English fixes
This commit is contained in:
parent
4aebb843fd
commit
54bf9b96b3
35 changed files with 92 additions and 99 deletions
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@ -13,7 +13,7 @@
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PIXI.InteractionManager = function(stage)
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{
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/**
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* a refference to the stage
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* a reference to the stage
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*
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* @property stage
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* @type Stage
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@ -199,7 +199,7 @@ PIXI.InteractionManager.prototype.update = function()
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// ok.. so mouse events??
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// yes for now :)
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// OPTIMSE - how often to check??
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// OPTIMISE - how often to check??
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if(this.dirty)
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{
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this.dirty = false;
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@ -240,7 +240,7 @@ PIXI.InteractionManager.prototype.update = function()
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item.__hit = this.hitTest(item, this.mouse);
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this.mouse.target = item;
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// ok so deal with interactions..
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// loks like there was a hit!
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// looks like there was a hit!
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if(item.__hit)
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{
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if(item.buttonMode) this.interactionDOMElement.style.cursor = item.defaultCursor;
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@ -267,7 +267,7 @@ PIXI.InteractionManager.prototype.update = function()
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};
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/**
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* Is called when the mouse moves accross the renderer element
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* Is called when the mouse moves across the renderer element
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*
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* @method onMouseMove
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* @param event {Event} The DOM event of the mouse moving
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@ -307,7 +307,7 @@ PIXI.InteractionManager.prototype.onMouseDown = function(event)
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{
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this.mouse.originalEvent = event || window.event; //IE uses window.event
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// loop through inteaction tree...
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// loop through interaction tree...
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// hit test each item! ->
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// get interactive items under point??
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//stage.__i
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@ -411,7 +411,7 @@ PIXI.InteractionManager.prototype.onMouseUp = function(event)
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*
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* @method hitTest
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* @param item {DisplayObject} The displayObject to test for a hit
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* @param interactionData {InteractionData} The interactiondata object to update in the case of a hit
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* @param interactionData {InteractionData} The interactionData object to update in the case of a hit
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* @private
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*/
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PIXI.InteractionManager.prototype.hitTest = function(item, interactionData)
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@ -482,10 +482,10 @@ PIXI.InteractionManager.prototype.hitTest = function(item, interactionData)
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};
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/**
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* Is called when a touch is moved accross the renderer element
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* Is called when a touch is moved across the renderer element
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*
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* @method onTouchMove
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* @param event {Event} The DOM event of a touch moving accross the renderer view
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* @param event {Event} The DOM event of a touch moving across the renderer view
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* @private
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*/
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PIXI.InteractionManager.prototype.onTouchMove = function(event)
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@ -3,7 +3,7 @@
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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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* 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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@ -3,7 +3,7 @@
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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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* 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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@ -55,7 +55,7 @@ PIXI.Ellipse.prototype.clone = function()
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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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* 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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@ -49,7 +49,7 @@ PIXI.Polygon.prototype.clone = function()
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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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* 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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@ -55,7 +55,7 @@ PIXI.Rectangle.prototype.clone = function()
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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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* 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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@ -104,7 +104,7 @@ PIXI.DisplayObject = function()
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this.stage = null;
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/**
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* [read-only] The multiplied alpha of the displayobject
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* [read-only] The multiplied alpha of the displayObject
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*
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* @property worldAlpha
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* @type Number
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@ -123,7 +123,7 @@ PIXI.DisplayObject = function()
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this._interactive = false;
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/**
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* This is the curser that will be used when the mouse is over this object. To enable this the element must have interaction = true and buttonMode = true
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* This is the cursor that will be used when the mouse is over this object. To enable this the element must have interaction = true and buttonMode = true
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*
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* @property defaultCursor
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* @type String
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@ -152,7 +152,7 @@ PIXI.DisplayObject = function()
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this.localTransform = PIXI.mat3.create(); //mat3.identity();
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/**
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* [NYI] Unkown
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* [NYI] Unknown
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*
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* @property color
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* @type Array<>
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@ -169,7 +169,7 @@ PIXI.DisplayObject = function()
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*/
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this.dynamic = true;
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// chach that puppy!
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// cached sin rotation and cos rotation
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this._sr = 0;
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this._cr = 1;
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@ -177,11 +177,6 @@ PIXI.DisplayObject = function()
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this.filterArea = new PIXI.Rectangle(0,0,1,1);
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/**
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*
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*
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*
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*/
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this._bounds = new PIXI.Rectangle(0, 0, 1, 1);
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this._currentBounds = null;
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this._mask = null;
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@ -241,7 +236,7 @@ PIXI.DisplayObject = function()
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*/
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/**
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* A callback that is used when the user touch's over the displayObject
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* A callback that is used when the user touches over the displayObject
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* @method touchstart
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* @param interactionData {InteractionData}
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*/
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@ -319,7 +314,7 @@ Object.defineProperty(PIXI.DisplayObject.prototype, 'worldVisible', {
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/**
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* 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.
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* In PIXI a regular mask must be a PIXI.Ggraphics object. This allows for much faster masking in canvas as it utilises shape clipping.
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* In PIXI a regular mask must be a PIXI.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping.
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* To remove a mask, set this property to null.
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*
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* @property mask
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@ -30,7 +30,7 @@ PIXI.DisplayObjectContainer.prototype = Object.create( PIXI.DisplayObject.protot
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PIXI.DisplayObjectContainer.prototype.constructor = PIXI.DisplayObjectContainer;
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/**
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* The width of the displayObjectContainer, setting this will actually modify the scale to acheive the value set
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* The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
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*
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* @property width
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* @type Number
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@ -49,7 +49,7 @@ Object.defineProperty(PIXI.DisplayObjectContainer.prototype, 'width', {
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*/
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/**
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* The height of the displayObjectContainer, setting this will actually modify the scale to acheive the value set
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* The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
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*
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* @property height
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* @type Number
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@ -86,7 +86,7 @@ PIXI.DisplayObjectContainer.prototype.addChild = function(child)
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this.children.push(child);
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// update the stage refference..
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// update the stage reference..
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if(this.stage)child.setStageReference(this.stage);
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@ -147,7 +147,7 @@ PIXI.DisplayObjectContainer.prototype.swapChildren = function(child, child2)
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};
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/**
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* Returns the Child at the specified index
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* Returns the child at the specified index
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*
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* @method getChildAt
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* @param index {Number} The index to get the child from
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@ -188,7 +188,7 @@ PIXI.DisplayObjectContainer.prototype.removeChild = function(child)
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};
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/*
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* Updates the container's children's transform for rendering
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* Updates the container's childrens transform for rendering
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*
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* @method updateTransform
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* @private
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@ -249,7 +249,7 @@ PIXI.DisplayObjectContainer.prototype.getBounds = function()
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bounds.width = maxX - minX;
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bounds.height = maxY - minY;
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// TODO: store a refferance so that if this function gets called again in the render cycle we do not have to recacalculate
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// TODO: store a reference so that if this function gets called again in the render cycle we do not have to recalculate
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//this._currentBounds = bounds;
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return bounds;
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@ -49,7 +49,7 @@ PIXI.MovieClip = function(textures)
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this.onComplete = null;
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/**
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* [read-only] The index MovieClips current frame (this may not have to be a whole number)
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* [read-only] The MovieClips current frame index (this may not have to be a whole number)
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*
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* @property currentFrame
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* @type Number
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@ -9,7 +9,7 @@ PIXI.blendModes.MULTIPLY = 2;
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PIXI.blendModes.SCREEN = 3;
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/**
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* The SPrite object is the base for all textured objects that are rendered to the screen
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* The Sprite object is the base for all textured objects that are rendered to the screen
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*
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* @class Sprite
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* @extends DisplayObjectContainer
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@ -95,7 +95,7 @@ PIXI.Sprite.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
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PIXI.Sprite.prototype.constructor = PIXI.Sprite;
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/**
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* The width of the sprite, setting this will actually modify the scale to acheive the value set
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* The width of the sprite, setting this will actually modify the scale to achieve the value set
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*
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* @property width
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* @type Number
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@ -111,7 +111,7 @@ Object.defineProperty(PIXI.Sprite.prototype, 'width', {
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});
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/**
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* The height of the sprite, setting this will actually modify the scale to acheive the value set
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* The height of the sprite, setting this will actually modify the scale to achieve the value set
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*
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* @property height
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* @type Number
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@ -233,7 +233,7 @@ PIXI.Sprite.prototype.getBounds = function()
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bounds.y = minY;
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bounds.height = maxY - minY;
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// store a refferance so that if this function gets called again in the render cycle we do not have to recacalculate
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// store a reference so that if this function gets called again in the render cycle we do not have to recalculate
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this._currentBounds = bounds;
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return bounds;
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@ -318,7 +318,7 @@ PIXI.Sprite.prototype._renderCanvas = function(renderSession)
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var transform = this.worldTransform;
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// alow for trimming
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// allow for trimming
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context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
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@ -347,7 +347,7 @@ PIXI.Sprite.prototype._renderCanvas = function(renderSession)
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this.cachedTint = this.tint;
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//TODO clean up cacheing - how to clean up the caches?
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//TODO clean up caching - how to clean up the caches?
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this.tintedTexture = PIXI.CanvasTinter.getTintedTexture(this, this.tint);
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}
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@ -50,7 +50,7 @@ PIXI.Stage = function(backgroundColor)
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*/
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this.dirty = true;
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//the stage is it's own stage
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//the stage is its own stage
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this.stage = this;
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//optimize hit detection a bit
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@ -65,7 +65,7 @@ PIXI.Stage.prototype.constructor = PIXI.Stage;
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/**
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* Sets another DOM element which can receive mouse/touch interactions instead of the default Canvas element.
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* This is useful for when you have other DOM elements ontop of the Canvas element.
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* This is useful for when you have other DOM elements on top of the Canvas element.
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*
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* @method setInteractionDelegate
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* @param domElement {DOMElement} This new domElement which will receive mouse/touch events
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@ -50,7 +50,7 @@ PIXI.TilingSprite.prototype.constructor = PIXI.TilingSprite;
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/**
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* The width of the sprite, setting this will actually modify the scale to acheive the value set
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* The width of the sprite, setting this will actually modify the scale to achieve the value set
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*
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* @property width
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* @type Number
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@ -66,7 +66,7 @@ Object.defineProperty(PIXI.TilingSprite.prototype, 'width', {
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});
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/**
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* The height of the TilingSprite, setting this will actually modify the scale to acheive the value set
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* The height of the TilingSprite, setting this will actually modify the scale to achieve the value set
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*
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* @property height
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* @type Number
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@ -157,10 +157,10 @@ PIXI.TilingSprite.prototype._renderCanvas = function(renderSession)
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var transform = this.worldTransform;
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// alow for trimming
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// allow for trimming
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context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
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if(!this.__tilePattern)
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{
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bounds.y = minY;
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bounds.height = maxY - minY;
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// store a refferance so that if this function gets called again in the render cycle we do not have to recacalculate
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// store a reference so that if this function gets called again in the render cycle we do not have to recalculate
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this._currentBounds = bounds;
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return bounds;
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*/
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/**
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* This is the base class for creating a pixi.js filter. Currently only webGL supports filters.
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* This is the base class for creating a pixi.js filter. Currently only webGL supports filters.
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* If you want to make a custom filter this should be your base class.
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* @class AbstractFilter
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* @constructor
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@ -35,7 +35,7 @@ Object.defineProperty(PIXI.BlurFilter.prototype, 'blur', {
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});
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/**
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* Sets the strength of the blurX property simultaneously
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* Sets the strength of the blurX property
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*
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* @property blurX
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* @type Number the strength of the blurX
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@ -51,7 +51,7 @@ Object.defineProperty(PIXI.BlurFilter.prototype, 'blurX', {
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});
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/**
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* Sets the strength of the blurX property simultaneously
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* Sets the strength of the blurX property
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*
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* @property blurY
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* @type Number the strength of the blurY
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/**
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*
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* This turns your displayObjects to black and white.
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* This lowers the color depth of your image by the given amount, producing an image with a smaller palette.
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* @class ColorStepFilter
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* @contructor
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*/
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/**
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*
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* This filter applies a pixlate effect making display objects appear 'blocky'
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* @class PixelateFilter
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* This filter applies a dotscreen effect making display objects appear to be made out of black and white halftone dots like an old printer
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* @class DotScreenFilter
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* @contructor
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*/
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PIXI.DotScreenFilter = function()
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@ -4,7 +4,7 @@
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/**
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*
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* This filter applies a pixlate effect making display objects appear 'blocky'
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* This filter applies a pixelate effect making display objects appear 'blocky'
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* @class PixelateFilter
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* @contructor
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*/
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/**
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*
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* This filter applies a pixlate effect making display objects appear 'blocky'
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* @class PixelateFilter
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* This filter applies a twist effect making display objects appear twisted in the given direction
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* @class TwistFilter
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* @contructor
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*/
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PIXI.TwistFilter = function()
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@ -3,9 +3,9 @@
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*/
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/**
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* The atlas file loader is used to load in Atlas data and parsing it
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* The atlas file loader is used to load in Atlas data and parse it
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* When loaded this class will dispatch a 'loaded' event
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* If load failed this class will dispatch a 'error' event
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* If loading fails this class will dispatch an 'error' event
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* @class AtlasLoader
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* @extends EventTarget
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* @constructor
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/**
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* The image loader class is responsible for loading images file formats ('jpeg', 'jpg', 'png' and 'gif')
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* 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()
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* 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.fromFrameId()
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* When loaded this class will dispatch a 'loaded' event
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*
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* @class ImageLoader
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@ -73,7 +73,7 @@ PIXI.ImageLoader.prototype.onLoaded = function()
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*
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*
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* @method loadFramedSpriteSheet
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* @param frameWidth {Number} with of each frame
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* @param frameWidth {Number} width of each frame
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* @param frameHeight {Number} height of each frame
|
||||
* @param textureName {String} if given, the frames will be cached in <textureName>-<ord> format
|
||||
*/
|
||||
|
|
|
@ -3,9 +3,9 @@
|
|||
*/
|
||||
|
||||
/**
|
||||
* The json file loader is used to load in JSON data and parsing it
|
||||
* The json file loader is used to load in JSON data and parse it
|
||||
* When loaded this class will dispatch a 'loaded' event
|
||||
* If load failed this class will dispatch a 'error' event
|
||||
* If loading fails this class will dispatch an 'error' event
|
||||
*
|
||||
* @class JsonLoader
|
||||
* @uses EventTarget
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
|
||||
/**
|
||||
* 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
|
||||
* To generate the data you need to use http://esotericsoftware.com/ and export in 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
|
||||
|
|
|
@ -4,11 +4,11 @@
|
|||
|
||||
/**
|
||||
* 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
|
||||
* To generate the data you can use http://www.codeandweb.com/texturepacker and publish in 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.
|
||||
* It is highly recommended to use Sprite sheets (also know as a 'texture atlas') as it means sprites 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.fromFrameId()
|
||||
* This loader will 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
|
||||
|
|
|
@ -80,8 +80,8 @@ PIXI.Graphics.prototype.constructor = PIXI.Graphics;
|
|||
/**
|
||||
* If cacheAsBitmap is true the graphics object will then be rendered as if it was a sprite.
|
||||
* This is useful if your graphics element does not change often as it will speed up the rendering of the object
|
||||
* It is also usful as the graphics object will always be aliased because it will be rendered using canvas
|
||||
* Not recommended if you are conastanly redrawing the graphics element.
|
||||
* It is also usful as the graphics object will always be antialiased because it will be rendered using canvas
|
||||
* Not recommended if you are constanly redrawing the graphics element.
|
||||
*
|
||||
* @property cacheAsBitmap
|
||||
* @default false
|
||||
|
@ -331,7 +331,7 @@ PIXI.Graphics.prototype._renderWebGL = function(renderSession)
|
|||
|
||||
PIXI.WebGLGraphics.renderGraphics(this, renderSession);
|
||||
|
||||
// only rende rif it has children!
|
||||
// only render if it has children!
|
||||
if(this.children.length)
|
||||
{
|
||||
renderSession.spriteBatch.start();
|
||||
|
@ -529,7 +529,7 @@ PIXI.Graphics.prototype._generateCachedSprite = function()
|
|||
this._cachedSprite.buffer.resize(bounds.width, bounds.height);
|
||||
}
|
||||
|
||||
// leverage the anchor to account for the offest of the element
|
||||
// leverage the anchor to account for the offset of the element
|
||||
this._cachedSprite.anchor.x = -( bounds.x / bounds.width );
|
||||
this._cachedSprite.anchor.y = -( bounds.y / bounds.height );
|
||||
|
||||
|
|
|
@ -132,7 +132,6 @@ PIXI.CanvasRenderer.prototype.render = function(stage)
|
|||
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)
|
||||
|
@ -177,7 +176,7 @@ PIXI.CanvasRenderer.prototype.resize = function(width, height)
|
|||
*/
|
||||
PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject, context)
|
||||
{
|
||||
// no loger recurrsive!
|
||||
// no longer recurrsive!
|
||||
//var transform;
|
||||
//var context = this.context;
|
||||
|
||||
|
@ -283,7 +282,6 @@ PIXI.CanvasBuffer = function(width, height)
|
|||
this.canvas = document.createElement( "canvas" );
|
||||
this.context = this.canvas.getContext( "2d" );
|
||||
|
||||
// this.context.f
|
||||
this.canvas.width = width;
|
||||
this.canvas.height = height;
|
||||
};
|
||||
|
|
|
@ -16,8 +16,8 @@ PIXI.CanvasTinter = function()
|
|||
PIXI.CanvasTinter.getTintedTexture = function(sprite, color)
|
||||
{
|
||||
//
|
||||
// cach on sprite
|
||||
// cach on texture
|
||||
// cache on sprite
|
||||
// cache on texture
|
||||
// no cache
|
||||
|
||||
var texture = sprite.texture;
|
||||
|
@ -50,7 +50,7 @@ PIXI.CanvasTinter.getTintedTexture = function(sprite, color)
|
|||
{
|
||||
|
||||
texture.tintCache[stringColor] = canvas;
|
||||
// if we are not converting the texture to an image then we need to lose the refferance to the canvas
|
||||
// if we are not converting the texture to an image then we need to lose the reference to the canvas
|
||||
PIXI.CanvasTinter.canvas = null;
|
||||
|
||||
}
|
||||
|
|
|
@ -5,8 +5,8 @@
|
|||
PIXI.glContexts = []; // this is where we store the webGL contexts for easy access.
|
||||
|
||||
/**
|
||||
* 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.
|
||||
* the WebGLRenderer draws the stage and all its content onto a webGL enabled canvas. This renderer
|
||||
* should be used for browsers that support webGL. This Render works by automatically managing webGLBatch's.
|
||||
* 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 :)
|
||||
*
|
||||
|
@ -15,7 +15,7 @@ PIXI.glContexts = []; // this is where we store the webGL contexts for easy acce
|
|||
* @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 transparent=false {Boolean} If the render view is transparent, default false
|
||||
* @param antialias=false {Boolean} sets antialias (only applicable in chrome at the moment)
|
||||
*
|
||||
*/
|
||||
|
@ -126,7 +126,7 @@ PIXI.WebGLRenderer.prototype.render = function(stage)
|
|||
if(this.contextLost)return;
|
||||
|
||||
|
||||
// if rendering a new stage clear the batchs..
|
||||
// if rendering a new stage clear the batches..
|
||||
if(this.__stage !== stage)
|
||||
{
|
||||
// TODO make this work
|
||||
|
|
|
@ -67,7 +67,7 @@ PIXI.PixiShader.prototype.init = function()
|
|||
// Begin worst hack eva //
|
||||
|
||||
// WHY??? ONLY on my chrome pixel the line above returns -1 when using filters?
|
||||
// maybe its somthing to do with the current state of the gl context.
|
||||
// maybe its something to do with the current state of the gl context.
|
||||
// Im convinced this is a bug in the chrome browser as there is NO reason why this should be returning -1 especially as it only manifests on my chrome pixel
|
||||
// If theres any webGL people that know why could happen please help :)
|
||||
if(this.colorAttribute === -1)
|
||||
|
@ -165,7 +165,7 @@ PIXI.PixiShader.prototype.initUniforms = function()
|
|||
};
|
||||
|
||||
/**
|
||||
* Initialises a Sampler2D uniform (which may only be available later on after initUniforms once the texture is has loaded)
|
||||
* Initialises a Sampler2D uniform (which may only be available later on after initUniforms once the texture has loaded)
|
||||
*
|
||||
* @method PIXI.PixiShader#initSampler2D
|
||||
*/
|
||||
|
|
|
@ -148,7 +148,7 @@ PIXI.WebGLFilterManager.prototype.popFilter = function()
|
|||
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertexArray);
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
|
||||
// nnow set the uvs..
|
||||
// now set the uvs..
|
||||
this.uvArray[2] = filterArea.width/this.width;
|
||||
this.uvArray[5] = filterArea.height/this.height;
|
||||
this.uvArray[6] = filterArea.width/this.width;
|
||||
|
@ -160,7 +160,7 @@ PIXI.WebGLFilterManager.prototype.popFilter = function()
|
|||
var outputTexture = this.texturePool.pop();
|
||||
if(!outputTexture)outputTexture = new PIXI.FilterTexture(this.gl, this.width, this.height);
|
||||
|
||||
// need to clear this FBO as it may have some left over elements from a prvious filter.
|
||||
// need to clear this FBO as it may have some left over elements from a previous filter.
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, outputTexture.frameBuffer );
|
||||
gl.clear(gl.COLOR_BUFFER_BIT);
|
||||
|
||||
|
@ -355,7 +355,7 @@ PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
|
|||
|
||||
|
||||
// bind and upload the vertexs..
|
||||
// keep a refferance to the vertexFloatData..
|
||||
// keep a reference to the vertexFloatData..
|
||||
this.vertexArray = new Float32Array([0.0, 0.0,
|
||||
1.0, 0.0,
|
||||
0.0, 1.0,
|
||||
|
|
|
@ -53,12 +53,12 @@ PIXI.WebGLGraphics.renderGraphics = function(graphics, renderSession)//projectio
|
|||
|
||||
renderSession.shaderManager.activatePrimitiveShader();
|
||||
|
||||
// This could be speeded up fo sure!
|
||||
// This could be speeded up for sure!
|
||||
// var m = PIXI.mat3.clone(graphics.worldTransform);
|
||||
|
||||
PIXI.mat3.transpose(graphics.worldTransform, PIXI.tempMatrix);
|
||||
|
||||
// set the matrix transform for the
|
||||
// set the matrix transform
|
||||
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
gl.uniformMatrix3fv(shader.translationMatrix, false, PIXI.tempMatrix);
|
||||
|
@ -310,7 +310,7 @@ PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData)
|
|||
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 the first point is the last point - gonna have issues :)
|
||||
if(firstPoint.x === lastPoint.x && firstPoint.y === lastPoint.y)
|
||||
{
|
||||
points.pop();
|
||||
|
|
|
@ -188,7 +188,7 @@ PIXI.WebGLSpriteBatch.prototype.render = function(sprite)
|
|||
verticies[index++] = alpha;
|
||||
verticies[index++] = tint;
|
||||
|
||||
// increment the batchs
|
||||
// increment the batchsize
|
||||
this.currentBatchSize++;
|
||||
|
||||
|
||||
|
@ -211,7 +211,7 @@ PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
|
|||
}
|
||||
|
||||
// set the textures uvs temporarily
|
||||
// TODO create a seperate texture so that we can tile part of a texture
|
||||
// TODO create a separate texture so that we can tile part of a texture
|
||||
|
||||
if(!tilingSprite._uvs)tilingSprite._uvs = new Float32Array(8);
|
||||
|
||||
|
|
|
@ -14,7 +14,7 @@
|
|||
* @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')
|
||||
* @param [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text
|
||||
*/
|
||||
PIXI.BitmapText = function(text, style)
|
||||
{
|
||||
|
@ -48,7 +48,7 @@ PIXI.BitmapText.prototype.setText = function(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')
|
||||
* @param [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text
|
||||
*/
|
||||
PIXI.BitmapText.prototype.setStyle = function(style)
|
||||
{
|
||||
|
@ -139,7 +139,7 @@ PIXI.BitmapText.prototype.updateText = function()
|
|||
};
|
||||
|
||||
/**
|
||||
* Updates the transfor of this object
|
||||
* Updates the transform of this object
|
||||
*
|
||||
* @method updateTransform
|
||||
* @private
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
*/
|
||||
|
||||
/**
|
||||
* A Text Object will create a line(s) of text to split a line you can use '\n'
|
||||
* A Text Object will create a line(s) of text. To split a line you can use '\n'
|
||||
*
|
||||
* @class Text
|
||||
* @extends Sprite
|
||||
|
@ -12,7 +12,7 @@
|
|||
* @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.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text
|
||||
* @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
|
||||
|
@ -42,7 +42,7 @@ PIXI.Text.prototype.constructor = PIXI.Text;
|
|||
* @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.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text
|
||||
* @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
|
||||
|
@ -179,7 +179,7 @@ PIXI.Text.prototype._renderWebGL = function(renderSession)
|
|||
};
|
||||
|
||||
/**
|
||||
* Updates the transfor of this object
|
||||
* Updates the transform of this object
|
||||
*
|
||||
* @method updateTransform
|
||||
* @private
|
||||
|
|
|
@ -143,7 +143,7 @@ PIXI.BaseTexture.prototype.updateSourceImage = function(newSrc)
|
|||
|
||||
/**
|
||||
* 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
|
||||
* If the image is not in the base texture cache it will be created and loaded
|
||||
*
|
||||
* @static
|
||||
* @method fromImage
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
/**
|
||||
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.
|
||||
__Hint__: All DisplayObjects (exmpl. Sprites) that render 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:
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
|
||||
/**
|
||||
* 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
|
||||
* WebGL is the preferred renderer as it is a lot faster. If webGL is not supported by
|
||||
* the browser then this function will return a canvas renderer
|
||||
*
|
||||
* @method autoDetectRenderer
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue