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docs/files/src_pixi_Sprite.js.html
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docs/files/src_pixi_Sprite.js.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<title>src/pixi/Sprite.js - Pixi.JS</title>
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<link rel="stylesheet" href="http://yui.yahooapis.com/3.8.0/build/cssgrids/cssgrids-min.css">
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<div id="hd" class="yui3-g header">
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<div class="yui3-u-3-4">
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<h1><img src="http://www.goodboydigital.com/pixijs/logo_small.png" title="Pixi.JS"></h1>
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</div>
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<div class="yui3-u-1-4 version">
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<em>API Docs for: 1.0.0</em>
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</div>
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</div>
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<h2 class="off-left">APIs</h2>
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<li><a href="#api-classes">Classes</a></li>
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<ul id="api-classes" class="apis classes">
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<li><a href="../classes/AssetLoader.html">AssetLoader</a></li>
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<li><a href="../classes/BaseTexture.html">BaseTexture</a></li>
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<li><a href="../classes/CanvasRenderer.html">CanvasRenderer</a></li>
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<li><a href="../classes/DisplayObject.html">DisplayObject</a></li>
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<li><a href="../classes/DisplayObjectContainer.html">DisplayObjectContainer</a></li>
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<li><a href="../classes/InteractionData.html">InteractionData</a></li>
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<li><a href="../classes/InteractionManager.html">InteractionManager</a></li>
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<li><a href="../classes/MovieClip.html">MovieClip</a></li>
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<li><a href="../classes/Point.html">Point</a></li>
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<li><a href="../classes/Rectangle.html">Rectangle</a></li>
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<li><a href="../classes/Sprite.html">Sprite</a></li>
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<li><a href="../classes/SpriteSheetLoader.html">SpriteSheetLoader</a></li>
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<li><a href="../classes/Stage.html">Stage</a></li>
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<li><a href="../classes/Texture.html">Texture</a></li>
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<li><a href="../classes/WebGLBatch.html">WebGLBatch</a></li>
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<li><a href="../classes/WebGLRenderer.html">WebGLRenderer</a></li>
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</ul>
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<ul id="api-modules" class="apis modules">
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<li><a href="../modules/PIXI.html">PIXI</a></li>
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</ul>
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</div>
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Deprecated
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<div class="apidocs">
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<div id="docs-main">
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<div class="content">
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<h1 class="file-heading">File: src/pixi/Sprite.js</h1>
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<div class="file">
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<pre class="code prettyprint linenums">
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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PIXI.blendModes = {};
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PIXI.blendModes.NORMAL = 0;
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PIXI.blendModes.SCREEN = 1;
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/**
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@class Sprite
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@extends DisplayObjectContainer
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@constructor
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@param texture {Texture}
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@type String
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*/
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PIXI.Sprite = function(texture)
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{
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PIXI.DisplayObjectContainer.call( this );
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/**
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* The anchor sets the origin point of the texture.
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* The default is 0,0 this means the textures origin is the top left
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* Setting than anchor to 0.5,0.5 means the textures origin is centered
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* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
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* @property anchor
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* @type Point
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*/
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this.anchor = new PIXI.Point();
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/**
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* The texture that the sprite is using
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* @property texture
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* @type Texture
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*/
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this.texture = texture;
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/**
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* The blend mode of sprite.
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* currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN
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* @property blendMode
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* @type uint
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*/
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this.blendMode = PIXI.blendModes.NORMAL;
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/**
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* The width of the sprite (this is initially set by the texture)
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* @property width
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* @type #Number
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*/
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this.width = 1;
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/**
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* The height of the sprite (this is initially set by the texture)
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* @property height
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* @type #Number
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*/
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this.height = 1;
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if(texture.baseTexture.hasLoaded)
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{
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this.width = this.texture.frame.width;
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this.height = this.texture.frame.height;
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this.updateFrame = true;
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}
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else
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{
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this.onTextureUpdateBind = this.onTextureUpdate.bind(this);
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this.texture.addEventListener( 'update', this.onTextureUpdateBind );
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}
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this.renderable = true;
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// [readonly] best not to toggle directly! use setInteractive()
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this.interactive = false;
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// thi next bit is here for the docs...
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/*
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* MOUSE Callbacks
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*/
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/**
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* A callback that is used when the users clicks on the sprite with thier mouse
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* @method click
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user clicks the mouse down over the sprite
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* @method mousedown
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user releases the mouse that was over the sprite
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* for this callback to be fired the mouse must have been pressed down over the sprite
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* @method mouseup
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the users mouse rolls over the sprite
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* @method mouseover
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the users mouse leaves the sprite
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* @method mouseout
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* @param interactionData {InteractionData}
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*/
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/*
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* TOUCH Callbacks
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*/
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/**
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* A callback that is used when the users taps on the sprite with thier finger
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* basically a touch version of click
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* @method tap
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user touch's over the sprite
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* @method touchstart
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user releases the touch that was over the sprite
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* for this callback to be fired. The touch must have started over the sprite
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* @method touchend
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* @param interactionData {InteractionData}
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*/
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}
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// constructor
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PIXI.Sprite.constructor = PIXI.Sprite;
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PIXI.Sprite.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
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/**
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@method setTexture
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@param texture {Texture} The PIXI texture that is displayed by the sprite
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*/
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PIXI.Sprite.prototype.setTexture = function(texture)
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{
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// stop current texture;
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if(this.texture.baseTexture != texture.baseTexture)
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{
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this.textureChange = true;
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}
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this.texture = texture;
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this.width = texture.frame.width;
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this.height = texture.frame.height;
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this.updateFrame = true;
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}
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/**
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* Indicates if the sprite will have touch and mouse interactivity. It is false by default
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* @method setInteractive
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* @param interactive {Boolean}
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*/
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PIXI.Sprite.prototype.setInteractive = function(interactive)
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{
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this.interactive = interactive;
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// TODO more to be done here..
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// need to sort out a re-crawl!
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if(this.stage)this.stage.dirty = true;
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}
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/**
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* @private
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*/
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PIXI.Sprite.prototype.onTextureUpdate = function(event)
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{
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this.width = this.texture.frame.width;
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this.height = this.texture.frame.height;
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this.updateFrame = true;
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}
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// some helper functions..
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/**
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*
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* Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId
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* The frame ids are created when a Texture packer file has been loaded
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* @method fromFrame
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* @static
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* @param frameId {String} The frame Id of the texture in the cache
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* @return {Sprite} A new Sprite using a texture from the texture cache matching the frameId
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*/
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PIXI.Sprite.fromFrame = function(frameId)
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{
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var texture = PIXI.TextureCache[frameId];
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if(!texture)throw new Error("The frameId '"+ frameId +"' does not exist in the texture cache" + this);
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return new PIXI.Sprite(texture);
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}
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/**
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*
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* Helper function that creates a sprite that will contain a texture based on an image url
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* If the image is not in the texture cache it will be loaded
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* @method fromImage
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* @static
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* @param The image url of the texture
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* @return {Sprite} A new Sprite using a texture from the texture cache matching the image id
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*/
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PIXI.Sprite.fromImage = function(imageId)
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{
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var texture = PIXI.Texture.fromImage(imageId);
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return new PIXI.Sprite(texture);
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}
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</pre>
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</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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<script src="../assets/vendor/prettify/prettify-min.js"></script>
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<script>prettyPrint();</script>
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<script src="../assets/js/yui-prettify.js"></script>
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<script src="../assets/js/api-search.js"></script>
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<script src="../assets/js/apidocs.js"></script>
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