Remove trailing whitespace
This commit is contained in:
parent
277af3b0de
commit
aecd78d635
55 changed files with 1337 additions and 1337 deletions
32
README.md
32
README.md
|
@ -88,16 +88,16 @@ $> grunt
|
|||
|
||||
This will create a minified version at bin/pixi.js and a non-minified version at bin/pixi.dev.js.
|
||||
|
||||
It also copies the non-minified version to the examples.
|
||||
It also copies the non-minified version to the examples.
|
||||
|
||||
### Current features ###
|
||||
|
||||
- WebGL renderer (with automatic smart batching allowing for REALLY fast performance)
|
||||
- WebGL renderer (with automatic smart batching allowing for REALLY fast performance)
|
||||
- Canvas renderer (Fastest in town!)
|
||||
- Full scene graph
|
||||
- Super easy to use API (similar to the flash display list API)
|
||||
- Support for texture atlases
|
||||
- Asset loader / sprite sheet loader
|
||||
- Full scene graph
|
||||
- Super easy to use API (similar to the flash display list API)
|
||||
- Support for texture atlases
|
||||
- Asset loader / sprite sheet loader
|
||||
- Auto-detect which renderer should be used
|
||||
- Full Mouse and Multi-touch Interaction
|
||||
- Text
|
||||
|
@ -120,32 +120,32 @@ It also copies the non-minified version to the examples.
|
|||
### Usage ###
|
||||
|
||||
```javascript
|
||||
|
||||
|
||||
// You can use either PIXI.WebGLRenderer or PIXI.CanvasRenderer
|
||||
var renderer = new PIXI.WebGLRenderer(800, 600);
|
||||
var renderer = new PIXI.WebGLRenderer(800, 600);
|
||||
|
||||
document.body.appendChild(renderer.view);
|
||||
|
||||
|
||||
var stage = new PIXI.Stage;
|
||||
|
||||
var bunnyTexture = PIXI.Texture.fromImage("bunny.png");
|
||||
var bunny = new PIXI.Sprite(bunnyTexture);
|
||||
|
||||
|
||||
bunny.position.x = 400;
|
||||
bunny.position.y = 300;
|
||||
|
||||
|
||||
bunny.scale.x = 2;
|
||||
bunny.scale.y = 2;
|
||||
|
||||
|
||||
stage.addChild(bunny);
|
||||
|
||||
|
||||
requestAnimationFrame(animate);
|
||||
|
||||
|
||||
function animate() {
|
||||
bunny.rotation += 0.01;
|
||||
|
||||
|
||||
renderer.render(stage);
|
||||
|
||||
|
||||
requestAnimationFrame(animate);
|
||||
}
|
||||
```
|
||||
|
|
|
@ -14,41 +14,41 @@
|
|||
</head>
|
||||
<body>
|
||||
<script>
|
||||
|
||||
|
||||
// create an new instance of a pixi stage
|
||||
var stage = new PIXI.Stage(0x66FF99);
|
||||
|
||||
|
||||
// create a renderer instance
|
||||
var renderer = PIXI.autoDetectRenderer(400, 300);
|
||||
|
||||
|
||||
// add the renderer view element to the DOM
|
||||
document.body.appendChild(renderer.view);
|
||||
|
||||
|
||||
requestAnimFrame( animate );
|
||||
|
||||
|
||||
// create a texture from an image path
|
||||
var texture = PIXI.Texture.fromImage("bunny.png");
|
||||
// create a new Sprite using the texture
|
||||
var bunny = new PIXI.Sprite(texture);
|
||||
|
||||
|
||||
// center the sprites anchor point
|
||||
bunny.anchor.x = 0.5;
|
||||
bunny.anchor.y = 0.5;
|
||||
|
||||
|
||||
// move the sprite t the center of the screen
|
||||
bunny.position.x = 200;
|
||||
bunny.position.y = 150;
|
||||
|
||||
|
||||
stage.addChild(bunny);
|
||||
|
||||
|
||||
function animate() {
|
||||
|
||||
|
||||
requestAnimFrame( animate );
|
||||
|
||||
|
||||
// just for fun, lets rotate mr rabbit a little
|
||||
bunny.rotation += 0.1;
|
||||
|
||||
// render the stage
|
||||
|
||||
// render the stage
|
||||
renderer.render(stage);
|
||||
}
|
||||
|
||||
|
|
|
@ -10,8 +10,8 @@
|
|||
background-color: #000000;
|
||||
}
|
||||
</style>
|
||||
|
||||
|
||||
|
||||
|
||||
<script src="pixi.js"></script>
|
||||
</head>
|
||||
<body>
|
||||
|
@ -38,7 +38,7 @@
|
|||
var s = document.getElementsByTagName('script')[0];
|
||||
s.parentNode.insertBefore(wf, s);
|
||||
})();
|
||||
|
||||
|
||||
function runList(item)
|
||||
{
|
||||
console.log(">>>>>>>>>")
|
||||
|
@ -52,15 +52,15 @@
|
|||
tmp = tmp._iNext;
|
||||
console.log(tmp);//.childIndex);
|
||||
// console.log(tmp);
|
||||
|
||||
|
||||
if(safe > 100)
|
||||
{
|
||||
console.log("BREAK")
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
function init()
|
||||
{
|
||||
var assetsToLoader = ["desyrel.xml"];
|
||||
|
@ -72,24 +72,24 @@
|
|||
loader.onComplete = onAssetsLoaded;
|
||||
|
||||
//begin load
|
||||
|
||||
|
||||
// create an new instance of a pixi stage
|
||||
var stage = new PIXI.Stage(0x66FF99);
|
||||
|
||||
|
||||
loader.load();
|
||||
function onAssetsLoaded()
|
||||
{
|
||||
var bitmapFontText = new PIXI.BitmapText("bitmap fonts are\n now supported!", {font: "35px Desyrel", align: "right"});
|
||||
bitmapFontText.position.x = 620 - bitmapFontText.width - 20;
|
||||
bitmapFontText.position.y = 20;
|
||||
|
||||
|
||||
runList(bitmapFontText)
|
||||
stage.addChild(bitmapFontText);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
// add a shiney background..
|
||||
var background = PIXI.Sprite.fromImage("textDemoBG.jpg");
|
||||
|
@ -101,7 +101,7 @@
|
|||
document.body.appendChild(renderer.view);
|
||||
|
||||
requestAnimFrame(animate);
|
||||
|
||||
|
||||
// create some white text using the Snippet webfont
|
||||
var textSample = new PIXI.Text("Pixi.js can has\nmultiline text!", {font: "35px Snippet", fill: "white", align: "left"});
|
||||
textSample.position.x = 20;
|
||||
|
@ -119,11 +119,11 @@
|
|||
countingText.position.x = 620 / 2;
|
||||
countingText.position.y = 320;
|
||||
countingText.anchor.x = 0.5;
|
||||
|
||||
|
||||
stage.addChild(textSample);
|
||||
stage.addChild(spinningText);
|
||||
stage.addChild(countingText);
|
||||
|
||||
|
||||
var count = 0;
|
||||
var score = 0;
|
||||
|
||||
|
@ -137,16 +137,16 @@
|
|||
score++;
|
||||
// update the text...
|
||||
countingText.setText("COUNT 4EVAR: " + score);
|
||||
|
||||
|
||||
}
|
||||
// just for fun, lets rotate the text
|
||||
spinningText.rotation += 0.03;
|
||||
|
||||
// render the stage
|
||||
|
||||
// render the stage
|
||||
renderer.render(stage);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
</script>
|
||||
|
||||
</body>
|
||||
|
|
|
@ -9,71 +9,71 @@
|
|||
background-color: #000000;
|
||||
}
|
||||
</style>
|
||||
|
||||
|
||||
|
||||
|
||||
<script src="pixi.js"></script>
|
||||
</head>
|
||||
<body>
|
||||
<script>
|
||||
|
||||
|
||||
// create an new instance of a pixi stage
|
||||
var stage = new PIXI.Stage(0x000000);
|
||||
|
||||
// create a renderer instance
|
||||
var renderer = new PIXI.autoDetectRenderer(800, 600);
|
||||
|
||||
|
||||
// set the canvas width and height to fill the screen
|
||||
renderer.view.style.width = window.innerWidth + "px";
|
||||
renderer.view.style.height = window.innerHeight + "px";
|
||||
renderer.view.style.display = "block";
|
||||
|
||||
|
||||
// add render view to DOM
|
||||
document.body.appendChild(renderer.view);
|
||||
|
||||
|
||||
// OOH! SHINY!
|
||||
// create two render textures.. these dynamic textures will be used to draw the scene into itself
|
||||
var renderTexture = new PIXI.RenderTexture(800, 600);
|
||||
var renderTexture2 = new PIXI.RenderTexture(800, 600);
|
||||
var currentTexture = renderTexture;
|
||||
|
||||
|
||||
// create a new sprite that uses the render texture we created above
|
||||
var outputSprite = new PIXI.Sprite(currentTexture);
|
||||
|
||||
|
||||
// align the sprite
|
||||
outputSprite.position.x = 800/2;
|
||||
outputSprite.position.y = 600/2;
|
||||
outputSprite.anchor.x = 0.5;
|
||||
outputSprite.anchor.y = 0.5;
|
||||
|
||||
|
||||
// add to stage
|
||||
stage.addChild(outputSprite);
|
||||
|
||||
|
||||
var stuffContainer = new PIXI.DisplayObjectContainer();
|
||||
|
||||
|
||||
stuffContainer.position.x = 800/2;
|
||||
stuffContainer.position.y = 600/2
|
||||
|
||||
|
||||
stage.addChild(stuffContainer);
|
||||
|
||||
// create an array of image ids..
|
||||
|
||||
// create an array of image ids..
|
||||
var fruits = ["spinObj_01.png", "spinObj_02.png",
|
||||
"spinObj_03.png", "spinObj_04.png",
|
||||
"spinObj_05.png", "spinObj_06.png",
|
||||
"spinObj_07.png", "spinObj_08.png"];
|
||||
|
||||
|
||||
// create an array of items
|
||||
var items = [];
|
||||
|
||||
|
||||
// now create some items and randomly position them in the stuff container
|
||||
for (var i=0; i < 20; i++)
|
||||
for (var i=0; i < 20; i++)
|
||||
{
|
||||
var item = PIXI.Sprite.fromImage(fruits[i % fruits.length]);
|
||||
item.position.x = Math.random() * 400 - 200;
|
||||
item.position.y = Math.random() * 400 - 200;
|
||||
|
||||
|
||||
item.anchor.x = 0.5;
|
||||
item.anchor.y = 0.5;
|
||||
|
||||
|
||||
stuffContainer.addChild(item);
|
||||
console.log("_")
|
||||
items.push(item);
|
||||
|
@ -81,40 +81,40 @@
|
|||
|
||||
// used for spinning!
|
||||
var count = 0;
|
||||
|
||||
|
||||
|
||||
|
||||
requestAnimFrame(animate);
|
||||
|
||||
function animate() {
|
||||
|
||||
requestAnimFrame( animate );
|
||||
|
||||
for (var i=0; i < items.length; i++)
|
||||
|
||||
for (var i=0; i < items.length; i++)
|
||||
{
|
||||
// rotate each item
|
||||
var item = items[i];
|
||||
item.rotation += 0.1;
|
||||
};
|
||||
|
||||
|
||||
count += 0.01;
|
||||
|
||||
|
||||
// swap the buffers..
|
||||
var temp = renderTexture;
|
||||
renderTexture = renderTexture2;
|
||||
renderTexture2 = temp;
|
||||
|
||||
|
||||
|
||||
|
||||
// set the new texture
|
||||
outputSprite.setTexture(renderTexture);
|
||||
|
||||
|
||||
// twist this up!
|
||||
stuffContainer.rotation -= 0.01
|
||||
outputSprite.scale.x = outputSprite.scale.y = 1 + Math.sin(count) * 0.2;
|
||||
|
||||
|
||||
// render the stage to the texture
|
||||
// the true clears the texture before content is rendered
|
||||
renderTexture2.render(stage, new PIXI.Point(0,0), true);
|
||||
|
||||
|
||||
// and finally render the stage
|
||||
renderer.render(stage);
|
||||
}
|
||||
|
|
|
@ -9,72 +9,72 @@
|
|||
background-color: #000000;
|
||||
}
|
||||
</style>
|
||||
|
||||
|
||||
|
||||
|
||||
<script src="pixi.js"></script>
|
||||
</head>
|
||||
<body>
|
||||
<script>
|
||||
|
||||
|
||||
|
||||
|
||||
// create an array of assets to load
|
||||
|
||||
|
||||
var assetsToLoader = ["data/spineboy.json", "data/spineboySpineData.json"];
|
||||
|
||||
|
||||
// create a new loader
|
||||
loader = new PIXI.AssetLoader(assetsToLoader);
|
||||
|
||||
|
||||
// use callback
|
||||
loader.onComplete = onAssetsLoaded
|
||||
|
||||
|
||||
//begin load
|
||||
loader.load();
|
||||
|
||||
|
||||
|
||||
|
||||
// create an new instance of a pixi stage
|
||||
var stage = new PIXI.Stage(0xFFFFFF, true);
|
||||
|
||||
// create a renderer instance
|
||||
var renderer = new PIXI.autoDetectRenderer(window.innerWidth, window.innerHeight);
|
||||
|
||||
|
||||
// set the canvas width and height to fill the screen
|
||||
renderer.view.style.display = "block";
|
||||
|
||||
|
||||
// add render view to DOM
|
||||
document.body.appendChild(renderer.view);
|
||||
|
||||
|
||||
function onAssetsLoaded()
|
||||
{
|
||||
// create a spine boy
|
||||
var spineBoy = new PIXI.Spine("data/spineboySpineData.json");
|
||||
|
||||
|
||||
// set the position
|
||||
spineBoy.position.x = window.innerWidth/2;
|
||||
spineBoy.position.y = window.innerHeight;
|
||||
|
||||
|
||||
spineBoy.scale.x = spineBoy.scale.y = window.innerHeight / 400;
|
||||
|
||||
|
||||
// set up the mixes!
|
||||
spineBoy.stateData.setMixByName("walk", "jump", 0.2);
|
||||
spineBoy.stateData.setMixByName("jump", "walk", 0.4);
|
||||
|
||||
|
||||
// play animation
|
||||
spineBoy.state.setAnimationByName("walk", true);
|
||||
|
||||
|
||||
|
||||
|
||||
stage.addChild(spineBoy);
|
||||
|
||||
|
||||
stage.click = function()
|
||||
{
|
||||
spineBoy.state.setAnimationByName("jump", false);
|
||||
spineBoy.state.addAnimationByName("walk", true);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
var logo = PIXI.Sprite.fromImage("../../logo_small.png")
|
||||
stage.addChild(logo);
|
||||
|
||||
|
||||
|
||||
|
||||
logo.anchor.x = 1;
|
||||
logo.position.x = window.innerWidth
|
||||
logo.scale.x = logo.scale.y = 0.5;
|
||||
|
@ -86,9 +86,9 @@
|
|||
window.open("https://github.com/GoodBoyDigital/pixi.js", "_blank")
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
requestAnimFrame(animate);
|
||||
|
||||
function animate() {
|
||||
|
|
|
@ -9,61 +9,61 @@
|
|||
background-color: #000000;
|
||||
}
|
||||
</style>
|
||||
|
||||
|
||||
|
||||
|
||||
<script src="pixi.js"></script>
|
||||
|
||||
|
||||
</head>
|
||||
<body>
|
||||
<script>
|
||||
|
||||
|
||||
|
||||
|
||||
// create an array of assets to load
|
||||
|
||||
|
||||
var assetsToLoader = ["../../logo_small.png", "data/dragonBones.json", "data/dragonBonesData.json"];
|
||||
|
||||
|
||||
// create a new loader
|
||||
loader = new PIXI.AssetLoader(assetsToLoader);
|
||||
|
||||
|
||||
// use callback
|
||||
loader.onComplete = onAssetsLoaded
|
||||
|
||||
|
||||
//begin load
|
||||
loader.load();
|
||||
|
||||
|
||||
|
||||
|
||||
// create an new instance of a pixi stage
|
||||
var stage = new PIXI.Stage(0xFFFFFF, true);
|
||||
|
||||
// create a renderer instance
|
||||
var renderer = new PIXI.autoDetectRenderer(window.innerWidth, window.innerHeight);
|
||||
|
||||
|
||||
// set the canvas width and height to fill the screen
|
||||
renderer.view.style.display = "block";
|
||||
|
||||
|
||||
// add render view to DOM
|
||||
document.body.appendChild(renderer.view);
|
||||
|
||||
|
||||
function onAssetsLoaded()
|
||||
{
|
||||
var dragon = new PIXI.Spine("data/dragonBonesData.json");
|
||||
|
||||
|
||||
var scale = 1;//window.innerHeight / 700;
|
||||
|
||||
|
||||
dragon.position.x = window.innerWidth/2;
|
||||
dragon.position.y = window.innerHeight/2 + (450 * scale);
|
||||
|
||||
|
||||
dragon.scale.x = dragon.scale.y = scale
|
||||
|
||||
|
||||
|
||||
|
||||
dragon.state.setAnimationByName("flying", true);
|
||||
|
||||
|
||||
stage.addChild(dragon);
|
||||
|
||||
|
||||
var logo = PIXI.Sprite.fromImage("../../logo_small.png")
|
||||
stage.addChild(logo);
|
||||
|
||||
|
||||
|
||||
|
||||
logo.anchor.x = 1;
|
||||
logo.position.x = window.innerWidth
|
||||
logo.scale.x = logo.scale.y = 0.5;
|
||||
|
@ -74,13 +74,13 @@
|
|||
{
|
||||
window.open("https://github.com/GoodBoyDigital/pixi.js", "_blank")
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
requestAnimFrame(animate);
|
||||
|
||||
|
||||
|
||||
function animate() {
|
||||
|
||||
|
|
|
@ -9,89 +9,89 @@
|
|||
background-color: #000000;
|
||||
}
|
||||
</style>
|
||||
|
||||
|
||||
|
||||
|
||||
<script src="pixi.js"></script>
|
||||
</head>
|
||||
<body>
|
||||
<script>
|
||||
|
||||
|
||||
|
||||
|
||||
// create an array of assets to load
|
||||
|
||||
|
||||
var assetsToLoader = ["../../logo_small.png", "data/PixieSpineData.json", "data/Pixie.json", "data/iP4_BGtile.jpg", "data/iP4_ground.png"];
|
||||
|
||||
|
||||
// create a new loader
|
||||
loader = new PIXI.AssetLoader(assetsToLoader);
|
||||
|
||||
|
||||
// use callback
|
||||
loader.onComplete = onAssetsLoaded;
|
||||
|
||||
|
||||
//begin load
|
||||
loader.load();
|
||||
|
||||
|
||||
// create an new instance of a pixi stage
|
||||
var stage = new PIXI.Stage(0xFFFFFF, true);
|
||||
|
||||
// create a renderer instance
|
||||
var renderer = new PIXI.autoDetectRenderer(1024, 640);
|
||||
|
||||
|
||||
// set the canvas width and height to fill the screen
|
||||
renderer.view.style.display = "block";
|
||||
renderer.view.style.width = "100%"
|
||||
renderer.view.style.height = "100%"
|
||||
|
||||
|
||||
// add render view to DOM
|
||||
document.body.appendChild(renderer.view);
|
||||
|
||||
|
||||
var postition = 0;
|
||||
var background;
|
||||
var background2;
|
||||
|
||||
|
||||
function onAssetsLoaded()
|
||||
{
|
||||
background = PIXI.Sprite.fromImage("data/iP4_BGtile.jpg");
|
||||
background2 = PIXI.Sprite.fromImage("data/iP4_BGtile.jpg");
|
||||
stage.addChild(background);
|
||||
stage.addChild(background2);
|
||||
|
||||
|
||||
foreground = PIXI.Sprite.fromImage("data/iP4_ground.png");
|
||||
foreground2 = PIXI.Sprite.fromImage("data/iP4_ground.png");
|
||||
stage.addChild(foreground);
|
||||
stage.addChild(foreground2);
|
||||
foreground.position.y = foreground2.position.y = 640 - foreground2.height;
|
||||
|
||||
|
||||
var pixie = new PIXI.Spine("data/PixieSpineData.json");
|
||||
|
||||
|
||||
var scale = 0.3;//window.innerHeight / 700;
|
||||
|
||||
|
||||
pixie.position.x = 1024/3;
|
||||
pixie.position.y = 500
|
||||
|
||||
|
||||
pixie.scale.x = pixie.scale.y = scale
|
||||
|
||||
|
||||
|
||||
|
||||
//dragon.state.setAnimationByName("running", true);
|
||||
|
||||
|
||||
stage.addChild(pixie);
|
||||
|
||||
|
||||
pixie.stateData.setMixByName("running", "jump", 0.2);
|
||||
pixie.stateData.setMixByName("jump", "running", 0.4);
|
||||
|
||||
|
||||
pixie.state.setAnimationByName("running", true);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
stage.mousedown = stage.touchstart = function()
|
||||
{
|
||||
pixie.state.setAnimationByName("jump", false);
|
||||
pixie.state.addAnimationByName("running", true);
|
||||
}
|
||||
|
||||
|
||||
var logo = PIXI.Sprite.fromImage("../../logo_small.png")
|
||||
stage.addChild(logo);
|
||||
|
||||
|
||||
|
||||
|
||||
logo.anchor.x = 1;
|
||||
logo.position.x = 1024
|
||||
logo.scale.x = logo.scale.y = 0.5;
|
||||
|
@ -102,42 +102,42 @@
|
|||
{
|
||||
window.open("https://github.com/GoodBoyDigital/pixi.js", "_blank")
|
||||
}
|
||||
|
||||
|
||||
requestAnimFrame(animate);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
function animate() {
|
||||
|
||||
|
||||
postition += 10;
|
||||
|
||||
|
||||
background.position.x = -(postition * 0.6);
|
||||
background.position.x %= 1286 * 2;
|
||||
if(background.position.x<0)background.position.x += 1286 * 2;
|
||||
background.position.x -= 1286;
|
||||
|
||||
|
||||
background2.position.x = -(postition * 0.6) + 1286;
|
||||
background2.position.x %= 1286 * 2;
|
||||
if(background2.position.x<0)background2.position.x += 1286 * 2;
|
||||
background2.position.x -= 1286;
|
||||
|
||||
|
||||
foreground.position.x = -postition;
|
||||
foreground.position.x %= 1286 * 2;
|
||||
if(foreground.position.x<0)foreground.position.x += 1286 * 2;
|
||||
foreground.position.x -= 1286;
|
||||
|
||||
|
||||
foreground2.position.x = -postition + 1286;
|
||||
foreground2.position.x %= 1286 * 2;
|
||||
if(foreground2.position.x<0)foreground2.position.x += 1286 * 2;
|
||||
foreground2.position.x -= 1286;
|
||||
|
||||
|
||||
requestAnimFrame( animate );
|
||||
|
||||
|
||||
|
||||
|
||||
renderer.render(stage);
|
||||
}
|
||||
|
||||
|
|
|
@ -9,40 +9,40 @@
|
|||
background-color: #000000;
|
||||
}
|
||||
</style>
|
||||
|
||||
|
||||
<script src="pixi.js"></script>
|
||||
|
||||
|
||||
</head>
|
||||
<body>
|
||||
<script>
|
||||
|
||||
|
||||
|
||||
// create an new instance of a pixi stage
|
||||
var stage = new PIXI.Stage(0xFFFFFF, true);
|
||||
|
||||
|
||||
stage.setInteractive(true);
|
||||
|
||||
|
||||
var sprite= PIXI.Sprite.fromImage("spinObj_02.png");
|
||||
//stage.addChild(sprite);
|
||||
// create a renderer instance
|
||||
// the 5the parameter is the anti aliasing
|
||||
var renderer = PIXI.autoDetectRenderer(620, 380, null, false, true);
|
||||
|
||||
|
||||
// set the canvas width and height to fill the screen
|
||||
//renderer.view.style.width = window.innerWidth + "px";
|
||||
//renderer.view.style.height = window.innerHeight + "px";
|
||||
renderer.view.style.display = "block";
|
||||
|
||||
|
||||
// add render view to DOM
|
||||
document.body.appendChild(renderer.view);
|
||||
|
||||
|
||||
var graphics = new PIXI.Graphics();
|
||||
|
||||
|
||||
|
||||
|
||||
// set a fill and line style
|
||||
graphics.beginFill(0xFF3300);
|
||||
graphics.lineStyle(10, 0xffd900, 1);
|
||||
|
||||
|
||||
// draw a shape
|
||||
graphics.moveTo(50,50);
|
||||
graphics.lineTo(250, 50);
|
||||
|
@ -51,11 +51,11 @@
|
|||
graphics.lineTo(50, 220);
|
||||
graphics.lineTo(50, 50);
|
||||
graphics.endFill();
|
||||
|
||||
|
||||
// set a fill and line style again
|
||||
graphics.lineStyle(10, 0xFF0000, 0.8);
|
||||
graphics.beginFill(0xFF700B, 1);
|
||||
|
||||
|
||||
// draw a second shape
|
||||
graphics.moveTo(210,300);
|
||||
graphics.lineTo(450,320);
|
||||
|
@ -65,56 +65,56 @@
|
|||
graphics.lineTo(410,200);
|
||||
graphics.lineTo(210,300);
|
||||
graphics.endFill();
|
||||
|
||||
|
||||
// draw a rectangel
|
||||
graphics.lineStyle(2, 0x0000FF, 1);
|
||||
graphics.drawRect(50, 250, 100, 100);
|
||||
|
||||
|
||||
// draw a circle
|
||||
graphics.lineStyle(0);
|
||||
graphics.beginFill(0xFFFF0B, 0.5);
|
||||
graphics.drawCircle(470, 200,100);
|
||||
|
||||
|
||||
graphics.lineStyle(20, 0x33FF00);
|
||||
graphics.moveTo(30,30);
|
||||
graphics.lineTo(600, 300);
|
||||
|
||||
|
||||
|
||||
|
||||
stage.addChild(graphics);
|
||||
|
||||
|
||||
// lets create moving shape
|
||||
var thing = new PIXI.Graphics();
|
||||
stage.addChild(thing);
|
||||
thing.position.x = 620/2;
|
||||
thing.position.y = 380/2;
|
||||
|
||||
|
||||
var count = 0;
|
||||
|
||||
|
||||
stage.click = stage.tap = function()
|
||||
{
|
||||
graphics.lineStyle(Math.random() * 30, Math.random() * 0xFFFFFF, 1);
|
||||
graphics.moveTo(Math.random() * 620,Math.random() * 380);
|
||||
graphics.lineTo(Math.random() * 620,Math.random() * 380);
|
||||
}
|
||||
|
||||
|
||||
requestAnimFrame(animate);
|
||||
|
||||
function animate() {
|
||||
|
||||
|
||||
thing.clear();
|
||||
|
||||
|
||||
count += 0.1;
|
||||
|
||||
|
||||
thing.clear();
|
||||
thing.lineStyle(30, 0xff0000, 1);
|
||||
thing.beginFill(0xffFF00, 0.5);
|
||||
|
||||
|
||||
thing.moveTo(-120 + Math.sin(count) * 20, -100 + Math.cos(count)* 20);
|
||||
thing.lineTo(120 + Math.cos(count) * 20, -100 + Math.sin(count)* 20);
|
||||
thing.lineTo(120 + Math.sin(count) * 20, 100 + Math.cos(count)* 20);
|
||||
thing.lineTo(-120 + Math.cos(count)* 20, 100 + Math.sin(count)* 20);
|
||||
thing.lineTo(-120 + Math.sin(count) * 20, -100 + Math.cos(count)* 20);
|
||||
|
||||
|
||||
thing.rotation = count * 0.1;
|
||||
renderer.render(stage);
|
||||
requestAnimFrame( animate );
|
||||
|
|
|
@ -9,58 +9,58 @@
|
|||
background-color: #000000;
|
||||
}
|
||||
</style>
|
||||
|
||||
|
||||
<script src="pixi.js"></script>
|
||||
</head>
|
||||
<body>
|
||||
<script>
|
||||
|
||||
|
||||
// create an new instance of a pixi stage
|
||||
var stage = new PIXI.Stage(0xFFFFFF, true);
|
||||
|
||||
|
||||
stage.interactive = true;
|
||||
|
||||
|
||||
var bg = PIXI.Sprite.fromImage("BGrotate.jpg");
|
||||
bg.anchor.x = 0.5;
|
||||
bg.anchor.y = 0.5;
|
||||
|
||||
|
||||
bg.position.x = 620/2;
|
||||
bg.position.y = 380/2;
|
||||
|
||||
|
||||
stage.addChild(bg);
|
||||
|
||||
|
||||
var container = new PIXI.DisplayObjectContainer();
|
||||
container.position.x = 620/2;
|
||||
container.position.y = 380/2;
|
||||
|
||||
|
||||
var bgFront = PIXI.Sprite.fromImage("SceneRotate.jpg");
|
||||
bgFront.anchor.x = 0.5;
|
||||
bgFront.anchor.y = 0.5;
|
||||
|
||||
|
||||
container.addChild(bgFront);
|
||||
|
||||
|
||||
var light2 = PIXI.Sprite.fromImage("LightRotate2.png");
|
||||
light2.anchor.x = 0.5;
|
||||
light2.anchor.y = 0.5;
|
||||
container.addChild(light2);
|
||||
|
||||
|
||||
var light1 = PIXI.Sprite.fromImage("LightRotate1.png");
|
||||
light1.anchor.x = 0.5;
|
||||
light1.anchor.y = 0.5;
|
||||
container.addChild(light1);
|
||||
|
||||
|
||||
var panda = PIXI.Sprite.fromImage("panda.png");
|
||||
panda.anchor.x = 0.5;
|
||||
panda.anchor.y = 0.5;
|
||||
|
||||
|
||||
container.addChild(panda);
|
||||
|
||||
|
||||
stage.addChild(container);
|
||||
|
||||
|
||||
|
||||
|
||||
// create a renderer instance
|
||||
var renderer = PIXI.autoDetectRenderer(620, 380);
|
||||
|
||||
|
||||
// set the canvas width and height to fill the screen
|
||||
// renderer.view.style.width = window.innerWidth + "px";
|
||||
//renderer.view.style.height = window.innerHeight + "px";
|
||||
|
@ -72,26 +72,26 @@
|
|||
renderer.view.style.display = "block";
|
||||
// add render view to DOM
|
||||
document.body.appendChild(renderer.view);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// lets create moving shape
|
||||
var thing = new PIXI.Graphics();
|
||||
stage.addChild(thing);
|
||||
thing.position.x = 620/2;
|
||||
thing.position.y = 380/2;
|
||||
thing.lineStyle(0);
|
||||
|
||||
|
||||
container.addFilter(thing);
|
||||
|
||||
|
||||
var count = 0;
|
||||
|
||||
|
||||
stage.click = stage.tap = function()
|
||||
{
|
||||
if(!container.filter)
|
||||
{
|
||||
container.addFilter(thing);
|
||||
|
||||
|
||||
PIXI.runList(stage);
|
||||
}
|
||||
else
|
||||
|
@ -99,47 +99,47 @@
|
|||
container.removeFilter(thing);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* Add a pixi Logo!
|
||||
*/
|
||||
var logo = PIXI.Sprite.fromImage("../../logo_small.png")
|
||||
stage.addChild(logo);
|
||||
|
||||
|
||||
logo.anchor.x = 1;
|
||||
logo.position.x = 620
|
||||
logo.scale.x = logo.scale.y = 0.5;
|
||||
logo.position.y = 320
|
||||
logo.interactive = true;
|
||||
logo.buttonMode = true;
|
||||
|
||||
|
||||
logo.click = logo.tap = function()
|
||||
{
|
||||
window.open("https://github.com/GoodBoyDigital/pixi.js", "_blank")
|
||||
}
|
||||
|
||||
|
||||
var help = new PIXI.Text("Click to turn masking on / off.", {font:"bold 12pt Arial", fill:"white"});
|
||||
help.position.y = 350;
|
||||
help.position.x = 10;
|
||||
stage.addChild(help);
|
||||
|
||||
|
||||
requestAnimFrame(animate);
|
||||
|
||||
function animate() {
|
||||
|
||||
|
||||
// thing.clear();
|
||||
bg.rotation += 0.01;
|
||||
bgFront.rotation -= 0.01;
|
||||
|
||||
|
||||
|
||||
|
||||
light1.rotation += 0.02;
|
||||
light2.rotation += 0.01;
|
||||
|
||||
|
||||
panda.scale.x = 1 + Math.sin(count) * 0.04;
|
||||
panda.scale.y = 1 + Math.cos(count) * 0.04;
|
||||
|
||||
|
||||
count += 0.1;
|
||||
|
||||
|
||||
thing.clear();
|
||||
thing.lineStyle(5, 0x16f1ff, 1);
|
||||
thing.beginFill(0x8bc5ff, 0.4);
|
||||
|
@ -149,7 +149,7 @@
|
|||
thing.lineTo(-120 + Math.cos(count)* 20, 100 + Math.sin(count)* 20);
|
||||
thing.lineTo(-120 + Math.sin(count) * 20, -100 + Math.cos(count)* 20);
|
||||
thing.rotation = count * 0.1;
|
||||
|
||||
|
||||
renderer.render(stage);
|
||||
requestAnimFrame( animate );
|
||||
}
|
||||
|
|
|
@ -9,61 +9,61 @@
|
|||
background-color: #000000;
|
||||
}
|
||||
</style>
|
||||
|
||||
|
||||
<script src="pixi.js"></script>
|
||||
</head>
|
||||
<body>
|
||||
<script>
|
||||
|
||||
|
||||
// create an new instance of a pixi stage
|
||||
var stage = new PIXI.Stage(0xFFFFFF, true);
|
||||
|
||||
|
||||
stage.interactive = true;
|
||||
|
||||
|
||||
var bg = PIXI.Sprite.fromImage("BGrotate.jpg");
|
||||
bg.anchor.x = 0.5;
|
||||
bg.anchor.y = 0.5;
|
||||
|
||||
|
||||
bg.position.x = 620/2;
|
||||
bg.position.y = 380/2;
|
||||
|
||||
|
||||
stage.addChild(bg);
|
||||
|
||||
|
||||
|
||||
var bgFront = PIXI.Sprite.fromImage("SceneRotate.jpg");
|
||||
bgFront.anchor.x = 0.5;
|
||||
bgFront.anchor.y = 0.5;
|
||||
|
||||
stage.addChild(bgFront);
|
||||
|
||||
|
||||
// create a renderer instance
|
||||
var renderer = PIXI.autoDetectRenderer(620, 380);
|
||||
|
||||
|
||||
renderer.view.style.position = "absolute"
|
||||
renderer.view.style.marginLeft = "-310px";
|
||||
renderer.view.style.marginTop = "-190px";
|
||||
renderer.view.style.top = "50%";
|
||||
renderer.view.style.left = "50%";
|
||||
renderer.view.style.display = "block";
|
||||
|
||||
|
||||
// add render view to DOM
|
||||
document.body.appendChild(renderer.view);
|
||||
|
||||
|
||||
// lets create moving shape
|
||||
|
||||
|
||||
var mask1 = new PIXI.Graphics();
|
||||
mask1.beginFill(0);
|
||||
mask1.drawRect(0, 0, 100, 100)
|
||||
|
||||
|
||||
bgFront.mask = mask1;
|
||||
|
||||
|
||||
var mask2 = new PIXI.Graphics();
|
||||
mask2.beginFill(0);
|
||||
mask2.drawRect(500, 100, 100, 100)
|
||||
|
||||
bg.mask = mask2;
|
||||
|
||||
bg.mask = mask2;
|
||||
var count = 0;
|
||||
|
||||
|
||||
stage.click = stage.tap = function()
|
||||
{
|
||||
if(!container.filter)
|
||||
|
@ -76,40 +76,40 @@
|
|||
container.mask = null;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* Add a pixi Logo!
|
||||
*/
|
||||
var logo = PIXI.Sprite.fromImage("../../logo_small.png")
|
||||
stage.addChild(logo);
|
||||
|
||||
|
||||
logo.anchor.x = 1;
|
||||
logo.position.x = 620
|
||||
logo.scale.x = logo.scale.y = 0.5;
|
||||
logo.position.y = 320
|
||||
logo.interactive = true;
|
||||
logo.buttonMode = true;
|
||||
|
||||
|
||||
logo.click = logo.tap = function()
|
||||
{
|
||||
window.open("https://github.com/GoodBoyDigital/pixi.js", "_blank")
|
||||
}
|
||||
|
||||
|
||||
var help = new PIXI.Text("Click to turn masking on / off.", {font:"bold 12pt Arial", fill:"white"});
|
||||
help.position.y = 350;
|
||||
help.position.x = 10;
|
||||
stage.addChild(help);
|
||||
|
||||
|
||||
requestAnimFrame(animate);
|
||||
|
||||
function animate() {
|
||||
|
||||
|
||||
bg.rotation += 0.01;
|
||||
bgFront.rotation -= 0.01;
|
||||
|
||||
|
||||
count += 0.1;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
renderer.render(stage);
|
||||
requestAnimFrame( animate );
|
||||
|
|
|
@ -9,78 +9,78 @@
|
|||
background-color: #000000;
|
||||
}
|
||||
</style>
|
||||
|
||||
|
||||
<script src="pixi.js"></script>
|
||||
</head>
|
||||
<body>
|
||||
<script>
|
||||
|
||||
|
||||
// create an new instance of a pixi stage
|
||||
var stage = new PIXI.Stage(0xFFFFFF, true);
|
||||
|
||||
|
||||
stage.interactive = true;
|
||||
|
||||
|
||||
var bg = PIXI.Sprite.fromImage("BGrotate.jpg");
|
||||
bg.anchor.x = 0.5;
|
||||
bg.anchor.y = 0.5;
|
||||
|
||||
|
||||
bg.position.x = 620/2;
|
||||
bg.position.y = 380/2;
|
||||
|
||||
|
||||
stage.addChild(bg);
|
||||
|
||||
|
||||
var container = new PIXI.DisplayObjectContainer();
|
||||
container.position.x = 620/2;
|
||||
container.position.y = 380/2;
|
||||
|
||||
|
||||
var bgFront = PIXI.Sprite.fromImage("SceneRotate.jpg");
|
||||
bgFront.anchor.x = 0.5;
|
||||
bgFront.anchor.y = 0.5;
|
||||
|
||||
|
||||
container.addChild(bgFront);
|
||||
|
||||
|
||||
var light2 = PIXI.Sprite.fromImage("LightRotate2.png");
|
||||
light2.anchor.x = 0.5;
|
||||
light2.anchor.y = 0.5;
|
||||
container.addChild(light2);
|
||||
|
||||
|
||||
var light1 = PIXI.Sprite.fromImage("LightRotate1.png");
|
||||
light1.anchor.x = 0.5;
|
||||
light1.anchor.y = 0.5;
|
||||
container.addChild(light1);
|
||||
|
||||
|
||||
var panda = PIXI.Sprite.fromImage("panda.png");
|
||||
panda.anchor.x = 0.5;
|
||||
panda.anchor.y = 0.5;
|
||||
|
||||
|
||||
container.addChild(panda);
|
||||
|
||||
|
||||
stage.addChild(container);
|
||||
|
||||
|
||||
// create a renderer instance
|
||||
var renderer = PIXI.autoDetectRenderer(620, 380);
|
||||
|
||||
|
||||
renderer.view.style.position = "absolute"
|
||||
renderer.view.style.marginLeft = "-310px";
|
||||
renderer.view.style.marginTop = "-190px";
|
||||
renderer.view.style.top = "50%";
|
||||
renderer.view.style.left = "50%";
|
||||
renderer.view.style.display = "block";
|
||||
|
||||
|
||||
// add render view to DOM
|
||||
document.body.appendChild(renderer.view);
|
||||
|
||||
|
||||
// lets create moving shape
|
||||
var thing = new PIXI.Graphics();
|
||||
stage.addChild(thing);
|
||||
thing.position.x = 620/2;
|
||||
thing.position.y = 380/2;
|
||||
thing.lineStyle(0);
|
||||
|
||||
|
||||
container.mask = thing;
|
||||
|
||||
|
||||
var count = 0;
|
||||
|
||||
|
||||
stage.click = stage.tap = function()
|
||||
{
|
||||
if(!container.filter)
|
||||
|
@ -93,45 +93,45 @@
|
|||
container.mask = null;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* Add a pixi Logo!
|
||||
*/
|
||||
var logo = PIXI.Sprite.fromImage("../../logo_small.png")
|
||||
stage.addChild(logo);
|
||||
|
||||
|
||||
logo.anchor.x = 1;
|
||||
logo.position.x = 620
|
||||
logo.scale.x = logo.scale.y = 0.5;
|
||||
logo.position.y = 320
|
||||
logo.interactive = true;
|
||||
logo.buttonMode = true;
|
||||
|
||||
|
||||
logo.click = logo.tap = function()
|
||||
{
|
||||
window.open("https://github.com/GoodBoyDigital/pixi.js", "_blank")
|
||||
}
|
||||
|
||||
|
||||
var help = new PIXI.Text("Click to turn masking on / off.", {font:"bold 12pt Arial", fill:"white"});
|
||||
help.position.y = 350;
|
||||
help.position.x = 10;
|
||||
stage.addChild(help);
|
||||
|
||||
|
||||
requestAnimFrame(animate);
|
||||
|
||||
function animate() {
|
||||
|
||||
|
||||
bg.rotation += 0.01;
|
||||
bgFront.rotation -= 0.01;
|
||||
|
||||
|
||||
light1.rotation += 0.02;
|
||||
light2.rotation += 0.01;
|
||||
|
||||
|
||||
panda.scale.x = 1 + Math.sin(count) * 0.04;
|
||||
panda.scale.y = 1 + Math.cos(count) * 0.04;
|
||||
|
||||
|
||||
count += 0.1;
|
||||
|
||||
|
||||
thing.clear();
|
||||
thing.lineStyle(5, 0x16f1ff, 1);
|
||||
thing.beginFill(0x8bc5ff, 0.4);
|
||||
|
@ -141,7 +141,7 @@
|
|||
thing.lineTo(-120 + Math.cos(count)* 20, 100 + Math.sin(count)* 20);
|
||||
thing.lineTo(-120 + Math.sin(count) * 20, -100 + Math.cos(count)* 20);
|
||||
thing.rotation = count * 0.1;
|
||||
|
||||
|
||||
renderer.render(stage);
|
||||
requestAnimFrame( animate );
|
||||
}
|
||||
|
|
|
@ -13,59 +13,59 @@
|
|||
</head>
|
||||
<body>
|
||||
<script>
|
||||
|
||||
|
||||
// create an array of assets to load
|
||||
var assetsToLoader = [ "SpriteSheet.json"];
|
||||
|
||||
|
||||
// create a new loader
|
||||
loader = new PIXI.AssetLoader(assetsToLoader);
|
||||
|
||||
|
||||
// use callback
|
||||
loader.onComplete = onAssetsLoaded
|
||||
|
||||
|
||||
//begin load
|
||||
loader.load();
|
||||
|
||||
|
||||
// holder to store aliens
|
||||
var aliens = [];
|
||||
var alienFrames = ["eggHead.png", "flowerTop.png", "helmlok.png", "skully.png"];
|
||||
|
||||
|
||||
var count = 0;
|
||||
|
||||
|
||||
// create an new instance of a pixi stage
|
||||
var stage = new PIXI.Stage(0xFFFFFF);
|
||||
|
||||
|
||||
// create a renderer instance.
|
||||
renderer = PIXI.autoDetectRenderer(800, 600);
|
||||
|
||||
|
||||
// add the renderer view element to the DOM
|
||||
document.body.appendChild(renderer.view);
|
||||
|
||||
|
||||
// create an empty container
|
||||
var alienContainer = new PIXI.DisplayObjectContainer();
|
||||
alienContainer.position.x = 400;
|
||||
alienContainer.position.y = 300;
|
||||
|
||||
|
||||
stage.addChild(alienContainer);
|
||||
|
||||
|
||||
function onAssetsLoaded()
|
||||
{
|
||||
// create a texture from an image path
|
||||
// add a bunch of aliens
|
||||
for (var i = 0; i < 100; i++)
|
||||
for (var i = 0; i < 100; i++)
|
||||
{
|
||||
var frameName = alienFrames[i % 4];
|
||||
|
||||
|
||||
// create an alien using the frame name..
|
||||
var alien = PIXI.Sprite.fromFrame(frameName);
|
||||
|
||||
|
||||
/*
|
||||
* fun fact for the day :)
|
||||
* another way of doing the above would be
|
||||
* var texture = PIXI.Texture.fromFrame(frameName);
|
||||
* var alien = new PIXI.Sprite(texture);
|
||||
*/
|
||||
|
||||
|
||||
alien.position.x = Math.random() * 800 - 400;
|
||||
alien.position.y = Math.random() * 600 - 300;
|
||||
alien.anchor.x = 0.5;
|
||||
|
@ -73,30 +73,30 @@
|
|||
aliens.push(alien);
|
||||
alienContainer.addChild(alien);
|
||||
}
|
||||
|
||||
|
||||
// start animating
|
||||
requestAnimFrame( animate );
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
function animate() {
|
||||
|
||||
|
||||
requestAnimFrame( animate );
|
||||
|
||||
|
||||
// just for fun, lets rotate mr rabbit a little
|
||||
for (var i = 0; i < 100; i++)
|
||||
for (var i = 0; i < 100; i++)
|
||||
{
|
||||
var alien = aliens[i];
|
||||
alien.rotation += 0.1;
|
||||
}
|
||||
|
||||
|
||||
count += 0.01;
|
||||
alienContainer.scale.x = Math.sin(count)
|
||||
alienContainer.scale.y = Math.sin(count)
|
||||
|
||||
|
||||
alienContainer.rotation += 0.01
|
||||
// render the stage
|
||||
// render the stage
|
||||
renderer.render(stage);
|
||||
}
|
||||
|
||||
|
|
|
@ -16,71 +16,71 @@
|
|||
|
||||
// create an array of assets to load
|
||||
var assetsToLoader = [ "SpriteSheet.json"];
|
||||
|
||||
|
||||
// create a new loader
|
||||
loader = new PIXI.AssetLoader(assetsToLoader);
|
||||
|
||||
|
||||
// use callback
|
||||
loader.onComplete = onAssetsLoaded
|
||||
|
||||
|
||||
//begin load
|
||||
loader.load();
|
||||
|
||||
|
||||
|
||||
|
||||
// holder to store aliens
|
||||
var explosions = [];
|
||||
|
||||
|
||||
var count = 0;
|
||||
|
||||
|
||||
// create an new instance of a pixi stage
|
||||
var stage = new PIXI.Stage(0xFFFFFF);;
|
||||
|
||||
|
||||
// create a renderer instance.
|
||||
renderer = PIXI.autoDetectRenderer(800, 600);
|
||||
|
||||
|
||||
// add the renderer view element to the DOM
|
||||
document.body.appendChild(renderer.view);
|
||||
|
||||
|
||||
function onAssetsLoaded()
|
||||
{
|
||||
// create an array to store the textures
|
||||
var explosionTextures = [];
|
||||
|
||||
for (var i=0; i < 26; i++)
|
||||
|
||||
for (var i=0; i < 26; i++)
|
||||
{
|
||||
var texture = PIXI.Texture.fromFrame("Explosion_Sequence_A " + (i+1) + ".png");
|
||||
explosionTextures.push(texture);
|
||||
};
|
||||
|
||||
|
||||
// create a texture from an image path
|
||||
// add a bunch of aliens
|
||||
for (var i = 0; i < 50; i++)
|
||||
for (var i = 0; i < 50; i++)
|
||||
{
|
||||
// create an explosion MovieClip
|
||||
var explosion = new PIXI.MovieClip(explosionTextures);
|
||||
|
||||
|
||||
|
||||
|
||||
explosion.position.x = Math.random() * 800;
|
||||
explosion.position.y = Math.random() * 600;
|
||||
explosion.anchor.x = 0.5;
|
||||
explosion.anchor.y = 0.5;
|
||||
|
||||
|
||||
explosion.rotation = Math.random() * Math.PI;
|
||||
explosion.scale.x = explosion.scale.y = 0.75 + Math.random() * 0.5
|
||||
|
||||
|
||||
explosion.gotoAndPlay(Math.random() * 27);
|
||||
|
||||
|
||||
stage.addChild(explosion);
|
||||
}
|
||||
|
||||
|
||||
// start animating
|
||||
requestAnimFrame( animate );
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
function animate() {
|
||||
|
||||
|
||||
requestAnimFrame( animate );
|
||||
|
||||
renderer.render(stage);
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
<title>Pixi Balls by Photon Storm</title>
|
||||
<meta charset="utf-8">
|
||||
<meta name="viewport" content="initial-scale=1 maximum-scale=1 user-scalable=0" />
|
||||
<link rel="stylesheet" href="storm.css">
|
||||
<link rel="stylesheet" href="storm.css">
|
||||
<script src="jquery-1.8.3.min.js"></script>
|
||||
<script src="pixi.js"></script>
|
||||
</head>
|
||||
|
@ -39,7 +39,7 @@
|
|||
renderer = PIXI.autoDetectRenderer(w, h);
|
||||
|
||||
stage = new PIXI.Stage;
|
||||
|
||||
|
||||
document.body.appendChild(renderer.view);
|
||||
|
||||
for (var i = 0; i < starCount; i++)
|
||||
|
@ -77,10 +77,10 @@
|
|||
{
|
||||
w = $(window).width() - 16;
|
||||
h = $(window).height() - 16;
|
||||
|
||||
|
||||
slideX = w / 2;
|
||||
slideY = h / 2;
|
||||
|
||||
|
||||
renderer.resize(w, h);
|
||||
}
|
||||
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
<title>Pixi Morph by Photon Storm</title>
|
||||
<meta charset="utf-8">
|
||||
<meta name="viewport" content="initial-scale=1 maximum-scale=1 user-scalable=0" />
|
||||
<link rel="stylesheet" href="storm.css">
|
||||
<link rel="stylesheet" href="storm.css">
|
||||
<script src="jquery-1.8.3.min.js"></script>
|
||||
<script src="pixi.js"></script>
|
||||
</head>
|
||||
|
@ -45,7 +45,7 @@
|
|||
renderer = PIXI.autoDetectRenderer(w, h);
|
||||
|
||||
stage = new PIXI.Stage;
|
||||
|
||||
|
||||
document.body.appendChild(renderer.view);
|
||||
|
||||
makeObject(0);
|
||||
|
@ -298,7 +298,7 @@
|
|||
{
|
||||
w = $(window).width() - 16;
|
||||
h = $(window).height() - 16;
|
||||
|
||||
|
||||
renderer.resize(w, h);
|
||||
}
|
||||
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
padding: 0;
|
||||
background-color: #000000;
|
||||
}
|
||||
|
||||
|
||||
#help{
|
||||
position: absolute;
|
||||
z-index: 20;
|
||||
|
@ -19,71 +19,71 @@
|
|||
</style>
|
||||
|
||||
|
||||
|
||||
|
||||
<script src="pixi.js"></script>
|
||||
</head>
|
||||
<body>
|
||||
<script>
|
||||
|
||||
|
||||
// create an new instance of a pixi stage
|
||||
// the second parameter is interactivity...
|
||||
var interactive = true;
|
||||
var stage = new PIXI.Stage(0x000000, interactive);
|
||||
|
||||
|
||||
// create a renderer instance.
|
||||
var renderer = PIXI.autoDetectRenderer(620, 400);
|
||||
|
||||
|
||||
// add the renderer view element to the DOM
|
||||
document.body.appendChild(renderer.view);
|
||||
|
||||
|
||||
requestAnimFrame( animate );
|
||||
|
||||
|
||||
// create a background..
|
||||
var background = PIXI.Sprite.fromImage("button_test_BG.jpg");
|
||||
|
||||
|
||||
// add background to stage..
|
||||
stage.addChild(background);
|
||||
|
||||
|
||||
// create some textures from an image path
|
||||
var textureButton = PIXI.Texture.fromImage("button.png");
|
||||
var textureButtonDown = PIXI.Texture.fromImage("buttonDown.png");
|
||||
var textureButtonOver = PIXI.Texture.fromImage("buttonOver.png");
|
||||
|
||||
|
||||
var buttons = [];
|
||||
|
||||
|
||||
var buttonPositions = [175,75,
|
||||
600-145, 75,
|
||||
600/2 - 20, 400/2 + 10,
|
||||
175, 400-75,
|
||||
600-115, 400-95];
|
||||
|
||||
|
||||
for (var i=0; i < 5; i++)
|
||||
|
||||
|
||||
for (var i=0; i < 5; i++)
|
||||
{
|
||||
var button = new PIXI.Sprite(textureButton);
|
||||
button.buttonMode = true;
|
||||
|
||||
|
||||
button.anchor.x = 0.5;
|
||||
button.anchor.y = 0.5;
|
||||
|
||||
|
||||
button.position.x = buttonPositions[i*2];
|
||||
button.position.y = buttonPositions[i*2 + 1];
|
||||
|
||||
// make the button interactive..
|
||||
|
||||
// make the button interactive..
|
||||
button.interactive = true;
|
||||
|
||||
|
||||
// set the mousedown and touchstart callback..
|
||||
button.mousedown = button.touchstart = function(data){
|
||||
|
||||
|
||||
this.isdown = true;
|
||||
this.setTexture(textureButtonDown);
|
||||
this.alpha = 1;
|
||||
}
|
||||
|
||||
|
||||
// set the mouseup and touchend callback..
|
||||
button.mouseup = button.touchend = button.mouseupoutside = button.touchendoutside = function(data){
|
||||
this.isdown = false;
|
||||
|
||||
|
||||
if(this.isOver)
|
||||
{
|
||||
this.setTexture(textureButtonOver);
|
||||
|
@ -93,82 +93,82 @@
|
|||
this.setTexture(textureButton);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// set the mouseover callback..
|
||||
button.mouseover = function(data){
|
||||
|
||||
|
||||
this.isOver = true;
|
||||
|
||||
|
||||
if(this.isdown)return
|
||||
|
||||
|
||||
this.setTexture(textureButtonOver)
|
||||
}
|
||||
|
||||
|
||||
// set the mouseout callback..
|
||||
button.mouseout = function(data){
|
||||
|
||||
|
||||
this.isOver = false;
|
||||
if(this.isdown)return
|
||||
this.setTexture(textureButton)
|
||||
}
|
||||
|
||||
|
||||
button.click = function(data){
|
||||
// click!
|
||||
console.log("CLICK!");
|
||||
// alert("CLICK!")
|
||||
}
|
||||
|
||||
|
||||
button.tap = function(data){
|
||||
// click!
|
||||
console.log("TAP!!");
|
||||
//this.alpha = 0.5;
|
||||
}
|
||||
|
||||
|
||||
// add it to the stage
|
||||
stage.addChild(button);
|
||||
|
||||
|
||||
// add button to array
|
||||
buttons.push(button);
|
||||
};
|
||||
|
||||
|
||||
// set some silly values..
|
||||
|
||||
|
||||
buttons[0].scale.x = 1.2;
|
||||
|
||||
|
||||
buttons[1].scale.y = 1.2;
|
||||
|
||||
|
||||
buttons[2].rotation = Math.PI/10;
|
||||
|
||||
|
||||
buttons[3].scale.x = 0.8;
|
||||
buttons[3].scale.y = 0.8;
|
||||
|
||||
|
||||
buttons[4].scale.x = 0.8;
|
||||
buttons[4].scale.y = 1.2;
|
||||
buttons[4].rotation = Math.PI;
|
||||
// var button1 =
|
||||
// var button1 =
|
||||
function animate() {
|
||||
|
||||
|
||||
requestAnimFrame( animate );
|
||||
// render the stage
|
||||
|
||||
// render the stage
|
||||
|
||||
// do a test..
|
||||
|
||||
|
||||
renderer.render(stage);
|
||||
}
|
||||
|
||||
|
||||
// add a logo!
|
||||
var pixiLogo = PIXI.Sprite.fromImage("pixi.png");
|
||||
stage.addChild(pixiLogo);
|
||||
|
||||
|
||||
pixiLogo.position.x = 620 - 56;
|
||||
pixiLogo.position.y = 400- 32;
|
||||
|
||||
|
||||
pixiLogo.setInteractive(true);
|
||||
|
||||
|
||||
pixiLogo.click = pixiLogo.tap = function(){
|
||||
|
||||
|
||||
var win=window.open("https://github.com/GoodBoyDigital/pixi.js", '_blank');
|
||||
|
||||
|
||||
}
|
||||
</script>
|
||||
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
padding: 0;
|
||||
background-color: #FFFFFF;
|
||||
}
|
||||
|
||||
|
||||
.textHolder{
|
||||
width: 400px;
|
||||
}
|
||||
|
@ -27,43 +27,43 @@
|
|||
blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah
|
||||
blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah</div>
|
||||
<script>
|
||||
|
||||
|
||||
// create an new instance of a pixi stage
|
||||
var stage = new PIXI.Stage(0x66FF99);
|
||||
|
||||
|
||||
// create a renderer instance
|
||||
var renderer = PIXI.autoDetectRenderer(400, 300, null, true);
|
||||
|
||||
|
||||
// add the renderer view element to the DOM
|
||||
document.body.appendChild(renderer.view);
|
||||
renderer.view.style.position = "absolute";
|
||||
renderer.view.style.top = "0px";
|
||||
renderer.view.style.left = "0px";
|
||||
requestAnimFrame( animate );
|
||||
|
||||
|
||||
// create a texture from an image path
|
||||
var texture = PIXI.Texture.fromImage("bunny.png");
|
||||
// create a new Sprite using the texture
|
||||
var bunny = new PIXI.Sprite(texture);
|
||||
|
||||
|
||||
// center the sprites anchor point
|
||||
bunny.anchor.x = 0.5;
|
||||
bunny.anchor.y = 0.5;
|
||||
|
||||
|
||||
// move the sprite t the center of the screen
|
||||
bunny.position.x = 200;
|
||||
bunny.position.y = 150;
|
||||
|
||||
|
||||
stage.addChild(bunny);
|
||||
|
||||
|
||||
function animate() {
|
||||
|
||||
|
||||
requestAnimFrame( animate );
|
||||
|
||||
|
||||
// just for fun, lets rotate mr rabbit a little
|
||||
bunny.rotation += 0.1;
|
||||
|
||||
// render the stage
|
||||
|
||||
// render the stage
|
||||
renderer.render(stage);
|
||||
}
|
||||
|
||||
|
|
|
@ -7,9 +7,9 @@
|
|||
margin: 0;
|
||||
padding: 0;
|
||||
background-color: #FFFFFF;
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
.textHolder{
|
||||
width: 400px;
|
||||
}
|
||||
|
@ -18,52 +18,52 @@
|
|||
</head>
|
||||
<body>
|
||||
<script>
|
||||
|
||||
|
||||
// create an new instance of a pixi stage
|
||||
var stage = new PIXI.Stage(0x97c56e, true);
|
||||
|
||||
|
||||
// create a renderer instance
|
||||
var renderer = PIXI.autoDetectRenderer(window.innerWidth, window.innerHeight, null);
|
||||
|
||||
|
||||
// add the renderer view element to the DOM
|
||||
document.body.appendChild(renderer.view);
|
||||
renderer.view.style.position = "absolute";
|
||||
renderer.view.style.top = "0px";
|
||||
renderer.view.style.left = "0px";
|
||||
requestAnimFrame( animate );
|
||||
|
||||
|
||||
// create a texture from an image path
|
||||
var texture = PIXI.Texture.fromImage("bunny.png");
|
||||
|
||||
for (var i=0; i < 10; i++)
|
||||
|
||||
for (var i=0; i < 10; i++)
|
||||
{
|
||||
createBunny(Math.random() * window.innerWidth, Math.random() * window.innerHeight)
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
function createBunny(x, y)
|
||||
{
|
||||
// create our little bunny friend..
|
||||
var bunny = new PIXI.Sprite(texture);
|
||||
// bunny.width = 300;
|
||||
// enable the bunny to be interactive.. this will allow it to respond to mouse and touch events
|
||||
// enable the bunny to be interactive.. this will allow it to respond to mouse and touch events
|
||||
bunny.interactive = true;
|
||||
// this button mode will mean the hand cursor appears when you rollover the bunny with your mouse
|
||||
bunny.buttonMode = true;
|
||||
|
||||
|
||||
// center the bunnys anchor point
|
||||
bunny.anchor.x = 0.5;
|
||||
bunny.anchor.y = 0.5;
|
||||
// make it a bit bigger, so its easier to touch
|
||||
bunny.scale.x = bunny.scale.y = 3;
|
||||
|
||||
|
||||
|
||||
|
||||
// use the mousedown and touchstart
|
||||
bunny.mousedown = bunny.touchstart = function(data)
|
||||
{
|
||||
// stop the default event...
|
||||
data.originalEvent.preventDefault();
|
||||
|
||||
|
||||
// store a refference to the data
|
||||
// The reason for this is because of multitouch
|
||||
// we want to track the movement of this particular touch
|
||||
|
@ -71,7 +71,7 @@
|
|||
this.alpha = 0.9;
|
||||
this.dragging = true;
|
||||
};
|
||||
|
||||
|
||||
// set the events for when the mouse is released or a touch is released
|
||||
bunny.mouseup = bunny.mouseupoutside = bunny.touchend = bunny.touchendoutside = function(data)
|
||||
{
|
||||
|
@ -80,7 +80,7 @@
|
|||
// set the interaction data to null
|
||||
this.data = null;
|
||||
};
|
||||
|
||||
|
||||
// set the callbacks for when the mouse or a touch moves
|
||||
bunny.mousemove = bunny.touchmove = function(data)
|
||||
{
|
||||
|
@ -92,22 +92,22 @@
|
|||
this.position.y = newPosition.y;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// move the sprite to its designated position
|
||||
bunny.position.x = x;
|
||||
bunny.position.y = y;
|
||||
|
||||
|
||||
// add it to the stage
|
||||
stage.addChild(bunny);
|
||||
}
|
||||
|
||||
|
||||
function animate() {
|
||||
|
||||
|
||||
requestAnimFrame( animate );
|
||||
|
||||
|
||||
// just for fun, lets rotate mr rabbit a little
|
||||
//stage.interactionManager.update();
|
||||
// render the stage
|
||||
// render the stage
|
||||
renderer.render(stage);
|
||||
}
|
||||
|
||||
|
|
|
@ -7,9 +7,9 @@
|
|||
margin: 0;
|
||||
padding: 0;
|
||||
background-color: #FFFFFF;
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
.textHolder{
|
||||
width: 400px;
|
||||
}
|
||||
|
@ -18,47 +18,47 @@
|
|||
</head>
|
||||
<body>
|
||||
<script>
|
||||
|
||||
|
||||
// create an new instance of a pixi stage
|
||||
var stage = new PIXI.Stage(0x97c56e, true);
|
||||
|
||||
|
||||
// create a renderer instance
|
||||
var renderer = PIXI.autoDetectRenderer(window.innerWidth, window.innerHeight, null);
|
||||
|
||||
|
||||
// add the renderer view element to the DOM
|
||||
document.body.appendChild(renderer.view);
|
||||
renderer.view.style.position = "absolute";
|
||||
renderer.view.style.top = "0px";
|
||||
renderer.view.style.left = "0px";
|
||||
requestAnimFrame( animate );
|
||||
|
||||
|
||||
// create a texture from an image path
|
||||
var texture = PIXI.Texture.fromImage("p2.jpeg");
|
||||
|
||||
|
||||
// create a tiling sprite..
|
||||
// requires a texture, width and height
|
||||
// to work in webGL the texture size must be a power of two
|
||||
var tilingSprite = new PIXI.TilingSprite(texture, window.innerWidth, window.innerHeight)
|
||||
|
||||
|
||||
var count = 0;
|
||||
|
||||
|
||||
stage.addChild(tilingSprite);
|
||||
|
||||
function animate() {
|
||||
|
||||
|
||||
requestAnimFrame( animate );
|
||||
|
||||
|
||||
|
||||
|
||||
count += 0.005
|
||||
tilingSprite.tileScale.x = 2 + Math.sin(count);
|
||||
tilingSprite.tileScale.y = 2 + Math.cos(count);
|
||||
|
||||
|
||||
tilingSprite.tilePosition.x += 1;
|
||||
tilingSprite.tilePosition.y += 1;
|
||||
|
||||
|
||||
// just for fun, lets rotate mr rabbit a little
|
||||
//stage.interactionManager.update();
|
||||
// render the stage
|
||||
// render the stage
|
||||
renderer.render(stage);
|
||||
}
|
||||
|
||||
|
|
|
@ -39,7 +39,7 @@ PIXI.InteractionManager = function(stage)
|
|||
this.touchs = {};
|
||||
|
||||
|
||||
|
||||
|
||||
// helpers
|
||||
this.tempPoint = new PIXI.Point();
|
||||
//this.tempMatrix = mat3.create();
|
||||
|
@ -61,8 +61,8 @@ PIXI.InteractionManager = function(stage)
|
|||
this.onTouchStart = this.onTouchStart.bind(this);
|
||||
this.onTouchEnd = this.onTouchEnd.bind(this);
|
||||
this.onTouchMove = this.onTouchMove.bind(this);
|
||||
|
||||
|
||||
|
||||
|
||||
this.last = 0;
|
||||
}
|
||||
|
||||
|
@ -81,12 +81,12 @@ PIXI.InteractionManager.prototype.collectInteractiveSprite = function(displayObj
|
|||
{
|
||||
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)
|
||||
|
@ -146,7 +146,7 @@ PIXI.InteractionManager.prototype.setTarget = function(target)
|
|||
PIXI.InteractionManager.prototype.setTargetDomElement = function(domElement)
|
||||
{
|
||||
//remove previouse listeners
|
||||
if( this.interactionDOMElement !== null )
|
||||
if( this.interactionDOMElement !== null )
|
||||
{
|
||||
this.interactionDOMElement.style['-ms-content-zooming'] = '';
|
||||
this.interactionDOMElement.style['-ms-touch-action'] = '';
|
||||
|
@ -162,12 +162,12 @@ PIXI.InteractionManager.prototype.setTargetDomElement = function(domElement)
|
|||
}
|
||||
|
||||
|
||||
if (window.navigator.msPointerEnabled)
|
||||
if (window.navigator.msPointerEnabled)
|
||||
{
|
||||
// time to remove some of that zoom in ja..
|
||||
domElement.style['-ms-content-zooming'] = 'none';
|
||||
domElement.style['-ms-touch-action'] = 'none';
|
||||
|
||||
|
||||
// DO some window specific touch!
|
||||
}
|
||||
|
||||
|
@ -193,7 +193,7 @@ PIXI.InteractionManager.prototype.setTargetDomElement = function(domElement)
|
|||
PIXI.InteractionManager.prototype.update = function()
|
||||
{
|
||||
if(!this.target)return;
|
||||
|
||||
|
||||
// frequency of 30fps??
|
||||
var now = Date.now();
|
||||
var diff = now - this.last;
|
||||
|
@ -201,44 +201,44 @@ PIXI.InteractionManager.prototype.update = function()
|
|||
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.interactionDOMElement.style.cursor = "default";
|
||||
|
||||
|
||||
this.interactionDOMElement.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..
|
||||
|
@ -248,13 +248,13 @@ PIXI.InteractionManager.prototype.update = function()
|
|||
// loks like there was a hit!
|
||||
if(item.__hit)
|
||||
{
|
||||
if(item.buttonMode) this.interactionDOMElement.style.cursor = "pointer";
|
||||
|
||||
if(item.buttonMode) this.interactionDOMElement.style.cursor = "pointer";
|
||||
|
||||
if(!item.__isOver)
|
||||
{
|
||||
|
||||
|
||||
if(item.mouseover)item.mouseover(this.mouse);
|
||||
item.__isOver = true;
|
||||
item.__isOver = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -263,11 +263,11 @@ PIXI.InteractionManager.prototype.update = function()
|
|||
{
|
||||
// roll out!
|
||||
if(item.mouseout)item.mouseout(this.mouse);
|
||||
item.__isOver = false;
|
||||
item.__isOver = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// --->
|
||||
}
|
||||
}
|
||||
|
@ -284,18 +284,18 @@ 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.interactionDOMElement.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!
|
||||
|
@ -314,34 +314,34 @@ PIXI.InteractionManager.prototype.onMouseMove = function(event)
|
|||
PIXI.InteractionManager.prototype.onMouseDown = function(event)
|
||||
{
|
||||
this.mouse.originalEvent = event || window.event; //IE uses window.event
|
||||
|
||||
|
||||
// loop through inteaction tree...
|
||||
// hit test each item! ->
|
||||
// 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
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
@ -353,18 +353,18 @@ PIXI.InteractionManager.prototype.onMouseDown = function(event)
|
|||
PIXI.InteractionManager.prototype.onMouseOut = function(event)
|
||||
{
|
||||
var length = this.interactiveItems.length;
|
||||
|
||||
this.interactionDOMElement.style.cursor = "default";
|
||||
|
||||
|
||||
this.interactionDOMElement.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;
|
||||
item.__isOver = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -379,21 +379,21 @@ PIXI.InteractionManager.prototype.onMouseOut = function(event)
|
|||
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!
|
||||
|
@ -405,7 +405,7 @@ PIXI.InteractionManager.prototype.onMouseUp = function(event)
|
|||
{
|
||||
if(item.click)item.click(this.mouse);
|
||||
}
|
||||
|
||||
|
||||
if(!item.interactiveChildren)up = true;
|
||||
}
|
||||
else
|
||||
|
@ -415,8 +415,8 @@ PIXI.InteractionManager.prototype.onMouseUp = function(event)
|
|||
if(item.mouseupoutside)item.mouseupoutside(this.mouse);
|
||||
}
|
||||
}
|
||||
|
||||
item.__isDown = false;
|
||||
|
||||
item.__isDown = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -432,7 +432,7 @@ PIXI.InteractionManager.prototype.onMouseUp = function(event)
|
|||
PIXI.InteractionManager.prototype.hitTest = function(item, interactionData)
|
||||
{
|
||||
var global = interactionData.global;
|
||||
|
||||
|
||||
if(item.vcount !== PIXI.visibleCount)return false;
|
||||
|
||||
var isSprite = (item instanceof PIXI.Sprite),
|
||||
|
@ -444,7 +444,7 @@ PIXI.InteractionManager.prototype.hitTest = function(item, interactionData)
|
|||
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)) {
|
||||
|
@ -453,7 +453,7 @@ PIXI.InteractionManager.prototype.hitTest = function(item, interactionData)
|
|||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
return false;
|
||||
}
|
||||
// a sprite with no hitarea defined
|
||||
|
@ -463,11 +463,11 @@ PIXI.InteractionManager.prototype.hitTest = function(item, interactionData)
|
|||
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!
|
||||
|
@ -478,7 +478,7 @@ PIXI.InteractionManager.prototype.hitTest = function(item, interactionData)
|
|||
}
|
||||
|
||||
var length = item.children.length;
|
||||
|
||||
|
||||
for (var i = 0; i < length; i++)
|
||||
{
|
||||
var tempItem = item.children[i];
|
||||
|
@ -491,7 +491,7 @@ PIXI.InteractionManager.prototype.hitTest = function(item, interactionData)
|
|||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -505,18 +505,18 @@ PIXI.InteractionManager.prototype.onTouchMove = function(event)
|
|||
{
|
||||
var rect = this.interactionDOMElement.getBoundingClientRect();
|
||||
var changedTouches = event.changedTouches;
|
||||
|
||||
for (var i=0; i < changedTouches.length; i++)
|
||||
|
||||
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++)
|
||||
{
|
||||
|
@ -535,38 +535,38 @@ PIXI.InteractionManager.prototype.onTouchMove = function(event)
|
|||
PIXI.InteractionManager.prototype.onTouchStart = function(event)
|
||||
{
|
||||
var rect = this.interactionDOMElement.getBoundingClientRect();
|
||||
|
||||
|
||||
var changedTouches = event.changedTouches;
|
||||
for (var i=0; i < changedTouches.length; i++)
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
@ -586,28 +586,28 @@ PIXI.InteractionManager.prototype.onTouchEnd = function(event)
|
|||
//this.mouse.originalEvent = event || window.event; //IE uses window.event
|
||||
var rect = this.interactionDOMElement.getBoundingClientRect();
|
||||
var changedTouches = event.changedTouches;
|
||||
|
||||
for (var i=0; i < changedTouches.length; i++)
|
||||
|
||||
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)
|
||||
|
@ -617,7 +617,7 @@ PIXI.InteractionManager.prototype.onTouchEnd = function(event)
|
|||
{
|
||||
if(item.tap)item.tap(touchData);
|
||||
}
|
||||
|
||||
|
||||
if(!item.interactiveChildren)up = true;
|
||||
}
|
||||
else
|
||||
|
@ -627,16 +627,16 @@ PIXI.InteractionManager.prototype.onTouchEnd = function(event)
|
|||
if(item.touchendoutside)item.touchendoutside(touchData);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
item.__isDown = false;
|
||||
}
|
||||
|
||||
|
||||
item.__touchData = null;
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
// remove the touch..
|
||||
|
@ -656,11 +656,11 @@ PIXI.InteractionData = function()
|
|||
/**
|
||||
* This point stores the global coords of where the touch/mouse event happened
|
||||
*
|
||||
* @property global
|
||||
* @property global
|
||||
* @type Point
|
||||
*/
|
||||
this.global = new PIXI.Point();
|
||||
|
||||
|
||||
// this is here for legacy... but will remove
|
||||
this.local = new PIXI.Point();
|
||||
|
||||
|
@ -692,7 +692,7 @@ 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],
|
||||
|
|
|
@ -19,7 +19,7 @@ PIXI.Circle = function(x, y, radius)
|
|||
* @default 0
|
||||
*/
|
||||
this.x = x || 0;
|
||||
|
||||
|
||||
/**
|
||||
* @property y
|
||||
* @type Number
|
||||
|
|
|
@ -20,21 +20,21 @@ PIXI.Ellipse = function(x, y, width, height)
|
|||
* @default 0
|
||||
*/
|
||||
this.x = x || 0;
|
||||
|
||||
|
||||
/**
|
||||
* @property y
|
||||
* @type Number
|
||||
* @default 0
|
||||
*/
|
||||
this.y = y || 0;
|
||||
|
||||
|
||||
/**
|
||||
* @property width
|
||||
* @type Number
|
||||
* @default 0
|
||||
*/
|
||||
this.width = width || 0;
|
||||
|
||||
|
||||
/**
|
||||
* @property height
|
||||
* @type Number
|
||||
|
|
|
@ -27,7 +27,7 @@ PIXI.mat3.create = function()
|
|||
matrix[6] = 0;
|
||||
matrix[7] = 0;
|
||||
matrix[8] = 1;
|
||||
|
||||
|
||||
return matrix;
|
||||
}
|
||||
|
||||
|
@ -43,7 +43,7 @@ PIXI.mat3.identity = function(matrix)
|
|||
matrix[6] = 0;
|
||||
matrix[7] = 0;
|
||||
matrix[8] = 1;
|
||||
|
||||
|
||||
return matrix;
|
||||
}
|
||||
|
||||
|
@ -70,35 +70,35 @@ PIXI.mat4.create = function()
|
|||
matrix[13] = 0;
|
||||
matrix[14] = 0;
|
||||
matrix[15] = 1;
|
||||
|
||||
|
||||
return matrix;
|
||||
}
|
||||
|
||||
PIXI.mat3.multiply = function (mat, mat2, dest)
|
||||
PIXI.mat3.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],
|
||||
a10 = mat[3], a11 = mat[4], a12 = mat[5],
|
||||
a20 = mat[6], a21 = mat[7], a22 = mat[8],
|
||||
|
||||
|
||||
b00 = mat2[0], b01 = mat2[1], b02 = mat2[2],
|
||||
b10 = mat2[3], b11 = mat2[4], b12 = mat2[5],
|
||||
b20 = mat2[6], b21 = mat2[7], b22 = mat2[8];
|
||||
|
||||
|
||||
dest[0] = b00 * a00 + b01 * a10 + b02 * a20;
|
||||
dest[1] = b00 * a01 + b01 * a11 + b02 * a21;
|
||||
dest[2] = b00 * a02 + b01 * a12 + b02 * a22;
|
||||
|
||||
|
||||
dest[3] = b10 * a00 + b11 * a10 + b12 * a20;
|
||||
dest[4] = b10 * a01 + b11 * a11 + b12 * a21;
|
||||
dest[5] = b10 * a02 + b11 * a12 + b12 * a22;
|
||||
|
||||
|
||||
dest[6] = b20 * a00 + b21 * a10 + b22 * a20;
|
||||
dest[7] = b20 * a01 + b21 * a11 + b22 * a21;
|
||||
dest[8] = b20 * a02 + b21 * a12 + b22 * a22;
|
||||
|
||||
|
||||
return dest;
|
||||
}
|
||||
|
||||
|
@ -115,11 +115,11 @@ PIXI.mat3.clone = function(mat)
|
|||
matrix[6] = mat[6];
|
||||
matrix[7] = mat[7];
|
||||
matrix[8] = mat[8];
|
||||
|
||||
|
||||
return matrix;
|
||||
}
|
||||
|
||||
PIXI.mat3.transpose = function (mat, dest)
|
||||
PIXI.mat3.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) {
|
||||
|
@ -147,30 +147,30 @@ PIXI.mat3.transpose = function (mat, dest)
|
|||
return dest;
|
||||
}
|
||||
|
||||
PIXI.mat3.toMat4 = function (mat, dest)
|
||||
PIXI.mat3.toMat4 = function (mat, dest)
|
||||
{
|
||||
if (!dest) { dest = PIXI.mat4.create(); }
|
||||
|
||||
|
||||
dest[15] = 1;
|
||||
dest[14] = 0;
|
||||
dest[13] = 0;
|
||||
dest[12] = 0;
|
||||
|
||||
|
||||
dest[11] = 0;
|
||||
dest[10] = mat[8];
|
||||
dest[9] = mat[7];
|
||||
dest[8] = mat[6];
|
||||
|
||||
|
||||
dest[7] = 0;
|
||||
dest[6] = mat[5];
|
||||
dest[5] = mat[4];
|
||||
dest[4] = mat[3];
|
||||
|
||||
|
||||
dest[3] = 0;
|
||||
dest[2] = mat[2];
|
||||
dest[1] = mat[1];
|
||||
dest[0] = mat[0];
|
||||
|
||||
|
||||
return dest;
|
||||
}
|
||||
|
||||
|
@ -198,19 +198,19 @@ PIXI.mat4.create = function()
|
|||
matrix[13] = 0;
|
||||
matrix[14] = 0;
|
||||
matrix[15] = 1;
|
||||
|
||||
|
||||
return matrix;
|
||||
}
|
||||
|
||||
PIXI.mat4.transpose = function (mat, dest)
|
||||
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)
|
||||
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];
|
||||
|
@ -225,7 +225,7 @@ PIXI.mat4.transpose = function (mat, dest)
|
|||
mat[14] = a23;
|
||||
return mat;
|
||||
}
|
||||
|
||||
|
||||
dest[0] = mat[0];
|
||||
dest[1] = mat[4];
|
||||
dest[2] = mat[8];
|
||||
|
@ -245,18 +245,18 @@ PIXI.mat4.transpose = function (mat, dest)
|
|||
return dest;
|
||||
}
|
||||
|
||||
PIXI.mat4.multiply = function (mat, mat2, 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];
|
||||
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;
|
||||
|
|
|
@ -6,19 +6,19 @@
|
|||
* The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
|
||||
*
|
||||
* @class Point
|
||||
* @constructor
|
||||
* @constructor
|
||||
* @param x {Number} position of the point
|
||||
* @param y {Number} position of the point
|
||||
*/
|
||||
PIXI.Point = function(x, y)
|
||||
{
|
||||
/**
|
||||
* @property x
|
||||
* @property x
|
||||
* @type Number
|
||||
* @default 0
|
||||
*/
|
||||
this.x = x || 0;
|
||||
|
||||
|
||||
/**
|
||||
* @property y
|
||||
* @type Number
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
* 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.
|
||||
*
|
||||
* @class Rectangle
|
||||
* @constructor
|
||||
* @constructor
|
||||
* @param x {Number} The X coord of the upper-left corner of the rectangle
|
||||
* @param y {Number} The Y coord of the upper-left corner of the rectangle
|
||||
* @param width {Number} The overall width of this rectangle
|
||||
|
@ -20,21 +20,21 @@ PIXI.Rectangle = function(x, y, width, height)
|
|||
* @default 0
|
||||
*/
|
||||
this.x = x || 0;
|
||||
|
||||
|
||||
/**
|
||||
* @property y
|
||||
* @type Number
|
||||
* @default 0
|
||||
*/
|
||||
this.y = y || 0;
|
||||
|
||||
|
||||
/**
|
||||
* @property width
|
||||
* @type Number
|
||||
* @default 0
|
||||
*/
|
||||
this.width = width || 0;
|
||||
|
||||
|
||||
/**
|
||||
* @property height
|
||||
* @type Number
|
||||
|
@ -71,7 +71,7 @@ PIXI.Rectangle.prototype.contains = function(x, y)
|
|||
if(x >= x1 && x <= x1 + this.width)
|
||||
{
|
||||
var y1 = this.y;
|
||||
|
||||
|
||||
if(y >= y1 && y <= y1 + this.height)
|
||||
{
|
||||
return true;
|
||||
|
|
|
@ -50,7 +50,7 @@ PIXI.DisplayObject = function()
|
|||
*
|
||||
* @property alpha
|
||||
* @type Number
|
||||
*/
|
||||
*/
|
||||
this.alpha = 1;
|
||||
|
||||
/**
|
||||
|
@ -58,7 +58,7 @@ PIXI.DisplayObject = function()
|
|||
*
|
||||
* @property visible
|
||||
* @type Boolean
|
||||
*/
|
||||
*/
|
||||
this.visible = true;
|
||||
|
||||
/**
|
||||
|
@ -67,7 +67,7 @@ PIXI.DisplayObject = function()
|
|||
*
|
||||
* @property hitArea
|
||||
* @type Rectangle|Circle|Ellipse|Polygon
|
||||
*/
|
||||
*/
|
||||
this.hitArea = null;
|
||||
|
||||
/**
|
||||
|
@ -92,7 +92,7 @@ PIXI.DisplayObject = function()
|
|||
* @property parent
|
||||
* @type DisplayObjectContainer
|
||||
* @readOnly
|
||||
*/
|
||||
*/
|
||||
this.parent = null;
|
||||
|
||||
/**
|
||||
|
@ -101,7 +101,7 @@ PIXI.DisplayObject = function()
|
|||
* @property stage
|
||||
* @type Stage
|
||||
* @readOnly
|
||||
*/
|
||||
*/
|
||||
this.stage = null;
|
||||
|
||||
/**
|
||||
|
@ -268,7 +268,7 @@ Object.defineProperty(PIXI.DisplayObject.prototype, '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;
|
||||
|
@ -288,9 +288,9 @@ Object.defineProperty(PIXI.DisplayObject.prototype, 'mask', {
|
|||
return this._mask;
|
||||
},
|
||||
set: function(value) {
|
||||
|
||||
|
||||
this._mask = value;
|
||||
|
||||
|
||||
if(value)
|
||||
{
|
||||
this.addFilter(value)
|
||||
|
@ -313,50 +313,50 @@ 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;
|
||||
previousObject._iNext = childFirst;
|
||||
}
|
||||
else
|
||||
{
|
||||
nextObject = this;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if(nextObject)
|
||||
{
|
||||
nextObject._iPrev = childLast;
|
||||
childLast._iNext = nextObject;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
// now insert the end filter block..
|
||||
|
||||
|
||||
/*
|
||||
* insert end filter
|
||||
*/
|
||||
|
@ -364,21 +364,21 @@ PIXI.DisplayObject.prototype.addFilter = function(mask)
|
|||
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;
|
||||
|
||||
previousObject._iNext = childFirst;
|
||||
|
||||
var updateLast = this;
|
||||
|
||||
|
||||
var prevLast = this.last;
|
||||
while(updateLast)
|
||||
{
|
||||
|
@ -388,17 +388,17 @@ PIXI.DisplayObject.prototype.addFilter = function(mask)
|
|||
}
|
||||
updateLast = updateLast.parent;
|
||||
}
|
||||
|
||||
|
||||
this.first = start;
|
||||
|
||||
|
||||
// if webGL...
|
||||
if(this.__renderGroup)
|
||||
{
|
||||
this.__renderGroup.addFilterBlocks(start, end);
|
||||
}
|
||||
|
||||
|
||||
mask.renderable = false;
|
||||
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -411,30 +411,30 @@ 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;
|
||||
|
||||
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;
|
||||
|
||||
previousObject._iNext = nextObject;
|
||||
|
||||
// this is always true too!
|
||||
var tempLast = lastBlock._iPrev;
|
||||
var tempLast = lastBlock._iPrev;
|
||||
// need to make sure the parents last is updated too
|
||||
var updateLast = this;
|
||||
while(updateLast.last == lastBlock)
|
||||
|
@ -443,10 +443,10 @@ PIXI.DisplayObject.prototype.removeFilter = function()
|
|||
updateLast = updateLast.parent;
|
||||
if(!updateLast)break;
|
||||
}
|
||||
|
||||
|
||||
var mask = startBlock.mask
|
||||
mask.renderable = true;
|
||||
|
||||
|
||||
// if webGL...
|
||||
if(this.__renderGroup)
|
||||
{
|
||||
|
@ -468,8 +468,8 @@ PIXI.DisplayObject.prototype.updateTransform = function()
|
|||
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;
|
||||
|
@ -478,12 +478,12 @@ PIXI.DisplayObject.prototype.updateTransform = function()
|
|||
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],
|
||||
|
@ -493,7 +493,7 @@ PIXI.DisplayObject.prototype.updateTransform = function()
|
|||
|
||||
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;
|
||||
|
@ -505,7 +505,7 @@ PIXI.DisplayObject.prototype.updateTransform = function()
|
|||
// 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;
|
||||
|
||||
}
|
||||
|
|
|
@ -7,21 +7,21 @@
|
|||
* 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
|
||||
* @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 = [];
|
||||
}
|
||||
|
||||
|
@ -37,7 +37,7 @@ Object.defineProperty(PIXI.DisplayObjectContainer.prototype, 'visible', {
|
|||
},
|
||||
set: function(value) {
|
||||
this._visible = value;
|
||||
|
||||
|
||||
}
|
||||
});*/
|
||||
|
||||
|
@ -51,18 +51,18 @@ 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);
|
||||
|
||||
|
||||
this.children.push(child);
|
||||
|
||||
// update the stage refference..
|
||||
|
||||
|
||||
if(this.stage)
|
||||
{
|
||||
var tmpChild = child;
|
||||
|
@ -71,18 +71,18 @@ PIXI.DisplayObjectContainer.prototype.addChild = function(child)
|
|||
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)
|
||||
{
|
||||
|
@ -94,12 +94,12 @@ PIXI.DisplayObjectContainer.prototype.addChild = function(child)
|
|||
}
|
||||
|
||||
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)
|
||||
|
@ -108,15 +108,15 @@ PIXI.DisplayObjectContainer.prototype.addChild = function(child)
|
|||
}
|
||||
updateLast = updateLast.parent;
|
||||
}
|
||||
|
||||
|
||||
if(nextObject)
|
||||
{
|
||||
nextObject._iPrev = childLast;
|
||||
childLast._iNext = nextObject;
|
||||
}
|
||||
|
||||
|
||||
childFirst._iPrev = previousObject;
|
||||
previousObject._iNext = childFirst;
|
||||
previousObject._iNext = childFirst;
|
||||
|
||||
// need to remove any render groups..
|
||||
if(this.__renderGroup)
|
||||
|
@ -126,7 +126,7 @@ PIXI.DisplayObjectContainer.prototype.addChild = function(child)
|
|||
// add them to the new render group..
|
||||
this.__renderGroup.addDisplayObjectAndChildren(child);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -145,7 +145,7 @@ PIXI.DisplayObjectContainer.prototype.addChildAt = function(child, index)
|
|||
child.parent.removeChild(child);
|
||||
}
|
||||
child.parent = this;
|
||||
|
||||
|
||||
if(this.stage)
|
||||
{
|
||||
var tmpChild = child;
|
||||
|
@ -157,13 +157,13 @@ PIXI.DisplayObjectContainer.prototype.addChildAt = function(child, index)
|
|||
}
|
||||
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;
|
||||
|
@ -186,18 +186,18 @@ PIXI.DisplayObjectContainer.prototype.addChildAt = function(child, index)
|
|||
{
|
||||
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;
|
||||
previousObject._iNext = childFirst;
|
||||
|
||||
this.children.splice(index, 0, child);
|
||||
// need to remove any render groups..
|
||||
|
@ -208,7 +208,7 @@ PIXI.DisplayObjectContainer.prototype.addChildAt = function(child, index)
|
|||
// add them to the new render group..
|
||||
this.__renderGroup.addDisplayObjectAndChildren(child);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -227,21 +227,21 @@ PIXI.DisplayObjectContainer.prototype.addChildAt = function(child, index)
|
|||
PIXI.DisplayObjectContainer.prototype.swapChildren = function(child, child2)
|
||||
{
|
||||
/*
|
||||
* this funtion needs to be recoded..
|
||||
* 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 )
|
||||
|
||||
if ( index !== -1 && index2 !== -1 )
|
||||
{
|
||||
// cool
|
||||
|
||||
|
||||
/*
|
||||
if(this.stage)
|
||||
{
|
||||
|
@ -249,15 +249,15 @@ PIXI.DisplayObjectContainer.prototype.swapChildren = function(child, child2)
|
|||
// 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
|
||||
{
|
||||
|
@ -292,22 +292,22 @@ PIXI.DisplayObjectContainer.prototype.getChildAt = function(index)
|
|||
PIXI.DisplayObjectContainer.prototype.removeChild = function(child)
|
||||
{
|
||||
var index = this.children.indexOf( child );
|
||||
if ( index !== -1 )
|
||||
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;
|
||||
|
||||
previousObject._iNext = nextObject;
|
||||
|
||||
if(this.last == childLast)
|
||||
{
|
||||
var tempLast = childFirst._iPrev;
|
||||
var tempLast = childFirst._iPrev;
|
||||
// need to make sure the parents last is updated too
|
||||
var updateLast = this;
|
||||
while(updateLast.last == childLast.last)
|
||||
|
@ -317,10 +317,10 @@ PIXI.DisplayObjectContainer.prototype.removeChild = function(child)
|
|||
if(!updateLast)break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
childLast._iNext = null;
|
||||
childFirst._iPrev = null;
|
||||
|
||||
|
||||
// update the stage reference..
|
||||
if(this.stage)
|
||||
{
|
||||
|
@ -330,16 +330,16 @@ PIXI.DisplayObjectContainer.prototype.removeChild = function(child)
|
|||
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 );
|
||||
}
|
||||
|
@ -358,11 +358,11 @@ PIXI.DisplayObjectContainer.prototype.removeChild = function(child)
|
|||
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();
|
||||
this.children[i].updateTransform();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -13,7 +13,7 @@
|
|||
PIXI.MovieClip = function(textures)
|
||||
{
|
||||
PIXI.Sprite.call(this, textures[0]);
|
||||
|
||||
|
||||
/**
|
||||
* The array of textures that make up the animation
|
||||
*
|
||||
|
@ -21,7 +21,7 @@ PIXI.MovieClip = function(textures)
|
|||
* @type Array
|
||||
*/
|
||||
this.textures = textures;
|
||||
|
||||
|
||||
/**
|
||||
* The speed that the MovieClip will play at. Higher is faster, lower is slower
|
||||
*
|
||||
|
@ -47,7 +47,7 @@ PIXI.MovieClip = function(textures)
|
|||
* @type Function
|
||||
*/
|
||||
this.onComplete = null;
|
||||
|
||||
|
||||
/**
|
||||
* [read-only] The index MovieClips current frame (this may not have to be a whole number)
|
||||
*
|
||||
|
@ -56,8 +56,8 @@ PIXI.MovieClip = function(textures)
|
|||
* @default 0
|
||||
* @readOnly
|
||||
*/
|
||||
this.currentFrame = 0;
|
||||
|
||||
this.currentFrame = 0;
|
||||
|
||||
/**
|
||||
* [read-only] Indicates if the MovieClip is currently playing
|
||||
*
|
||||
|
@ -127,13 +127,13 @@ PIXI.MovieClip.prototype.gotoAndPlay = function(frameNumber)
|
|||
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]);
|
||||
|
|
|
@ -22,7 +22,7 @@ PIXI.Sprite = function(texture)
|
|||
|
||||
/**
|
||||
* The anchor sets the origin point of the texture.
|
||||
* The default is 0,0 this means the textures origin is the top left
|
||||
* 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
|
||||
*
|
||||
|
@ -126,9 +126,9 @@ PIXI.Sprite.prototype.setTexture = function(texture)
|
|||
// stop current texture;
|
||||
if(this.texture.baseTexture != texture.baseTexture)
|
||||
{
|
||||
this.textureChange = true;
|
||||
this.textureChange = true;
|
||||
this.texture = texture;
|
||||
|
||||
|
||||
if(this.__renderGroup)
|
||||
{
|
||||
this.__renderGroup.updateTexture(this);
|
||||
|
@ -138,7 +138,7 @@ PIXI.Sprite.prototype.setTexture = function(texture)
|
|||
{
|
||||
this.texture = texture;
|
||||
}
|
||||
|
||||
|
||||
this.updateFrame = true;
|
||||
}
|
||||
|
||||
|
@ -152,18 +152,18 @@ PIXI.Sprite.prototype.setTexture = function(texture)
|
|||
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
|
||||
*
|
||||
|
@ -180,7 +180,7 @@ PIXI.Sprite.fromFrame = function(frameId)
|
|||
}
|
||||
|
||||
/**
|
||||
*
|
||||
*
|
||||
* 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
|
||||
*
|
||||
|
|
|
@ -88,22 +88,22 @@ PIXI.Stage.prototype.setInteractionDelegate = function(domElement)
|
|||
*/
|
||||
PIXI.Stage.prototype.updateTransform = function()
|
||||
{
|
||||
this.worldAlpha = 1;
|
||||
this.worldAlpha = 1;
|
||||
this.vcount = PIXI.visibleCount;
|
||||
|
||||
|
||||
for(var i=0,j=this.children.length; i<j; i++)
|
||||
{
|
||||
this.children[i].updateTransform();
|
||||
this.children[i].updateTransform();
|
||||
}
|
||||
|
||||
|
||||
if(this.dirty)
|
||||
{
|
||||
this.dirty = false;
|
||||
// update interactive!
|
||||
this.interactionManager.dirty = true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
if(this.interactive)this.interactionManager.update();
|
||||
}
|
||||
|
||||
|
|
|
@ -6,14 +6,14 @@
|
|||
/**
|
||||
* This object is one that will allow you to specify custom rendering functions based on render type
|
||||
*
|
||||
* @class CustomRenderable
|
||||
* @class CustomRenderable
|
||||
* @extends DisplayObject
|
||||
* @constructor
|
||||
*/
|
||||
PIXI.CustomRenderable = function()
|
||||
{
|
||||
PIXI.DisplayObject.call( this );
|
||||
|
||||
|
||||
}
|
||||
|
||||
// constructor
|
||||
|
|
|
@ -7,7 +7,7 @@ PIXI.Rope = function(texture, points)
|
|||
{
|
||||
PIXI.Strip.call( this, texture );
|
||||
this.points = points;
|
||||
|
||||
|
||||
try
|
||||
{
|
||||
this.verticies = new Float32Array( points.length * 4);
|
||||
|
@ -18,12 +18,12 @@ PIXI.Rope = function(texture, points)
|
|||
catch(error)
|
||||
{
|
||||
this.verticies = verticies
|
||||
|
||||
|
||||
this.uvs = uvs
|
||||
this.colors = colors
|
||||
this.indices = indices
|
||||
}
|
||||
|
||||
|
||||
this.refresh();
|
||||
}
|
||||
|
||||
|
@ -36,99 +36,99 @@ 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++)
|
||||
|
||||
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 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[0] = point.x + perp.x
|
||||
verticies[1] = point.y + perp.y //+ 200
|
||||
verticies[2] = point.x - perp.x
|
||||
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++)
|
||||
|
||||
for (var i = 1; i < total; i++)
|
||||
{
|
||||
|
||||
|
||||
var point = points[i];
|
||||
var index = i * 4;
|
||||
|
||||
|
||||
if(i < points.length-1)
|
||||
{
|
||||
nextPoint = points[i+1];
|
||||
|
@ -137,35 +137,35 @@ PIXI.Rope.prototype.updateTransform = function()
|
|||
{
|
||||
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] = point.x + perp.x
|
||||
verticies[index+1] = point.y + perp.y
|
||||
verticies[index+2] = point.x - perp.x
|
||||
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
|
||||
// stop current texture
|
||||
this.texture = texture;
|
||||
this.updateFrame = true;
|
||||
}
|
||||
|
|
|
@ -125,9 +125,9 @@ PIXI.Spine.prototype.createSprite = function (slot, descriptor) {
|
|||
|
||||
/*
|
||||
* Awesome JS run time provided by EsotericSoftware
|
||||
*
|
||||
*
|
||||
* https://github.com/EsotericSoftware/spine-runtimes
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
var spine = {};
|
||||
|
|
|
@ -7,20 +7,20 @@ 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)
|
||||
|
@ -28,18 +28,18 @@ PIXI.Strip = function(texture, width, height)
|
|||
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()
|
||||
|
@ -48,7 +48,7 @@ PIXI.Strip = function(texture, width, height)
|
|||
*/
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
|
||||
|
||||
// load the texture!
|
||||
if(texture.baseTexture.hasLoaded)
|
||||
{
|
||||
|
@ -61,7 +61,7 @@ PIXI.Strip = function(texture, width, height)
|
|||
this.onTextureUpdateBind = this.onTextureUpdate.bind(this);
|
||||
this.texture.addEventListener( 'update', this.onTextureUpdateBind );
|
||||
}
|
||||
|
||||
|
||||
this.renderable = true;
|
||||
}
|
||||
|
||||
|
@ -73,8 +73,8 @@ PIXI.Strip.prototype.setTexture = function(texture)
|
|||
{
|
||||
//TODO SET THE TEXTURES
|
||||
//TODO VISIBILITY
|
||||
|
||||
// stop current texture
|
||||
|
||||
// stop current texture
|
||||
this.texture = texture;
|
||||
this.width = texture.frame.width;
|
||||
this.height = texture.frame.height;
|
||||
|
|
|
@ -45,7 +45,7 @@ PIXI.TilingSprite = function(texture, width, height)
|
|||
*
|
||||
* @property tileScale
|
||||
* @type Point
|
||||
*/
|
||||
*/
|
||||
this.tileScale = new PIXI.Point(1,1);
|
||||
|
||||
/**
|
||||
|
@ -53,11 +53,11 @@ PIXI.TilingSprite = function(texture, width, height)
|
|||
*
|
||||
* @property tilePosition
|
||||
* @type Point
|
||||
*/
|
||||
*/
|
||||
this.tilePosition = new PIXI.Point(0,0);
|
||||
|
||||
this.renderable = true;
|
||||
|
||||
|
||||
this.blendMode = PIXI.blendModes.NORMAL
|
||||
}
|
||||
|
||||
|
@ -75,8 +75,8 @@ PIXI.TilingSprite.prototype.setTexture = function(texture)
|
|||
{
|
||||
//TODO SET THE TEXTURES
|
||||
//TODO VISIBILITY
|
||||
|
||||
// stop current texture
|
||||
|
||||
// stop current texture
|
||||
this.texture = texture;
|
||||
this.updateFrame = true;
|
||||
}
|
||||
|
|
|
@ -54,8 +54,8 @@ PIXI.AssetLoader = function(assetURLs, crossorigin)
|
|||
"xml": PIXI.BitmapFontLoader,
|
||||
"fnt": PIXI.BitmapFontLoader
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
|
@ -65,7 +65,7 @@ PIXI.AssetLoader = function(assetURLs, crossorigin)
|
|||
|
||||
/**
|
||||
* Fired when all the assets have loaded
|
||||
* @event onComplete
|
||||
* @event onComplete
|
||||
*/
|
||||
|
||||
// constructor
|
||||
|
@ -112,7 +112,7 @@ 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});
|
||||
|
|
|
@ -49,7 +49,7 @@ PIXI.JsonLoader = function (url, crossorigin) {
|
|||
* @readOnly
|
||||
*/
|
||||
this.loaded = false;
|
||||
|
||||
|
||||
};
|
||||
|
||||
// constructor
|
||||
|
@ -82,7 +82,7 @@ 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
|
||||
|
@ -90,12 +90,12 @@ PIXI.JsonLoader.prototype.onJSONLoaded = function () {
|
|||
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) {
|
||||
|
@ -113,9 +113,9 @@ PIXI.JsonLoader.prototype.onJSONLoaded = function () {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
image.load();
|
||||
|
||||
|
||||
}
|
||||
else if(this.json.bones)
|
||||
{
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
/**
|
||||
* @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
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
/**
|
||||
|
@ -12,7 +12,7 @@
|
|||
* 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
|
||||
* You will need to generate a sprite sheet to accompany the spine data
|
||||
* When loaded this class will dispatch a "loaded" event
|
||||
*
|
||||
* @class Spine
|
||||
|
@ -21,7 +21,7 @@
|
|||
* @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.SpineLoader = function(url, crossorigin)
|
||||
{
|
||||
PIXI.EventTarget.call(this);
|
||||
|
||||
|
@ -59,7 +59,7 @@ PIXI.SpineLoader.prototype.constructor = PIXI.SpineLoader;
|
|||
* @method load
|
||||
*/
|
||||
PIXI.SpineLoader.prototype.load = function () {
|
||||
|
||||
|
||||
var scope = this;
|
||||
var jsonLoader = new PIXI.JsonLoader(this.url, this.crossorigin);
|
||||
jsonLoader.addEventListener("loaded", function (event) {
|
||||
|
@ -78,7 +78,7 @@ PIXI.SpineLoader.prototype.load = function () {
|
|||
PIXI.SpineLoader.prototype.onJSONLoaded = function (event) {
|
||||
var spineJsonParser = new spine.SkeletonJson();
|
||||
var skeletonData = spineJsonParser.readSkeletonData(this.json);
|
||||
|
||||
|
||||
PIXI.AnimCache[this.url] = skeletonData;
|
||||
|
||||
this.onLoaded();
|
||||
|
|
|
@ -4,18 +4,18 @@
|
|||
|
||||
|
||||
/**
|
||||
* The Graphics class contains a set of methods that you can use to create primitive shapes and lines.
|
||||
* 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
|
||||
* @class Graphics
|
||||
* @extends DisplayObjectContainer
|
||||
* @constructor
|
||||
*/
|
||||
PIXI.Graphics = function()
|
||||
{
|
||||
PIXI.DisplayObjectContainer.call( this );
|
||||
|
||||
|
||||
this.renderable = true;
|
||||
|
||||
/**
|
||||
|
@ -76,14 +76,14 @@ PIXI.Graphics.prototype.constructor = PIXI.Graphics;
|
|||
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,
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
|
@ -97,12 +97,12 @@ PIXI.Graphics.prototype.lineStyle = function(lineWidth, color, alpha)
|
|||
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,
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
|
@ -158,11 +158,11 @@ PIXI.Graphics.prototype.endFill = function()
|
|||
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,
|
||||
|
||||
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;
|
||||
}
|
||||
|
@ -178,11 +178,11 @@ PIXI.Graphics.prototype.drawRect = function( x, y, width, height )
|
|||
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,
|
||||
|
||||
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;
|
||||
}
|
||||
|
@ -199,11 +199,11 @@ PIXI.Graphics.prototype.drawCircle = function( x, y, radius)
|
|||
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,
|
||||
|
||||
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;
|
||||
}
|
||||
|
@ -217,7 +217,7 @@ PIXI.Graphics.prototype.clear = function()
|
|||
{
|
||||
this.lineWidth = 0;
|
||||
this.filling = false;
|
||||
|
||||
|
||||
this.dirty = true;
|
||||
this.clearDirty = true;
|
||||
this.graphicsData = [];
|
||||
|
|
|
@ -10,7 +10,7 @@
|
|||
*/
|
||||
PIXI.CanvasGraphics = function()
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
@ -26,33 +26,33 @@ PIXI.CanvasGraphics = function()
|
|||
PIXI.CanvasGraphics.renderGraphics = function(graphics, context)
|
||||
{
|
||||
var worldAlpha = graphics.worldAlpha;
|
||||
|
||||
for (var i=0; i < graphics.graphicsData.length; i++)
|
||||
|
||||
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;
|
||||
|
@ -73,14 +73,14 @@ PIXI.CanvasGraphics.renderGraphics = function(graphics, context)
|
|||
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)
|
||||
{
|
||||
|
@ -88,7 +88,7 @@ PIXI.CanvasGraphics.renderGraphics = function(graphics, context)
|
|||
context.beginPath();
|
||||
context.arc(points[0], points[1], points[2],0,2*Math.PI);
|
||||
context.closePath();
|
||||
|
||||
|
||||
if(data.fill)
|
||||
{
|
||||
context.globalAlpha = data.fillAlpha * worldAlpha;
|
||||
|
@ -103,19 +103,19 @@ PIXI.CanvasGraphics.renderGraphics = function(graphics, context)
|
|||
}
|
||||
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
|
||||
|
@ -123,15 +123,15 @@ PIXI.CanvasGraphics.renderGraphics = function(graphics, context)
|
|||
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;
|
||||
|
@ -144,7 +144,7 @@ PIXI.CanvasGraphics.renderGraphics = function(graphics, context)
|
|||
context.stroke();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
|
@ -160,35 +160,35 @@ PIXI.CanvasGraphics.renderGraphics = function(graphics, context)
|
|||
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++)
|
||||
|
||||
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)
|
||||
{
|
||||
|
@ -205,18 +205,18 @@ PIXI.CanvasGraphics.renderGraphicsMask = function(graphics, context)
|
|||
}
|
||||
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
|
||||
|
@ -224,7 +224,7 @@ PIXI.CanvasGraphics.renderGraphicsMask = function(graphics, context)
|
|||
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);
|
||||
|
@ -232,7 +232,7 @@ PIXI.CanvasGraphics.renderGraphicsMask = function(graphics, context)
|
|||
context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);
|
||||
context.closePath();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
};
|
||||
}
|
||||
|
|
|
@ -54,9 +54,9 @@ PIXI.CanvasRenderer = function(width, height, view, transparent)
|
|||
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.view.height = this.height;
|
||||
this.count = 0;
|
||||
}
|
||||
|
||||
|
@ -71,25 +71,25 @@ PIXI.CanvasRenderer.prototype.constructor = PIXI.CanvasRenderer;
|
|||
*/
|
||||
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.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)
|
||||
{
|
||||
|
@ -100,14 +100,14 @@ PIXI.CanvasRenderer.prototype.render = function(stage)
|
|||
stage.interactionManager.setTarget(this);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// remove frame updates..
|
||||
if(PIXI.Texture.frameUpdates.length > 0)
|
||||
{
|
||||
PIXI.Texture.frameUpdates = [];
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -121,7 +121,7 @@ PIXI.CanvasRenderer.prototype.resize = function(width, height)
|
|||
{
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
|
||||
|
||||
this.view.width = width;
|
||||
this.view.height = height;
|
||||
}
|
||||
|
@ -138,50 +138,50 @@ 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
|
||||
|
||||
// one the display object hits this. we can break the loop
|
||||
var testObject = displayObject.last._iNext;
|
||||
displayObject = displayObject.first;
|
||||
|
||||
do
|
||||
|
||||
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 && frame.width && frame.height)
|
||||
{
|
||||
context.globalAlpha = displayObject.worldAlpha;
|
||||
|
||||
|
||||
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
|
||||
|
||||
context.drawImage(displayObject.texture.baseTexture.source,
|
||||
|
||||
context.drawImage(displayObject.texture.baseTexture.source,
|
||||
frame.x,
|
||||
frame.y,
|
||||
frame.width,
|
||||
frame.height,
|
||||
(displayObject.anchor.x) * -frame.width,
|
||||
(displayObject.anchor.x) * -frame.width,
|
||||
(displayObject.anchor.y) * -frame.height,
|
||||
frame.width,
|
||||
frame.height);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if(displayObject instanceof PIXI.Strip)
|
||||
{
|
||||
|
@ -207,19 +207,19 @@ PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject)
|
|||
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
|
||||
|
@ -229,12 +229,12 @@ PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject)
|
|||
}
|
||||
// count++
|
||||
displayObject = displayObject._iNext;
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
while(displayObject != testObject)
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -249,26 +249,26 @@ 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++)
|
||||
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();
|
||||
|
@ -284,26 +284,26 @@ PIXI.CanvasRenderer.prototype.renderStripFlat = function(strip)
|
|||
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();
|
||||
}
|
||||
|
||||
|
@ -321,18 +321,18 @@ PIXI.CanvasRenderer.prototype.renderStrip = function(strip)
|
|||
// 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++)
|
||||
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;
|
||||
|
||||
|
@ -343,10 +343,10 @@ PIXI.CanvasRenderer.prototype.renderStrip = function(strip)
|
|||
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;
|
||||
|
@ -355,16 +355,16 @@ PIXI.CanvasRenderer.prototype.renderStrip = function(strip)
|
|||
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();
|
||||
};
|
||||
|
||||
|
||||
}
|
||||
|
|
|
@ -24,7 +24,7 @@ PIXI._getBatch = function(gl)
|
|||
*/
|
||||
PIXI._returnBatch = function(batch)
|
||||
{
|
||||
batch.clean();
|
||||
batch.clean();
|
||||
PIXI._batchs.push(batch);
|
||||
}
|
||||
|
||||
|
@ -33,7 +33,7 @@ PIXI._returnBatch = function(batch)
|
|||
*/
|
||||
PIXI._restoreBatchs = function(gl)
|
||||
{
|
||||
for (var i=0; i < PIXI._batchs.length; i++)
|
||||
for (var i=0; i < PIXI._batchs.length; i++)
|
||||
{
|
||||
PIXI._batchs[i].restoreLostContext(gl);
|
||||
};
|
||||
|
@ -54,7 +54,7 @@ PIXI._restoreBatchs = function(gl)
|
|||
PIXI.WebGLBatch = function(gl)
|
||||
{
|
||||
this.gl = gl;
|
||||
|
||||
|
||||
this.size = 0;
|
||||
|
||||
this.vertexBuffer = gl.createBuffer();
|
||||
|
@ -108,7 +108,7 @@ PIXI.WebGLBatch.prototype.restoreLostContext = function(gl)
|
|||
* @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;
|
||||
|
@ -128,7 +128,7 @@ PIXI.WebGLBatch.prototype.init = function(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++;
|
||||
|
@ -156,7 +156,7 @@ PIXI.WebGLBatch.prototype.insertBefore = function(sprite, nextSprite)
|
|||
* @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++;
|
||||
|
@ -184,7 +184,7 @@ PIXI.WebGLBatch.prototype.insertAfter = function(sprite, previousSprite)
|
|||
*
|
||||
* @method remove
|
||||
* @param sprite {Sprite} the sprite to be removed
|
||||
*/
|
||||
*/
|
||||
PIXI.WebGLBatch.prototype.remove = function(sprite)
|
||||
{
|
||||
this.size--;
|
||||
|
@ -268,7 +268,7 @@ PIXI.WebGLBatch.prototype.split = function(sprite)
|
|||
* Merges two batchs together
|
||||
*
|
||||
* @method merge
|
||||
* @param batch {WebGLBatch} the batch that will be merged
|
||||
* @param batch {WebGLBatch} the batch that will be merged
|
||||
*/
|
||||
PIXI.WebGLBatch.prototype.merge = function(batch)
|
||||
{
|
||||
|
@ -325,10 +325,10 @@ PIXI.WebGLBatch.prototype.growBatch = function()
|
|||
|
||||
this.dirtyColors = true;
|
||||
|
||||
this.indices = new Uint16Array(this.dynamicSize * 6);
|
||||
this.indices = new Uint16Array(this.dynamicSize * 6);
|
||||
var length = this.indices.length/6;
|
||||
|
||||
for (var i=0; i < length; i++)
|
||||
for (var i=0; i < length; i++)
|
||||
{
|
||||
var index2 = i * 6;
|
||||
var index3 = i * 4;
|
||||
|
@ -381,7 +381,7 @@ PIXI.WebGLBatch.prototype.refresh = function()
|
|||
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 +5] = (frame.y + frame.height) / th;
|
||||
|
||||
this.uvs[index +6] = frame.x / tw;
|
||||
this.uvs[index +7] = (frame.y + frame.height) / th;
|
||||
|
@ -443,17 +443,17 @@ PIXI.WebGLBatch.prototype.update = function()
|
|||
tx = worldTransform[2];
|
||||
ty = worldTransform[5];
|
||||
|
||||
this.verticies[index + 0 ] = a * w1 + c * h1 + tx;
|
||||
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 + 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 + 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;
|
||||
this.verticies[index + 6] = a * w1 + c * h0 + tx;
|
||||
this.verticies[index + 7] = d * h0 + b * w1 + ty;
|
||||
|
||||
if(displayObject.updateFrame || displayObject.texture.updateFrame)
|
||||
{
|
||||
|
@ -472,7 +472,7 @@ PIXI.WebGLBatch.prototype.update = function()
|
|||
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 +5] = (frame.y + frame.height) / th;
|
||||
|
||||
this.uvs[index +6] = frame.x / tw;
|
||||
this.uvs[index +7] = (frame.y + frame.height) / th;
|
||||
|
@ -522,7 +522,7 @@ PIXI.WebGLBatch.prototype.render = function(start, end)
|
|||
start = start || 0;
|
||||
|
||||
if(end == undefined)end = this.size;
|
||||
|
||||
|
||||
if(this.dirty)
|
||||
{
|
||||
this.refresh();
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
*/
|
||||
PIXI.WebGLGraphics = function()
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -24,60 +24,60 @@ PIXI.WebGLGraphics = function()
|
|||
PIXI.WebGLGraphics.renderGraphics = function(graphics, projection)
|
||||
{
|
||||
var gl = PIXI.gl;
|
||||
|
||||
if(!graphics._webGL)graphics._webGL = {points:[], indices:[], lastIndex:0,
|
||||
|
||||
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
|
||||
|
||||
// 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();
|
||||
}
|
||||
|
@ -92,18 +92,18 @@ PIXI.WebGLGraphics.renderGraphics = function(graphics, projection)
|
|||
*/
|
||||
PIXI.WebGLGraphics.updateGraphics = function(graphics)
|
||||
{
|
||||
for (var i=graphics._webGL.lastIndex; i < graphics.graphicsData.length; i++)
|
||||
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)
|
||||
if(data.points.length>3)
|
||||
PIXI.WebGLGraphics.buildPoly(data, graphics._webGL);
|
||||
}
|
||||
|
||||
|
||||
if(data.lineWidth > 0)
|
||||
{
|
||||
PIXI.WebGLGraphics.buildLine(data, graphics._webGL);
|
||||
|
@ -118,18 +118,18 @@ PIXI.WebGLGraphics.updateGraphics = function(graphics)
|
|||
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);
|
||||
}
|
||||
|
@ -147,45 +147,45 @@ 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,
|
||||
|
@ -193,10 +193,10 @@ PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData)
|
|||
x + width, y + height,
|
||||
x, y + height,
|
||||
x, y];
|
||||
|
||||
|
||||
PIXI.WebGLGraphics.buildLine(graphicsData, webGLData);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -212,16 +212,16 @@ 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);
|
||||
|
@ -230,41 +230,41 @@ PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)
|
|||
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++)
|
||||
|
||||
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++)
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -279,89 +279,89 @@ PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)
|
|||
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++)
|
||||
|
||||
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;
|
||||
|
@ -370,91 +370,91 @@ PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData)
|
|||
|
||||
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]
|
||||
|
||||
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++)
|
||||
|
||||
for (var i=0; i < indexCount; i++)
|
||||
{
|
||||
indices.push(indexStart++);
|
||||
};
|
||||
|
||||
|
||||
indices.push(indexStart-1);
|
||||
}
|
||||
|
||||
|
@ -471,25 +471,25 @@ 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)
|
||||
|
||||
for (var i=0; i < triangles.length; i+=3)
|
||||
{
|
||||
indices.push(triangles[i] + vertPos);
|
||||
indices.push(triangles[i] + vertPos);
|
||||
|
@ -497,8 +497,8 @@ PIXI.WebGLGraphics.buildPoly = function(graphicsData, webGLData)
|
|||
indices.push(triangles[i+2] +vertPos);
|
||||
indices.push(triangles[i+2] + vertPos);
|
||||
};
|
||||
|
||||
for (var i = 0; i < length; i++)
|
||||
|
||||
for (var i = 0; i < length; i++)
|
||||
{
|
||||
verts.push(points[i * 2], points[i * 2 + 1],
|
||||
r, g, b, alpha);
|
||||
|
|
|
@ -19,7 +19,7 @@ PIXI.WebGLRenderGroup = function(gl)
|
|||
{
|
||||
this.gl = gl;
|
||||
this.root;
|
||||
|
||||
|
||||
this.backgroundColor;
|
||||
this.batchs = [];
|
||||
this.toRemove = [];
|
||||
|
@ -33,18 +33,18 @@ PIXI.WebGLRenderGroup.prototype.constructor = PIXI.WebGLRenderGroup;
|
|||
*
|
||||
* @method setRenderable
|
||||
* @param displayObject {DisplayObject}
|
||||
* @private
|
||||
* @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);
|
||||
|
@ -59,26 +59,26 @@ PIXI.WebGLRenderGroup.prototype.setRenderable = function(displayObject)
|
|||
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++)
|
||||
|
||||
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;
|
||||
|
||||
|
@ -102,13 +102,13 @@ PIXI.WebGLRenderGroup.prototype.render = function(projection)
|
|||
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, true);
|
||||
gl.stencilFunc(gl.NOTEQUAL,0,0xff);
|
||||
gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP);
|
||||
|
@ -119,7 +119,7 @@ PIXI.WebGLRenderGroup.prototype.render = function(projection)
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -131,7 +131,7 @@ PIXI.WebGLRenderGroup.prototype.render = function(projection)
|
|||
*/
|
||||
PIXI.WebGLRenderGroup.prototype.handleFilter = function(filter, projection)
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -145,20 +145,20 @@ PIXI.WebGLRenderGroup.prototype.handleFilter = function(filter, projection)
|
|||
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
|
||||
|
@ -172,14 +172,14 @@ PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, project
|
|||
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)
|
||||
{
|
||||
|
@ -188,7 +188,7 @@ PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, project
|
|||
else
|
||||
{
|
||||
startIndex = 1;
|
||||
|
||||
|
||||
while(head.__next != nextRenderable)
|
||||
{
|
||||
startIndex++;
|
||||
|
@ -200,7 +200,7 @@ PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, project
|
|||
{
|
||||
startBatch = nextRenderable;
|
||||
}
|
||||
|
||||
|
||||
// Get the LAST renderable object
|
||||
var lastRenderable = displayObject;
|
||||
var endBatch;
|
||||
|
@ -210,13 +210,13 @@ PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, project
|
|||
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;
|
||||
|
@ -224,7 +224,7 @@ PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, project
|
|||
else
|
||||
{
|
||||
endIndex = 1;
|
||||
|
||||
|
||||
while(head.__next != lastRenderable)
|
||||
{
|
||||
endIndex++;
|
||||
|
@ -236,9 +236,9 @@ PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, project
|
|||
{
|
||||
endBatch = lastRenderable;
|
||||
}
|
||||
|
||||
|
||||
// TODO - need to fold this up a bit!
|
||||
|
||||
|
||||
if(startBatch == endBatch)
|
||||
{
|
||||
if(startBatch instanceof PIXI.WebGLBatch)
|
||||
|
@ -251,11 +251,11 @@ PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, project
|
|||
}
|
||||
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)
|
||||
{
|
||||
|
@ -265,12 +265,12 @@ PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, project
|
|||
{
|
||||
this.renderSpecial(startBatch, projection);
|
||||
}
|
||||
|
||||
|
||||
// DO the middle batchs..
|
||||
for (var i=startBatchIndex+1; i < endBatchIndex; i++)
|
||||
for (var i=startBatchIndex+1; i < endBatchIndex; i++)
|
||||
{
|
||||
renderable = this.batchs[i];
|
||||
|
||||
|
||||
if(renderable instanceof PIXI.WebGLBatch)
|
||||
{
|
||||
this.batchs[i].render();
|
||||
|
@ -280,7 +280,7 @@ PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, project
|
|||
this.renderSpecial(renderable, projection);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// DO the last batch..
|
||||
if(endBatch instanceof PIXI.WebGLBatch)
|
||||
{
|
||||
|
@ -331,13 +331,13 @@ PIXI.WebGLRenderGroup.prototype.renderSpecial = function(renderable, projection)
|
|||
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);
|
||||
|
@ -359,11 +359,11 @@ PIXI.WebGLRenderGroup.prototype.renderSpecial = function(renderable, projection)
|
|||
*/
|
||||
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
|
||||
|
@ -375,7 +375,7 @@ PIXI.WebGLRenderGroup.prototype.updateTexture = function(displayObject)
|
|||
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
|
||||
|
@ -388,7 +388,7 @@ PIXI.WebGLRenderGroup.prototype.updateTexture = function(displayObject)
|
|||
nextRenderable = nextRenderable._iNext;
|
||||
if(nextRenderable.renderable && nextRenderable.__renderGroup)break;
|
||||
}
|
||||
|
||||
|
||||
this.insertObject(displayObject, previousRenderable, nextRenderable);
|
||||
}
|
||||
|
||||
|
@ -416,7 +416,7 @@ PIXI.WebGLRenderGroup.prototype.addFilterBlocks = function(start, end)
|
|||
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
|
||||
|
@ -456,20 +456,20 @@ PIXI.WebGLRenderGroup.prototype.removeFilterBlocks = function(start, end)
|
|||
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
|
||||
|
@ -482,22 +482,22 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObjectAndChildren = function(displayOb
|
|||
nextRenderable = nextRenderable._iNext;
|
||||
if(nextRenderable.renderable && nextRenderable.__renderGroup)break;
|
||||
}
|
||||
|
||||
// one the display object hits this. we can break the loop
|
||||
|
||||
|
||||
// one the display object hits this. we can break the loop
|
||||
|
||||
var tempObject = displayObject.first;
|
||||
var testObject = displayObject.last._iNext;
|
||||
do
|
||||
do
|
||||
{
|
||||
tempObject.__renderGroup = this;
|
||||
|
||||
|
||||
if(tempObject.renderable)
|
||||
{
|
||||
|
||||
|
||||
this.insertObject(tempObject, previousRenderable, nextRenderable);
|
||||
previousRenderable = tempObject;
|
||||
}
|
||||
|
||||
|
||||
tempObject = tempObject._iNext;
|
||||
}
|
||||
while(tempObject != testObject)
|
||||
|
@ -513,10 +513,10 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObjectAndChildren = function(displayOb
|
|||
PIXI.WebGLRenderGroup.prototype.removeDisplayObjectAndChildren = function(displayObject)
|
||||
{
|
||||
if(displayObject.__renderGroup != this)return;
|
||||
|
||||
|
||||
// var displayObject = displayObject.first;
|
||||
var lastObject = displayObject.last;
|
||||
do
|
||||
do
|
||||
{
|
||||
displayObject.__renderGroup = null;
|
||||
if(displayObject.renderable)this.removeObject(displayObject);
|
||||
|
@ -539,16 +539,16 @@ PIXI.WebGLRenderGroup.prototype.insertObject = function(displayObject, previousO
|
|||
// 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;
|
||||
|
@ -566,13 +566,13 @@ PIXI.WebGLRenderGroup.prototype.insertObject = function(displayObject, previousO
|
|||
// 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)
|
||||
{
|
||||
|
@ -588,18 +588,18 @@ PIXI.WebGLRenderGroup.prototype.insertObject = function(displayObject, previousO
|
|||
// THERE IS A SPLIT IN THIS BATCH! //
|
||||
var splitBatch = previousBatch.split(nextSprite);
|
||||
// COOL!
|
||||
// add it back into the array
|
||||
// add it back into the array
|
||||
/*
|
||||
* OOPS!
|
||||
* seems the new sprite is in the middle of a batch
|
||||
* lets split it..
|
||||
* 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;
|
||||
}
|
||||
}
|
||||
|
@ -608,21 +608,21 @@ PIXI.WebGLRenderGroup.prototype.insertObject = function(displayObject, previousO
|
|||
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
|
||||
if(previousBatch) // if this is invalid it means
|
||||
{
|
||||
var index = this.batchs.indexOf( previousBatch );
|
||||
this.batchs.splice(index+1, 0, batch);
|
||||
|
@ -631,16 +631,16 @@ PIXI.WebGLRenderGroup.prototype.insertObject = function(displayObject, previousO
|
|||
{
|
||||
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)
|
||||
{
|
||||
|
@ -651,14 +651,14 @@ PIXI.WebGLRenderGroup.prototype.insertObject = function(displayObject, previousO
|
|||
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!
|
||||
|
||||
}
|
||||
|
@ -676,31 +676,31 @@ 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
|
||||
// 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
|
||||
// add it back into the array
|
||||
/*
|
||||
* OOPS!
|
||||
* seems the new sprite is in the middle of a batch
|
||||
* lets split it..
|
||||
* lets split it..
|
||||
*/
|
||||
var index = this.batchs.indexOf( previousBatch );
|
||||
this.batchs.splice(index+1, 0, item, splitBatch);
|
||||
|
@ -729,25 +729,25 @@ 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;
|
||||
|
@ -757,15 +757,15 @@ PIXI.WebGLRenderGroup.prototype.removeObject = function(displayObject)
|
|||
{
|
||||
batchToRemove = displayObject;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* Looks like there is somthing that needs removing!
|
||||
*/
|
||||
if(batchToRemove)
|
||||
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)
|
||||
|
@ -773,24 +773,24 @@ PIXI.WebGLRenderGroup.prototype.removeObject = function(displayObject)
|
|||
// 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);
|
||||
}
|
||||
|
@ -808,26 +808,26 @@ 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);
|
||||
|
||||
|
@ -839,7 +839,7 @@ PIXI.WebGLRenderGroup.prototype.initTilingSprite = function(sprite)
|
|||
|
||||
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)
|
||||
|
@ -872,14 +872,14 @@ PIXI.WebGLRenderGroup.prototype.renderStrip = function(strip, projection)
|
|||
//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
|
||||
|
||||
// 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);
|
||||
|
@ -894,25 +894,25 @@ PIXI.WebGLRenderGroup.prototype.renderStrip = function(strip, projection)
|
|||
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);
|
||||
}
|
||||
|
@ -922,28 +922,28 @@ PIXI.WebGLRenderGroup.prototype.renderStrip = function(strip, projection)
|
|||
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);
|
||||
}
|
||||
|
||||
|
@ -959,31 +959,31 @@ PIXI.WebGLRenderGroup.prototype.renderTilingSprite = function(sprite, projection
|
|||
{
|
||||
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);
|
||||
}
|
||||
|
||||
|
@ -999,12 +999,12 @@ 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);
|
||||
|
||||
|
@ -1014,7 +1014,7 @@ PIXI.WebGLRenderGroup.prototype.initStrip = function(strip)
|
|||
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);
|
||||
}
|
||||
|
|
|
@ -21,7 +21,7 @@ PIXI.gl;
|
|||
* @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)
|
||||
{
|
||||
|
@ -32,27 +32,27 @@ PIXI.WebGLRenderer = function(width, height, view, transparent, antialias)
|
|||
this.width = width || 800;
|
||||
this.height = height || 600;
|
||||
|
||||
this.view = view || document.createElement( 'canvas' );
|
||||
this.view = view || document.createElement( 'canvas' );
|
||||
this.view.width = this.width;
|
||||
this.view.height = this.height;
|
||||
|
||||
// deal with losing context..
|
||||
// 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
|
||||
try
|
||||
{
|
||||
PIXI.gl = this.gl = this.view.getContext("experimental-webgl", {
|
||||
PIXI.gl = this.gl = this.view.getContext("experimental-webgl", {
|
||||
alpha: this.transparent,
|
||||
antialias:!!antialias, // SPEED UP??
|
||||
premultipliedAlpha:false,
|
||||
stencil:true
|
||||
});
|
||||
}
|
||||
catch (e)
|
||||
}
|
||||
catch (e)
|
||||
{
|
||||
throw new Error(" This browser does not support webGL. Try using the canvas renderer" + this);
|
||||
}
|
||||
|
@ -71,7 +71,7 @@ PIXI.WebGLRenderer = function(width, height, view, transparent, antialias)
|
|||
gl.disable(gl.CULL_FACE);
|
||||
|
||||
gl.enable(gl.BLEND);
|
||||
gl.colorMask(true, true, true, this.transparent);
|
||||
gl.colorMask(true, true, true, this.transparent);
|
||||
|
||||
PIXI.projection = new PIXI.Point(400, 300);
|
||||
|
||||
|
@ -90,7 +90,7 @@ PIXI.WebGLRenderer.prototype.constructor = PIXI.WebGLRenderer;
|
|||
* @static
|
||||
* @method getBatch
|
||||
* @return {WebGLBatch}
|
||||
* @private
|
||||
* @private
|
||||
*/
|
||||
PIXI.WebGLRenderer.getBatch = function()
|
||||
{
|
||||
|
@ -114,7 +114,7 @@ PIXI.WebGLRenderer.getBatch = function()
|
|||
*/
|
||||
PIXI.WebGLRenderer.returnBatch = function(batch)
|
||||
{
|
||||
batch.clean();
|
||||
batch.clean();
|
||||
PIXI._batchs.push(batch);
|
||||
}
|
||||
|
||||
|
@ -127,8 +127,8 @@ PIXI.WebGLRenderer.returnBatch = function(batch)
|
|||
PIXI.WebGLRenderer.prototype.render = function(stage)
|
||||
{
|
||||
if(this.contextLost)return;
|
||||
|
||||
|
||||
|
||||
|
||||
// if rendering a new stage clear the batchs..
|
||||
if(this.__stage !== stage)
|
||||
{
|
||||
|
@ -137,8 +137,8 @@ PIXI.WebGLRenderer.prototype.render = function(stage)
|
|||
this.__stage = stage;
|
||||
this.stageRenderGroup.setRenderable(stage);
|
||||
}
|
||||
|
||||
// TODO not needed now...
|
||||
|
||||
// TODO not needed now...
|
||||
// update children if need be
|
||||
// best to remove first!
|
||||
/*for (var i=0; i < stage.__childrenRemoved.length; i++)
|
||||
|
@ -147,29 +147,29 @@ PIXI.WebGLRenderer.prototype.render = function(stage)
|
|||
if(group)group.removeDisplayObject(stage.__childrenRemoved[i]);
|
||||
}*/
|
||||
|
||||
// update any textures
|
||||
// update any textures
|
||||
PIXI.WebGLRenderer.updateTextures();
|
||||
|
||||
// update the scene graph
|
||||
|
||||
// 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.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.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)
|
||||
|
@ -181,15 +181,15 @@ PIXI.WebGLRenderer.prototype.render = function(stage)
|
|||
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++)
|
||||
for (var i=0; i < PIXI.Texture.frameUpdates.length; i++)
|
||||
{
|
||||
PIXI.Texture.frameUpdates[i].updateFrame = false;
|
||||
};
|
||||
|
||||
|
||||
PIXI.Texture.frameUpdates = [];
|
||||
}
|
||||
}
|
||||
|
@ -222,7 +222,7 @@ PIXI.WebGLRenderer.updateTexture = function(texture)
|
|||
{
|
||||
//TODO break this out into a texture manager...
|
||||
var gl = PIXI.gl;
|
||||
|
||||
|
||||
if(!texture._glTexture)
|
||||
{
|
||||
texture._glTexture = gl.createTexture();
|
||||
|
@ -288,7 +288,7 @@ PIXI.WebGLRenderer.prototype.resize = function(width, height)
|
|||
this.view.width = width;
|
||||
this.view.height = height;
|
||||
|
||||
this.gl.viewport(0, 0, this.width, this.height);
|
||||
this.gl.viewport(0, 0, this.width, this.height);
|
||||
|
||||
//var projectionMatrix = this.projectionMatrix;
|
||||
|
||||
|
@ -323,20 +323,20 @@ PIXI.WebGLRenderer.prototype.handleContextLost = function(event)
|
|||
*/
|
||||
PIXI.WebGLRenderer.prototype.handleContextRestored = function(event)
|
||||
{
|
||||
this.gl = this.view.getContext("experimental-webgl", {
|
||||
this.gl = this.view.getContext("experimental-webgl", {
|
||||
alpha: true
|
||||
});
|
||||
|
||||
this.initShaders();
|
||||
this.initShaders();
|
||||
|
||||
for(var key in PIXI.TextureCache)
|
||||
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++)
|
||||
for (var i=0; i < this.batchs.length; i++)
|
||||
{
|
||||
this.batchs[i].restoreLostContext(this.gl)//
|
||||
this.batchs[i].dirty = true;
|
||||
|
|
|
@ -24,7 +24,7 @@ PIXI.shaderVertexSrc = [
|
|||
"attribute vec2 aTextureCoord;",
|
||||
"attribute float aColor;",
|
||||
//"uniform mat4 uMVMatrix;",
|
||||
|
||||
|
||||
"uniform vec2 projectionVector;",
|
||||
"varying vec2 vTextureCoord;",
|
||||
"varying float vColor;",
|
||||
|
@ -96,30 +96,30 @@ PIXI.primitiveShaderVertexSrc = [
|
|||
"}"
|
||||
];
|
||||
|
||||
PIXI.initPrimitiveShader = function()
|
||||
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()
|
||||
PIXI.initDefaultShader = function()
|
||||
{
|
||||
var gl = this.gl;
|
||||
var shaderProgram = PIXI.compileProgram(PIXI.shaderVertexSrc, PIXI.shaderFragmentSrc)
|
||||
|
||||
|
||||
gl.useProgram(shaderProgram);
|
||||
|
||||
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
|
||||
|
@ -129,15 +129,15 @@ PIXI.initDefaultShader = function()
|
|||
|
||||
// shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
|
||||
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
|
||||
|
||||
|
||||
PIXI.shaderProgram = shaderProgram;
|
||||
}
|
||||
|
||||
PIXI.initDefaultStripShader = function()
|
||||
PIXI.initDefaultStripShader = function()
|
||||
{
|
||||
var gl = this.gl;
|
||||
var shaderProgram = PIXI.compileProgram(PIXI.stripShaderVertexSrc, PIXI.stripShaderFragmentSrc)
|
||||
|
||||
|
||||
gl.useProgram(shaderProgram);
|
||||
|
||||
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
|
||||
|
@ -149,9 +149,9 @@ PIXI.initDefaultStripShader = function()
|
|||
shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor");
|
||||
|
||||
shaderProgram.projectionVector = gl.getUniformLocation(shaderProgram, "projectionVector");
|
||||
|
||||
|
||||
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
|
||||
|
||||
|
||||
PIXI.stripShaderProgram = shaderProgram;
|
||||
}
|
||||
|
||||
|
@ -186,9 +186,9 @@ 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);
|
||||
|
@ -198,34 +198,34 @@ PIXI.compileProgram = function(vertexSrc, fragmentSrc)
|
|||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
|
||||
/**
|
||||
* 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
|
||||
* You can generate the fnt files using
|
||||
* http://www.angelcode.com/products/bmfont/ for windows or
|
||||
* http://www.bmglyph.com/ for mac.
|
||||
*
|
||||
|
@ -94,7 +94,7 @@ PIXI.BitmapText.prototype.updateText = function()
|
|||
prevCharCode = null;
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
var charData = data.chars[charCode];
|
||||
if(!charData) continue;
|
||||
|
||||
|
@ -157,7 +157,7 @@ PIXI.BitmapText.prototype.updateTransform = function()
|
|||
|
||||
this.dirty = false;
|
||||
}
|
||||
|
||||
|
||||
PIXI.DisplayObjectContainer.prototype.updateTransform.call(this);
|
||||
};
|
||||
|
||||
|
|
|
@ -26,7 +26,7 @@ PIXI.Text = function(text, style)
|
|||
|
||||
this.setText(text);
|
||||
this.setStyle(style);
|
||||
|
||||
|
||||
this.updateText();
|
||||
this.dirty = false;
|
||||
};
|
||||
|
@ -83,9 +83,9 @@ PIXI.Sprite.prototype.setText = function(text)
|
|||
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);
|
||||
|
@ -103,7 +103,7 @@ PIXI.Text.prototype.updateText = function()
|
|||
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;
|
||||
|
@ -111,7 +111,7 @@ PIXI.Text.prototype.updateText = function()
|
|||
//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;
|
||||
|
||||
|
@ -121,7 +121,7 @@ PIXI.Text.prototype.updateText = function()
|
|||
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];
|
||||
|
@ -141,7 +141,7 @@ PIXI.Text.prototype.updateText = function()
|
|||
this.context.fillText(lines[i], linePosition.x, linePosition.y);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
this.updateTexture();
|
||||
};
|
||||
|
||||
|
@ -157,10 +157,10 @@ PIXI.Text.prototype.updateTexture = function()
|
|||
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);
|
||||
};
|
||||
|
||||
|
@ -174,10 +174,10 @@ PIXI.Text.prototype.updateTransform = function()
|
|||
{
|
||||
if(this.dirty)
|
||||
{
|
||||
this.updateText();
|
||||
this.updateText();
|
||||
this.dirty = false;
|
||||
}
|
||||
|
||||
|
||||
PIXI.Sprite.prototype.updateTransform.call(this);
|
||||
};
|
||||
|
||||
|
@ -189,12 +189,12 @@ PIXI.Text.prototype.updateTransform = function()
|
|||
* @param fontStyle {Object}
|
||||
* @private
|
||||
*/
|
||||
PIXI.Text.prototype.determineFontHeight = function(fontStyle)
|
||||
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];
|
||||
|
@ -203,13 +203,13 @@ PIXI.Text.prototype.determineFontHeight = function(fontStyle)
|
|||
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;
|
||||
};
|
||||
|
||||
|
@ -229,7 +229,7 @@ PIXI.Text.prototype.wordWrap = function(text)
|
|||
if(p == start) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
if(ctx.measureText(text.substring(0,p)).width <= wrapWidth)
|
||||
{
|
||||
if(ctx.measureText(text.substring(0,p+1)).width > wrapWidth)
|
||||
|
@ -246,7 +246,7 @@ PIXI.Text.prototype.wordWrap = function(text)
|
|||
return arguments.callee(ctx, text, start, p, wrapWidth);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
var lineWrap = function(ctx, text, wrapWidth)
|
||||
{
|
||||
if(ctx.measureText(text).width <= wrapWidth || text.length < 1)
|
||||
|
@ -256,14 +256,14 @@ PIXI.Text.prototype.wordWrap = function(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;
|
||||
};
|
||||
|
||||
|
@ -279,7 +279,7 @@ PIXI.Text.prototype.destroy = function(destroyTexture)
|
|||
{
|
||||
this.texture.destroy();
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
|
||||
PIXI.Text.heightCache = {};
|
||||
|
|
|
@ -62,19 +62,19 @@ PIXI.BaseTexture = function(source)
|
|||
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 } );
|
||||
|
@ -87,7 +87,7 @@ PIXI.BaseTexture = function(source)
|
|||
this.hasLoaded = true;
|
||||
this.width = this.source.width;
|
||||
this.height = this.source.height;
|
||||
|
||||
|
||||
PIXI.texturesToUpdate.push(this);
|
||||
}
|
||||
|
||||
|
@ -127,7 +127,7 @@ PIXI.BaseTexture.fromImage = function(imageUrl, crossorigin)
|
|||
{
|
||||
// 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');
|
||||
var image = new Image();//document.createElement('img');
|
||||
if (crossorigin)
|
||||
{
|
||||
image.crossOrigin = '';
|
||||
|
|
|
@ -5,11 +5,11 @@
|
|||
/**
|
||||
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.
|
||||
|
||||
__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;
|
||||
|
@ -39,7 +39,7 @@ PIXI.RenderTexture = function(width, height)
|
|||
|
||||
this.indetityMatrix = PIXI.mat3.create();
|
||||
|
||||
this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);
|
||||
this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);
|
||||
|
||||
if(PIXI.gl)
|
||||
{
|
||||
|
@ -68,7 +68,7 @@ PIXI.RenderTexture.prototype.initWebGL = function()
|
|||
gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );
|
||||
|
||||
this.glFramebuffer.width = this.width;
|
||||
this.glFramebuffer.height = this.height;
|
||||
this.glFramebuffer.height = this.height;
|
||||
|
||||
this.baseTexture = new PIXI.BaseTexture();
|
||||
|
||||
|
@ -96,7 +96,7 @@ PIXI.RenderTexture.prototype.initWebGL = function()
|
|||
// set the correct render function..
|
||||
this.render = this.renderWebGL;
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
@ -105,19 +105,19 @@ 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);
|
||||
|
@ -153,15 +153,15 @@ PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, position, cle
|
|||
var gl = PIXI.gl;
|
||||
|
||||
// enable the alpha color mask..
|
||||
gl.colorMask(true, true, true, true);
|
||||
gl.colorMask(true, true, true, true);
|
||||
|
||||
gl.viewport(0, 0, this.width, this.height);
|
||||
gl.viewport(0, 0, this.width, this.height);
|
||||
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );
|
||||
|
||||
if(clear)
|
||||
{
|
||||
gl.clearColor(0,0,0, 0);
|
||||
gl.clearColor(0,0,0, 0);
|
||||
gl.clear(gl.COLOR_BUFFER_BIT);
|
||||
}
|
||||
|
||||
|
@ -175,19 +175,19 @@ PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, position, cle
|
|||
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();
|
||||
children[i].updateTransform();
|
||||
}
|
||||
|
||||
var renderGroup = displayObject.__renderGroup;
|
||||
|
@ -227,25 +227,25 @@ PIXI.RenderTexture.prototype.renderCanvas = function(displayObject, position, cl
|
|||
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();
|
||||
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);
|
||||
|
||||
|
||||
this.renderer.context.setTransform(1,0,0,1,0,0);
|
||||
|
||||
|
||||
// PIXI.texturesToUpdate.push(this.baseTexture);
|
||||
}
|
||||
|
|
|
@ -58,7 +58,7 @@ PIXI.Texture = function(baseTexture, frame)
|
|||
{
|
||||
if(this.noFrame)frame = new PIXI.Rectangle(0,0, baseTexture.width, baseTexture.height);
|
||||
//console.log(frame)
|
||||
|
||||
|
||||
this.setFrame(frame);
|
||||
}
|
||||
else
|
||||
|
@ -137,13 +137,13 @@ PIXI.Texture.prototype.setFrame = function(frame)
|
|||
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;
|
||||
}
|
||||
|
||||
|
@ -193,7 +193,7 @@ PIXI.Texture.addTextureToCache = function(texture, id)
|
|||
}
|
||||
|
||||
/**
|
||||
* Remove a texture from the textureCache.
|
||||
* Remove a texture from the textureCache.
|
||||
*
|
||||
* @static
|
||||
* @method removeTextureFromCache
|
||||
|
|
|
@ -14,7 +14,7 @@
|
|||
* @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)
|
||||
|
|
|
@ -18,14 +18,14 @@
|
|||
PIXI.EventTarget = function () {
|
||||
|
||||
var listeners = {};
|
||||
|
||||
|
||||
this.addEventListener = this.on = function ( type, listener ) {
|
||||
|
||||
|
||||
|
||||
|
||||
if ( listeners[ type ] === undefined ) {
|
||||
|
||||
listeners[ type ] = [];
|
||||
|
||||
|
||||
}
|
||||
|
||||
if ( listeners[ type ].indexOf( listener ) === - 1 ) {
|
||||
|
@ -40,13 +40,13 @@ PIXI.EventTarget = function () {
|
|||
if ( !listeners[ event.type ] || !listeners[ event.type ].length ) {
|
||||
|
||||
return;
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
for(var i = 0, l = listeners[ event.type ].length; i < l; i++) {
|
||||
|
||||
listeners[ event.type ][ i ]( event );
|
||||
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
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
|
||||
|
@ -26,8 +26,8 @@
|
|||
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
|
||||
OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
||||
This is an amazing lib!
|
||||
|
||||
This is an amazing lib!
|
||||
|
||||
slightly modified by mat groves (matgroves.com);
|
||||
*/
|
||||
|
||||
|
@ -43,13 +43,13 @@ PIXI.PolyK = {};
|
|||
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)
|
||||
|
@ -57,11 +57,11 @@ PIXI.PolyK.Triangulate = function(p)
|
|||
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))
|
||||
{
|
||||
|
@ -80,7 +80,7 @@ PIXI.PolyK.Triangulate = function(p)
|
|||
al--;
|
||||
i = 0;
|
||||
}
|
||||
else if(i++ > 3*al)
|
||||
else if(i++ > 3*al)
|
||||
{
|
||||
// need to flip flip reverse it!
|
||||
// reset!
|
||||
|
@ -89,17 +89,17 @@ PIXI.PolyK.Triangulate = function(p)
|
|||
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]);
|
||||
|
@ -121,13 +121,13 @@ PIXI.PolyK._PointInTriangle = function(px, py, ax, ay, bx, by, cx, cy)
|
|||
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;
|
||||
|
|
|
@ -19,7 +19,7 @@ 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.cancelAnimationFrame = window[vendors[x]+'CancelAnimationFrame']
|
||||
|| window[vendors[x]+'CancelRequestAnimationFrame'];
|
||||
}
|
||||
|
||||
|
@ -27,7 +27,7 @@ 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); },
|
||||
var id = window.setTimeout(function() { callback(currTime + timeToCall); },
|
||||
timeToCall);
|
||||
lastTime = currTime + timeToCall;
|
||||
return id;
|
||||
|
@ -60,19 +60,19 @@ if (typeof 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;
|
||||
if (!(this instanceof F)) return new F;
|
||||
})(target.prototype);
|
||||
|
||||
|
||||
return bound;
|
||||
};
|
||||
})();
|
||||
|
@ -87,7 +87,7 @@ if (typeof Function.prototype.bind != 'function') {
|
|||
var AjaxRequest = PIXI.AjaxRequest = function()
|
||||
{
|
||||
var activexmodes = ["Msxml2.XMLHTTP.6.0", "Msxml2.XMLHTTP.3.0", "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++)
|
||||
|
@ -120,20 +120,20 @@ PIXI.runList = function(item)
|
|||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue