Fixed graphics bug + updated docs

Fixed issue with getBounds being incorrect for graphics
Updated docs
Linted code
This commit is contained in:
Mat Groves 2014-01-01 23:54:45 +00:00
parent 53506da65e
commit 7713731ab3
145 changed files with 15583 additions and 24078 deletions

View file

@ -19,7 +19,7 @@
</div>
<div class="yui3-u-1-4 version">
<em>API Docs for: 1.3.0</em>
<em>API Docs for: 1.4.0</em>
</div>
</div>
<div id="bd" class="yui3-g">
@ -45,6 +45,8 @@
<li><a href="../classes/AssetLoader.html">AssetLoader</a></li>
<li><a href="../classes/AtlasLoader.html">AtlasLoader</a></li>
<li><a href="../classes/BaseTexture.html">BaseTexture</a></li>
<li><a href="../classes/BitmapFontLoader.html">BitmapFontLoader</a></li>
@ -61,7 +63,7 @@
<li><a href="../classes/ColorMatrixFilter.html">ColorMatrixFilter</a></li>
<li><a href="../classes/CustomRenderable.html">CustomRenderable</a></li>
<li><a href="../classes/ColorStepFilter.html">ColorStepFilter</a></li>
<li><a href="../classes/DisplacementFilter.html">DisplacementFilter</a></li>
@ -75,7 +77,7 @@
<li><a href="../classes/Graphics.html">Graphics</a></li>
<li><a href="../classes/GreyFilter.html">GreyFilter</a></li>
<li><a href="../classes/GrayFilter.html">GrayFilter</a></li>
<li><a href="../classes/ImageLoader.html">ImageLoader</a></li>
@ -87,6 +89,8 @@
<li><a href="../classes/PixelateFilter.html">PixelateFilter</a></li>
<li><a href="../classes/PIXI.PixiShader.html">PIXI.PixiShader</a></li>
<li><a href="../classes/Point.html">Point</a></li>
<li><a href="../classes/Polygon.html">Polygon</a></li>
@ -109,10 +113,10 @@
<li><a href="../classes/Spine.html">Spine</a></li>
<li><a href="../classes/Sprite.html">Sprite</a></li>
<li><a href="../classes/SpriteSheetLoader.html">SpriteSheetLoader</a></li>
<li><a href="../classes/Sprite™.html">Sprite™</a></li>
<li><a href="../classes/Stage.html">Stage</a></li>
<li><a href="../classes/Text.html">Text</a></li>
@ -121,8 +125,6 @@
<li><a href="../classes/TilingSprite.html">TilingSprite</a></li>
<li><a href="../classes/WebGLBatch.html">WebGLBatch</a></li>
<li><a href="../classes/WebGLRenderer.html">WebGLRenderer</a></li>
</ul>
@ -174,30 +176,28 @@
* @author Mat Groves http://matgroves.com/
*/
PIXI.Rope = function(texture, points)
{
PIXI.Strip.call( this, texture );
this.points = 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
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 = new Array(points.length * 4);
this.uvs = new Array(points.length * 4);
this.colors = new Array(points.length * 2);
this.indices = new Array(points.length * 2);
}
this.uvs = uvs
this.colors = colors
this.indices = indices
}
this.refresh();
}
this.refresh();
};
// constructor
@ -206,145 +206,138 @@ PIXI.Rope.prototype.constructor = PIXI.Rope;
PIXI.Rope.prototype.refresh = function()
{
var points = this.points;
if(points.length &lt; 1)return;
var points = this.points;
if(points.length &lt; 1) return;
var uvs = this.uvs
var indices = this.indices;
var colors = this.colors;
var uvs = this.uvs;
var lastPoint = points[0];
var nextPoint;
var perp = {x:0, y:0};
var point = points[0];
var lastPoint = points[0];
var indices = this.indices;
var colors = this.colors;
this.count-=0.2;
this.count-=0.2;
uvs[0] = 0
uvs[1] = 1
uvs[2] = 0
uvs[3] = 1
uvs[0] = 0;
uvs[1] = 1;
uvs[2] = 0;
uvs[3] = 1;
colors[0] = 1;
colors[1] = 1;
colors[0] = 1;
colors[1] = 1;
indices[0] = 0;
indices[1] = 1;
indices[0] = 0;
indices[1] = 1;
var total = points.length;
var total = points.length,
point, index, amount;
for (var i = 1; i &lt; total; i++)
{
for (var i = 1; i &lt; total; i++)
{
var point = points[i];
var index = i * 4;
// time to do some smart drawing!
var amount = i/(total-1)
point = points[i];
index = i * 4;
// time to do some smart drawing!
amount = i / (total-1);
if(i%2)
{
uvs[index] = amount;
uvs[index+1] = 0;
if(i%2)
{
uvs[index] = amount;
uvs[index+1] = 0;
uvs[index+2] = amount
uvs[index+3] = 1
uvs[index+2] = amount;
uvs[index+3] = 1;
}
else
{
uvs[index] = amount
uvs[index+1] = 0
}
else
{
uvs[index] = amount;
uvs[index+1] = 0;
uvs[index+2] = amount
uvs[index+3] = 1
}
uvs[index+2] = amount;
uvs[index+3] = 1;
}
index = i * 2;
colors[index] = 1;
colors[index+1] = 1;
index = i * 2;
colors[index] = 1;
colors[index+1] = 1;
index = i * 2;
indices[index] = index;
indices[index + 1] = index + 1;
index = i * 2;
indices[index] = index;
indices[index + 1] = index + 1;
lastPoint = point;
}
}
lastPoint = point;
}
};
PIXI.Rope.prototype.updateTransform = function()
{
var points = this.points;
if(points.length &lt; 1)return;
var points = this.points;
if(points.length &lt; 1)return;
var verticies = this.verticies
var lastPoint = points[0];
var nextPoint;
var perp = {x:0, y:0};
var lastPoint = points[0];
var nextPoint;
var perp = {x:0, y:0};
var point = points[0];
this.count-=0.2;
this.count-=0.2;
var verticies = this.verticies;
verticies[0] = lastPoint.x + perp.x;
verticies[1] = lastPoint.y + perp.y; //+ 200
verticies[2] = lastPoint.x - perp.x;
verticies[3] = lastPoint.y - perp.y;//+200
// time to do some smart drawing!
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,
point, index, ratio, perpLength, num;
var total = points.length;
for (var i = 1; i &lt; total; i++)
{
point = points[i];
index = i * 4;
for (var i = 1; i &lt; total; i++)
{
if(i &lt; points.length-1)
{
nextPoint = points[i+1];
}
else
{
nextPoint = point;
}
var point = points[i];
var index = i * 4;
perp.y = -(nextPoint.x - lastPoint.x);
perp.x = nextPoint.y - lastPoint.y;
if(i &lt; points.length-1)
{
nextPoint = points[i+1];
}
else
{
nextPoint = point
}
ratio = (1 - (i / (total-1))) * 10;
perp.y = -(nextPoint.x - lastPoint.x);
perp.x = nextPoint.y - lastPoint.y;
if(ratio &gt; 1) ratio = 1;
var ratio = (1 - (i / (total-1))) * 10;
if(ratio &gt; 1)ratio = 1;
perpLength = Math.sqrt(perp.x * perp.x + perp.y * perp.y);
num = this.texture.height / 2; //(20 + Math.abs(Math.sin((i + this.count) * 0.3) * 50) )* ratio;
perp.x /= perpLength;
perp.y /= perpLength;
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;
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;
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;
}
lastPoint = point;
}
PIXI.DisplayObjectContainer.prototype.updateTransform.call( this );
}
PIXI.DisplayObjectContainer.prototype.updateTransform.call( this );
};
PIXI.Rope.prototype.setTexture = function(texture)
{
// stop current texture
this.texture = texture;
this.updateFrame = true;
}
// stop current texture
this.texture = texture;
this.updateFrame = true;
};
</pre>
</div>