.STATIC_DRAW)
|
|
gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
gl.bindTexture(gl.TEXTURE_2D, strip.texture.baseTexture._glTexture);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, strip._colorBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, strip.colors, gl.STATIC_DRAW)
|
|
gl.vertexAttribPointer(shaderProgram.colorAttribute, 1, gl.FLOAT, false, 0, 0);
|
|
|
|
// dont need to upload!
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, strip._indexBuffer);
|
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, strip.indices, gl.STATIC_DRAW);
|
|
|
|
}
|
|
//console.log(gl.TRIANGLE_STRIP);
|
|
|
|
gl.drawElements(gl.TRIANGLE_STRIP, strip.indices.length, gl.UNSIGNED_SHORT, 0);
|
|
|
|
gl.useProgram(PIXI.shaderProgram);
|
|
}
|
|
|
|
/**
|
|
* Renders a TilingSprite
|
|
*
|
|
* @method renderTilingSprite
|
|
* @param sprite {TilingSprite} The tiling sprite to render
|
|
* @param projectionMatrix {Object}
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.renderTilingSprite = function(sprite, projectionMatrix)
|
|
{
|
|
var gl = this.gl;
|
|
var shaderProgram = PIXI.shaderProgram;
|
|
|
|
var tilePosition = sprite.tilePosition;
|
|
var tileScale = sprite.tileScale;
|
|
|
|
var offsetX = tilePosition.x/sprite.texture.baseTexture.width;
|
|
var offsetY = tilePosition.y/sprite.texture.baseTexture.height;
|
|
|
|
var scaleX = (sprite.width / sprite.texture.baseTexture.width) / tileScale.x;
|
|
var scaleY = (sprite.height / sprite.texture.baseTexture.height) / tileScale.y;
|
|
|
|
sprite.uvs[0] = 0 - offsetX;
|
|
sprite.uvs[1] = 0 - offsetY;
|
|
|
|
sprite.uvs[2] = (1 * scaleX) -offsetX;
|
|
sprite.uvs[3] = 0 - offsetY;
|
|
|
|
sprite.uvs[4] = (1 *scaleX) - offsetX;
|
|
sprite.uvs[5] = (1 *scaleY) - offsetY;
|
|
|
|
sprite.uvs[6] = 0 - offsetX;
|
|
sprite.uvs[7] = (1 *scaleY) - offsetY;
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, sprite._uvBuffer);
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, sprite.uvs)
|
|
|
|
this.renderStrip(sprite, projectionMatrix);
|
|
}
|
|
|
|
/**
|
|
* Initializes a strip to be rendered
|
|
*
|
|
* @method initStrip
|
|
* @param strip {Strip} The strip to initialize
|
|
* @private
|
|
*/
|
|
PIXI.WebGLRenderGroup.prototype.initStrip = function(strip)
|
|
{
|
|
// build the strip!
|
|
var gl = this.gl;
|
|
var shaderProgram = this.shaderProgram;
|
|
|
|
strip._vertexBuffer = gl.createBuffer();
|
|
strip._indexBuffer = gl.createBuffer();
|
|
strip._uvBuffer = gl.createBuffer();
|
|
strip._colorBuffer = gl.createBuffer();
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, strip._vertexBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, strip.verticies, gl.DYNAMIC_DRAW);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, strip._uvBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, strip.uvs, gl.STATIC_DRAW);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, strip._colorBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, strip.colors, gl.STATIC_DRAW);
|
|
|
|
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, strip._indexBuffer);
|
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, strip.indices, gl.STATIC_DRAW);
|
|
}
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
|
|
/**
|
|
* the CanvasRenderer draws the stage and all its content onto a 2d canvas. This renderer should be used for browsers that do not support webGL.
|
|
* Dont forget to add the view to your DOM or you will not see anything :)
|
|
*
|
|
* @class CanvasRenderer
|
|
* @constructor
|
|
* @param width=0 {Number} the width of the canvas view
|
|
* @param height=0 {Number} the height of the canvas view
|
|
* @param view {Canvas} the canvas to use as a view, optional
|
|
* @param transparent=false {Boolean} the transparency of the render view, default false
|
|
*/
|
|
PIXI.CanvasRenderer = function(width, height, view, transparent)
|
|
{
|
|
this.transparent = transparent;
|
|
|
|
/**
|
|
* The width of the canvas view
|
|
*
|
|
* @property width
|
|
* @type Number
|
|
* @default 800
|
|
*/
|
|
this.width = width || 800;
|
|
|
|
/**
|
|
* The height of the canvas view
|
|
*
|
|
* @property height
|
|
* @type Number
|
|
* @default 600
|
|
*/
|
|
this.height = height || 600;
|
|
|
|
/**
|
|
* The canvas element that the everything is drawn to
|
|
*
|
|
* @property view
|
|
* @type Canvas
|
|
*/
|
|
this.view = view || document.createElement( 'canvas' );
|
|
|
|
/**
|
|
* The canvas context that the everything is drawn to
|
|
* @property context
|
|
* @type Canvas 2d Context
|
|
*/
|
|
this.context = this.view.getContext("2d");
|
|
|
|
this.refresh = true;
|
|
// hack to enable some hardware acceleration!
|
|
//this.view.style["transform"] = "translatez(0)";
|
|
|
|
this.view.width = this.width;
|
|
this.view.height = this.height;
|
|
this.count = 0;
|
|
}
|
|
|
|
// constructor
|
|
PIXI.CanvasRenderer.prototype.constructor = PIXI.CanvasRenderer;
|
|
|
|
/**
|
|
* Renders the stage to its canvas view
|
|
*
|
|
* @method render
|
|
* @param stage {Stage} the Stage element to be rendered
|
|
*/
|
|
PIXI.CanvasRenderer.prototype.render = function(stage)
|
|
{
|
|
|
|
//stage.__childrenAdded = [];
|
|
//stage.__childrenRemoved = [];
|
|
|
|
// update textures if need be
|
|
PIXI.texturesToUpdate = [];
|
|
PIXI.texturesToDestroy = [];
|
|
|
|
PIXI.visibleCount++;
|
|
stage.updateTransform();
|
|
|
|
// update the background color
|
|
if(this.view.style.backgroundColor!=stage.backgroundColorString && !this.transparent)this.view.style.backgroundColor = stage.backgroundColorString;
|
|
|
|
this.context.setTransform(1,0,0,1,0,0);
|
|
this.context.clearRect(0, 0, this.width, this.height)
|
|
this.renderDisplayObject(stage);
|
|
//as
|
|
|
|
// run interaction!
|
|
if(stage.interactive)
|
|
{
|
|
//need to add some events!
|
|
if(!stage._interactiveEventsAdded)
|
|
{
|
|
stage._interactiveEventsAdded = true;
|
|
stage.interactionManager.setTarget(this);
|
|
}
|
|
}
|
|
|
|
// remove frame updates..
|
|
if(PIXI.Texture.frameUpdates.length > 0)
|
|
{
|
|
PIXI.Texture.frameUpdates = [];
|
|
}
|
|
|
|
|
|
}
|
|
|
|
/**
|
|
* resizes the canvas view to the specified width and height
|
|
*
|
|
* @method resize
|
|
* @param width {Number} the new width of the canvas view
|
|
* @param height {Number} the new height of the canvas view
|
|
*/
|
|
PIXI.CanvasRenderer.prototype.resize = function(width, height)
|
|
{
|
|
this.width = width;
|
|
this.height = height;
|
|
|
|
this.view.width = width;
|
|
this.view.height = height;
|
|
}
|
|
|
|
/**
|
|
* Renders a display object
|
|
*
|
|
* @method renderDisplayObject
|
|
* @param displayObject {DisplayObject} The displayObject to render
|
|
* @private
|
|
*/
|
|
PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject)
|
|
{
|
|
// no loger recurrsive!
|
|
var transform;
|
|
var context = this.context;
|
|
|
|
context.globalCompositeOperation = 'source-over';
|
|
|
|
// one the display object hits this. we can break the loop
|
|
var testObject = displayObject.last._iNext;
|
|
displayObject = displayObject.first;
|
|
|
|
do
|
|
{
|
|
transform = displayObject.worldTransform;
|
|
|
|
if(!displayObject.visible)
|
|
{
|
|
displayObject = displayObject.last._iNext;
|
|
continue;
|
|
}
|
|
|
|
if(!displayObject.renderable)
|
|
{
|
|
displayObject = displayObject._iNext;
|
|
continue;
|
|
}
|
|
|
|
if(displayObject instanceof PIXI.Sprite)
|
|
{
|
|
|
|
var frame = displayObject.texture.frame;
|
|
|
|
if(frame)
|
|
{
|
|
context.globalAlpha = displayObject.worldAlpha;
|
|
|
|
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
|
|
|
|
context.drawImage(displayObject.texture.baseTexture.source,
|
|
frame.x,
|
|
frame.y,
|
|
frame.width,
|
|
frame.height,
|
|
(displayObject.anchor.x) * -frame.width,
|
|
(displayObject.anchor.y) * -frame.height,
|
|
frame.width,
|
|
frame.height);
|
|
}
|
|
}
|
|
else if(displayObject instanceof PIXI.Strip)
|
|
{
|
|
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5])
|
|
this.renderStrip(displayObject);
|
|
}
|
|
else if(displayObject instanceof PIXI.TilingSprite)
|
|
{
|
|
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5])
|
|
this.renderTilingSprite(displayObject);
|
|
}
|
|
else if(displayObject instanceof PIXI.CustomRenderable)
|
|
{
|
|
displayObject.renderCanvas(this);
|
|
}
|
|
else if(displayObject instanceof PIXI.Graphics)
|
|
{
|
|
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5])
|
|
PIXI.CanvasGraphics.renderGraphics(displayObject, context);
|
|
}
|
|
else if(displayObject instanceof PIXI.FilterBlock)
|
|
{
|
|
if(displayObject.open)
|
|
{
|
|
context.save();
|
|
|
|
var cacheAlpha = displayObject.mask.alpha;
|
|
var maskTransform = displayObject.mask.worldTransform;
|
|
|
|
context.setTransform(maskTransform[0], maskTransform[3], maskTransform[1], maskTransform[4], maskTransform[2], maskTransform[5])
|
|
|
|
displayObject.mask.worldAlpha = 0.5;
|
|
|
|
context.worldAlpha = 0;
|
|
|
|
PIXI.CanvasGraphics.renderGraphicsMask(displayObject.mask, context);
|
|
context.clip();
|
|
|
|
displayObject.mask.worldAlpha = cacheAlpha;
|
|
}
|
|
else
|
|
{
|
|
context.restore();
|
|
}
|
|
}
|
|
// count++
|
|
displayObject = displayObject._iNext;
|
|
|
|
|
|
}
|
|
while(displayObject != testObject)
|
|
|
|
|
|
}
|
|
|
|
/**
|
|
* Renders a flat strip
|
|
*
|
|
* @method renderStripFlat
|
|
* @param strip {Strip} The Strip to render
|
|
* @private
|
|
*/
|
|
PIXI.CanvasRenderer.prototype.renderStripFlat = function(strip)
|
|
{
|
|
var context = this.context;
|
|
var verticies = strip.verticies;
|
|
var uvs = strip.uvs;
|
|
|
|
var length = verticies.length/2;
|
|
this.count++;
|
|
|
|
context.beginPath();
|
|
for (var i=1; i < length-2; i++)
|
|
{
|
|
|
|
// draw some triangles!
|
|
var index = i*2;
|
|
|
|
var x0 = verticies[index], x1 = verticies[index+2], x2 = verticies[index+4];
|
|
var y0 = verticies[index+1], y1 = verticies[index+3], y2 = verticies[index+5];
|
|
|
|
context.moveTo(x0, y0);
|
|
context.lineTo(x1, y1);
|
|
context.lineTo(x2, y2);
|
|
|
|
};
|
|
|
|
context.fillStyle = "#FF0000";
|
|
context.fill();
|
|
context.closePath();
|
|
}
|
|
|
|
/**
|
|
* Renders a tiling sprite
|
|
*
|
|
* @method renderTilingSprite
|
|
* @param sprite {TilingSprite} The tilingsprite to render
|
|
* @private
|
|
*/
|
|
PIXI.CanvasRenderer.prototype.renderTilingSprite = function(sprite)
|
|
{
|
|
var context = this.context;
|
|
|
|
context.globalAlpha = sprite.worldAlpha;
|
|
|
|
if(!sprite.__tilePattern) sprite.__tilePattern = context.createPattern(sprite.texture.baseTexture.source, "repeat");
|
|
|
|
context.beginPath();
|
|
|
|
var tilePosition = sprite.tilePosition;
|
|
var tileScale = sprite.tileScale;
|
|
|
|
// offset
|
|
context.scale(tileScale.x,tileScale.y);
|
|
context.translate(tilePosition.x, tilePosition.y);
|
|
|
|
context.fillStyle = sprite.__tilePattern;
|
|
context.fillRect(-tilePosition.x,-tilePosition.y,sprite.width / tileScale.x, sprite.height / tileScale.y);
|
|
|
|
context.scale(1/tileScale.x, 1/tileScale.y);
|
|
context.translate(-tilePosition.x, -tilePosition.y);
|
|
|
|
context.closePath();
|
|
}
|
|
|
|
/**
|
|
* Renders a strip
|
|
*
|
|
* @method renderStrip
|
|
* @param strip {Strip} The Strip to render
|
|
* @private
|
|
*/
|
|
PIXI.CanvasRenderer.prototype.renderStrip = function(strip)
|
|
{
|
|
var context = this.context;
|
|
|
|
// draw triangles!!
|
|
var verticies = strip.verticies;
|
|
var uvs = strip.uvs;
|
|
|
|
var length = verticies.length/2;
|
|
this.count++;
|
|
for (var i=1; i < length-2; i++)
|
|
{
|
|
|
|
// draw some triangles!
|
|
var index = i*2;
|
|
|
|
var x0 = verticies[index], x1 = verticies[index+2], x2 = verticies[index+4];
|
|
var y0 = verticies[index+1], y1 = verticies[index+3], y2 = verticies[index+5];
|
|
|
|
var u0 = uvs[index] * strip.texture.width, u1 = uvs[index+2] * strip.texture.width, u2 = uvs[index+4]* strip.texture.width;
|
|
var v0 = uvs[index+1]* strip.texture.height, v1 = uvs[index+3] * strip.texture.height, v2 = uvs[index+5]* strip.texture.height;
|
|
|
|
|
|
context.save();
|
|
context.beginPath();
|
|
context.moveTo(x0, y0);
|
|
context.lineTo(x1, y1);
|
|
context.lineTo(x2, y2);
|
|
context.closePath();
|
|
|
|
context.clip();
|
|
|
|
|
|
// Compute matrix transform
|
|
var delta = u0*v1 + v0*u2 + u1*v2 - v1*u2 - v0*u1 - u0*v2;
|
|
var delta_a = x0*v1 + v0*x2 + x1*v2 - v1*x2 - v0*x1 - x0*v2;
|
|
var delta_b = u0*x1 + x0*u2 + u1*x2 - x1*u2 - x0*u1 - u0*x2;
|
|
var delta_c = u0*v1*x2 + v0*x1*u2 + x0*u1*v2 - x0*v1*u2 - v0*u1*x2 - u0*x1*v2;
|
|
var delta_d = y0*v1 + v0*y2 + y1*v2 - v1*y2 - v0*y1 - y0*v2;
|
|
var delta_e = u0*y1 + y0*u2 + u1*y2 - y1*u2 - y0*u1 - u0*y2;
|
|
var delta_f = u0*v1*y2 + v0*y1*u2 + y0*u1*v2 - y0*v1*u2 - v0*u1*y2 - u0*y1*v2;
|
|
|
|
|
|
|
|
|
|
context.transform(delta_a/delta, delta_d/delta,
|
|
delta_b/delta, delta_e/delta,
|
|
delta_c/delta, delta_f/delta);
|
|
|
|
context.drawImage(strip.texture.baseTexture.source, 0, 0);
|
|
context.restore();
|
|
};
|
|
|
|
}
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
|
|
/**
|
|
* A set of functions used by the canvas renderer to draw the primitive graphics data
|
|
*
|
|
* @class CanvasGraphics
|
|
*/
|
|
PIXI.CanvasGraphics = function()
|
|
{
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
* Renders the graphics object
|
|
*
|
|
* @static
|
|
* @private
|
|
* @method renderGraphics
|
|
* @param graphics {Graphics}
|
|
* @param context {Context2D}
|
|
*/
|
|
PIXI.CanvasGraphics.renderGraphics = function(graphics, context)
|
|
{
|
|
var worldAlpha = graphics.worldAlpha;
|
|
|
|
for (var i=0; i < graphics.graphicsData.length; i++)
|
|
{
|
|
var data = graphics.graphicsData[i];
|
|
var points = data.points;
|
|
|
|
context.strokeStyle = color = '#' + ('00000' + ( data.lineColor | 0).toString(16)).substr(-6);
|
|
|
|
context.lineWidth = data.lineWidth;
|
|
|
|
if(data.type === PIXI.Graphics.POLY)
|
|
{
|
|
context.beginPath();
|
|
|
|
context.moveTo(points[0], points[1]);
|
|
|
|
for (var j=1; j < points.length/2; j++)
|
|
{
|
|
context.lineTo(points[j * 2], points[j * 2 + 1]);
|
|
}
|
|
|
|
// if the first and last point are the same close the path - much neater :)
|
|
if(points[0] === points[points.length-2] && points[1] === points[points.length-1])
|
|
{
|
|
context.closePath();
|
|
}
|
|
|
|
if(data.fill)
|
|
{
|
|
context.globalAlpha = data.fillAlpha * worldAlpha;
|
|
context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6);
|
|
context.fill();
|
|
}
|
|
if(data.lineWidth)
|
|
{
|
|
context.globalAlpha = data.lineAlpha * worldAlpha;
|
|
context.stroke();
|
|
}
|
|
}
|
|
else if(data.type === PIXI.Graphics.RECT)
|
|
{
|
|
|
|
// TODO - need to be Undefined!
|
|
if(data.fillColor != undefined)
|
|
{
|
|
context.globalAlpha = data.fillAlpha * worldAlpha;
|
|
context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6);
|
|
context.fillRect(points[0], points[1], points[2], points[3]);
|
|
|
|
}
|
|
if(data.lineWidth)
|
|
{
|
|
context.globalAlpha = data.lineAlpha * worldAlpha;
|
|
context.strokeRect(points[0], points[1], points[2], points[3]);
|
|
}
|
|
|
|
}
|
|
else if(data.type == PIXI.Graphics.CIRC)
|
|
{
|
|
// TODO - need to be Undefined!
|
|
context.beginPath();
|
|
context.arc(points[0], points[1], points[2],0,2*Math.PI);
|
|
context.closePath();
|
|
|
|
if(data.fill)
|
|
{
|
|
context.globalAlpha = data.fillAlpha * worldAlpha;
|
|
context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6);
|
|
context.fill();
|
|
}
|
|
if(data.lineWidth)
|
|
{
|
|
context.globalAlpha = data.lineAlpha * worldAlpha;
|
|
context.stroke();
|
|
}
|
|
}
|
|
else if(data.type == PIXI.Graphics.ELIP)
|
|
{
|
|
|
|
// elipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas
|
|
|
|
var elipseData = data.points;
|
|
|
|
var w = elipseData[2] * 2;
|
|
var h = elipseData[3] * 2;
|
|
|
|
var x = elipseData[0] - w/2;
|
|
var y = elipseData[1] - h/2;
|
|
|
|
context.beginPath();
|
|
|
|
var kappa = .5522848,
|
|
ox = (w / 2) * kappa, // control point offset horizontal
|
|
oy = (h / 2) * kappa, // control point offset vertical
|
|
xe = x + w, // x-end
|
|
ye = y + h, // y-end
|
|
xm = x + w / 2, // x-middle
|
|
ym = y + h / 2; // y-middle
|
|
|
|
context.moveTo(x, ym);
|
|
context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);
|
|
context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);
|
|
context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);
|
|
context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);
|
|
|
|
context.closePath();
|
|
|
|
if(data.fill)
|
|
{
|
|
context.globalAlpha = data.fillAlpha * worldAlpha;
|
|
context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6);
|
|
context.fill();
|
|
}
|
|
if(data.lineWidth)
|
|
{
|
|
context.globalAlpha = data.lineAlpha * worldAlpha;
|
|
context.stroke();
|
|
}
|
|
}
|
|
|
|
};
|
|
}
|
|
|
|
/*
|
|
* Renders a graphics mask
|
|
*
|
|
* @static
|
|
* @private
|
|
* @method renderGraphicsMask
|
|
* @param graphics {Graphics}
|
|
* @param context {Context2D}
|
|
*/
|
|
PIXI.CanvasGraphics.renderGraphicsMask = function(graphics, context)
|
|
{
|
|
var worldAlpha = graphics.worldAlpha;
|
|
|
|
var len = graphics.graphicsData.length;
|
|
if(len > 1)
|
|
{
|
|
len = 1;
|
|
console.log("Pixi.js warning: masks in canvas can only mask using the first path in the graphics object")
|
|
}
|
|
|
|
for (var i=0; i < 1; i++)
|
|
{
|
|
var data = graphics.graphicsData[i];
|
|
var points = data.points;
|
|
|
|
if(data.type == PIXI.Graphics.POLY)
|
|
{
|
|
context.beginPath();
|
|
context.moveTo(points[0], points[1]);
|
|
|
|
for (var j=1; j < points.length/2; j++)
|
|
{
|
|
context.lineTo(points[j * 2], points[j * 2 + 1]);
|
|
}
|
|
|
|
// if the first and last point are the same close the path - much neater :)
|
|
if(points[0] == points[points.length-2] && points[1] == points[points.length-1])
|
|
{
|
|
context.closePath();
|
|
}
|
|
|
|
}
|
|
else if(data.type == PIXI.Graphics.RECT)
|
|
{
|
|
context.beginPath();
|
|
context.rect(points[0], points[1], points[2], points[3]);
|
|
context.closePath();
|
|
}
|
|
else if(data.type == PIXI.Graphics.CIRC)
|
|
{
|
|
// TODO - need to be Undefined!
|
|
context.beginPath();
|
|
context.arc(points[0], points[1], points[2],0,2*Math.PI);
|
|
context.closePath();
|
|
}
|
|
else if(data.type == PIXI.Graphics.ELIP)
|
|
{
|
|
|
|
// elipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas
|
|
var elipseData = data.points;
|
|
|
|
var w = elipseData[2] * 2;
|
|
var h = elipseData[3] * 2;
|
|
|
|
var x = elipseData[0] - w/2;
|
|
var y = elipseData[1] - h/2;
|
|
|
|
context.beginPath();
|
|
|
|
var kappa = .5522848,
|
|
ox = (w / 2) * kappa, // control point offset horizontal
|
|
oy = (h / 2) * kappa, // control point offset vertical
|
|
xe = x + w, // x-end
|
|
ye = y + h, // y-end
|
|
xm = x + w / 2, // x-middle
|
|
ym = y + h / 2; // y-middle
|
|
|
|
context.moveTo(x, ym);
|
|
context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);
|
|
context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);
|
|
context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);
|
|
context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);
|
|
context.closePath();
|
|
}
|
|
|
|
|
|
};
|
|
}
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
|
|
/**
|
|
* The Graphics class contains a set of methods that you can use to create primitive shapes and lines.
|
|
* It is important to know that with the webGL renderer only simple polys can be filled at this stage
|
|
* Complex polys will not be filled. Heres an example of a complex poly: http://www.goodboydigital.com/wp-content/uploads/2013/06/complexPolygon.png
|
|
*
|
|
* @class Graphics
|
|
* @extends DisplayObjectContainer
|
|
* @constructor
|
|
*/
|
|
PIXI.Graphics = function()
|
|
{
|
|
PIXI.DisplayObjectContainer.call( this );
|
|
|
|
this.renderable = true;
|
|
|
|
/**
|
|
* The alpha of the fill of this graphics object
|
|
*
|
|
* @property fillAlpha
|
|
* @type Number
|
|
*/
|
|
this.fillAlpha = 1;
|
|
|
|
/**
|
|
* The width of any lines drawn
|
|
*
|
|
* @property lineWidth
|
|
* @type Number
|
|
*/
|
|
this.lineWidth = 0;
|
|
|
|
/**
|
|
* The color of any lines drawn
|
|
*
|
|
* @property lineColor
|
|
* @type String
|
|
*/
|
|
this.lineColor = "black";
|
|
|
|
/**
|
|
* Graphics data
|
|
*
|
|
* @property graphicsData
|
|
* @type Array
|
|
* @private
|
|
*/
|
|
this.graphicsData = [];
|
|
|
|
/**
|
|
* Current path
|
|
*
|
|
* @property currentPath
|
|
* @type Object
|
|
* @private
|
|
*/
|
|
this.currentPath = {points:[]};
|
|
}
|
|
|
|
// constructor
|
|
PIXI.Graphics.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
|
|
PIXI.Graphics.prototype.constructor = PIXI.Graphics;
|
|
|
|
/**
|
|
* Specifies a line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method.
|
|
*
|
|
* @method lineStyle
|
|
* @param lineWidth {Number} width of the line to draw, will update the object's stored style
|
|
* @param color {Number} color of the line to draw, will update the object's stored style
|
|
* @param alpha {Number} alpha of the line to draw, will update the object's stored style
|
|
*/
|
|
PIXI.Graphics.prototype.lineStyle = function(lineWidth, color, alpha)
|
|
{
|
|
if(this.currentPath.points.length == 0)this.graphicsData.pop();
|
|
|
|
this.lineWidth = lineWidth || 0;
|
|
this.lineColor = color || 0;
|
|
this.lineAlpha = (alpha == undefined) ? 1 : alpha;
|
|
|
|
this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha,
|
|
fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY};
|
|
|
|
this.graphicsData.push(this.currentPath);
|
|
}
|
|
|
|
/**
|
|
* Moves the current drawing position to (x, y).
|
|
*
|
|
* @method moveTo
|
|
* @param x {Number} the X coord to move to
|
|
* @param y {Number} the Y coord to move to
|
|
*/
|
|
PIXI.Graphics.prototype.moveTo = function(x, y)
|
|
{
|
|
if(this.currentPath.points.length == 0)this.graphicsData.pop();
|
|
|
|
this.currentPath = this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha,
|
|
fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY};
|
|
|
|
this.currentPath.points.push(x, y);
|
|
|
|
this.graphicsData.push(this.currentPath);
|
|
}
|
|
|
|
/**
|
|
* Draws a line using the current line style from the current drawing position to (x, y);
|
|
* the current drawing position is then set to (x, y).
|
|
*
|
|
* @method lineTo
|
|
* @param x {Number} the X coord to draw to
|
|
* @param y {Number} the Y coord to draw to
|
|
*/
|
|
PIXI.Graphics.prototype.lineTo = function(x, y)
|
|
{
|
|
this.currentPath.points.push(x, y);
|
|
this.dirty = true;
|
|
}
|
|
|
|
/**
|
|
* Specifies a simple one-color fill that subsequent calls to other Graphics methods
|
|
* (such as lineTo() or drawCircle()) use when drawing.
|
|
*
|
|
* @method beginFill
|
|
* @param color {uint} the color of the fill
|
|
* @param alpha {Number} the alpha
|
|
*/
|
|
PIXI.Graphics.prototype.beginFill = function(color, alpha)
|
|
{
|
|
this.filling = true;
|
|
this.fillColor = color || 0;
|
|
this.fillAlpha = (alpha == undefined) ? 1 : alpha;
|
|
}
|
|
|
|
/**
|
|
* Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.
|
|
*
|
|
* @method endFill
|
|
*/
|
|
PIXI.Graphics.prototype.endFill = function()
|
|
{
|
|
this.filling = false;
|
|
this.fillColor = null;
|
|
this.fillAlpha = 1;
|
|
}
|
|
|
|
/**
|
|
* @method drawRect
|
|
*
|
|
* @param x {Number} The X coord of the top-left of the rectangle
|
|
* @param y {Number} The Y coord of the top-left of the rectangle
|
|
* @param width {Number} The width of the rectangle
|
|
* @param height {Number} The height of the rectangle
|
|
*/
|
|
PIXI.Graphics.prototype.drawRect = function( x, y, width, height )
|
|
{
|
|
if(this.currentPath.points.length == 0)this.graphicsData.pop();
|
|
|
|
this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha,
|
|
fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling,
|
|
points:[x, y, width, height], type:PIXI.Graphics.RECT};
|
|
|
|
this.graphicsData.push(this.currentPath);
|
|
this.dirty = true;
|
|
}
|
|
|
|
/**
|
|
* Draws a circle.
|
|
*
|
|
* @method drawCircle
|
|
* @param x {Number} The X coord of the center of the circle
|
|
* @param y {Number} The Y coord of the center of the circle
|
|
* @param radius {Number} The radius of the circle
|
|
*/
|
|
PIXI.Graphics.prototype.drawCircle = function( x, y, radius)
|
|
{
|
|
if(this.currentPath.points.length == 0)this.graphicsData.pop();
|
|
|
|
this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha,
|
|
fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling,
|
|
points:[x, y, radius, radius], type:PIXI.Graphics.CIRC};
|
|
|
|
this.graphicsData.push(this.currentPath);
|
|
this.dirty = true;
|
|
}
|
|
|
|
/**
|
|
* Draws an elipse.
|
|
*
|
|
* @method drawElipse
|
|
* @param x {Number}
|
|
* @param y {Number}
|
|
* @param width {Number}
|
|
* @param height {Number}
|
|
*/
|
|
PIXI.Graphics.prototype.drawElipse = function( x, y, width, height)
|
|
{
|
|
if(this.currentPath.points.length == 0)this.graphicsData.pop();
|
|
|
|
this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha,
|
|
fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling,
|
|
points:[x, y, width, height], type:PIXI.Graphics.ELIP};
|
|
|
|
this.graphicsData.push(this.currentPath);
|
|
this.dirty = true;
|
|
}
|
|
|
|
/**
|
|
* Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.
|
|
*
|
|
* @method clear
|
|
*/
|
|
PIXI.Graphics.prototype.clear = function()
|
|
{
|
|
this.lineWidth = 0;
|
|
this.filling = false;
|
|
|
|
this.dirty = true;
|
|
this.clearDirty = true;
|
|
this.graphicsData = [];
|
|
}
|
|
|
|
// SOME TYPES:
|
|
PIXI.Graphics.POLY = 0;
|
|
PIXI.Graphics.RECT = 1;
|
|
PIXI.Graphics.CIRC = 2;
|
|
PIXI.Graphics.ELIP = 3;
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/
|
|
*/
|
|
|
|
PIXI.Strip = function(texture, width, height)
|
|
{
|
|
PIXI.DisplayObjectContainer.call( this );
|
|
this.texture = texture;
|
|
this.blendMode = PIXI.blendModes.NORMAL;
|
|
|
|
try
|
|
{
|
|
this.uvs = new Float32Array([0, 1,
|
|
1, 1,
|
|
1, 0, 0,1]);
|
|
|
|
this.verticies = new Float32Array([0, 0,
|
|
0,0,
|
|
0,0, 0,
|
|
0, 0]);
|
|
|
|
this.colors = new Float32Array([1, 1, 1, 1]);
|
|
|
|
this.indices = new Uint16Array([0, 1, 2, 3]);
|
|
}
|
|
catch(error)
|
|
{
|
|
this.uvs = [0, 1,
|
|
1, 1,
|
|
1, 0, 0,1];
|
|
|
|
this.verticies = [0, 0,
|
|
0,0,
|
|
0,0, 0,
|
|
0, 0];
|
|
|
|
this.colors = [1, 1, 1, 1];
|
|
|
|
this.indices = [0, 1, 2, 3];
|
|
}
|
|
|
|
|
|
/*
|
|
this.uvs = new Float32Array()
|
|
this.verticies = new Float32Array()
|
|
this.colors = new Float32Array()
|
|
this.indices = new Uint16Array()
|
|
*/
|
|
this.width = width;
|
|
this.height = height;
|
|
|
|
// load the texture!
|
|
if(texture.baseTexture.hasLoaded)
|
|
{
|
|
this.width = this.texture.frame.width;
|
|
this.height = this.texture.frame.height;
|
|
this.updateFrame = true;
|
|
}
|
|
else
|
|
{
|
|
this.onTextureUpdateBind = this.onTextureUpdate.bind(this);
|
|
this.texture.addEventListener( 'update', this.onTextureUpdateBind );
|
|
}
|
|
|
|
this.renderable = true;
|
|
}
|
|
|
|
// constructor
|
|
PIXI.Strip.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
|
|
PIXI.Strip.prototype.constructor = PIXI.Strip;
|
|
|
|
PIXI.Strip.prototype.setTexture = function(texture)
|
|
{
|
|
//TODO SET THE TEXTURES
|
|
//TODO VISIBILITY
|
|
|
|
// stop current texture
|
|
this.texture = texture;
|
|
this.width = texture.frame.width;
|
|
this.height = texture.frame.height;
|
|
this.updateFrame = true;
|
|
}
|
|
|
|
PIXI.Strip.prototype.onTextureUpdate = function(event)
|
|
{
|
|
this.updateFrame = true;
|
|
}
|
|
// some helper functions..
|
|
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/
|
|
*/
|
|
|
|
|
|
PIXI.Rope = function(texture, points)
|
|
{
|
|
PIXI.Strip.call( this, texture );
|
|
this.points = points;
|
|
|
|
try
|
|
{
|
|
this.verticies = new Float32Array( points.length * 4);
|
|
this.uvs = new Float32Array( points.length * 4);
|
|
this.colors = new Float32Array( points.length * 2);
|
|
this.indices = new Uint16Array( points.length * 2);
|
|
}
|
|
catch(error)
|
|
{
|
|
this.verticies = verticies
|
|
|
|
this.uvs = uvs
|
|
this.colors = colors
|
|
this.indices = indices
|
|
}
|
|
|
|
this.refresh();
|
|
}
|
|
|
|
|
|
// constructor
|
|
PIXI.Rope.prototype = Object.create( PIXI.Strip.prototype );
|
|
PIXI.Rope.prototype.constructor = PIXI.Rope;
|
|
|
|
PIXI.Rope.prototype.refresh = function()
|
|
{
|
|
var points = this.points;
|
|
if(points.length < 1)return;
|
|
|
|
var uvs = this.uvs
|
|
var indices = this.indices;
|
|
var colors = this.colors;
|
|
|
|
var lastPoint = points[0];
|
|
var nextPoint;
|
|
var perp = {x:0, y:0};
|
|
var point = points[0];
|
|
|
|
this.count-=0.2;
|
|
|
|
|
|
uvs[0] = 0
|
|
uvs[1] = 1
|
|
uvs[2] = 0
|
|
uvs[3] = 1
|
|
|
|
colors[0] = 1;
|
|
colors[1] = 1;
|
|
|
|
indices[0] = 0;
|
|
indices[1] = 1;
|
|
|
|
var total = points.length;
|
|
|
|
for (var i = 1; i < total; i++)
|
|
{
|
|
|
|
var point = points[i];
|
|
var index = i * 4;
|
|
// time to do some smart drawing!
|
|
var amount = i/(total-1)
|
|
|
|
if(i%2)
|
|
{
|
|
uvs[index] = amount;
|
|
uvs[index+1] = 0;
|
|
|
|
uvs[index+2] = amount
|
|
uvs[index+3] = 1
|
|
|
|
}
|
|
else
|
|
{
|
|
uvs[index] = amount
|
|
uvs[index+1] = 0
|
|
|
|
uvs[index+2] = amount
|
|
uvs[index+3] = 1
|
|
}
|
|
|
|
index = i * 2;
|
|
colors[index] = 1;
|
|
colors[index+1] = 1;
|
|
|
|
index = i * 2;
|
|
indices[index] = index;
|
|
indices[index + 1] = index + 1;
|
|
|
|
lastPoint = point;
|
|
}
|
|
}
|
|
|
|
PIXI.Rope.prototype.updateTransform = function()
|
|
{
|
|
|
|
var points = this.points;
|
|
if(points.length < 1)return;
|
|
|
|
var verticies = this.verticies
|
|
|
|
var lastPoint = points[0];
|
|
var nextPoint;
|
|
var perp = {x:0, y:0};
|
|
var point = points[0];
|
|
|
|
this.count-=0.2;
|
|
|
|
verticies[0] = point.x + perp.x
|
|
verticies[1] = point.y + perp.y //+ 200
|
|
verticies[2] = point.x - perp.x
|
|
verticies[3] = point.y - perp.y//+200
|
|
// time to do some smart drawing!
|
|
|
|
var total = points.length;
|
|
|
|
for (var i = 1; i < total; i++)
|
|
{
|
|
|
|
var point = points[i];
|
|
var index = i * 4;
|
|
|
|
if(i < points.length-1)
|
|
{
|
|
nextPoint = points[i+1];
|
|
}
|
|
else
|
|
{
|
|
nextPoint = point
|
|
}
|
|
|
|
perp.y = -(nextPoint.x - lastPoint.x);
|
|
perp.x = nextPoint.y - lastPoint.y;
|
|
|
|
var ratio = (1 - (i / (total-1))) * 10;
|
|
if(ratio > 1)ratio = 1;
|
|
|
|
var perpLength = Math.sqrt(perp.x * perp.x + perp.y * perp.y);
|
|
var num = this.texture.height/2//(20 + Math.abs(Math.sin((i + this.count) * 0.3) * 50) )* ratio;
|
|
perp.x /= perpLength;
|
|
perp.y /= perpLength;
|
|
|
|
perp.x *= num;
|
|
perp.y *= num;
|
|
|
|
verticies[index] = point.x + perp.x
|
|
verticies[index+1] = point.y + perp.y
|
|
verticies[index+2] = point.x - perp.x
|
|
verticies[index+3] = point.y - perp.y
|
|
|
|
lastPoint = point;
|
|
}
|
|
|
|
PIXI.DisplayObjectContainer.prototype.updateTransform.call( this );
|
|
}
|
|
|
|
PIXI.Rope.prototype.setTexture = function(texture)
|
|
{
|
|
// stop current texture
|
|
this.texture = texture;
|
|
this.updateFrame = true;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/
|
|
*/
|
|
|
|
/**
|
|
* A tiling sprite is a fast way of rendering a tiling image
|
|
*
|
|
* @class TilingSprite
|
|
* @extends DisplayObjectContainer
|
|
* @constructor
|
|
* @param texture {Texture} the texture of the tiling sprite
|
|
* @param width {Number} the width of the tiling sprite
|
|
* @param height {Number} the height of the tiling sprite
|
|
*/
|
|
PIXI.TilingSprite = function(texture, width, height)
|
|
{
|
|
PIXI.DisplayObjectContainer.call( this );
|
|
|
|
/**
|
|
* The texture that the sprite is using
|
|
*
|
|
* @property texture
|
|
* @type Texture
|
|
*/
|
|
this.texture = texture;
|
|
|
|
/**
|
|
* The width of the tiling sprite
|
|
*
|
|
* @property width
|
|
* @type Number
|
|
*/
|
|
this.width = width;
|
|
|
|
/**
|
|
* The height of the tiling sprite
|
|
*
|
|
* @property height
|
|
* @type Number
|
|
*/
|
|
this.height = height;
|
|
|
|
/**
|
|
* The scaling of the image that is being tiled
|
|
*
|
|
* @property tileScale
|
|
* @type Point
|
|
*/
|
|
this.tileScale = new PIXI.Point(1,1);
|
|
|
|
/**
|
|
* The offset position of the image that is being tiled
|
|
*
|
|
* @property tilePosition
|
|
* @type Point
|
|
*/
|
|
this.tilePosition = new PIXI.Point(0,0);
|
|
|
|
this.renderable = true;
|
|
|
|
this.blendMode = PIXI.blendModes.NORMAL
|
|
}
|
|
|
|
// constructor
|
|
PIXI.TilingSprite.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
|
|
PIXI.TilingSprite.prototype.constructor = PIXI.TilingSprite;
|
|
|
|
/**
|
|
* Sets the texture of the tiling sprite
|
|
*
|
|
* @method setTexture
|
|
* @param texture {Texture} The PIXI texture that is displayed by the sprite
|
|
*/
|
|
PIXI.TilingSprite.prototype.setTexture = function(texture)
|
|
{
|
|
//TODO SET THE TEXTURES
|
|
//TODO VISIBILITY
|
|
|
|
// stop current texture
|
|
this.texture = texture;
|
|
this.updateFrame = true;
|
|
}
|
|
|
|
/**
|
|
* When the texture is updated, this event will fire to update the frame
|
|
*
|
|
* @method onTextureUpdate
|
|
* @param event
|
|
* @private
|
|
*/
|
|
PIXI.TilingSprite.prototype.onTextureUpdate = function(event)
|
|
{
|
|
this.updateFrame = true;
|
|
}
|
|
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
* based on pixi impact spine implementation made by Eemeli Kelokorpi (@ekelokorpi) https://github.com/ekelokorpi
|
|
*
|
|
* Awesome JS run time provided by EsotericSoftware
|
|
* https://github.com/EsotericSoftware/spine-runtimes
|
|
*
|
|
*/
|
|
|
|
/**
|
|
* A class that enables the you to import and run your spine animations in pixi.
|
|
* Spine animation data needs to be loaded using the PIXI.AssetLoader or PIXI.SpineLoader before it can be used by this class
|
|
* See example 12 (http://www.goodboydigital.com/pixijs/examples/12/) to see a working example and check out the source
|
|
*
|
|
* @class Spine
|
|
* @extends DisplayObjectContainer
|
|
* @constructor
|
|
* @param url {String} The url of the spine anim file to be used
|
|
*/
|
|
PIXI.Spine = function (url) {
|
|
PIXI.DisplayObjectContainer.call(this);
|
|
|
|
this.spineData = PIXI.AnimCache[url];
|
|
|
|
if (!this.spineData) {
|
|
throw new Error("Spine data must be preloaded using PIXI.SpineLoader or PIXI.AssetLoader: " + url);
|
|
}
|
|
|
|
this.skeleton = new spine.Skeleton(this.spineData);
|
|
this.skeleton.updateWorldTransform();
|
|
|
|
this.stateData = new spine.AnimationStateData(this.spineData);
|
|
this.state = new spine.AnimationState(this.stateData);
|
|
|
|
this.slotContainers = [];
|
|
|
|
for (var i = 0, n = this.skeleton.drawOrder.length; i < n; i++) {
|
|
var slot = this.skeleton.drawOrder[i];
|
|
var attachment = slot.attachment;
|
|
var slotContainer = new PIXI.DisplayObjectContainer();
|
|
this.slotContainers.push(slotContainer);
|
|
this.addChild(slotContainer);
|
|
if (!(attachment instanceof spine.RegionAttachment)) {
|
|
continue;
|
|
}
|
|
var spriteName = attachment.rendererObject.name;
|
|
var sprite = this.createSprite(slot, attachment.rendererObject);
|
|
slot.currentSprite = sprite;
|
|
slot.currentSpriteName = spriteName;
|
|
slotContainer.addChild(sprite);
|
|
}
|
|
};
|
|
|
|
PIXI.Spine.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
|
|
PIXI.Spine.prototype.constructor = PIXI.Spine;
|
|
|
|
/*
|
|
* Updates the object transform for rendering
|
|
*
|
|
* @method updateTransform
|
|
* @private
|
|
*/
|
|
PIXI.Spine.prototype.updateTransform = function () {
|
|
this.lastTime = this.lastTime || Date.now();
|
|
var timeDelta = (Date.now() - this.lastTime) * 0.001;
|
|
this.lastTime = Date.now();
|
|
this.state.update(timeDelta);
|
|
this.state.apply(this.skeleton);
|
|
this.skeleton.updateWorldTransform();
|
|
|
|
var drawOrder = this.skeleton.drawOrder;
|
|
for (var i = 0, n = drawOrder.length; i < n; i++) {
|
|
var slot = drawOrder[i];
|
|
var attachment = slot.attachment;
|
|
var slotContainer = this.slotContainers[i];
|
|
if (!(attachment instanceof spine.RegionAttachment)) {
|
|
slotContainer.visible = false;
|
|
continue;
|
|
}
|
|
|
|
if (attachment.rendererObject) {
|
|
if (!slot.currentSpriteName || slot.currentSpriteName != attachment.name) {
|
|
var spriteName = attachment.rendererObject.name;
|
|
if (slot.currentSprite !== undefined) {
|
|
slot.currentSprite.visible = false;
|
|
}
|
|
slot.sprites = slot.sprites || {};
|
|
if (slot.sprites[spriteName] !== undefined) {
|
|
slot.sprites[spriteName].visible = true;
|
|
} else {
|
|
var sprite = this.createSprite(slot, attachment.rendererObject);
|
|
slotContainer.addChild(sprite);
|
|
}
|
|
slot.currentSprite = slot.sprites[spriteName];
|
|
slot.currentSpriteName = spriteName;
|
|
}
|
|
}
|
|
slotContainer.visible = true;
|
|
|
|
var bone = slot.bone;
|
|
|
|
slotContainer.position.x = bone.worldX + attachment.x * bone.m00 + attachment.y * bone.m01;
|
|
slotContainer.position.y = bone.worldY + attachment.x * bone.m10 + attachment.y * bone.m11;
|
|
slotContainer.scale.x = bone.worldScaleX;
|
|
slotContainer.scale.y = bone.worldScaleY;
|
|
|
|
slotContainer.rotation = -(slot.bone.worldRotation * Math.PI / 180);
|
|
}
|
|
|
|
PIXI.DisplayObjectContainer.prototype.updateTransform.call(this);
|
|
};
|
|
|
|
|
|
PIXI.Spine.prototype.createSprite = function (slot, descriptor) {
|
|
var name = PIXI.TextureCache[descriptor.name] ? descriptor.name : descriptor.name + ".png";
|
|
var sprite = new PIXI.Sprite(PIXI.Texture.fromFrame(name));
|
|
sprite.scale = descriptor.scale;
|
|
sprite.rotation = descriptor.rotation;
|
|
sprite.anchor.x = sprite.anchor.y = 0.5;
|
|
|
|
slot.sprites = slot.sprites || {};
|
|
slot.sprites[descriptor.name] = sprite;
|
|
return sprite;
|
|
};
|
|
|
|
/*
|
|
* Awesome JS run time provided by EsotericSoftware
|
|
*
|
|
* https://github.com/EsotericSoftware/spine-runtimes
|
|
*
|
|
*/
|
|
|
|
var spine = {};
|
|
|
|
spine.BoneData = function (name, parent) {
|
|
this.name = name;
|
|
this.parent = parent;
|
|
};
|
|
spine.BoneData.prototype = {
|
|
length: 0,
|
|
x: 0, y: 0,
|
|
rotation: 0,
|
|
scaleX: 1, scaleY: 1
|
|
};
|
|
|
|
spine.SlotData = function (name, boneData) {
|
|
this.name = name;
|
|
this.boneData = boneData;
|
|
};
|
|
spine.SlotData.prototype = {
|
|
r: 1, g: 1, b: 1, a: 1,
|
|
attachmentName: null
|
|
};
|
|
|
|
spine.Bone = function (boneData, parent) {
|
|
this.data = boneData;
|
|
this.parent = parent;
|
|
this.setToSetupPose();
|
|
};
|
|
spine.Bone.yDown = false;
|
|
spine.Bone.prototype = {
|
|
x: 0, y: 0,
|
|
rotation: 0,
|
|
scaleX: 1, scaleY: 1,
|
|
m00: 0, m01: 0, worldX: 0, // a b x
|
|
m10: 0, m11: 0, worldY: 0, // c d y
|
|
worldRotation: 0,
|
|
worldScaleX: 1, worldScaleY: 1,
|
|
updateWorldTransform: function (flipX, flipY) {
|
|
var parent = this.parent;
|
|
if (parent != null) {
|
|
this.worldX = this.x * parent.m00 + this.y * parent.m01 + parent.worldX;
|
|
this.worldY = this.x * parent.m10 + this.y * parent.m11 + parent.worldY;
|
|
this.worldScaleX = parent.worldScaleX * this.scaleX;
|
|
this.worldScaleY = parent.worldScaleY * this.scaleY;
|
|
this.worldRotation = parent.worldRotation + this.rotation;
|
|
} else {
|
|
this.worldX = this.x;
|
|
this.worldY = this.y;
|
|
this.worldScaleX = this.scaleX;
|
|
this.worldScaleY = this.scaleY;
|
|
this.worldRotation = this.rotation;
|
|
}
|
|
var radians = this.worldRotation * Math.PI / 180;
|
|
var cos = Math.cos(radians);
|
|
var sin = Math.sin(radians);
|
|
this.m00 = cos * this.worldScaleX;
|
|
this.m10 = sin * this.worldScaleX;
|
|
this.m01 = -sin * this.worldScaleY;
|
|
this.m11 = cos * this.worldScaleY;
|
|
if (flipX) {
|
|
this.m00 = -this.m00;
|
|
this.m01 = -this.m01;
|
|
}
|
|
if (flipY) {
|
|
this.m10 = -this.m10;
|
|
this.m11 = -this.m11;
|
|
}
|
|
if (spine.Bone.yDown) {
|
|
this.m10 = -this.m10;
|
|
this.m11 = -this.m11;
|
|
}
|
|
},
|
|
setToSetupPose: function () {
|
|
var data = this.data;
|
|
this.x = data.x;
|
|
this.y = data.y;
|
|
this.rotation = data.rotation;
|
|
this.scaleX = data.scaleX;
|
|
this.scaleY = data.scaleY;
|
|
}
|
|
};
|
|
|
|
spine.Slot = function (slotData, skeleton, bone) {
|
|
this.data = slotData;
|
|
this.skeleton = skeleton;
|
|
this.bone = bone;
|
|
this.setToSetupPose();
|
|
};
|
|
spine.Slot.prototype = {
|
|
r: 1, g: 1, b: 1, a: 1,
|
|
_attachmentTime: 0,
|
|
attachment: null,
|
|
setAttachment: function (attachment) {
|
|
this.attachment = attachment;
|
|
this._attachmentTime = this.skeleton.time;
|
|
},
|
|
setAttachmentTime: function (time) {
|
|
this._attachmentTime = this.skeleton.time - time;
|
|
},
|
|
getAttachmentTime: function () {
|
|
return this.skeleton.time - this._attachmentTime;
|
|
},
|
|
setToSetupPose: function () {
|
|
var data = this.data;
|
|
this.r = data.r;
|
|
this.g = data.g;
|
|
this.b = data.b;
|
|
this.a = data.a;
|
|
|
|
var slotDatas = this.skeleton.data.slots;
|
|
for (var i = 0, n = slotDatas.length; i < n; i++) {
|
|
if (slotDatas[i] == data) {
|
|
this.setAttachment(!data.attachmentName ? null : this.skeleton.getAttachmentBySlotIndex(i, data.attachmentName));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
spine.Skin = function (name) {
|
|
this.name = name;
|
|
this.attachments = {};
|
|
};
|
|
spine.Skin.prototype = {
|
|
addAttachment: function (slotIndex, name, attachment) {
|
|
this.attachments[slotIndex + ":" + name] = attachment;
|
|
},
|
|
getAttachment: function (slotIndex, name) {
|
|
return this.attachments[slotIndex + ":" + name];
|
|
},
|
|
_attachAll: function (skeleton, oldSkin) {
|
|
for (var key in oldSkin.attachments) {
|
|
var colon = key.indexOf(":");
|
|
var slotIndex = parseInt(key.substring(0, colon));
|
|
var name = key.substring(colon + 1);
|
|
var slot = skeleton.slots[slotIndex];
|
|
if (slot.attachment && slot.attachment.name == name) {
|
|
var attachment = this.getAttachment(slotIndex, name);
|
|
if (attachment) slot.setAttachment(attachment);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
spine.Animation = function (name, timelines, duration) {
|
|
this.name = name;
|
|
this.timelines = timelines;
|
|
this.duration = duration;
|
|
};
|
|
spine.Animation.prototype = {
|
|
apply: function (skeleton, time, loop) {
|
|
if (loop && this.duration != 0) time %= this.duration;
|
|
var timelines = this.timelines;
|
|
for (var i = 0, n = timelines.length; i < n; i++)
|
|
timelines[i].apply(skeleton, time, 1);
|
|
},
|
|
mix: function (skeleton, time, loop, alpha) {
|
|
if (loop && this.duration != 0) time %= this.duration;
|
|
var timelines = this.timelines;
|
|
for (var i = 0, n = timelines.length; i < n; i++)
|
|
timelines[i].apply(skeleton, time, alpha);
|
|
}
|
|
};
|
|
|
|
spine.binarySearch = function (values, target, step) {
|
|
var low = 0;
|
|
var high = Math.floor(values.length / step) - 2;
|
|
if (high == 0) return step;
|
|
var current = high >>> 1;
|
|
while (true) {
|
|
if (values[(current + 1) * step] <= target)
|
|
low = current + 1;
|
|
else
|
|
high = current;
|
|
if (low == high) return (low + 1) * step;
|
|
current = (low + high) >>> 1;
|
|
}
|
|
};
|
|
spine.linearSearch = function (values, target, step) {
|
|
for (var i = 0, last = values.length - step; i <= last; i += step)
|
|
if (values[i] > target) return i;
|
|
return -1;
|
|
};
|
|
|
|
spine.Curves = function (frameCount) {
|
|
this.curves = []; // dfx, dfy, ddfx, ddfy, dddfx, dddfy, ...
|
|
this.curves.length = (frameCount - 1) * 6;
|
|
};
|
|
spine.Curves.prototype = {
|
|
setLinear: function (frameIndex) {
|
|
this.curves[frameIndex * 6] = 0/*LINEAR*/;
|
|
},
|
|
setStepped: function (frameIndex) {
|
|
this.curves[frameIndex * 6] = -1/*STEPPED*/;
|
|
},
|
|
/** Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
|
|
* cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
|
|
* the difference between the keyframe's values. */
|
|
setCurve: function (frameIndex, cx1, cy1, cx2, cy2) {
|
|
var subdiv_step = 1 / 10/*BEZIER_SEGMENTS*/;
|
|
var subdiv_step2 = subdiv_step * subdiv_step;
|
|
var subdiv_step3 = subdiv_step2 * subdiv_step;
|
|
var pre1 = 3 * subdiv_step;
|
|
var pre2 = 3 * subdiv_step2;
|
|
var pre4 = 6 * subdiv_step2;
|
|
var pre5 = 6 * subdiv_step3;
|
|
var tmp1x = -cx1 * 2 + cx2;
|
|
var tmp1y = -cy1 * 2 + cy2;
|
|
var tmp2x = (cx1 - cx2) * 3 + 1;
|
|
var tmp2y = (cy1 - cy2) * 3 + 1;
|
|
var i = frameIndex * 6;
|
|
var curves = this.curves;
|
|
curves[i] = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3;
|
|
curves[i + 1] = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3;
|
|
curves[i + 2] = tmp1x * pre4 + tmp2x * pre5;
|
|
curves[i + 3] = tmp1y * pre4 + tmp2y * pre5;
|
|
curves[i + 4] = tmp2x * pre5;
|
|
curves[i + 5] = tmp2y * pre5;
|
|
},
|
|
getCurvePercent: function (frameIndex, percent) {
|
|
percent = percent < 0 ? 0 : (percent > 1 ? 1 : percent);
|
|
var curveIndex = frameIndex * 6;
|
|
var curves = this.curves;
|
|
var dfx = curves[curveIndex];
|
|
if (!dfx/*LINEAR*/) return percent;
|
|
if (dfx == -1/*STEPPED*/) return 0;
|
|
var dfy = curves[curveIndex + 1];
|
|
var ddfx = curves[curveIndex + 2];
|
|
var ddfy = curves[curveIndex + 3];
|
|
var dddfx = curves[curveIndex + 4];
|
|
var dddfy = curves[curveIndex + 5];
|
|
var x = dfx, y = dfy;
|
|
var i = 10/*BEZIER_SEGMENTS*/ - 2;
|
|
while (true) {
|
|
if (x >= percent) {
|
|
var lastX = x - dfx;
|
|
var lastY = y - dfy;
|
|
return lastY + (y - lastY) * (percent - lastX) / (x - lastX);
|
|
}
|
|
if (i == 0) break;
|
|
i--;
|
|
dfx += ddfx;
|
|
dfy += ddfy;
|
|
ddfx += dddfx;
|
|
ddfy += dddfy;
|
|
x += dfx;
|
|
y += dfy;
|
|
}
|
|
return y + (1 - y) * (percent - x) / (1 - x); // Last point is 1,1.
|
|
}
|
|
};
|
|
|
|
spine.RotateTimeline = function (frameCount) {
|
|
this.curves = new spine.Curves(frameCount);
|
|
this.frames = []; // time, angle, ...
|
|
this.frames.length = frameCount * 2;
|
|
};
|
|
spine.RotateTimeline.prototype = {
|
|
boneIndex: 0,
|
|
getFrameCount: function () {
|
|
return this.frames.length / 2;
|
|
},
|
|
setFrame: function (frameIndex, time, angle) {
|
|
frameIndex *= 2;
|
|
this.frames[frameIndex] = time;
|
|
this.frames[frameIndex + 1] = angle;
|
|
},
|
|
apply: function (skeleton, time, alpha) {
|
|
var frames = this.frames;
|
|
if (time < frames[0]) return; // Time is before first frame.
|
|
|
|
var bone = skeleton.bones[this.boneIndex];
|
|
|
|
if (time >= frames[frames.length - 2]) { // Time is after last frame.
|
|
var amount = bone.data.rotation + frames[frames.length - 1] - bone.rotation;
|
|
while (amount > 180)
|
|
amount -= 360;
|
|
while (amount < -180)
|
|
amount += 360;
|
|
bone.rotation += amount * alpha;
|
|
return;
|
|
}
|
|
|
|
// Interpolate between the last frame and the current frame.
|
|
var frameIndex = spine.binarySearch(frames, time, 2);
|
|
var lastFrameValue = frames[frameIndex - 1];
|
|
var frameTime = frames[frameIndex];
|
|
var percent = 1 - (time - frameTime) / (frames[frameIndex - 2/*LAST_FRAME_TIME*/] - frameTime);
|
|
percent = this.curves.getCurvePercent(frameIndex / 2 - 1, percent);
|
|
|
|
var amount = frames[frameIndex + 1/*FRAME_VALUE*/] - lastFrameValue;
|
|
while (amount > 180)
|
|
amount -= 360;
|
|
while (amount < -180)
|
|
amount += 360;
|
|
amount = bone.data.rotation + (lastFrameValue + amount * percent) - bone.rotation;
|
|
while (amount > 180)
|
|
amount -= 360;
|
|
while (amount < -180)
|
|
amount += 360;
|
|
bone.rotation += amount * alpha;
|
|
}
|
|
};
|
|
|
|
spine.TranslateTimeline = function (frameCount) {
|
|
this.curves = new spine.Curves(frameCount);
|
|
this.frames = []; // time, x, y, ...
|
|
this.frames.length = frameCount * 3;
|
|
};
|
|
spine.TranslateTimeline.prototype = {
|
|
boneIndex: 0,
|
|
getFrameCount: function () {
|
|
return this.frames.length / 3;
|
|
},
|
|
setFrame: function (frameIndex, time, x, y) {
|
|
frameIndex *= 3;
|
|
this.frames[frameIndex] = time;
|
|
this.frames[frameIndex + 1] = x;
|
|
this.frames[frameIndex + 2] = y;
|
|
},
|
|
apply: function (skeleton, time, alpha) {
|
|
var frames = this.frames;
|
|
if (time < frames[0]) return; // Time is before first frame.
|
|
|
|
var bone = skeleton.bones[this.boneIndex];
|
|
|
|
if (time >= frames[frames.length - 3]) { // Time is after last frame.
|
|
bone.x += (bone.data.x + frames[frames.length - 2] - bone.x) * alpha;
|
|
bone.y += (bone.data.y + frames[frames.length - 1] - bone.y) * alpha;
|
|
return;
|
|
}
|
|
|
|
// Interpolate between the last frame and the current frame.
|
|
var frameIndex = spine.binarySearch(frames, time, 3);
|
|
var lastFrameX = frames[frameIndex - 2];
|
|
var lastFrameY = frames[frameIndex - 1];
|
|
var frameTime = frames[frameIndex];
|
|
var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*LAST_FRAME_TIME*/] - frameTime);
|
|
percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);
|
|
|
|
bone.x += (bone.data.x + lastFrameX + (frames[frameIndex + 1/*FRAME_X*/] - lastFrameX) * percent - bone.x) * alpha;
|
|
bone.y += (bone.data.y + lastFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - lastFrameY) * percent - bone.y) * alpha;
|
|
}
|
|
};
|
|
|
|
spine.ScaleTimeline = function (frameCount) {
|
|
this.curves = new spine.Curves(frameCount);
|
|
this.frames = []; // time, x, y, ...
|
|
this.frames.length = frameCount * 3;
|
|
};
|
|
spine.ScaleTimeline.prototype = {
|
|
boneIndex: 0,
|
|
getFrameCount: function () {
|
|
return this.frames.length / 3;
|
|
},
|
|
setFrame: function (frameIndex, time, x, y) {
|
|
frameIndex *= 3;
|
|
this.frames[frameIndex] = time;
|
|
this.frames[frameIndex + 1] = x;
|
|
this.frames[frameIndex + 2] = y;
|
|
},
|
|
apply: function (skeleton, time, alpha) {
|
|
var frames = this.frames;
|
|
if (time < frames[0]) return; // Time is before first frame.
|
|
|
|
var bone = skeleton.bones[this.boneIndex];
|
|
|
|
if (time >= frames[frames.length - 3]) { // Time is after last frame.
|
|
bone.scaleX += (bone.data.scaleX - 1 + frames[frames.length - 2] - bone.scaleX) * alpha;
|
|
bone.scaleY += (bone.data.scaleY - 1 + frames[frames.length - 1] - bone.scaleY) * alpha;
|
|
return;
|
|
}
|
|
|
|
// Interpolate between the last frame and the current frame.
|
|
var frameIndex = spine.binarySearch(frames, time, 3);
|
|
var lastFrameX = frames[frameIndex - 2];
|
|
var lastFrameY = frames[frameIndex - 1];
|
|
var frameTime = frames[frameIndex];
|
|
var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*LAST_FRAME_TIME*/] - frameTime);
|
|
percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);
|
|
|
|
bone.scaleX += (bone.data.scaleX - 1 + lastFrameX + (frames[frameIndex + 1/*FRAME_X*/] - lastFrameX) * percent - bone.scaleX) * alpha;
|
|
bone.scaleY += (bone.data.scaleY - 1 + lastFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - lastFrameY) * percent - bone.scaleY) * alpha;
|
|
}
|
|
};
|
|
|
|
spine.ColorTimeline = function (frameCount) {
|
|
this.curves = new spine.Curves(frameCount);
|
|
this.frames = []; // time, r, g, b, a, ...
|
|
this.frames.length = frameCount * 5;
|
|
};
|
|
spine.ColorTimeline.prototype = {
|
|
slotIndex: 0,
|
|
getFrameCount: function () {
|
|
return this.frames.length / 2;
|
|
},
|
|
setFrame: function (frameIndex, time, x, y) {
|
|
frameIndex *= 5;
|
|
this.frames[frameIndex] = time;
|
|
this.frames[frameIndex + 1] = r;
|
|
this.frames[frameIndex + 2] = g;
|
|
this.frames[frameIndex + 3] = b;
|
|
this.frames[frameIndex + 4] = a;
|
|
},
|
|
apply: function (skeleton, time, alpha) {
|
|
var frames = this.frames;
|
|
if (time < frames[0]) return; // Time is before first frame.
|
|
|
|
var slot = skeleton.slots[this.slotIndex];
|
|
|
|
if (time >= frames[frames.length - 5]) { // Time is after last frame.
|
|
var i = frames.length - 1;
|
|
slot.r = frames[i - 3];
|
|
slot.g = frames[i - 2];
|
|
slot.b = frames[i - 1];
|
|
slot.a = frames[i];
|
|
return;
|
|
}
|
|
|
|
// Interpolate between the last frame and the current frame.
|
|
var frameIndex = spine.binarySearch(frames, time, 5);
|
|
var lastFrameR = frames[frameIndex - 4];
|
|
var lastFrameG = frames[frameIndex - 3];
|
|
var lastFrameB = frames[frameIndex - 2];
|
|
var lastFrameA = frames[frameIndex - 1];
|
|
var frameTime = frames[frameIndex];
|
|
var percent = 1 - (time - frameTime) / (frames[frameIndex - 5/*LAST_FRAME_TIME*/] - frameTime);
|
|
percent = this.curves.getCurvePercent(frameIndex / 5 - 1, percent);
|
|
|
|
var r = lastFrameR + (frames[frameIndex + 1/*FRAME_R*/] - lastFrameR) * percent;
|
|
var g = lastFrameG + (frames[frameIndex + 2/*FRAME_G*/] - lastFrameG) * percent;
|
|
var b = lastFrameB + (frames[frameIndex + 3/*FRAME_B*/] - lastFrameB) * percent;
|
|
var a = lastFrameA + (frames[frameIndex + 4/*FRAME_A*/] - lastFrameA) * percent;
|
|
if (alpha < 1) {
|
|
slot.r += (r - slot.r) * alpha;
|
|
slot.g += (g - slot.g) * alpha;
|
|
slot.b += (b - slot.b) * alpha;
|
|
slot.a += (a - slot.a) * alpha;
|
|
} else {
|
|
slot.r = r;
|
|
slot.g = g;
|
|
slot.b = b;
|
|
slot.a = a;
|
|
}
|
|
}
|
|
};
|
|
|
|
spine.AttachmentTimeline = function (frameCount) {
|
|
this.curves = new spine.Curves(frameCount);
|
|
this.frames = []; // time, ...
|
|
this.frames.length = frameCount;
|
|
this.attachmentNames = []; // time, ...
|
|
this.attachmentNames.length = frameCount;
|
|
};
|
|
spine.AttachmentTimeline.prototype = {
|
|
slotIndex: 0,
|
|
getFrameCount: function () {
|
|
return this.frames.length;
|
|
},
|
|
setFrame: function (frameIndex, time, attachmentName) {
|
|
this.frames[frameIndex] = time;
|
|
this.attachmentNames[frameIndex] = attachmentName;
|
|
},
|
|
apply: function (skeleton, time, alpha) {
|
|
var frames = this.frames;
|
|
if (time < frames[0]) return; // Time is before first frame.
|
|
|
|
var frameIndex;
|
|
if (time >= frames[frames.length - 1]) // Time is after last frame.
|
|
frameIndex = frames.length - 1;
|
|
else
|
|
frameIndex = spine.binarySearch(frames, time, 1) - 1;
|
|
|
|
var attachmentName = this.attachmentNames[frameIndex];
|
|
skeleton.slots[this.slotIndex].setAttachment(!attachmentName ? null : skeleton.getAttachmentBySlotIndex(this.slotIndex, attachmentName));
|
|
}
|
|
};
|
|
|
|
spine.SkeletonData = function () {
|
|
this.bones = [];
|
|
this.slots = [];
|
|
this.skins = [];
|
|
this.animations = [];
|
|
};
|
|
spine.SkeletonData.prototype = {
|
|
defaultSkin: null,
|
|
/** @return May be null. */
|
|
findBone: function (boneName) {
|
|
var bones = this.bones;
|
|
for (var i = 0, n = bones.length; i < n; i++)
|
|
if (bones[i].name == boneName) return bones[i];
|
|
return null;
|
|
},
|
|
/** @return -1 if the bone was not found. */
|
|
findBoneIndex: function (boneName) {
|
|
var bones = this.bones;
|
|
for (var i = 0, n = bones.length; i < n; i++)
|
|
if (bones[i].name == boneName) return i;
|
|
return -1;
|
|
},
|
|
/** @return May be null. */
|
|
findSlot: function (slotName) {
|
|
var slots = this.slots;
|
|
for (var i = 0, n = slots.length; i < n; i++) {
|
|
if (slots[i].name == slotName) return slot[i];
|
|
}
|
|
return null;
|
|
},
|
|
/** @return -1 if the bone was not found. */
|
|
findSlotIndex: function (slotName) {
|
|
var slots = this.slots;
|
|
for (var i = 0, n = slots.length; i < n; i++)
|
|
if (slots[i].name == slotName) return i;
|
|
return -1;
|
|
},
|
|
/** @return May be null. */
|
|
findSkin: function (skinName) {
|
|
var skins = this.skins;
|
|
for (var i = 0, n = skins.length; i < n; i++)
|
|
if (skins[i].name == skinName) return skins[i];
|
|
return null;
|
|
},
|
|
/** @return May be null. */
|
|
findAnimation: function (animationName) {
|
|
var animations = this.animations;
|
|
for (var i = 0, n = animations.length; i < n; i++)
|
|
if (animations[i].name == animationName) return animations[i];
|
|
return null;
|
|
}
|
|
};
|
|
|
|
spine.Skeleton = function (skeletonData) {
|
|
this.data = skeletonData;
|
|
|
|
this.bones = [];
|
|
for (var i = 0, n = skeletonData.bones.length; i < n; i++) {
|
|
var boneData = skeletonData.bones[i];
|
|
var parent = !boneData.parent ? null : this.bones[skeletonData.bones.indexOf(boneData.parent)];
|
|
this.bones.push(new spine.Bone(boneData, parent));
|
|
}
|
|
|
|
this.slots = [];
|
|
this.drawOrder = [];
|
|
for (var i = 0, n = skeletonData.slots.length; i < n; i++) {
|
|
var slotData = skeletonData.slots[i];
|
|
var bone = this.bones[skeletonData.bones.indexOf(slotData.boneData)];
|
|
var slot = new spine.Slot(slotData, this, bone);
|
|
this.slots.push(slot);
|
|
this.drawOrder.push(slot);
|
|
}
|
|
};
|
|
spine.Skeleton.prototype = {
|
|
x: 0, y: 0,
|
|
skin: null,
|
|
r: 1, g: 1, b: 1, a: 1,
|
|
time: 0,
|
|
flipX: false, flipY: false,
|
|
/** Updates the world transform for each bone. */
|
|
updateWorldTransform: function () {
|
|
var flipX = this.flipX;
|
|
var flipY = this.flipY;
|
|
var bones = this.bones;
|
|
for (var i = 0, n = bones.length; i < n; i++)
|
|
bones[i].updateWorldTransform(flipX, flipY);
|
|
},
|
|
/** Sets the bones and slots to their setup pose values. */
|
|
setToSetupPose: function () {
|
|
this.setBonesToSetupPose();
|
|
this.setSlotsToSetupPose();
|
|
},
|
|
setBonesToSetupPose: function () {
|
|
var bones = this.bones;
|
|
for (var i = 0, n = bones.length; i < n; i++)
|
|
bones[i].setToSetupPose();
|
|
},
|
|
setSlotsToSetupPose: function () {
|
|
var slots = this.slots;
|
|
for (var i = 0, n = slots.length; i < n; i++)
|
|
slots[i].setToSetupPose(i);
|
|
},
|
|
/** @return May return null. */
|
|
getRootBone: function () {
|
|
return this.bones.length == 0 ? null : this.bones[0];
|
|
},
|
|
/** @return May be null. */
|
|
findBone: function (boneName) {
|
|
var bones = this.bones;
|
|
for (var i = 0, n = bones.length; i < n; i++)
|
|
if (bones[i].data.name == boneName) return bones[i];
|
|
return null;
|
|
},
|
|
/** @return -1 if the bone was not found. */
|
|
findBoneIndex: function (boneName) {
|
|
var bones = this.bones;
|
|
for (var i = 0, n = bones.length; i < n; i++)
|
|
if (bones[i].data.name == boneName) return i;
|
|
return -1;
|
|
},
|
|
/** @return May be null. */
|
|
findSlot: function (slotName) {
|
|
var slots = this.slots;
|
|
for (var i = 0, n = slots.length; i < n; i++)
|
|
if (slots[i].data.name == slotName) return slots[i];
|
|
return null;
|
|
},
|
|
/** @return -1 if the bone was not found. */
|
|
findSlotIndex: function (slotName) {
|
|
var slots = this.slots;
|
|
for (var i = 0, n = slots.length; i < n; i++)
|
|
if (slots[i].data.name == slotName) return i;
|
|
return -1;
|
|
},
|
|
setSkinByName: function (skinName) {
|
|
var skin = this.data.findSkin(skinName);
|
|
if (!skin) throw "Skin not found: " + skinName;
|
|
this.setSkin(skin);
|
|
},
|
|
/** Sets the skin used to look up attachments not found in the {@link SkeletonData#getDefaultSkin() default skin}. Attachments
|
|
* from the new skin are attached if the corresponding attachment from the old skin was attached.
|
|
* @param newSkin May be null. */
|
|
setSkin: function (newSkin) {
|
|
if (this.skin && newSkin) newSkin._attachAll(this, this.skin);
|
|
this.skin = newSkin;
|
|
},
|
|
/** @return May be null. */
|
|
getAttachmentBySlotName: function (slotName, attachmentName) {
|
|
return this.getAttachmentBySlotIndex(this.data.findSlotIndex(slotName), attachmentName);
|
|
},
|
|
/** @return May be null. */
|
|
getAttachmentBySlotIndex: function (slotIndex, attachmentName) {
|
|
if (this.skin) {
|
|
var attachment = this.skin.getAttachment(slotIndex, attachmentName);
|
|
if (attachment) return attachment;
|
|
}
|
|
if (this.data.defaultSkin) return this.data.defaultSkin.getAttachment(slotIndex, attachmentName);
|
|
return null;
|
|
},
|
|
/** @param attachmentName May be null. */
|
|
setAttachment: function (slotName, attachmentName) {
|
|
var slots = this.slots;
|
|
for (var i = 0, n = slots.size; i < n; i++) {
|
|
var slot = slots[i];
|
|
if (slot.data.name == slotName) {
|
|
var attachment = null;
|
|
if (attachmentName) {
|
|
attachment = this.getAttachment(i, attachmentName);
|
|
if (attachment == null) throw "Attachment not found: " + attachmentName + ", for slot: " + slotName;
|
|
}
|
|
slot.setAttachment(attachment);
|
|
return;
|
|
}
|
|
}
|
|
throw "Slot not found: " + slotName;
|
|
},
|
|
update: function (delta) {
|
|
time += delta;
|
|
}
|
|
};
|
|
|
|
spine.AttachmentType = {
|
|
region: 0
|
|
};
|
|
|
|
spine.RegionAttachment = function () {
|
|
this.offset = [];
|
|
this.offset.length = 8;
|
|
this.uvs = [];
|
|
this.uvs.length = 8;
|
|
};
|
|
spine.RegionAttachment.prototype = {
|
|
x: 0, y: 0,
|
|
rotation: 0,
|
|
scaleX: 1, scaleY: 1,
|
|
width: 0, height: 0,
|
|
rendererObject: null,
|
|
regionOffsetX: 0, regionOffsetY: 0,
|
|
regionWidth: 0, regionHeight: 0,
|
|
regionOriginalWidth: 0, regionOriginalHeight: 0,
|
|
setUVs: function (u, v, u2, v2, rotate) {
|
|
var uvs = this.uvs;
|
|
if (rotate) {
|
|
uvs[2/*X2*/] = u;
|
|
uvs[3/*Y2*/] = v2;
|
|
uvs[4/*X3*/] = u;
|
|
uvs[5/*Y3*/] = v;
|
|
uvs[6/*X4*/] = u2;
|
|
uvs[7/*Y4*/] = v;
|
|
uvs[0/*X1*/] = u2;
|
|
uvs[1/*Y1*/] = v2;
|
|
} else {
|
|
uvs[0/*X1*/] = u;
|
|
uvs[1/*Y1*/] = v2;
|
|
uvs[2/*X2*/] = u;
|
|
uvs[3/*Y2*/] = v;
|
|
uvs[4/*X3*/] = u2;
|
|
uvs[5/*Y3*/] = v;
|
|
uvs[6/*X4*/] = u2;
|
|
uvs[7/*Y4*/] = v2;
|
|
}
|
|
},
|
|
updateOffset: function () {
|
|
var regionScaleX = this.width / this.regionOriginalWidth * this.scaleX;
|
|
var regionScaleY = this.height / this.regionOriginalHeight * this.scaleY;
|
|
var localX = -this.width / 2 * this.scaleX + this.regionOffsetX * regionScaleX;
|
|
var localY = -this.height / 2 * this.scaleY + this.regionOffsetY * regionScaleY;
|
|
var localX2 = localX + this.regionWidth * regionScaleX;
|
|
var localY2 = localY + this.regionHeight * regionScaleY;
|
|
var radians = this.rotation * Math.PI / 180;
|
|
var cos = Math.cos(radians);
|
|
var sin = Math.sin(radians);
|
|
var localXCos = localX * cos + this.x;
|
|
var localXSin = localX * sin;
|
|
var localYCos = localY * cos + this.y;
|
|
var localYSin = localY * sin;
|
|
var localX2Cos = localX2 * cos + this.x;
|
|
var localX2Sin = localX2 * sin;
|
|
var localY2Cos = localY2 * cos + this.y;
|
|
var localY2Sin = localY2 * sin;
|
|
var offset = this.offset;
|
|
offset[0/*X1*/] = localXCos - localYSin;
|
|
offset[1/*Y1*/] = localYCos + localXSin;
|
|
offset[2/*X2*/] = localXCos - localY2Sin;
|
|
offset[3/*Y2*/] = localY2Cos + localXSin;
|
|
offset[4/*X3*/] = localX2Cos - localY2Sin;
|
|
offset[5/*Y3*/] = localY2Cos + localX2Sin;
|
|
offset[6/*X4*/] = localX2Cos - localYSin;
|
|
offset[7/*Y4*/] = localYCos + localX2Sin;
|
|
},
|
|
computeVertices: function (x, y, bone, vertices) {
|
|
x += bone.worldX;
|
|
y += bone.worldY;
|
|
var m00 = bone.m00;
|
|
var m01 = bone.m01;
|
|
var m10 = bone.m10;
|
|
var m11 = bone.m11;
|
|
var offset = this.offset;
|
|
vertices[0/*X1*/] = offset[0/*X1*/] * m00 + offset[1/*Y1*/] * m01 + x;
|
|
vertices[1/*Y1*/] = offset[0/*X1*/] * m10 + offset[1/*Y1*/] * m11 + y;
|
|
vertices[2/*X2*/] = offset[2/*X2*/] * m00 + offset[3/*Y2*/] * m01 + x;
|
|
vertices[3/*Y2*/] = offset[2/*X2*/] * m10 + offset[3/*Y2*/] * m11 + y;
|
|
vertices[4/*X3*/] = offset[4/*X3*/] * m00 + offset[5/*X3*/] * m01 + x;
|
|
vertices[5/*X3*/] = offset[4/*X3*/] * m10 + offset[5/*X3*/] * m11 + y;
|
|
vertices[6/*X4*/] = offset[6/*X4*/] * m00 + offset[7/*Y4*/] * m01 + x;
|
|
vertices[7/*Y4*/] = offset[6/*X4*/] * m10 + offset[7/*Y4*/] * m11 + y;
|
|
}
|
|
}
|
|
|
|
spine.AnimationStateData = function (skeletonData) {
|
|
this.skeletonData = skeletonData;
|
|
this.animationToMixTime = {};
|
|
};
|
|
spine.AnimationStateData.prototype = {
|
|
defaultMix: 0,
|
|
setMixByName: function (fromName, toName, duration) {
|
|
var from = this.skeletonData.findAnimation(fromName);
|
|
if (!from) throw "Animation not found: " + fromName;
|
|
var to = this.skeletonData.findAnimation(toName);
|
|
if (!to) throw "Animation not found: " + toName;
|
|
this.setMix(from, to, duration);
|
|
},
|
|
setMix: function (from, to, duration) {
|
|
this.animationToMixTime[from.name + ":" + to.name] = duration;
|
|
},
|
|
getMix: function (from, to) {
|
|
var time = this.animationToMixTime[from.name + ":" + to.name];
|
|
return time ? time : this.defaultMix;
|
|
}
|
|
};
|
|
|
|
spine.AnimationState = function (stateData) {
|
|
this.data = stateData;
|
|
this.queue = [];
|
|
};
|
|
spine.AnimationState.prototype = {
|
|
current: null,
|
|
previous: null,
|
|
currentTime: 0,
|
|
previousTime: 0,
|
|
currentLoop: false,
|
|
previousLoop: false,
|
|
mixTime: 0,
|
|
mixDuration: 0,
|
|
update: function (delta) {
|
|
this.currentTime += delta;
|
|
this.previousTime += delta;
|
|
this.mixTime += delta;
|
|
|
|
if (this.queue.length > 0) {
|
|
var entry = this.queue[0];
|
|
if (this.currentTime >= entry.delay) {
|
|
this._setAnimation(entry.animation, entry.loop);
|
|
this.queue.shift();
|
|
}
|
|
}
|
|
},
|
|
apply: function (skeleton) {
|
|
if (!this.current) return;
|
|
if (this.previous) {
|
|
this.previous.apply(skeleton, this.previousTime, this.previousLoop);
|
|
var alpha = this.mixTime / this.mixDuration;
|
|
if (alpha >= 1) {
|
|
alpha = 1;
|
|
this.previous = null;
|
|
}
|
|
this.current.mix(skeleton, this.currentTime, this.currentLoop, alpha);
|
|
} else
|
|
this.current.apply(skeleton, this.currentTime, this.currentLoop);
|
|
},
|
|
clearAnimation: function () {
|
|
this.previous = null;
|
|
this.current = null;
|
|
this.queue.length = 0;
|
|
},
|
|
_setAnimation: function (animation, loop) {
|
|
this.previous = null;
|
|
if (animation && this.current) {
|
|
this.mixDuration = this.data.getMix(this.current, animation);
|
|
if (this.mixDuration > 0) {
|
|
this.mixTime = 0;
|
|
this.previous = this.current;
|
|
this.previousTime = this.currentTime;
|
|
this.previousLoop = this.currentLoop;
|
|
}
|
|
}
|
|
this.current = animation;
|
|
this.currentLoop = loop;
|
|
this.currentTime = 0;
|
|
},
|
|
/** @see #setAnimation(Animation, Boolean) */
|
|
setAnimationByName: function (animationName, loop) {
|
|
var animation = this.data.skeletonData.findAnimation(animationName);
|
|
if (!animation) throw "Animation not found: " + animationName;
|
|
this.setAnimation(animation, loop);
|
|
},
|
|
/** Set the current animation. Any queued animations are cleared and the current animation time is set to 0.
|
|
* @param animation May be null. */
|
|
setAnimation: function (animation, loop) {
|
|
this.queue.length = 0;
|
|
this._setAnimation(animation, loop);
|
|
},
|
|
/** @see #addAnimation(Animation, Boolean, Number) */
|
|
addAnimationByName: function (animationName, loop, delay) {
|
|
var animation = this.data.skeletonData.findAnimation(animationName);
|
|
if (!animation) throw "Animation not found: " + animationName;
|
|
this.addAnimation(animation, loop, delay);
|
|
},
|
|
/** Adds an animation to be played delay seconds after the current or last queued animation.
|
|
* @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
|
|
addAnimation: function (animation, loop, delay) {
|
|
var entry = {};
|
|
entry.animation = animation;
|
|
entry.loop = loop;
|
|
|
|
if (!delay || delay <= 0) {
|
|
var previousAnimation = this.queue.length == 0 ? this.current : this.queue[this.queue.length - 1].animation;
|
|
if (previousAnimation != null)
|
|
delay = previousAnimation.duration - this.data.getMix(previousAnimation, animation) + (delay || 0);
|
|
else
|
|
delay = 0;
|
|
}
|
|
entry.delay = delay;
|
|
|
|
this.queue.push(entry);
|
|
},
|
|
/** Returns true if no animation is set or if the current time is greater than the animation duration, regardless of looping. */
|
|
isComplete: function () {
|
|
return !this.current || this.currentTime >= this.current.duration;
|
|
}
|
|
};
|
|
|
|
spine.SkeletonJson = function (attachmentLoader) {
|
|
this.attachmentLoader = attachmentLoader;
|
|
};
|
|
spine.SkeletonJson.prototype = {
|
|
scale: 1,
|
|
readSkeletonData: function (root) {
|
|
var skeletonData = new spine.SkeletonData();
|
|
|
|
// Bones.
|
|
var bones = root["bones"];
|
|
for (var i = 0, n = bones.length; i < n; i++) {
|
|
var boneMap = bones[i];
|
|
var parent = null;
|
|
if (boneMap["parent"]) {
|
|
parent = skeletonData.findBone(boneMap["parent"]);
|
|
if (!parent) throw "Parent bone not found: " + boneMap["parent"];
|
|
}
|
|
var boneData = new spine.BoneData(boneMap["name"], parent);
|
|
boneData.length = (boneMap["length"] || 0) * this.scale;
|
|
boneData.x = (boneMap["x"] || 0) * this.scale;
|
|
boneData.y = (boneMap["y"] || 0) * this.scale;
|
|
boneData.rotation = (boneMap["rotation"] || 0);
|
|
boneData.scaleX = boneMap["scaleX"] || 1;
|
|
boneData.scaleY = boneMap["scaleY"] || 1;
|
|
skeletonData.bones.push(boneData);
|
|
}
|
|
|
|
// Slots.
|
|
var slots = root["slots"];
|
|
for (var i = 0, n = slots.length; i < n; i++) {
|
|
var slotMap = slots[i];
|
|
var boneData = skeletonData.findBone(slotMap["bone"]);
|
|
if (!boneData) throw "Slot bone not found: " + slotMap["bone"];
|
|
var slotData = new spine.SlotData(slotMap["name"], boneData);
|
|
|
|
var color = slotMap["color"];
|
|
if (color) {
|
|
slotData.r = spine.SkeletonJson.toColor(color, 0);
|
|
slotData.g = spine.SkeletonJson.toColor(color, 1);
|
|
slotData.b = spine.SkeletonJson.toColor(color, 2);
|
|
slotData.a = spine.SkeletonJson.toColor(color, 3);
|
|
}
|
|
|
|
slotData.attachmentName = slotMap["attachment"];
|
|
|
|
skeletonData.slots.push(slotData);
|
|
}
|
|
|
|
// Skins.
|
|
var skins = root["skins"];
|
|
for (var skinName in skins) {
|
|
if (!skins.hasOwnProperty(skinName)) continue;
|
|
var skinMap = skins[skinName];
|
|
var skin = new spine.Skin(skinName);
|
|
for (var slotName in skinMap) {
|
|
if (!skinMap.hasOwnProperty(slotName)) continue;
|
|
var slotIndex = skeletonData.findSlotIndex(slotName);
|
|
var slotEntry = skinMap[slotName];
|
|
for (var attachmentName in slotEntry) {
|
|
if (!slotEntry.hasOwnProperty(attachmentName)) continue;
|
|
var attachment = this.readAttachment(skin, attachmentName, slotEntry[attachmentName]);
|
|
if (attachment != null) skin.addAttachment(slotIndex, attachmentName, attachment);
|
|
}
|
|
}
|
|
skeletonData.skins.push(skin);
|
|
if (skin.name == "default") skeletonData.defaultSkin = skin;
|
|
}
|
|
|
|
// Animations.
|
|
var animations = root["animations"];
|
|
for (var animationName in animations) {
|
|
if (!animations.hasOwnProperty(animationName)) continue;
|
|
this.readAnimation(animationName, animations[animationName], skeletonData);
|
|
}
|
|
|
|
return skeletonData;
|
|
},
|
|
readAttachment: function (skin, name, map) {
|
|
name = map["name"] || name;
|
|
|
|
var type = spine.AttachmentType[map["type"] || "region"];
|
|
|
|
if (type == spine.AttachmentType.region) {
|
|
var attachment = new spine.RegionAttachment();
|
|
attachment.x = (map["x"] || 0) * this.scale;
|
|
attachment.y = (map["y"] || 0) * this.scale;
|
|
attachment.scaleX = map["scaleX"] || 1;
|
|
attachment.scaleY = map["scaleY"] || 1;
|
|
attachment.rotation = map["rotation"] || 0;
|
|
attachment.width = (map["width"] || 32) * this.scale;
|
|
attachment.height = (map["height"] || 32) * this.scale;
|
|
attachment.updateOffset();
|
|
|
|
attachment.rendererObject = {};
|
|
attachment.rendererObject.name = name;
|
|
attachment.rendererObject.scale = {};
|
|
attachment.rendererObject.scale.x = attachment.scaleX;
|
|
attachment.rendererObject.scale.y = attachment.scaleY;
|
|
attachment.rendererObject.rotation = -attachment.rotation * Math.PI / 180;
|
|
return attachment;
|
|
}
|
|
|
|
throw "Unknown attachment type: " + type;
|
|
},
|
|
|
|
readAnimation: function (name, map, skeletonData) {
|
|
var timelines = [];
|
|
var duration = 0;
|
|
|
|
var bones = map["bones"];
|
|
for (var boneName in bones) {
|
|
if (!bones.hasOwnProperty(boneName)) continue;
|
|
var boneIndex = skeletonData.findBoneIndex(boneName);
|
|
if (boneIndex == -1) throw "Bone not found: " + boneName;
|
|
var boneMap = bones[boneName];
|
|
|
|
for (var timelineName in boneMap) {
|
|
if (!boneMap.hasOwnProperty(timelineName)) continue;
|
|
var values = boneMap[timelineName];
|
|
if (timelineName == "rotate") {
|
|
var timeline = new spine.RotateTimeline(values.length);
|
|
timeline.boneIndex = boneIndex;
|
|
|
|
var frameIndex = 0;
|
|
for (var i = 0, n = values.length; i < n; i++) {
|
|
var valueMap = values[i];
|
|
timeline.setFrame(frameIndex, valueMap["time"], valueMap["angle"]);
|
|
spine.SkeletonJson.readCurve(timeline, frameIndex, valueMap);
|
|
frameIndex++;
|
|
}
|
|
timelines.push(timeline);
|
|
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 2 - 2]);
|
|
|
|
} else if (timelineName == "translate" || timelineName == "scale") {
|
|
var timeline;
|
|
var timelineScale = 1;
|
|
if (timelineName == "scale")
|
|
timeline = new spine.ScaleTimeline(values.length);
|
|
else {
|
|
timeline = new spine.TranslateTimeline(values.length);
|
|
timelineScale = this.scale;
|
|
}
|
|
timeline.boneIndex = boneIndex;
|
|
|
|
var frameIndex = 0;
|
|
for (var i = 0, n = values.length; i < n; i++) {
|
|
var valueMap = values[i];
|
|
var x = (valueMap["x"] || 0) * timelineScale;
|
|
var y = (valueMap["y"] || 0) * timelineScale;
|
|
timeline.setFrame(frameIndex, valueMap["time"], x, y);
|
|
spine.SkeletonJson.readCurve(timeline, frameIndex, valueMap);
|
|
frameIndex++;
|
|
}
|
|
timelines.push(timeline);
|
|
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 3 - 3]);
|
|
|
|
} else
|
|
throw "Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")";
|
|
}
|
|
}
|
|
var slots = map["slots"];
|
|
for (var slotName in slots) {
|
|
if (!slots.hasOwnProperty(slotName)) continue;
|
|
var slotMap = slots[slotName];
|
|
var slotIndex = skeletonData.findSlotIndex(slotName);
|
|
|
|
for (var timelineName in slotMap) {
|
|
if (!slotMap.hasOwnProperty(timelineName)) continue;
|
|
var values = slotMap[timelineName];
|
|
if (timelineName == "color") {
|
|
var timeline = new spine.ColorTimeline(values.length);
|
|
timeline.slotIndex = slotIndex;
|
|
|
|
var frameIndex = 0;
|
|
for (var i = 0, n = values.length; i < n; i++) {
|
|
var valueMap = values[i];
|
|
var color = valueMap["color"];
|
|
var r = spine.SkeletonJson.toColor(color, 0);
|
|
var g = spine.SkeletonJson.toColor(color, 1);
|
|
var b = spine.SkeletonJson.toColor(color, 2);
|
|
var a = spine.SkeletonJson.toColor(color, 3);
|
|
timeline.setFrame(frameIndex, valueMap["time"], r, g, b, a);
|
|
spine.SkeletonJson.readCurve(timeline, frameIndex, valueMap);
|
|
frameIndex++;
|
|
}
|
|
timelines.push(timeline);
|
|
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 5 - 5]);
|
|
|
|
} else if (timelineName == "attachment") {
|
|
var timeline = new spine.AttachmentTimeline(values.length);
|
|
timeline.slotIndex = slotIndex;
|
|
|
|
var frameIndex = 0;
|
|
for (var i = 0, n = values.length; i < n; i++) {
|
|
var valueMap = values[i];
|
|
timeline.setFrame(frameIndex++, valueMap["time"], valueMap["name"]);
|
|
}
|
|
timelines.push(timeline);
|
|
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
|
|
|
|
} else
|
|
throw "Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")";
|
|
}
|
|
}
|
|
skeletonData.animations.push(new spine.Animation(name, timelines, duration));
|
|
}
|
|
};
|
|
spine.SkeletonJson.readCurve = function (timeline, frameIndex, valueMap) {
|
|
var curve = valueMap["curve"];
|
|
if (!curve) return;
|
|
if (curve == "stepped")
|
|
timeline.curves.setStepped(frameIndex);
|
|
else if (curve instanceof Array)
|
|
timeline.curves.setCurve(frameIndex, curve[0], curve[1], curve[2], curve[3]);
|
|
};
|
|
spine.SkeletonJson.toColor = function (hexString, colorIndex) {
|
|
if (hexString.length != 8) throw "Color hexidecimal length must be 8, recieved: " + hexString;
|
|
return parseInt(hexString.substring(colorIndex * 2, 2), 16) / 255;
|
|
};
|
|
|
|
spine.Atlas = function (atlasText, textureLoader) {
|
|
this.textureLoader = textureLoader;
|
|
this.pages = [];
|
|
this.regions = [];
|
|
|
|
var reader = new spine.AtlasReader(atlasText);
|
|
var tuple = [];
|
|
tuple.length = 4;
|
|
var page = null;
|
|
while (true) {
|
|
var line = reader.readLine();
|
|
if (line == null) break;
|
|
line = reader.trim(line);
|
|
if (line.length == 0)
|
|
page = null;
|
|
else if (!page) {
|
|
page = new spine.AtlasPage();
|
|
page.name = line;
|
|
|
|
page.format = spine.Atlas.Format[reader.readValue()];
|
|
|
|
reader.readTuple(tuple);
|
|
page.minFilter = spine.Atlas.TextureFilter[tuple[0]];
|
|
page.magFilter = spine.Atlas.TextureFilter[tuple[1]];
|
|
|
|
var direction = reader.readValue();
|
|
page.uWrap = spine.Atlas.TextureWrap.clampToEdge;
|
|
page.vWrap = spine.Atlas.TextureWrap.clampToEdge;
|
|
if (direction == "x")
|
|
page.uWrap = spine.Atlas.TextureWrap.repeat;
|
|
else if (direction == "y")
|
|
page.vWrap = spine.Atlas.TextureWrap.repeat;
|
|
else if (direction == "xy")
|
|
page.uWrap = page.vWrap = spine.Atlas.TextureWrap.repeat;
|
|
|
|
textureLoader.load(page, line);
|
|
|
|
this.pages.push(page);
|
|
|
|
} else {
|
|
var region = new spine.AtlasRegion();
|
|
region.name = line;
|
|
region.page = page;
|
|
|
|
region.rotate = reader.readValue() == "true";
|
|
|
|
reader.readTuple(tuple);
|
|
var x = parseInt(tuple[0]);
|
|
var y = parseInt(tuple[1]);
|
|
|
|
reader.readTuple(tuple);
|
|
var width = parseInt(tuple[0]);
|
|
var height = parseInt(tuple[1]);
|
|
|
|
region.u = x / page.width;
|
|
region.v = y / page.height;
|
|
if (region.rotate) {
|
|
region.u2 = (x + height) / page.width;
|
|
region.v2 = (y + width) / page.height;
|
|
} else {
|
|
region.u2 = (x + width) / page.width;
|
|
region.v2 = (y + height) / page.height;
|
|
}
|
|
region.x = x;
|
|
region.y = y;
|
|
region.width = Math.abs(width);
|
|
region.height = Math.abs(height);
|
|
|
|
if (reader.readTuple(tuple) == 4) { // split is optional
|
|
region.splits = [parseInt(tuple[0]), parseInt(tuple[1]), parseInt(tuple[2]), parseInt(tuple[3])];
|
|
|
|
if (reader.readTuple(tuple) == 4) { // pad is optional, but only present with splits
|
|
region.pads = [parseInt(tuple[0]), parseInt(tuple[1]), parseInt(tuple[2]), parseInt(tuple[3])];
|
|
|
|
reader.readTuple(tuple);
|
|
}
|
|
}
|
|
|
|
region.originalWidth = parseInt(tuple[0]);
|
|
region.originalHeight = parseInt(tuple[1]);
|
|
|
|
reader.readTuple(tuple);
|
|
region.offsetX = parseInt(tuple[0]);
|
|
region.offsetY = parseInt(tuple[1]);
|
|
|
|
region.index = parseInt(reader.readValue());
|
|
|
|
this.regions.push(region);
|
|
}
|
|
}
|
|
};
|
|
spine.Atlas.prototype = {
|
|
findRegion: function (name) {
|
|
var regions = this.regions;
|
|
for (var i = 0, n = regions.length; i < n; i++)
|
|
if (regions[i].name == name) return regions[i];
|
|
return null;
|
|
},
|
|
dispose: function () {
|
|
var pages = this.pages;
|
|
for (var i = 0, n = pages.length; i < n; i++)
|
|
this.textureLoader.unload(pages[i].rendererObject);
|
|
},
|
|
updateUVs: function (page) {
|
|
var regions = this.regions;
|
|
for (var i = 0, n = regions.length; i < n; i++) {
|
|
var region = regions[i];
|
|
if (region.page != page) continue;
|
|
region.u = region.x / page.width;
|
|
region.v = region.y / page.height;
|
|
if (region.rotate) {
|
|
region.u2 = (region.x + region.height) / page.width;
|
|
region.v2 = (region.y + region.width) / page.height;
|
|
} else {
|
|
region.u2 = (region.x + region.width) / page.width;
|
|
region.v2 = (region.y + region.height) / page.height;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
spine.Atlas.Format = {
|
|
alpha: 0,
|
|
intensity: 1,
|
|
luminanceAlpha: 2,
|
|
rgb565: 3,
|
|
rgba4444: 4,
|
|
rgb888: 5,
|
|
rgba8888: 6
|
|
};
|
|
|
|
spine.Atlas.TextureFilter = {
|
|
nearest: 0,
|
|
linear: 1,
|
|
mipMap: 2,
|
|
mipMapNearestNearest: 3,
|
|
mipMapLinearNearest: 4,
|
|
mipMapNearestLinear: 5,
|
|
mipMapLinearLinear: 6
|
|
};
|
|
|
|
spine.Atlas.TextureWrap = {
|
|
mirroredRepeat: 0,
|
|
clampToEdge: 1,
|
|
repeat: 2
|
|
};
|
|
|
|
spine.AtlasPage = function () {};
|
|
spine.AtlasPage.prototype = {
|
|
name: null,
|
|
format: null,
|
|
minFilter: null,
|
|
magFilter: null,
|
|
uWrap: null,
|
|
vWrap: null,
|
|
rendererObject: null,
|
|
width: 0,
|
|
height: 0
|
|
};
|
|
|
|
spine.AtlasRegion = function () {};
|
|
spine.AtlasRegion.prototype = {
|
|
page: null,
|
|
name: null,
|
|
x: 0, y: 0,
|
|
width: 0, height: 0,
|
|
u: 0, v: 0, u2: 0, v2: 0,
|
|
offsetX: 0, offsetY: 0,
|
|
originalWidth: 0, originalHeight: 0,
|
|
index: 0,
|
|
rotate: false,
|
|
splits: null,
|
|
pads: null,
|
|
};
|
|
|
|
spine.AtlasReader = function (text) {
|
|
this.lines = text.split(/\r\n|\r|\n/);
|
|
};
|
|
spine.AtlasReader.prototype = {
|
|
index: 0,
|
|
trim: function (value) {
|
|
return value.replace(/^\s+|\s+$/g, "");
|
|
},
|
|
readLine: function () {
|
|
if (this.index >= this.lines.length) return null;
|
|
return this.lines[this.index++];
|
|
},
|
|
readValue: function () {
|
|
var line = this.readLine();
|
|
var colon = line.indexOf(":");
|
|
if (colon == -1) throw "Invalid line: " + line;
|
|
return this.trim(line.substring(colon + 1));
|
|
},
|
|
/** Returns the number of tuple values read (2 or 4). */
|
|
readTuple: function (tuple) {
|
|
var line = this.readLine();
|
|
var colon = line.indexOf(":");
|
|
if (colon == -1) throw "Invalid line: " + line;
|
|
var i = 0, lastMatch= colon + 1;
|
|
for (; i < 3; i++) {
|
|
var comma = line.indexOf(",", lastMatch);
|
|
if (comma == -1) {
|
|
if (i == 0) throw "Invalid line: " + line;
|
|
break;
|
|
}
|
|
tuple[i] = this.trim(line.substr(lastMatch, comma - lastMatch));
|
|
lastMatch = comma + 1;
|
|
}
|
|
tuple[i] = this.trim(line.substring(lastMatch));
|
|
return i + 1;
|
|
}
|
|
}
|
|
|
|
spine.AtlasAttachmentLoader = function (atlas) {
|
|
this.atlas = atlas;
|
|
}
|
|
spine.AtlasAttachmentLoader.prototype = {
|
|
newAttachment: function (skin, type, name) {
|
|
switch (type) {
|
|
case spine.AttachmentType.region:
|
|
var region = this.atlas.findRegion(name);
|
|
if (!region) throw "Region not found in atlas: " + name + " (" + type + ")";
|
|
var attachment = new spine.RegionAttachment(name);
|
|
attachment.rendererObject = region;
|
|
attachment.setUVs(region.u, region.v, region.u2, region.v2, region.rotate);
|
|
attachment.regionOffsetX = region.offsetX;
|
|
attachment.regionOffsetY = region.offsetY;
|
|
attachment.regionWidth = region.width;
|
|
attachment.regionHeight = region.height;
|
|
attachment.regionOriginalWidth = region.originalWidth;
|
|
attachment.regionOriginalHeight = region.originalHeight;
|
|
return attachment;
|
|
}
|
|
throw "Unknown attachment type: " + type;
|
|
}
|
|
}
|
|
|
|
PIXI.AnimCache = {};
|
|
spine.Bone.yDown = true;
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
|
|
/**
|
|
* This object is one that will allow you to specify custom rendering functions based on render type
|
|
*
|
|
* @class CustomRenderable
|
|
* @extends DisplayObject
|
|
* @constructor
|
|
*/
|
|
PIXI.CustomRenderable = function()
|
|
{
|
|
PIXI.DisplayObject.call( this );
|
|
|
|
}
|
|
|
|
// constructor
|
|
PIXI.CustomRenderable.prototype = Object.create( PIXI.DisplayObject.prototype );
|
|
PIXI.CustomRenderable.prototype.constructor = PIXI.CustomRenderable;
|
|
|
|
/**
|
|
* If this object is being rendered by a CanvasRenderer it will call this callback
|
|
*
|
|
* @method renderCanvas
|
|
* @param renderer {CanvasRenderer} The renderer instance
|
|
*/
|
|
PIXI.CustomRenderable.prototype.renderCanvas = function(renderer)
|
|
{
|
|
// override!
|
|
}
|
|
|
|
/**
|
|
* If this object is being rendered by a WebGLRenderer it will call this callback to initialize
|
|
*
|
|
* @method initWebGL
|
|
* @param renderer {WebGLRenderer} The renderer instance
|
|
*/
|
|
PIXI.CustomRenderable.prototype.initWebGL = function(renderer)
|
|
{
|
|
// override!
|
|
}
|
|
|
|
/**
|
|
* If this object is being rendered by a WebGLRenderer it will call this callback
|
|
*
|
|
* @method renderWebGL
|
|
* @param renderer {WebGLRenderer} The renderer instance
|
|
*/
|
|
PIXI.CustomRenderable.prototype.renderWebGL = function(renderGroup, projectionMatrix)
|
|
{
|
|
// not sure if both needed? but ya have for now!
|
|
// override!
|
|
}
|
|
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
PIXI.BaseTextureCache = {};
|
|
PIXI.texturesToUpdate = [];
|
|
PIXI.texturesToDestroy = [];
|
|
|
|
/**
|
|
* A texture stores the information that represents an image. All textures have a base texture
|
|
*
|
|
* @class BaseTexture
|
|
* @uses EventTarget
|
|
* @constructor
|
|
* @param source {String} the source object (image or canvas)
|
|
*/
|
|
PIXI.BaseTexture = function(source)
|
|
{
|
|
PIXI.EventTarget.call( this );
|
|
|
|
/**
|
|
* [read-only] The width of the base texture set when the image has loaded
|
|
*
|
|
* @property width
|
|
* @type Number
|
|
* @readOnly
|
|
*/
|
|
this.width = 100;
|
|
|
|
/**
|
|
* [read-only] The height of the base texture set when the image has loaded
|
|
*
|
|
* @property height
|
|
* @type Number
|
|
* @readOnly
|
|
*/
|
|
this.height = 100;
|
|
|
|
/**
|
|
* [read-only] Describes if the base texture has loaded or not
|
|
*
|
|
* @property hasLoaded
|
|
* @type Boolean
|
|
* @readOnly
|
|
*/
|
|
this.hasLoaded = false;
|
|
|
|
/**
|
|
* The source that is loaded to create the texture
|
|
*
|
|
* @property source
|
|
* @type Image
|
|
*/
|
|
this.source = source;
|
|
|
|
if(!source)return;
|
|
|
|
if(this.source instanceof Image || this.source instanceof HTMLImageElement)
|
|
{
|
|
if(this.source.complete)
|
|
{
|
|
this.hasLoaded = true;
|
|
this.width = this.source.width;
|
|
this.height = this.source.height;
|
|
|
|
PIXI.texturesToUpdate.push(this);
|
|
}
|
|
else
|
|
{
|
|
|
|
var scope = this;
|
|
this.source.onload = function(){
|
|
|
|
scope.hasLoaded = true;
|
|
scope.width = scope.source.width;
|
|
scope.height = scope.source.height;
|
|
|
|
// add it to somewhere...
|
|
PIXI.texturesToUpdate.push(scope);
|
|
scope.dispatchEvent( { type: 'loaded', content: scope } );
|
|
}
|
|
// this.image.src = imageUrl;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this.hasLoaded = true;
|
|
this.width = this.source.width;
|
|
this.height = this.source.height;
|
|
|
|
PIXI.texturesToUpdate.push(this);
|
|
}
|
|
|
|
this._powerOf2 = false;
|
|
}
|
|
|
|
PIXI.BaseTexture.prototype.constructor = PIXI.BaseTexture;
|
|
|
|
/**
|
|
* Destroys this base texture
|
|
*
|
|
* @method destroy
|
|
*/
|
|
PIXI.BaseTexture.prototype.destroy = function()
|
|
{
|
|
if(this.source instanceof Image)
|
|
{
|
|
this.source.src = null;
|
|
}
|
|
this.source = null;
|
|
PIXI.texturesToDestroy.push(this);
|
|
}
|
|
|
|
/**
|
|
* Helper function that returns a base texture based on an image url
|
|
* If the image is not in the base texture cache it will be created and loaded
|
|
*
|
|
* @static
|
|
* @method fromImage
|
|
* @param imageUrl {String} The image url of the texture
|
|
* @return BaseTexture
|
|
*/
|
|
PIXI.BaseTexture.fromImage = function(imageUrl, crossorigin)
|
|
{
|
|
var baseTexture = PIXI.BaseTextureCache[imageUrl];
|
|
if(!baseTexture)
|
|
{
|
|
// new Image() breaks tex loading in some versions of Chrome.
|
|
// See https://code.google.com/p/chromium/issues/detail?id=238071
|
|
var image = new Image();//document.createElement('img');
|
|
if (crossorigin)
|
|
{
|
|
image.crossOrigin = '';
|
|
}
|
|
image.src = imageUrl;
|
|
baseTexture = new PIXI.BaseTexture(image);
|
|
PIXI.BaseTextureCache[imageUrl] = baseTexture;
|
|
}
|
|
|
|
return baseTexture;
|
|
}
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
PIXI.TextureCache = {};
|
|
PIXI.FrameCache = {};
|
|
|
|
/**
|
|
* A texture stores the information that represents an image or part of an image. It cannot be added
|
|
* to the display list directly. To do this use PIXI.Sprite. If no frame is provided then the whole image is used
|
|
*
|
|
* @class Texture
|
|
* @uses EventTarget
|
|
* @constructor
|
|
* @param baseTexture {BaseTexture} The base texture source to create the texture from
|
|
* @param frmae {Rectangle} The rectangle frame of the texture to show
|
|
*/
|
|
PIXI.Texture = function(baseTexture, frame)
|
|
{
|
|
PIXI.EventTarget.call( this );
|
|
|
|
if(!frame)
|
|
{
|
|
this.noFrame = true;
|
|
frame = new PIXI.Rectangle(0,0,1,1);
|
|
}
|
|
|
|
if(baseTexture instanceof PIXI.Texture)
|
|
baseTexture = baseTexture.baseTexture;
|
|
|
|
/**
|
|
* The base texture of this texture
|
|
*
|
|
* @property baseTexture
|
|
* @type BaseTexture
|
|
*/
|
|
this.baseTexture = baseTexture;
|
|
|
|
/**
|
|
* The frame specifies the region of the base texture that this texture uses
|
|
*
|
|
* @property frame
|
|
* @type Rectangle
|
|
*/
|
|
this.frame = frame;
|
|
|
|
/**
|
|
* The trim point
|
|
*
|
|
* @property trim
|
|
* @type Point
|
|
*/
|
|
this.trim = new PIXI.Point();
|
|
|
|
this.scope = this;
|
|
|
|
if(baseTexture.hasLoaded)
|
|
{
|
|
if(this.noFrame)frame = new PIXI.Rectangle(0,0, baseTexture.width, baseTexture.height);
|
|
//console.log(frame)
|
|
|
|
this.setFrame(frame);
|
|
}
|
|
else
|
|
{
|
|
var scope = this;
|
|
baseTexture.addEventListener( 'loaded', function(){ scope.onBaseTextureLoaded()} );
|
|
}
|
|
}
|
|
|
|
PIXI.Texture.prototype.constructor = PIXI.Texture;
|
|
|
|
/**
|
|
* Called when the base texture is loaded
|
|
*
|
|
* @method onBaseTextureLoaded
|
|
* @param event
|
|
* @private
|
|
*/
|
|
PIXI.Texture.prototype.onBaseTextureLoaded = function(event)
|
|
{
|
|
var baseTexture = this.baseTexture;
|
|
baseTexture.removeEventListener( 'loaded', this.onLoaded );
|
|
|
|
if(this.noFrame)this.frame = new PIXI.Rectangle(0,0, baseTexture.width, baseTexture.height);
|
|
this.noFrame = false;
|
|
this.width = this.frame.width;
|
|
this.height = this.frame.height;
|
|
|
|
this.scope.dispatchEvent( { type: 'update', content: this } );
|
|
}
|
|
|
|
/**
|
|
* Destroys this texture
|
|
*
|
|
* @method destroy
|
|
* @param destroyBase {Boolean} Whether to destroy the base texture as well
|
|
*/
|
|
PIXI.Texture.prototype.destroy = function(destroyBase)
|
|
{
|
|
if(destroyBase)this.baseTexture.destroy();
|
|
}
|
|
|
|
/**
|
|
* Specifies the rectangle region of the baseTexture
|
|
*
|
|
* @method setFrame
|
|
* @param frame {Rectangle} The frame of the texture to set it to
|
|
*/
|
|
PIXI.Texture.prototype.setFrame = function(frame)
|
|
{
|
|
this.frame = frame;
|
|
this.width = frame.width;
|
|
this.height = frame.height;
|
|
|
|
if(frame.x + frame.width > this.baseTexture.width || frame.y + frame.height > this.baseTexture.height)
|
|
{
|
|
throw new Error("Texture Error: frame does not fit inside the base Texture dimensions " + this);
|
|
}
|
|
|
|
this.updateFrame = true;
|
|
|
|
PIXI.Texture.frameUpdates.push(this);
|
|
//this.dispatchEvent( { type: 'update', content: this } );
|
|
}
|
|
|
|
/**
|
|
* Helper function that returns a texture based on an image url
|
|
* If the image is not in the texture cache it will be created and loaded
|
|
*
|
|
* @static
|
|
* @method fromImage
|
|
* @param imageUrl {String} The image url of the texture
|
|
* @param crossorigin {Boolean} Whether requests should be treated as crossorigin
|
|
* @return Texture
|
|
*/
|
|
PIXI.Texture.fromImage = function(imageUrl, crossorigin)
|
|
{
|
|
var texture = PIXI.TextureCache[imageUrl];
|
|
|
|
if(!texture)
|
|
{
|
|
texture = new PIXI.Texture(PIXI.BaseTexture.fromImage(imageUrl, crossorigin));
|
|
PIXI.TextureCache[imageUrl] = texture;
|
|
}
|
|
|
|
return texture;
|
|
}
|
|
|
|
/**
|
|
* Helper function that returns a texture based on a frame id
|
|
* If the frame id is not in the texture cache an error will be thrown
|
|
*
|
|
* @static
|
|
* @method fromFrame
|
|
* @param frameId {String} The frame id of the texture
|
|
* @return Texture
|
|
*/
|
|
PIXI.Texture.fromFrame = function(frameId)
|
|
{
|
|
var texture = PIXI.TextureCache[frameId];
|
|
if(!texture)throw new Error("The frameId '"+ frameId +"' does not exist in the texture cache " + this);
|
|
return texture;
|
|
}
|
|
|
|
/**
|
|
* Helper function that returns a texture based on a canvas element
|
|
* If the canvas is not in the texture cache it will be created and loaded
|
|
*
|
|
* @static
|
|
* @method fromCanvas
|
|
* @param canvas {Canvas} The canvas element source of the texture
|
|
* @return Texture
|
|
*/
|
|
PIXI.Texture.fromCanvas = function(canvas)
|
|
{
|
|
var baseTexture = new PIXI.BaseTexture(canvas);
|
|
return new PIXI.Texture(baseTexture);
|
|
}
|
|
|
|
|
|
/**
|
|
* Adds a texture to the textureCache.
|
|
*
|
|
* @static
|
|
* @method addTextureToCache
|
|
* @param texture {Texture}
|
|
* @param id {String} the id that the texture will be stored against.
|
|
*/
|
|
PIXI.Texture.addTextureToCache = function(texture, id)
|
|
{
|
|
PIXI.TextureCache[id] = texture;
|
|
}
|
|
|
|
/**
|
|
* Remove a texture from the textureCache.
|
|
*
|
|
* @static
|
|
* @method removeTextureFromCache
|
|
* @param id {String} the id of the texture to be removed
|
|
* @return {Texture} the texture that was removed
|
|
*/
|
|
PIXI.Texture.removeTextureFromCache = function(id)
|
|
{
|
|
var texture = PIXI.TextureCache[id]
|
|
PIXI.TextureCache[id] = null;
|
|
return texture;
|
|
}
|
|
|
|
// this is more for webGL.. it contains updated frames..
|
|
PIXI.Texture.frameUpdates = [];
|
|
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
A RenderTexture is a special texture that allows any pixi displayObject to be rendered to it.
|
|
|
|
__Hint__: All DisplayObjects (exmpl. Sprites) that renders on RenderTexture should be preloaded.
|
|
Otherwise black rectangles will be drawn instead.
|
|
|
|
RenderTexture takes snapshot of DisplayObject passed to render method. If DisplayObject is passed to render method, position and rotation of it will be ignored. For example:
|
|
|
|
var renderTexture = new PIXI.RenderTexture(800, 600);
|
|
var sprite = PIXI.Sprite.fromImage("spinObj_01.png");
|
|
sprite.position.x = 800/2;
|
|
sprite.position.y = 600/2;
|
|
sprite.anchor.x = 0.5;
|
|
sprite.anchor.y = 0.5;
|
|
renderTexture.render(sprite);
|
|
|
|
Sprite in this case will be rendered to 0,0 position. To render this sprite at center DisplayObjectContainer should be used:
|
|
|
|
var doc = new PIXI.DisplayObjectContainer();
|
|
doc.addChild(sprite);
|
|
renderTexture.render(doc); // Renders to center of renderTexture
|
|
|
|
@class RenderTexture
|
|
@extends Texture
|
|
@constructor
|
|
@param width {Number} The width of the render texture
|
|
@param height {Number} The height of the render texture
|
|
*/
|
|
PIXI.RenderTexture = function(width, height)
|
|
{
|
|
PIXI.EventTarget.call( this );
|
|
|
|
this.width = width || 100;
|
|
this.height = height || 100;
|
|
|
|
this.indetityMatrix = PIXI.mat3.create();
|
|
|
|
this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);
|
|
|
|
if(PIXI.gl)
|
|
{
|
|
this.initWebGL();
|
|
}
|
|
else
|
|
{
|
|
this.initCanvas();
|
|
}
|
|
}
|
|
|
|
PIXI.RenderTexture.prototype = Object.create( PIXI.Texture.prototype );
|
|
PIXI.RenderTexture.prototype.constructor = PIXI.RenderTexture;
|
|
|
|
/**
|
|
* Initializes the webgl data for this texture
|
|
*
|
|
* @method initWebGL
|
|
* @private
|
|
*/
|
|
PIXI.RenderTexture.prototype.initWebGL = function()
|
|
{
|
|
var gl = PIXI.gl;
|
|
this.glFramebuffer = gl.createFramebuffer();
|
|
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );
|
|
|
|
this.glFramebuffer.width = this.width;
|
|
this.glFramebuffer.height = this.height;
|
|
|
|
this.baseTexture = new PIXI.BaseTexture();
|
|
|
|
this.baseTexture.width = this.width;
|
|
this.baseTexture.height = this.height;
|
|
|
|
this.baseTexture._glTexture = gl.createTexture();
|
|
gl.bindTexture(gl.TEXTURE_2D, this.baseTexture._glTexture);
|
|
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
|
|
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
|
|
this.baseTexture.isRender = true;
|
|
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );
|
|
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.baseTexture._glTexture, 0);
|
|
|
|
// create a projection matrix..
|
|
this.projection = new PIXI.Point(this.width/2 , this.height/2);
|
|
|
|
// set the correct render function..
|
|
this.render = this.renderWebGL;
|
|
|
|
|
|
}
|
|
|
|
|
|
PIXI.RenderTexture.prototype.resize = function(width, height)
|
|
{
|
|
|
|
this.width = width;
|
|
this.height = height;
|
|
|
|
if(PIXI.gl)
|
|
{
|
|
this.projection.x = this.width/2
|
|
this.projection.y = this.height/2;
|
|
|
|
var gl = PIXI.gl;
|
|
gl.bindTexture(gl.TEXTURE_2D, this.baseTexture._glTexture);
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
|
|
}
|
|
else
|
|
{
|
|
|
|
this.frame.width = this.width
|
|
this.frame.height = this.height;
|
|
this.renderer.resize(this.width, this.height);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Initializes the canvas data for this texture
|
|
*
|
|
* @method initCanvas
|
|
* @private
|
|
*/
|
|
PIXI.RenderTexture.prototype.initCanvas = function()
|
|
{
|
|
this.renderer = new PIXI.CanvasRenderer(this.width, this.height, null, 0);
|
|
|
|
this.baseTexture = new PIXI.BaseTexture(this.renderer.view);
|
|
this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);
|
|
|
|
this.render = this.renderCanvas;
|
|
}
|
|
|
|
/**
|
|
* This function will draw the display object to the texture.
|
|
*
|
|
* @method renderWebGL
|
|
* @param displayObject {DisplayObject} The display object to render this texture on
|
|
* @param clear {Boolean} If true the texture will be cleared before the displayObject is drawn
|
|
* @private
|
|
*/
|
|
PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, position, clear)
|
|
{
|
|
var gl = PIXI.gl;
|
|
|
|
// enable the alpha color mask..
|
|
gl.colorMask(true, true, true, true);
|
|
|
|
gl.viewport(0, 0, this.width, this.height);
|
|
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );
|
|
|
|
if(clear)
|
|
{
|
|
gl.clearColor(0,0,0, 0);
|
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
}
|
|
|
|
// THIS WILL MESS WITH HIT TESTING!
|
|
var children = displayObject.children;
|
|
|
|
//TODO -? create a new one??? dont think so!
|
|
var originalWorldTransform = displayObject.worldTransform;
|
|
displayObject.worldTransform = PIXI.mat3.create();//sthis.indetityMatrix;
|
|
// modify to flip...
|
|
displayObject.worldTransform[4] = -1;
|
|
displayObject.worldTransform[5] = this.projection.y * 2;
|
|
|
|
|
|
if(position)
|
|
{
|
|
displayObject.worldTransform[2] = position.x;
|
|
displayObject.worldTransform[5] -= position.y;
|
|
}
|
|
|
|
PIXI.visibleCount++;
|
|
displayObject.vcount = PIXI.visibleCount;
|
|
|
|
for(var i=0,j=children.length; i<j; i++)
|
|
{
|
|
children[i].updateTransform();
|
|
}
|
|
|
|
var renderGroup = displayObject.__renderGroup;
|
|
|
|
if(renderGroup)
|
|
{
|
|
if(displayObject == renderGroup.root)
|
|
{
|
|
renderGroup.render(this.projection);
|
|
}
|
|
else
|
|
{
|
|
renderGroup.renderSpecific(displayObject, this.projection);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(!this.renderGroup)this.renderGroup = new PIXI.WebGLRenderGroup(gl);
|
|
this.renderGroup.setRenderable(displayObject);
|
|
this.renderGroup.render(this.projection);
|
|
}
|
|
|
|
displayObject.worldTransform = originalWorldTransform;
|
|
}
|
|
|
|
|
|
/**
|
|
* This function will draw the display object to the texture.
|
|
*
|
|
* @method renderCanvas
|
|
* @param displayObject {DisplayObject} The display object to render this texture on
|
|
* @param clear {Boolean} If true the texture will be cleared before the displayObject is drawn
|
|
* @private
|
|
*/
|
|
PIXI.RenderTexture.prototype.renderCanvas = function(displayObject, position, clear)
|
|
{
|
|
var children = displayObject.children;
|
|
|
|
displayObject.worldTransform = PIXI.mat3.create();
|
|
|
|
if(position)
|
|
{
|
|
displayObject.worldTransform[2] = position.x;
|
|
displayObject.worldTransform[5] = position.y;
|
|
}
|
|
|
|
|
|
for(var i=0,j=children.length; i<j; i++)
|
|
{
|
|
children[i].updateTransform();
|
|
}
|
|
|
|
if(clear)this.renderer.context.clearRect(0,0, this.width, this.height);
|
|
|
|
this.renderer.renderDisplayObject(displayObject);
|
|
|
|
this.renderer.context.setTransform(1,0,0,1,0,0);
|
|
|
|
|
|
// PIXI.texturesToUpdate.push(this.baseTexture);
|
|
}
|
|
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* A Class that loads a bunch of images / sprite sheet / bitmap font files. Once the
|
|
* assets have been loaded they are added to the PIXI Texture cache and can be accessed
|
|
* easily through PIXI.Texture.fromImage() and PIXI.Sprite.fromImage()
|
|
* When all items have been loaded this class will dispatch a "onLoaded" event
|
|
* As each individual item is loaded this class will dispatch a "onProgress" event
|
|
*
|
|
* @class AssetLoader
|
|
* @constructor
|
|
* @uses EventTarget
|
|
* @param {Array<String>} assetURLs an array of image/sprite sheet urls that you would like loaded
|
|
* supported. Supported image formats include "jpeg", "jpg", "png", "gif". Supported
|
|
* sprite sheet data formats only include "JSON" at this time. Supported bitmap font
|
|
* data formats include "xml" and "fnt".
|
|
* @param crossorigin {Boolean} Whether requests should be treated as crossorigin
|
|
*/
|
|
PIXI.AssetLoader = function(assetURLs, crossorigin)
|
|
{
|
|
PIXI.EventTarget.call(this);
|
|
|
|
/**
|
|
* The array of asset URLs that are going to be loaded
|
|
*
|
|
* @property assetURLs
|
|
* @type Array<String>
|
|
*/
|
|
this.assetURLs = assetURLs;
|
|
|
|
/**
|
|
* Whether the requests should be treated as cross origin
|
|
*
|
|
* @property crossorigin
|
|
* @type Boolean
|
|
*/
|
|
this.crossorigin = crossorigin;
|
|
|
|
/**
|
|
* Maps file extension to loader types
|
|
*
|
|
* @property loadersByType
|
|
* @type Object
|
|
*/
|
|
this.loadersByType = {
|
|
"jpg": PIXI.ImageLoader,
|
|
"jpeg": PIXI.ImageLoader,
|
|
"png": PIXI.ImageLoader,
|
|
"gif": PIXI.ImageLoader,
|
|
"json": PIXI.JsonLoader,
|
|
"anim": PIXI.SpineLoader,
|
|
"xml": PIXI.BitmapFontLoader,
|
|
"fnt": PIXI.BitmapFontLoader
|
|
};
|
|
|
|
|
|
};
|
|
|
|
/**
|
|
* Fired when an item has loaded
|
|
* @event onProgress
|
|
*/
|
|
|
|
/**
|
|
* Fired when all the assets have loaded
|
|
* @event onComplete
|
|
*/
|
|
|
|
// constructor
|
|
PIXI.AssetLoader.prototype.constructor = PIXI.AssetLoader;
|
|
|
|
/**
|
|
* Starts loading the assets sequentially
|
|
*
|
|
* @method load
|
|
*/
|
|
PIXI.AssetLoader.prototype.load = function()
|
|
{
|
|
var scope = this;
|
|
|
|
this.loadCount = this.assetURLs.length;
|
|
|
|
for (var i=0; i < this.assetURLs.length; i++)
|
|
{
|
|
var fileName = this.assetURLs[i];
|
|
var fileType = fileName.split(".").pop().toLowerCase();
|
|
|
|
var loaderClass = this.loadersByType[fileType];
|
|
if(!loaderClass)
|
|
throw new Error(fileType + " is an unsupported file type");
|
|
|
|
var loader = new loaderClass(fileName, this.crossorigin);
|
|
|
|
loader.addEventListener("loaded", function()
|
|
{
|
|
scope.onAssetLoaded();
|
|
});
|
|
loader.load();
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Invoked after each file is loaded
|
|
*
|
|
* @method onAssetLoaded
|
|
* @private
|
|
*/
|
|
PIXI.AssetLoader.prototype.onAssetLoaded = function()
|
|
{
|
|
this.loadCount--;
|
|
this.dispatchEvent({type: "onProgress", content: this});
|
|
if(this.onProgress) this.onProgress();
|
|
|
|
if(this.loadCount == 0)
|
|
{
|
|
this.dispatchEvent({type: "onComplete", content: this});
|
|
if(this.onComplete) this.onComplete();
|
|
}
|
|
};
|
|
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* The json file loader is used to load in JSON data and parsing it
|
|
* When loaded this class will dispatch a "loaded" event
|
|
* If load failed this class will dispatch a "error" event
|
|
*
|
|
* @class JsonLoader
|
|
* @uses EventTarget
|
|
* @constructor
|
|
* @param url {String} The url of the JSON file
|
|
* @param crossorigin {Boolean} Whether requests should be treated as crossorigin
|
|
*/
|
|
PIXI.JsonLoader = function (url, crossorigin) {
|
|
PIXI.EventTarget.call(this);
|
|
|
|
/**
|
|
* The url of the bitmap font data
|
|
*
|
|
* @property url
|
|
* @type String
|
|
*/
|
|
this.url = url;
|
|
|
|
/**
|
|
* Whether the requests should be treated as cross origin
|
|
*
|
|
* @property crossorigin
|
|
* @type Boolean
|
|
*/
|
|
this.crossorigin = crossorigin;
|
|
|
|
/**
|
|
* [read-only] The base url of the bitmap font data
|
|
*
|
|
* @property baseUrl
|
|
* @type String
|
|
* @readOnly
|
|
*/
|
|
this.baseUrl = url.replace(/[^\/]*$/, "");
|
|
|
|
/**
|
|
* [read-only] Whether the data has loaded yet
|
|
*
|
|
* @property loaded
|
|
* @type Boolean
|
|
* @readOnly
|
|
*/
|
|
this.loaded = false;
|
|
|
|
};
|
|
|
|
// constructor
|
|
PIXI.JsonLoader.prototype.constructor = PIXI.JsonLoader;
|
|
|
|
/**
|
|
* Loads the JSON data
|
|
*
|
|
* @method load
|
|
*/
|
|
PIXI.JsonLoader.prototype.load = function () {
|
|
this.ajaxRequest = new AjaxRequest();
|
|
var scope = this;
|
|
this.ajaxRequest.onreadystatechange = function () {
|
|
scope.onJSONLoaded();
|
|
};
|
|
|
|
this.ajaxRequest.open("GET", this.url, true);
|
|
if (this.ajaxRequest.overrideMimeType) this.ajaxRequest.overrideMimeType("application/json");
|
|
this.ajaxRequest.send(null);
|
|
};
|
|
|
|
/**
|
|
* Invoke when JSON file is loaded
|
|
*
|
|
* @method onJSONLoaded
|
|
* @private
|
|
*/
|
|
PIXI.JsonLoader.prototype.onJSONLoaded = function () {
|
|
if (this.ajaxRequest.readyState == 4) {
|
|
if (this.ajaxRequest.status == 200 || window.location.href.indexOf("http") == -1) {
|
|
this.json = JSON.parse(this.ajaxRequest.responseText);
|
|
|
|
if(this.json.frames)
|
|
{
|
|
// sprite sheet
|
|
var scope = this;
|
|
var textureUrl = this.baseUrl + this.json.meta.image;
|
|
var image = new PIXI.ImageLoader(textureUrl, this.crossorigin);
|
|
var frameData = this.json.frames;
|
|
|
|
this.texture = image.texture.baseTexture;
|
|
image.addEventListener("loaded", function (event) {
|
|
scope.onLoaded();
|
|
});
|
|
|
|
for (var i in frameData) {
|
|
var rect = frameData[i].frame;
|
|
if (rect) {
|
|
PIXI.TextureCache[i] = new PIXI.Texture(this.texture, {
|
|
x: rect.x,
|
|
y: rect.y,
|
|
width: rect.w,
|
|
height: rect.h
|
|
});
|
|
if (frameData[i].trimmed) {
|
|
//var realSize = frameData[i].spriteSourceSize;
|
|
PIXI.TextureCache[i].realSize = frameData[i].spriteSourceSize;
|
|
PIXI.TextureCache[i].trim.x = 0; // (realSize.x / rect.w)
|
|
// calculate the offset!
|
|
}
|
|
}
|
|
}
|
|
|
|
image.load();
|
|
|
|
}
|
|
else if(this.json.bones)
|
|
{
|
|
// spine animation
|
|
var spineJsonParser = new spine.SkeletonJson();
|
|
var skeletonData = spineJsonParser.readSkeletonData(this.json);
|
|
PIXI.AnimCache[this.url] = skeletonData;
|
|
this.onLoaded();
|
|
}
|
|
else
|
|
{
|
|
this.onLoaded();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this.onError();
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Invoke when json file loaded
|
|
*
|
|
* @method onLoaded
|
|
* @private
|
|
*/
|
|
PIXI.JsonLoader.prototype.onLoaded = function () {
|
|
this.loaded = true;
|
|
this.dispatchEvent({
|
|
type: "loaded",
|
|
content: this
|
|
});
|
|
};
|
|
|
|
/**
|
|
* Invoke when error occured
|
|
*
|
|
* @method onError
|
|
* @private
|
|
*/
|
|
PIXI.JsonLoader.prototype.onError = function () {
|
|
this.dispatchEvent({
|
|
type: "error",
|
|
content: this
|
|
});
|
|
};
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* The sprite sheet loader is used to load in JSON sprite sheet data
|
|
* To generate the data you can use http://www.codeandweb.com/texturepacker and publish the "JSON" format
|
|
* There is a free version so thats nice, although the paid version is great value for money.
|
|
* It is highly recommended to use Sprite sheets (also know as texture atlas") as it means sprite"s can be batched and drawn together for highly increased rendering speed.
|
|
* Once the data has been loaded the frames are stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFromeId()
|
|
* This loader will also load the image file that the Spritesheet points to as well as the data.
|
|
* When loaded this class will dispatch a "loaded" event
|
|
*
|
|
* @class SpriteSheetLoader
|
|
* @uses EventTarget
|
|
* @constructor
|
|
* @param url {String} The url of the sprite sheet JSON file
|
|
* @param crossorigin {Boolean} Whether requests should be treated as crossorigin
|
|
*/
|
|
|
|
PIXI.SpriteSheetLoader = function (url, crossorigin) {
|
|
/*
|
|
* i use texture packer to load the assets..
|
|
* http://www.codeandweb.com/texturepacker
|
|
* make sure to set the format as "JSON"
|
|
*/
|
|
PIXI.EventTarget.call(this);
|
|
|
|
/**
|
|
* The url of the bitmap font data
|
|
*
|
|
* @property url
|
|
* @type String
|
|
*/
|
|
this.url = url;
|
|
|
|
/**
|
|
* Whether the requests should be treated as cross origin
|
|
*
|
|
* @property crossorigin
|
|
* @type Boolean
|
|
*/
|
|
this.crossorigin = crossorigin;
|
|
|
|
/**
|
|
* [read-only] The base url of the bitmap font data
|
|
*
|
|
* @property baseUrl
|
|
* @type String
|
|
* @readOnly
|
|
*/
|
|
this.baseUrl = url.replace(/[^\/]*$/, "");
|
|
|
|
/**
|
|
* The texture being loaded
|
|
*
|
|
* @property texture
|
|
* @type Texture
|
|
*/
|
|
this.texture = null;
|
|
|
|
/**
|
|
* The frames of the sprite sheet
|
|
*
|
|
* @property frames
|
|
* @type Object
|
|
*/
|
|
this.frames = {};
|
|
};
|
|
|
|
// constructor
|
|
PIXI.SpriteSheetLoader.prototype.constructor = PIXI.SpriteSheetLoader;
|
|
|
|
/**
|
|
* This will begin loading the JSON file
|
|
*
|
|
* @method load
|
|
*/
|
|
PIXI.SpriteSheetLoader.prototype.load = function () {
|
|
var scope = this;
|
|
var jsonLoader = new PIXI.JsonLoader(this.url, this.crossorigin);
|
|
jsonLoader.addEventListener("loaded", function (event) {
|
|
scope.json = event.content.json;
|
|
scope.onJSONLoaded();
|
|
});
|
|
jsonLoader.load();
|
|
};
|
|
|
|
/**
|
|
* Invoke when JSON file is loaded
|
|
*
|
|
* @method onJSONLoaded
|
|
* @private
|
|
*/
|
|
PIXI.SpriteSheetLoader.prototype.onJSONLoaded = function () {
|
|
var scope = this;
|
|
var textureUrl = this.baseUrl + this.json.meta.image;
|
|
var image = new PIXI.ImageLoader(textureUrl, this.crossorigin);
|
|
var frameData = this.json.frames;
|
|
|
|
this.texture = image.texture.baseTexture;
|
|
image.addEventListener("loaded", function (event) {
|
|
scope.onLoaded();
|
|
});
|
|
|
|
for (var i in frameData) {
|
|
var rect = frameData[i].frame;
|
|
if (rect) {
|
|
PIXI.TextureCache[i] = new PIXI.Texture(this.texture, {
|
|
x: rect.x,
|
|
y: rect.y,
|
|
width: rect.w,
|
|
height: rect.h
|
|
});
|
|
if (frameData[i].trimmed) {
|
|
//var realSize = frameData[i].spriteSourceSize;
|
|
PIXI.TextureCache[i].realSize = frameData[i].spriteSourceSize;
|
|
PIXI.TextureCache[i].trim.x = 0; // (realSize.x / rect.w)
|
|
// calculate the offset!
|
|
}
|
|
}
|
|
}
|
|
|
|
image.load();
|
|
};
|
|
/**
|
|
* Invoke when all files are loaded (json and texture)
|
|
*
|
|
* @method onLoaded
|
|
* @private
|
|
*/
|
|
PIXI.SpriteSheetLoader.prototype.onLoaded = function () {
|
|
this.dispatchEvent({
|
|
type: "loaded",
|
|
content: this
|
|
});
|
|
};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* The image loader class is responsible for loading images file formats ("jpeg", "jpg", "png" and "gif")
|
|
* Once the image has been loaded it is stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFromeId()
|
|
* When loaded this class will dispatch a 'loaded' event
|
|
*
|
|
* @class ImageLoader
|
|
* @uses EventTarget
|
|
* @constructor
|
|
* @param url {String} The url of the image
|
|
* @param crossorigin {Boolean} Whether requests should be treated as crossorigin
|
|
*/
|
|
PIXI.ImageLoader = function(url, crossorigin)
|
|
{
|
|
PIXI.EventTarget.call(this);
|
|
|
|
/**
|
|
* The texture being loaded
|
|
*
|
|
* @property texture
|
|
* @type Texture
|
|
*/
|
|
this.texture = PIXI.Texture.fromImage(url, crossorigin);
|
|
};
|
|
|
|
// constructor
|
|
PIXI.ImageLoader.prototype.constructor = PIXI.ImageLoader;
|
|
|
|
/**
|
|
* Loads image or takes it from cache
|
|
*
|
|
* @method load
|
|
*/
|
|
PIXI.ImageLoader.prototype.load = function()
|
|
{
|
|
if(!this.texture.baseTexture.hasLoaded)
|
|
{
|
|
var scope = this;
|
|
this.texture.baseTexture.addEventListener("loaded", function()
|
|
{
|
|
scope.onLoaded();
|
|
});
|
|
}
|
|
else
|
|
{
|
|
this.onLoaded();
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Invoked when image file is loaded or it is already cached and ready to use
|
|
*
|
|
* @method onLoaded
|
|
* @private
|
|
*/
|
|
PIXI.ImageLoader.prototype.onLoaded = function()
|
|
{
|
|
this.dispatchEvent({type: "loaded", content: this});
|
|
};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* The xml loader is used to load in XML bitmap font data ("xml" or "fnt")
|
|
* To generate the data you can use http://www.angelcode.com/products/bmfont/
|
|
* This loader will also load the image file as the data.
|
|
* When loaded this class will dispatch a "loaded" event
|
|
*
|
|
* @class BitmapFontLoader
|
|
* @uses EventTarget
|
|
* @constructor
|
|
* @param url {String} The url of the sprite sheet JSON file
|
|
* @param crossorigin {Boolean} Whether requests should be treated as crossorigin
|
|
*/
|
|
PIXI.BitmapFontLoader = function(url, crossorigin)
|
|
{
|
|
/*
|
|
* i use texture packer to load the assets..
|
|
* http://www.codeandweb.com/texturepacker
|
|
* make sure to set the format as "JSON"
|
|
*/
|
|
PIXI.EventTarget.call(this);
|
|
|
|
/**
|
|
* The url of the bitmap font data
|
|
*
|
|
* @property url
|
|
* @type String
|
|
*/
|
|
this.url = url;
|
|
|
|
/**
|
|
* Whether the requests should be treated as cross origin
|
|
*
|
|
* @property crossorigin
|
|
* @type Boolean
|
|
*/
|
|
this.crossorigin = crossorigin;
|
|
|
|
/**
|
|
* [read-only] The base url of the bitmap font data
|
|
*
|
|
* @property baseUrl
|
|
* @type String
|
|
* @readOnly
|
|
*/
|
|
this.baseUrl = url.replace(/[^\/]*$/, "");
|
|
|
|
/**
|
|
* [read-only] The texture of the bitmap font
|
|
*
|
|
* @property baseUrl
|
|
* @type String
|
|
*/
|
|
this.texture = null;
|
|
};
|
|
|
|
// constructor
|
|
PIXI.BitmapFontLoader.prototype.constructor = PIXI.BitmapFontLoader;
|
|
|
|
/**
|
|
* Loads the XML font data
|
|
*
|
|
* @method load
|
|
*/
|
|
PIXI.BitmapFontLoader.prototype.load = function()
|
|
{
|
|
this.ajaxRequest = new XMLHttpRequest();
|
|
var scope = this;
|
|
this.ajaxRequest.onreadystatechange = function()
|
|
{
|
|
scope.onXMLLoaded();
|
|
};
|
|
|
|
this.ajaxRequest.open("GET", this.url, true);
|
|
if (this.ajaxRequest.overrideMimeType) this.ajaxRequest.overrideMimeType("application/xml");
|
|
this.ajaxRequest.send(null)
|
|
};
|
|
|
|
/**
|
|
* Invoked when XML file is loaded, parses the data
|
|
*
|
|
* @method onXMLLoaded
|
|
* @private
|
|
*/
|
|
PIXI.BitmapFontLoader.prototype.onXMLLoaded = function()
|
|
{
|
|
if (this.ajaxRequest.readyState == 4)
|
|
{
|
|
if (this.ajaxRequest.status == 200 || window.location.href.indexOf("http") == -1)
|
|
{
|
|
var textureUrl = this.baseUrl + this.ajaxRequest.responseXML.getElementsByTagName("page")[0].attributes.getNamedItem("file").nodeValue;
|
|
var image = new PIXI.ImageLoader(textureUrl, this.crossorigin);
|
|
this.texture = image.texture.baseTexture;
|
|
|
|
var data = {};
|
|
var info = this.ajaxRequest.responseXML.getElementsByTagName("info")[0];
|
|
var common = this.ajaxRequest.responseXML.getElementsByTagName("common")[0];
|
|
data.font = info.attributes.getNamedItem("face").nodeValue;
|
|
data.size = parseInt(info.attributes.getNamedItem("size").nodeValue, 10);
|
|
data.lineHeight = parseInt(common.attributes.getNamedItem("lineHeight").nodeValue, 10);
|
|
data.chars = {};
|
|
|
|
//parse letters
|
|
var letters = this.ajaxRequest.responseXML.getElementsByTagName("char");
|
|
|
|
for (var i = 0; i < letters.length; i++)
|
|
{
|
|
var charCode = parseInt(letters[i].attributes.getNamedItem("id").nodeValue, 10);
|
|
|
|
var textureRect = {
|
|
x: parseInt(letters[i].attributes.getNamedItem("x").nodeValue, 10),
|
|
y: parseInt(letters[i].attributes.getNamedItem("y").nodeValue, 10),
|
|
width: parseInt(letters[i].attributes.getNamedItem("width").nodeValue, 10),
|
|
height: parseInt(letters[i].attributes.getNamedItem("height").nodeValue, 10)
|
|
};
|
|
PIXI.TextureCache[charCode] = new PIXI.Texture(this.texture, textureRect);
|
|
|
|
data.chars[charCode] = {
|
|
xOffset: parseInt(letters[i].attributes.getNamedItem("xoffset").nodeValue, 10),
|
|
yOffset: parseInt(letters[i].attributes.getNamedItem("yoffset").nodeValue, 10),
|
|
xAdvance: parseInt(letters[i].attributes.getNamedItem("xadvance").nodeValue, 10),
|
|
kerning: {},
|
|
texture:new PIXI.Texture(this.texture, textureRect)
|
|
|
|
};
|
|
}
|
|
|
|
//parse kernings
|
|
var kernings = this.ajaxRequest.responseXML.getElementsByTagName("kerning");
|
|
for (i = 0; i < kernings.length; i++)
|
|
{
|
|
var first = parseInt(kernings[i].attributes.getNamedItem("first").nodeValue, 10);
|
|
var second = parseInt(kernings[i].attributes.getNamedItem("second").nodeValue, 10);
|
|
var amount = parseInt(kernings[i].attributes.getNamedItem("amount").nodeValue, 10);
|
|
|
|
data.chars[second].kerning[first] = amount;
|
|
|
|
}
|
|
|
|
PIXI.BitmapText.fonts[data.font] = data;
|
|
|
|
var scope = this;
|
|
image.addEventListener("loaded", function() {
|
|
scope.onLoaded();
|
|
});
|
|
image.load();
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Invoked when all files are loaded (xml/fnt and texture)
|
|
*
|
|
* @method onLoaded
|
|
* @private
|
|
*/
|
|
PIXI.BitmapFontLoader.prototype.onLoaded = function()
|
|
{
|
|
this.dispatchEvent({type: "loaded", content: this});
|
|
};
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
* based on pixi impact spine implementation made by Eemeli Kelokorpi (@ekelokorpi) https://github.com/ekelokorpi
|
|
*
|
|
* Awesome JS run time provided by EsotericSoftware
|
|
* https://github.com/EsotericSoftware/spine-runtimes
|
|
*
|
|
*/
|
|
|
|
/**
|
|
* The Spine loader is used to load in JSON spine data
|
|
* To generate the data you need to use http://esotericsoftware.com/ and export the "JSON" format
|
|
* Due to a clash of names You will need to change the extension of the spine file from *.json to *.anim for it to load
|
|
* See example 12 (http://www.goodboydigital.com/pixijs/examples/12/) to see a working example and check out the source
|
|
* You will need to generate a sprite sheet to accompany the spine data
|
|
* When loaded this class will dispatch a "loaded" event
|
|
*
|
|
* @class Spine
|
|
* @uses EventTarget
|
|
* @constructor
|
|
* @param url {String} The url of the JSON file
|
|
* @param crossorigin {Boolean} Whether requests should be treated as crossorigin
|
|
*/
|
|
PIXI.SpineLoader = function(url, crossorigin)
|
|
{
|
|
PIXI.EventTarget.call(this);
|
|
|
|
/**
|
|
* The url of the bitmap font data
|
|
*
|
|
* @property url
|
|
* @type String
|
|
*/
|
|
this.url = url;
|
|
|
|
/**
|
|
* Whether the requests should be treated as cross origin
|
|
*
|
|
* @property crossorigin
|
|
* @type Boolean
|
|
*/
|
|
this.crossorigin = crossorigin;
|
|
|
|
/**
|
|
* [read-only] Whether the data has loaded yet
|
|
*
|
|
* @property loaded
|
|
* @type Boolean
|
|
* @readOnly
|
|
*/
|
|
this.loaded = false;
|
|
}
|
|
|
|
PIXI.SpineLoader.prototype.constructor = PIXI.SpineLoader;
|
|
|
|
/**
|
|
* Loads the JSON data
|
|
*
|
|
* @method load
|
|
*/
|
|
PIXI.SpineLoader.prototype.load = function () {
|
|
|
|
var scope = this;
|
|
var jsonLoader = new PIXI.JsonLoader(this.url, this.crossorigin);
|
|
jsonLoader.addEventListener("loaded", function (event) {
|
|
scope.json = event.content.json;
|
|
scope.onJSONLoaded();
|
|
});
|
|
jsonLoader.load();
|
|
};
|
|
|
|
/**
|
|
* Invoke when JSON file is loaded
|
|
*
|
|
* @method onJSONLoaded
|
|
* @private
|
|
*/
|
|
PIXI.SpineLoader.prototype.onJSONLoaded = function (event) {
|
|
var spineJsonParser = new spine.SkeletonJson();
|
|
var skeletonData = spineJsonParser.readSkeletonData(this.json);
|
|
|
|
PIXI.AnimCache[this.url] = skeletonData;
|
|
|
|
this.onLoaded();
|
|
};
|
|
|
|
/**
|
|
* Invoke when JSON file is loaded
|
|
*
|
|
* @method onLoaded
|
|
* @private
|
|
*/
|
|
PIXI.SpineLoader.prototype.onLoaded = function () {
|
|
this.loaded = true;
|
|
this.dispatchEvent({type: "loaded", content: this});
|
|
};
|
|
|
|
|
|
/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
if (typeof exports !== 'undefined') {
|
|
if (typeof module !== 'undefined' && module.exports) {
|
|
exports = module.exports = PIXI;
|
|
}
|
|
exports.PIXI = PIXI;
|
|
} else {
|
|
root.PIXI = PIXI;
|
|
}
|
|
|
|
|
|
}).call(this); |