Merge pull request #561 from alvinsight/dev

Docs, examples again, test folder, removeAll func
This commit is contained in:
Chad Engler 2014-02-10 10:22:54 -08:00
commit c191cdcf70
47 changed files with 379 additions and 14298 deletions

View file

@ -19,7 +19,7 @@ any breakthroughs will be posted up there too!
- [WebGL Filters!](<http://www.goodboydigital.com/pixijs/examples/15/indexAll.html>) - [WebGL Filters!](<http://www.goodboydigital.com/pixijs/examples/15/indexAll.html>)
- [Run pixi run](<http://www.goodboydigital.com/runpixierun/>) - [Run pixie run](<http://www.goodboydigital.com/runpixierun/>)
- [Fight for Everyone](<http://www.theleisuresociety.co.uk/fightforeveryone>) - [Fight for Everyone](<http://www.theleisuresociety.co.uk/fightforeveryone>)

View file

@ -41,17 +41,14 @@
function runList(item) function runList(item)
{ {
console.log(">>>>>>>>>")
console.log("_") console.log("_")
var safe = 0; var safe = 0;
var tmp = item; var tmp = item;
while(tmp._iNext) while(tmp._iNext)
{ {
safe++; safe++;
// console.log(tmp.childIndex + tmp);
tmp = tmp._iNext; tmp = tmp._iNext;
console.log(tmp);//.childIndex); console.log(tmp);//.childIndex);
// console.log(tmp);
if(safe > 100) if(safe > 100)
{ {
@ -83,7 +80,7 @@
function onAssetsLoaded() function onAssetsLoaded()
{ {
var bitmapFontText = new PIXI.BitmapText("bitmap fonts are\n now supported!", {font: "35px Desyrel", align: "right"}); 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.x = 620 - bitmapFontText.textWidth - 20;
bitmapFontText.position.y = 20; bitmapFontText.position.y = 20;
runList(bitmapFontText); runList(bitmapFontText);
@ -131,26 +128,31 @@
var count = 0; var count = 0;
var score = 0; var score = 0;
var remaining = 10;
stage.removeAll();
function animate() { function animate() {
requestAnimFrame(animate); // requestAnimFrame(animate);
count++; // count++;
if(count == 50) // if(count == 50)
{ // {
count = 0; // count = 0;
score++; // score++;
// update the text... // // update the text...
countingText.setText("COUNT 4EVAR: " + score); // countingText.setText("COUNT 4EVAR: " + score);
} // }
// just for fun, let's rotate the text // // just for fun, let's rotate the text
spinningText.rotation += 0.03; // spinningText.rotation += 0.03;
// render the stage // // render the stage
renderer.render(stage); // renderer.render(stage);
} }
} }

View file

@ -75,7 +75,7 @@
item.anchor.y = 0.5; item.anchor.y = 0.5;
stuffContainer.addChild(item); stuffContainer.addChild(item);
console.log("_")
items.push(item); items.push(item);
}; };

View file

@ -26,9 +26,6 @@
var renderer = PIXI.autoDetectRenderer(620, 380); 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";
renderer.view.style.display = "block"; renderer.view.style.display = "block";
// add render view to DOM // add render view to DOM

View file

@ -141,8 +141,6 @@
thing.lineTo(-120 + Math.cos(count)* 20, 100 + Math.sin(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.sin(count) * 20, -100 + Math.cos(count)* 20);
thing.rotation = count * 0.1; thing.rotation = count * 0.1;
//var mask1 = new PIXI.Graphics();
renderer.render(stage); renderer.render(stage);

View file

@ -100,8 +100,7 @@
/* /*
* Add a pixi Logo! * Add a pixi Logo!
*/ */
var logo = PIXI.Sprite.fromImage("../../logo_small.png") var logo = PIXI.Sprite.fromImage("../../logo_small.png");
// stage.addChild(logo);
logo.anchor.x = 1; logo.anchor.x = 1;
logo.position.x = 620 logo.position.x = 620
@ -112,7 +111,7 @@
logo.click = logo.tap = function() logo.click = logo.tap = function()
{ {
window.open("https://github.com/GoodBoyDigital/pixi.js", "_blank") window.open("https://github.com/GoodBoyDigital/pixi.js", "_blank");
} }
var help = new PIXI.Text("Click to turn filters on / off.", {font:"bold 12pt Arial", fill:"white"}); var help = new PIXI.Text("Click to turn filters on / off.", {font:"bold 12pt Arial", fill:"white"});
@ -120,9 +119,6 @@
help.position.x = 10; help.position.x = 10;
stage.addChild(help); stage.addChild(help);
//stage.filters = [filter];
requestAnimFrame(animate); requestAnimFrame(animate);

View file

@ -90,10 +90,6 @@
viewWidth + dudeBoundsPadding * 2, viewWidth + dudeBoundsPadding * 2,
viewHeight + dudeBoundsPadding * 2); viewHeight + dudeBoundsPadding * 2);
// create a displacment map
var tick = 0; var tick = 0;
requestAnimationFrame(animate); requestAnimationFrame(animate);
@ -109,7 +105,7 @@
dude.position.y += Math.cos(dude.direction) * dude.speed; dude.position.y += Math.cos(dude.direction) * dude.speed;
dude.rotation = -dude.direction - Math.PI/2; dude.rotation = -dude.direction - Math.PI/2;
// wrap the dudes by testing there bounds.. // wrap the dudes by testing their bounds..
if(dude.position.x < dudeBounds.x)dude.position.x += dudeBounds.width; if(dude.position.x < dudeBounds.x)dude.position.x += dudeBounds.width;
else if(dude.position.x > dudeBounds.x + dudeBounds.width)dude.position.x -= dudeBounds.width else if(dude.position.x > dudeBounds.x + dudeBounds.width)dude.position.x -= dudeBounds.width

View file

@ -103,10 +103,6 @@
viewWidth + dudeBoundsPadding * 2, viewWidth + dudeBoundsPadding * 2,
viewHeight + dudeBoundsPadding * 2); viewHeight + dudeBoundsPadding * 2);
// create a displacment map
var tick = 0; var tick = 0;
requestAnimationFrame(animate); requestAnimationFrame(animate);
@ -124,7 +120,7 @@
dude.rotation = -dude.direction + Math.PI; dude.rotation = -dude.direction + Math.PI;
// wrap the dudes by testing there bounds.. // wrap the dudes by testing their bounds..
if(dude.position.x < dudeBounds.x)dude.position.x += dudeBounds.width; if(dude.position.x < dudeBounds.x)dude.position.x += dudeBounds.width;
else if(dude.position.x > dudeBounds.x + dudeBounds.width)dude.position.x -= dudeBounds.width else if(dude.position.x > dudeBounds.x + dudeBounds.width)dude.position.x -= dudeBounds.width
@ -137,7 +133,7 @@
// time to render the state! // time to render the stage !
renderer.render(stage); renderer.render(stage);
// request another animation frame.. // request another animation frame..

View file

@ -106,18 +106,18 @@
button.mouseout = function(data){ button.mouseout = function(data){
this.isOver = false; this.isOver = false;
if(this.isdown)return if(this.isdown)return
this.setTexture(textureButton) this.setTexture(textureButton)
} }
button.click = function(data){ button.click = function(data){
// click!
console.log("CLICK!"); console.log("CLICK!");
// alert("CLICK!")
} }
button.tap = function(data){ button.tap = function(data){
// click!
console.log("TAP!!"); console.log("TAP!!");
} }

View file

@ -32,7 +32,7 @@
// create a renderer instance // create a renderer instance
var renderer = PIXI.autoDetectRenderer(400, 300, null, true); var renderer = PIXI.autoDetectRenderer(400, 300,false,true);
// add the renderer view element to the DOM // add the renderer view element to the DOM
document.body.appendChild(renderer.view); document.body.appendChild(renderer.view);

View file

@ -9,10 +9,6 @@
background-color: #FFFFFF; background-color: #FFFFFF;
} }
.textHolder{
width: 400px;
}
</style> </style>
<script src="../../bin/pixi.dev.js"></script> <script src="../../bin/pixi.dev.js"></script>
</head> </head>
@ -45,7 +41,7 @@
{ {
// create our little bunny friend.. // create our little bunny friend..
var bunny = new PIXI.Sprite(texture); 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; bunny.interactive = true;
// this button mode will mean the hand cursor appears when you rollover the bunny with your mouse // this button mode will mean the hand cursor appears when you rollover the bunny with your mouse
@ -64,7 +60,7 @@
// stop the default event... // stop the default event...
data.originalEvent.preventDefault(); data.originalEvent.preventDefault();
// store a refference to the data // store a reference to the data
// The reason for this is because of multitouch // The reason for this is because of multitouch
// we want to track the movement of this particular touch // we want to track the movement of this particular touch
this.data = data; this.data = data;
@ -86,7 +82,6 @@
{ {
if(this.dragging) if(this.dragging)
{ {
// need to get parent coords..
var newPosition = this.data.getLocalPosition(this.parent); var newPosition = this.data.getLocalPosition(this.parent);
this.position.x = newPosition.x; this.position.x = newPosition.x;
this.position.y = newPosition.y; this.position.y = newPosition.y;
@ -103,10 +98,8 @@
function animate() { function animate() {
requestAnimFrame( animate ); requestAnimFrame(animate);
// just for fun, lets rotate mr rabbit a little
//stage.interactionManager.update();
// render the stage // render the stage
renderer.render(stage); renderer.render(stage);
} }

View file

@ -32,7 +32,7 @@
// create a texture from an image path // create a texture from an image path
var texture = PIXI.Texture.fromImage("p2.jpeg"); var texture = PIXI.Texture.fromImage("p2.jpeg");
// create a tiling sprite.. // create a tiling sprite ...
// requires a texture, width and height // requires a texture, width and height
// to work in webGL the texture size must be a power of two // to work in webGL the texture size must be a power of two
var tilingSprite = new PIXI.TilingSprite(texture, window.innerWidth, window.innerHeight) var tilingSprite = new PIXI.TilingSprite(texture, window.innerWidth, window.innerHeight)
@ -45,8 +45,8 @@
requestAnimFrame(animate); requestAnimFrame(animate);
count += 0.005;
count += 0.005
tilingSprite.tileScale.x = 2 + Math.sin(count); tilingSprite.tileScale.x = 2 + Math.sin(count);
tilingSprite.tileScale.y = 2 + Math.cos(count); tilingSprite.tileScale.y = 2 + Math.cos(count);

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132
examples/test/index.html Normal file
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@ -0,0 +1,132 @@
<!DOCTYPE HTML>
<html>
<head>
<!--<link href=<script src="http://fonts.googleapis.com/css?family=Snippet|Arvo:700italic|Podkova<script src=" rel=<script src="stylesheet<script src=" type=<script src="text/css<script src=">-->
<title>pixi.js example 10 Text</title>
<style>
body {
margin: 0;
padding: 0;
background-color: #000000;
}
</style>
<script src="../../src/pixi/Pixi.js"></script>
<script src="../../src/pixi/core/Point.js"></script>
<script src="../../src/pixi/core/Rectangle.js"></script>
<script src="../../src/pixi/core/Polygon.js"></script>
<script src="../../src/pixi/core/Circle.js"></script>
<script src="../../src/pixi/core/Ellipse.js"></script>
<script src="../../src/pixi/core/Matrix.js"></script>
<script src="../../src/pixi/display/DisplayObject.js"></script>
<script src="../../src/pixi/display/DisplayObjectContainer.js"></script>
<script src="../../src/pixi/display/Sprite.js"></script>
<script src="../../src/pixi/display/SpriteBatch.js"></script>
<script src="../../src/pixi/display/MovieClip.js"></script>
<script src="../../src/pixi/filters/FilterBlock.js"></script>
<script src="../../src/pixi/text/Text.js"></script>
<script src="../../src/pixi/text/BitmapText.js"></script>
<script src="../../src/pixi/InteractionData.js"></script>
<script src="../../src/pixi/InteractionManager.js"></script>
<script src="../../src/pixi/display/Stage.js"></script>
<script src="../../src/pixi/utils/Utils.js"></script>
<script src="../../src/pixi/utils/EventTarget.js"></script>
<script src="../../src/pixi/utils/Detector.js"></script>
<script src="../../src/pixi/utils/Polyk.js"></script>
<script src="../../src/pixi/renderers/webgl/utils/WebGLShaderUtils.js"></script>
<script src="../../src/pixi/renderers/webgl/shaders/PixiShader.js"></script>
<script src="../../src/pixi/renderers/webgl/shaders/PixiFastShader.js"></script>
<script src="../../src/pixi/renderers/webgl/shaders/StripShader.js"></script>
<script src="../../src/pixi/renderers/webgl/shaders/PrimitiveShader.js"></script>
<script src="../../src/pixi/renderers/webgl/utils/WebGLGraphics.js"></script>
<script src="../../src/pixi/renderers/webgl/WebGLRenderer.js"></script>
<script src="../../src/pixi/renderers/webgl/utils/WebGLMaskManager.js"></script>
<script src="../../src/pixi/renderers/webgl/utils/WebGLShaderManager.js"></script>
<script src="../../src/pixi/renderers/webgl/utils/WebGLSpriteBatch.js"></script>
<script src="../../src/pixi/renderers/webgl/utils/WebGLFastSpriteBatch.js"></script>
<script src="../../src/pixi/renderers/webgl/utils/WebGLFilterManager.js"></script>
<script src="../../src/pixi/renderers/webgl/utils/FilterTexture.js"></script>
<script src="../../src/pixi/renderers/canvas/utils/CanvasMaskManager.js"></script>
<script src="../../src/pixi/renderers/canvas/utils/CanvasTinter.js"></script>
<script src="../../src/pixi/renderers/canvas/CanvasRenderer.js"></script>
<script src="../../src/pixi/renderers/canvas/CanvasGraphics.js"></script>
<script src="../../src/pixi/primitives/Graphics.js"></script>
<script src="../../src/pixi/extras/Strip.js"></script>
<script src="../../src/pixi/extras/Rope.js"></script>
<script src="../../src/pixi/extras/TilingSprite.js"></script>
<script src="../../src/pixi/extras/Spine.js"></script>
<script src="../../src/pixi/textures/BaseTexture.js"></script>
<script src="../../src/pixi/textures/Texture.js"></script>
<script src="../../src/pixi/textures/RenderTexture.js"></script>
<script src="../../src/pixi/loaders/AssetLoader.js"></script>
<script src="../../src/pixi/loaders/JsonLoader.js"></script>
<script src="../../src/pixi/loaders/AtlasLoader.js"></script>
<script src="../../src/pixi/loaders/SpriteSheetLoader.js"></script>
<script src="../../src/pixi/loaders/ImageLoader.js"></script>
<script src="../../src/pixi/loaders/BitmapFontLoader.js"></script>
<script src="../../src/pixi/loaders/SpineLoader.js"></script>
<script src="../../src/pixi/filters/AbstractFilter.js"></script>
<script src="../../src/pixi/filters/AlphaMaskFilter.js"></script>
<script src="../../src/pixi/filters/ColorMatrixFilter.js"></script>
<script src="../../src/pixi/filters/GrayFilter.js"></script>
<script src="../../src/pixi/filters/DisplacementFilter.js"></script>
<script src="../../src/pixi/filters/PixelateFilter.js"></script>
<script src="../../src/pixi/filters/BlurXFilter.js"></script>
<script src="../../src/pixi/filters/BlurYFilter.js"></script>
<script src="../../src/pixi/filters/BlurFilter.js"></script>
<script src="../../src/pixi/filters/InvertFilter.js"></script>
<script src="../../src/pixi/filters/SepiaFilter.js"></script>
<script src="../../src/pixi/filters/TwistFilter.js"></script>
<script src="../../src/pixi/filters/ColorStepFilter.js"></script>
<script src="../../src/pixi/filters/DotScreenFilter.js"></script>
<script src="../../src/pixi/filters/CrossHatchFilter.js"></script>
<script src="../../src/pixi/filters/RGBSplitFilter.js"></script>
</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, let's rotate mr rabbit a little
bunny.rotation += 0.1;
// render the stage
renderer.render(stage);
}
</script>
</body>
</html>

View file

@ -57,9 +57,10 @@ PIXI.InteractionManager = function(stage)
this.pool = []; this.pool = [];
/** /**
* TODO-Alvin * An array containing all the iterative items from the our interactive tree
* @property interactiveItems * @property interactiveItems
* @type Array * @type Array
* @private
* *
*/ */
this.interactiveItems = []; this.interactiveItems = [];
@ -84,8 +85,20 @@ PIXI.InteractionManager = function(stage)
this.last = 0; this.last = 0;
/**
* The css style of the cursor that is being used
* @property currentCursorStyle
* @type String
*
*/
this.currentCursorStyle = 'inherit'; this.currentCursorStyle = 'inherit';
/**
* Is set to true when the mouse is moved out of the canvas
* @property mouseOut
* @type Boolean
*
*/
this.mouseOut = false; this.mouseOut = false;
}; };
@ -97,7 +110,7 @@ PIXI.InteractionManager.prototype.constructor = PIXI.InteractionManager;
* *
* @method collectInteractiveSprite * @method collectInteractiveSprite
* @param displayObject {DisplayObject} the displayObject to collect * @param displayObject {DisplayObject} the displayObject to collect
* @param iParent {DisplayObject} * @param iParent {DisplayObject} the display object's parent
* @private * @private
*/ */
PIXI.InteractionManager.prototype.collectInteractiveSprite = function(displayObject, iParent) PIXI.InteractionManager.prototype.collectInteractiveSprite = function(displayObject, iParent)
@ -385,7 +398,7 @@ PIXI.InteractionManager.prototype.onMouseDown = function(event)
/** /**
* Is called when the mouse button is moved out of the renderer element * Is called when the mouse button is moved out of the renderer element
* *
* @method onMouseDown * @method onMouseOut
* @param event {Event} The DOM event of a mouse button being moved out * @param event {Event} The DOM event of a mouse button being moved out
* @private * @private
*/ */

View file

@ -8,9 +8,9 @@
var PIXI = PIXI || {}; var PIXI = PIXI || {};
/* /*
* TODO-Alvin
* Create a const class just for the sake of documenting them under one hat ?
* *
* This file contains a lot of pixi consts which are used across the rendering engine
* @class Consts
*/ */
PIXI.WEBGL_RENDERER = 0; PIXI.WEBGL_RENDERER = 0;
PIXI.CANVAS_RENDERER = 1; PIXI.CANVAS_RENDERER = 1;

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@ -2,18 +2,27 @@
* @author Mat Groves http://matgroves.com/ @Doormat23 * @author Mat Groves http://matgroves.com/ @Doormat23
*/ */
/*
* @class Matrix
* The Matrix class will choose the best type of array to use between
* a regular javascript Array and a Float32Array if the latter is available
*
*/
PIXI.determineMatrixArrayType = function() { PIXI.determineMatrixArrayType = function() {
return (typeof Float32Array !== 'undefined') ? Float32Array : Array; return (typeof Float32Array !== 'undefined') ? Float32Array : Array;
}; };
/*
* @class Matrix2
* The Matrix2 class will choose the best type of array to use between
* a regular javascript Array and a Float32Array if the latter is available
*
*/
PIXI.Matrix2 = PIXI.determineMatrixArrayType(); PIXI.Matrix2 = PIXI.determineMatrixArrayType();
/*
* @class Matrix
* The Matrix class is now an object, which makes it a lot faster,
* here is a representation of it :
* | a | b | tx|
* | c | c | ty|
* | 0 | 0 | 1 |
*
*/
PIXI.Matrix = function() PIXI.Matrix = function()
{ {
this.a = 1; this.a = 1;
@ -24,6 +33,12 @@ PIXI.Matrix = function()
this.ty = 0; this.ty = 0;
}; };
/**
* Creates a pixi matrix object based on the array given as a parameter
*
* @method fromArray
* @param array {Array} The array that the matrix will be filled with
*/
PIXI.Matrix.prototype.fromArray = function(array) PIXI.Matrix.prototype.fromArray = function(array)
{ {
this.a = array[0]; this.a = array[0];
@ -34,6 +49,13 @@ PIXI.Matrix.prototype.fromArray = function(array)
this.ty = array[5]; this.ty = array[5];
}; };
/**
* Creates an array from the current Matrix object
*
* @method toArray
* @param transpose {Boolean} Whether we need to transpose the matrix or not
* @return array {Array} the newly created array which contains the matrix
*/
PIXI.Matrix.prototype.toArray = function(transpose) PIXI.Matrix.prototype.toArray = function(transpose)
{ {
if(!this.array) this.array = new Float32Array(9); if(!this.array) this.array = new Float32Array(9);

View file

@ -399,7 +399,6 @@ PIXI.DisplayObject.prototype.updateTransform = function()
// var localTransform = this.localTransform//.toArray(); // var localTransform = this.localTransform//.toArray();
var parentTransform = this.parent.worldTransform;//.toArray(); var parentTransform = this.parent.worldTransform;//.toArray();
var worldTransform = this.worldTransform;//.toArray(); var worldTransform = this.worldTransform;//.toArray();
//console.log(localTransform)
var px = this.pivot.x; var px = this.pivot.x;
var py = this.pivot.y; var py = this.pivot.y;

View file

@ -173,6 +173,24 @@ PIXI.DisplayObjectContainer.prototype.removeChild = function(child)
} }
}; };
/**
* Removes all the children
*
* @method removeAll
* NOT tested yet
*/
/* PIXI.DisplayObjectContainer.prototype.removeAll = function()
{
for(var i = 0 , j = this.children.length; i < j; i++)
{
this.removeChild(this.children[i]);
}
};
*/
/* /*
* Updates the container's childrens transform for rendering * Updates the container's childrens transform for rendering
* *
@ -392,5 +410,4 @@ PIXI.DisplayObjectContainer.prototype._renderCanvas = function(renderSession)
{ {
renderSession.maskManager.popMask(renderSession.context); renderSession.maskManager.popMask(renderSession.context);
} }
}; };

View file

@ -165,12 +165,13 @@ PIXI.Sprite.prototype.onTextureUpdate = function()
}; };
/** /**
* Retrieves the bounds of the sprite as a rectangle object * Returns the framing rectangle of the sprite as a PIXI.Rectangle object
* *
* @method getBounds * @method getBounds
* @return {Rectangle} the rectangular bounding area * @param matrix {Matrix} the transformation matrix of the sprite
*/ * @return {Rectangle} the framing rectangle
PIXI.Sprite.prototype.getBounds = function( matrix ) */
PIXI.Sprite.prototype.getBounds = function(matrix)
{ {
var width = this.texture.frame.width; var width = this.texture.frame.width;

View file

@ -3,7 +3,20 @@
*/ */
/** /**
* TODO-Alvin * The SpriteBatch class is a really fast version of the DisplayObjectContainer
* built solely for speed, so use when you need a lot of sprites or particles.
* And it's extremely easy to use :
var container = new PIXI.SpriteBatch();
stage.addChild(container);
for(var i = 0; i < 100; i++)
{
var sprite = new PIXI.Sprite.fromImage("myImage.png");
container.addChild(sprite);
}
* And here you have a hundred sprites that will be renderer at the speed of light
* *
* @class SpriteBatch * @class SpriteBatch
* @constructor * @constructor
@ -18,10 +31,9 @@ PIXI.SpriteBatch = function(texture)
this.ready = false; this.ready = false;
}; };
PIXI.SpriteBatch.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); PIXI.SpriteBatch.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
PIXI.SpriteBatch.constructor = PIXI.SpriteBatch; PIXI.SpriteBatch.constructor = PIXI.SpriteBatch;
/* /*
* Initialises the spriteBatch * Initialises the spriteBatch
* *
@ -44,7 +56,7 @@ PIXI.SpriteBatch.prototype.initWebGL = function(gl)
*/ */
PIXI.SpriteBatch.prototype.updateTransform = function() PIXI.SpriteBatch.prototype.updateTransform = function()
{ {
// dont need to! // TODO dont need to!
PIXI.DisplayObject.prototype.updateTransform.call( this ); PIXI.DisplayObject.prototype.updateTransform.call( this );
// PIXI.DisplayObjectContainer.prototype.updateTransform.call( this ); // PIXI.DisplayObjectContainer.prototype.updateTransform.call( this );
}; };
@ -143,8 +155,6 @@ PIXI.SpriteBatch.prototype._renderCanvas = function(renderSession)
d = child._cr * child.scale.y; d = child._cr * child.scale.y;
context.setTransform(a, c, b, d, child.position.x, child.position.y); context.setTransform(a, c, b, d, child.position.x, child.position.y);
//context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
context.drawImage(texture.baseTexture.source, context.drawImage(texture.baseTexture.source,
frame.x, frame.x,

View file

@ -5,8 +5,8 @@
* *
* @class Rope * @class Rope
* @constructor * @constructor
* @param texture {Texture} TODO-Alvin * @param texture {Texture} The texture to use
* @param y {Array} TODO-Alvin * @param points {Array}
* *
*/ */
PIXI.Rope = function(texture, points) PIXI.Rope = function(texture, points)
@ -38,7 +38,7 @@ PIXI.Rope.prototype = Object.create( PIXI.Strip.prototype );
PIXI.Rope.prototype.constructor = PIXI.Rope; PIXI.Rope.prototype.constructor = PIXI.Rope;
/* /*
* Refreshes TODO-Alvin * Refreshes
* *
* @method refresh * @method refresh
*/ */
@ -177,7 +177,6 @@ PIXI.Rope.prototype.updateTransform = function()
}; };
/* /*
* Sets the texture that the Rope will use * Sets the texture that the Rope will use
* TODO-Alvin
* *
* @method setTexture * @method setTexture
* @param texture {Texture} the texture that will be used * @param texture {Texture} the texture that will be used

View file

@ -14,6 +14,8 @@
* *
*/ */
var spine = {}; var spine = {};
spine.BoneData = function (name, parent) { spine.BoneData = function (name, parent) {

View file

@ -7,9 +7,9 @@
* @class Strip * @class Strip
* @extends DisplayObjectContainer * @extends DisplayObjectContainer
* @constructor * @constructor
* @param texture {Texture} TODO-Alvin * @param texture {Texture} The texture to use
* @param width {Number} the width of the TODO-Alvin * @param width {Number} the width
* @param height {Number} the height of the TODO-Alvin * @param height {Number} the height
* *
*/ */
PIXI.Strip = function(texture, width, height) PIXI.Strip = function(texture, width, height)
@ -82,7 +82,6 @@ PIXI.Strip.prototype.constructor = PIXI.Strip;
/* /*
* Sets the texture that the Strip will use * Sets the texture that the Strip will use
* TODO-Alvin
* *
* @method setTexture * @method setTexture
* @param texture {Texture} the texture that will be used * @param texture {Texture} the texture that will be used
@ -110,5 +109,4 @@ PIXI.Strip.prototype.setTexture = function(texture)
PIXI.Strip.prototype.onTextureUpdate = function() PIXI.Strip.prototype.onTextureUpdate = function()
{ {
this.updateFrame = true; this.updateFrame = true;
}; };
// some helper functions..

View file

@ -40,7 +40,7 @@ PIXI.TilingSprite = function(texture, width, height)
this.tileScale = new PIXI.Point(1,1); this.tileScale = new PIXI.Point(1,1);
/** /**
* * A point that represents the scale of the texture object
* *
* @property tileScaleOffset * @property tileScaleOffset
* @type Point * @type Point
@ -55,6 +55,14 @@ PIXI.TilingSprite = function(texture, width, height)
*/ */
this.tilePosition = new PIXI.Point(0,0); this.tilePosition = new PIXI.Point(0,0);
/**
* Whether this sprite is renderable or not
*
* @property renderable
* @type Boolean
* @default true
*/
this.renderable = true; this.renderable = true;
/** /**
@ -77,7 +85,7 @@ PIXI.TilingSprite = function(texture, width, height)
}; };
// constructor // constructor
PIXI.TilingSprite.prototype = Object.create( PIXI.Sprite.prototype ); PIXI.TilingSprite.prototype = Object.create(PIXI.Sprite.prototype);
PIXI.TilingSprite.prototype.constructor = PIXI.TilingSprite; PIXI.TilingSprite.prototype.constructor = PIXI.TilingSprite;
@ -113,7 +121,7 @@ Object.defineProperty(PIXI.TilingSprite.prototype, 'height', {
}); });
/** /**
* When the texture is updated, this event will fire to update the scale and frame * When the texture is updated, this event will be fired to update the scale and frame
* *
* @method onTextureUpdate * @method onTextureUpdate
* @param event * @param event
@ -121,13 +129,16 @@ Object.defineProperty(PIXI.TilingSprite.prototype, 'height', {
*/ */
PIXI.TilingSprite.prototype.onTextureUpdate = function() PIXI.TilingSprite.prototype.onTextureUpdate = function()
{ {
// so if _width is 0 then width was not set..
//console.log("HI MUM")
this.updateFrame = true; this.updateFrame = true;
}; };
/**
* Renders the object using the WebGL renderer
*
* @method _renderWebGL
* @param renderSession {RenderSession}
* @private
*/
PIXI.TilingSprite.prototype._renderWebGL = function(renderSession) PIXI.TilingSprite.prototype._renderWebGL = function(renderSession)
{ {
@ -179,7 +190,13 @@ PIXI.TilingSprite.prototype._renderWebGL = function(renderSession)
} }
}; };
/**
* Renders the object using the Canvas renderer
*
* @method _renderCanvas
* @param renderSession {RenderSession}
* @private
*/
PIXI.TilingSprite.prototype._renderCanvas = function(renderSession) PIXI.TilingSprite.prototype._renderCanvas = function(renderSession)
{ {
if(this.visible === false || this.alpha === 0)return; if(this.visible === false || this.alpha === 0)return;
@ -227,7 +244,6 @@ PIXI.TilingSprite.prototype._renderCanvas = function(renderSession)
tilePosition.x %= this.tilingTexture.baseTexture.width; tilePosition.x %= this.tilingTexture.baseTexture.width;
tilePosition.y %= this.tilingTexture.baseTexture.height; tilePosition.y %= this.tilingTexture.baseTexture.height;
// console.log(tileScale.x)
// offset // offset
context.scale(tileScale.x,tileScale.y); context.scale(tileScale.x,tileScale.y);
context.translate(tilePosition.x, tilePosition.y); context.translate(tilePosition.x, tilePosition.y);
@ -246,6 +262,13 @@ PIXI.TilingSprite.prototype._renderCanvas = function(renderSession)
} }
}; };
/**
* Returns the framing rectangle of the sprite as a PIXI.Rectangle object
*
* @method getBounds
* @return {Rectangle} the framing rectangle
*/
PIXI.TilingSprite.prototype.getBounds = function() PIXI.TilingSprite.prototype.getBounds = function()
{ {
@ -319,7 +342,12 @@ PIXI.TilingSprite.prototype.getBounds = function()
return bounds; return bounds;
}; };
/**
*
* @method generateTilingTexture
*
* @param forcePowerOfTwo {Boolean} Whether we want to force the texture to be a power of two
*/
PIXI.TilingSprite.prototype.generateTilingTexture = function(forcePowerOfTwo) PIXI.TilingSprite.prototype.generateTilingTexture = function(forcePowerOfTwo)
{ {
var texture = this.texture; var texture = this.texture;

View file

@ -19,7 +19,6 @@ PIXI.AlphaMaskFilter = function(texture)
texture.baseTexture._powerOf2 = true; texture.baseTexture._powerOf2 = true;
// set the uniforms // set the uniforms
//console.log()
this.uniforms = { this.uniforms = {
mask: {type: 'sampler2D', value:texture}, mask: {type: 'sampler2D', value:texture},
mapDimensions: {type: '2f', value:{x:1, y:5112}}, mapDimensions: {type: '2f', value:{x:1, y:5112}},

View file

@ -19,7 +19,6 @@ PIXI.DisplacementFilter = function(texture)
texture.baseTexture._powerOf2 = true; texture.baseTexture._powerOf2 = true;
// set the uniforms // set the uniforms
//console.log()
this.uniforms = { this.uniforms = {
displacementMap: {type: 'sampler2D', value:texture}, displacementMap: {type: 'sampler2D', value:texture},
scale: {type: '2f', value:{x:30, y:30}}, scale: {type: '2f', value:{x:30, y:30}},

View file

@ -3,7 +3,6 @@
*/ */
PIXI.FilterBlock = function() PIXI.FilterBlock = function()
{ {
this.visible = true; this.visible = true;

View file

@ -20,7 +20,6 @@ PIXI.NormalMapFilter = function(texture)
texture.baseTexture._powerOf2 = true; texture.baseTexture._powerOf2 = true;
// set the uniforms // set the uniforms
//console.log()
this.uniforms = { this.uniforms = {
displacementMap: {type: 'sampler2D', value:texture}, displacementMap: {type: 'sampler2D', value:texture},
scale: {type: '2f', value:{x:15, y:15}}, scale: {type: '2f', value:{x:15, y:15}},

View file

@ -80,7 +80,7 @@ PIXI.Graphics = function()
this.currentPath = {points:[]}; this.currentPath = {points:[]};
/** /**
* WebGL lines ? TODO-Alvin * Array containing some WebGL-related properties used by the WebGL renderer
* *
* @property _webGL * @property _webGL
* @type Array * @type Array
@ -89,7 +89,7 @@ PIXI.Graphics = function()
this._webGL = []; this._webGL = [];
/** /**
* Whether this shape is used as a mask * Whether this shape is being used as a mask
* *
* @property isMask * @property isMask
* @type isMask * @type isMask
@ -105,7 +105,7 @@ PIXI.Graphics = function()
this.bounds = null; this.bounds = null;
/** /**
* the bound padding TODO-Alvin * the bounds' padding used for bounds calculation
* *
* @property bounds * @property bounds
* @type Number * @type Number
@ -578,7 +578,7 @@ PIXI.Graphics.prototype.updateBounds = function()
/** /**
* Generates the cached sprite that was made using the generate TODO-Alvin * Generates the cached sprite when the sprite has cacheAsBitmap = true
* *
* @method _generateCachedSprite * @method _generateCachedSprite
* @private * @private

View file

@ -145,7 +145,7 @@ PIXI.CanvasRenderer = function(width, height, view, transparent)
this.maskManager = new PIXI.CanvasMaskManager(); this.maskManager = new PIXI.CanvasMaskManager();
/** /**
* RenderSession TODO-Alvin * The render session is just a bunch of parameter used for rendering
* @property renderSession * @property renderSession
* @type Object * @type Object
*/ */

View file

@ -14,19 +14,16 @@ PIXI.CanvasMaskManager = function()
}; };
/** /**
* TODO-Alvin * This method adds it to the current stack of masks
* *
* @method pushMask * @method pushMask
* @param maskData TODO-Alvin * @param maskData the maskData that will be pushed
* @param context {Context2D} the 2d drawing method of the canvas * @param context {Context2D} the 2d drawing method of the canvas
*/ */
PIXI.CanvasMaskManager.prototype.pushMask = function(maskData, context) PIXI.CanvasMaskManager.prototype.pushMask = function(maskData, context)
{ {
context.save(); context.save();
//maskData.visible = false;
// maskData.alpha = 0;
var cacheAlpha = maskData.alpha; var cacheAlpha = maskData.alpha;
var transform = maskData.worldTransform; var transform = maskData.worldTransform;

View file

@ -19,17 +19,15 @@ PIXI.CanvasTinter = function()
/** /**
* TODO-Alvin * Basically this method just needs a sprite and a color and tints the sprite
* with the given color
*
* @method getTintedTexture * @method getTintedTexture
* @param sprite {Sprite} the sprite to tint * @param sprite {Sprite} the sprite to tint
* @param color {Number} the color to use to tint the sprite with * @param color {Number} the color to use to tint the sprite with
*/ */
PIXI.CanvasTinter.getTintedTexture = function(sprite, color) PIXI.CanvasTinter.getTintedTexture = function(sprite, color)
{ {
//
// cache on sprite
// cache on texture
// no cache
var texture = sprite.texture; var texture = sprite.texture;

View file

@ -63,10 +63,9 @@ PIXI.WebGLRenderer = function(width, height, view, transparent, antialias)
this.view.height = this.height; this.view.height = this.height;
// deal with losing context.. // deal with losing context..
// TODO-Alvin
this.contextLost = this.handleContextLost.bind(this); this.contextLost = this.handleContextLost.bind(this);
this.contextRestoredLost = this.handleContextRestored.bind(this); this.contextRestoredLost = this.handleContextRestored.bind(this);
// console.log(this.handleContextRestored)
this.view.addEventListener('webglcontextlost', this.contextLost, false); this.view.addEventListener('webglcontextlost', this.contextLost, false);
this.view.addEventListener('webglcontextrestored', this.contextRestoredLost, false); this.view.addEventListener('webglcontextrestored', this.contextRestoredLost, false);
@ -136,7 +135,6 @@ PIXI.WebGLRenderer = function(width, height, view, transparent, antialias)
this.maskManager = new PIXI.WebGLMaskManager(gl); // manages the masks using the stencil buffer this.maskManager = new PIXI.WebGLMaskManager(gl); // manages the masks using the stencil buffer
this.filterManager = new PIXI.WebGLFilterManager(gl, this.transparent); // manages the filters this.filterManager = new PIXI.WebGLFilterManager(gl, this.transparent); // manages the filters
//
this.renderSession = {}; this.renderSession = {};
this.renderSession.gl = this.gl; this.renderSession.gl = this.gl;
this.renderSession.drawCount = 0; this.renderSession.drawCount = 0;
@ -206,9 +204,6 @@ PIXI.WebGLRenderer.prototype.render = function(stage)
gl.clear(gl.COLOR_BUFFER_BIT); gl.clear(gl.COLOR_BUFFER_BIT);
// this.projection.x = this.width/2;
//this.projection.y = -this.height/2;
this.renderDisplayObject( stage, this.projection ); this.renderDisplayObject( stage, this.projection );
// interaction // interaction
@ -257,8 +252,8 @@ PIXI.WebGLRenderer.prototype.render = function(stage)
* *
* @method renderDIsplayObject * @method renderDIsplayObject
* @param displayObject {DisplayObject} The DisplayObject to render * @param displayObject {DisplayObject} The DisplayObject to render
* @param projection {Point} * @param projection {Point} The projection
* @param buffer {Array} buffer TODO-Alvin * @param buffer {Array} a standard WebGL buffer
*/ */
PIXI.WebGLRenderer.prototype.renderDisplayObject = function(displayObject, projection, buffer) PIXI.WebGLRenderer.prototype.renderDisplayObject = function(displayObject, projection, buffer)
{ {
@ -335,7 +330,6 @@ PIXI.WebGLRenderer.destroyTexture = function(texture)
}; };
/** /**
* TODO-Alvin
* *
* @method updateTextureFrame * @method updateTextureFrame
* @param texture {Texture} The texture to update the frame from * @param texture {Texture} The texture to update the frame from
@ -524,7 +518,7 @@ PIXI.WebGLRenderer.prototype.handleContextRestored = function()
}; };
/** /**
* Destroy TODO-Alvin * Removes everything from the renderer (event listeners, spritebatch, etc...)
* *
* @method destroy * @method destroy
*/ */

View file

@ -4,7 +4,7 @@
*/ */
/** /**
* @class PIXI.PixiFastShader * @class PixiFastShader
* @constructor * @constructor
* @param gl {WebGLContext} the current WebGL drawing context * @param gl {WebGLContext} the current WebGL drawing context
*/ */

View file

@ -4,7 +4,7 @@
*/ */
/** /**
* @class PIXI.PixiShader * @class PixiShader
* @constructor * @constructor
*/ */
PIXI.PixiShader = function(gl) PIXI.PixiShader = function(gl)

View file

@ -56,7 +56,7 @@ PIXI.WebGLFilterManager.prototype.begin = function(renderSession, buffer)
/** /**
* Applies the filter and adds it to the current filter stack * Applies the filter and adds it to the current filter stack
* @method pushFilter * @method pushFilter
* @param filterBlock {Object} TODO-Alvin * @param filterBlock {Object} the filter that will be pushed to the current filter stack
*/ */
PIXI.WebGLFilterManager.prototype.pushFilter = function(filterBlock) PIXI.WebGLFilterManager.prototype.pushFilter = function(filterBlock)
{ {
@ -87,13 +87,7 @@ PIXI.WebGLFilterManager.prototype.pushFilter = function(filterBlock)
gl.bindTexture(gl.TEXTURE_2D, texture.texture); gl.bindTexture(gl.TEXTURE_2D, texture.texture);
// this.getBounds(filterBlock.target);
filterBlock.target.filterArea = filterBlock.target.getBounds(); filterBlock.target.filterArea = filterBlock.target.getBounds();
// console.log(filterBlock.target.filterArea)
// console.log(filterBlock.target.filterArea);
// addpadding?
//displayObject.filterArea.x
var filterArea = filterBlock.target.filterArea; var filterArea = filterBlock.target.filterArea;
@ -112,7 +106,6 @@ PIXI.WebGLFilterManager.prototype.pushFilter = function(filterBlock)
//gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, filterArea.width, filterArea.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); //gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, filterArea.width, filterArea.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, texture.frameBuffer); gl.bindFramebuffer(gl.FRAMEBUFFER, texture.frameBuffer);
//console.log(filterArea)
// set view port // set view port
gl.viewport(0, 0, filterArea.width, filterArea.height); gl.viewport(0, 0, filterArea.width, filterArea.height);
@ -122,20 +115,16 @@ PIXI.WebGLFilterManager.prototype.pushFilter = function(filterBlock)
offset.x = -filterArea.x; offset.x = -filterArea.x;
offset.y = -filterArea.y; offset.y = -filterArea.y;
//console.log(PIXI.defaultShader.projectionVector)
// update projection // update projection
gl.uniform2f(this.defaultShader.projectionVector, filterArea.width/2, -filterArea.height/2); gl.uniform2f(this.defaultShader.projectionVector, filterArea.width/2, -filterArea.height/2);
gl.uniform2f(this.defaultShader.offsetVector, -filterArea.x, -filterArea.y); gl.uniform2f(this.defaultShader.offsetVector, -filterArea.x, -filterArea.y);
//PIXI.primitiveProgram
gl.colorMask(true, true, true, true); gl.colorMask(true, true, true, true);
gl.clearColor(0,0,0, 0); gl.clearColor(0,0,0, 0);
gl.clear(gl.COLOR_BUFFER_BIT); gl.clear(gl.COLOR_BUFFER_BIT);
//filter.texture = texture;
filterBlock._glFilterTexture = texture; filterBlock._glFilterTexture = texture;
//console.log("PUSH")
}; };
@ -303,7 +292,6 @@ PIXI.WebGLFilterManager.prototype.popFilter = function()
gl.bindTexture(gl.TEXTURE_2D, texture.texture); gl.bindTexture(gl.TEXTURE_2D, texture.texture);
// apply! // apply!
//filter.applyFilterPass(sizeX, sizeY);
this.applyFilterPass(filter, filterArea, sizeX, sizeY); this.applyFilterPass(filter, filterArea, sizeX, sizeY);
// now restore the regular shader.. // now restore the regular shader..
@ -350,12 +338,10 @@ PIXI.WebGLFilterManager.prototype.applyFilterPass = function(filter, filterArea,
if(filter.uniforms.dimensions) if(filter.uniforms.dimensions)
{ {
//console.log(filter.uniforms.dimensions)
filter.uniforms.dimensions.value[0] = this.width;//width; filter.uniforms.dimensions.value[0] = this.width;//width;
filter.uniforms.dimensions.value[1] = this.height;//height; filter.uniforms.dimensions.value[1] = this.height;//height;
filter.uniforms.dimensions.value[2] = this.vertexArray[0]; filter.uniforms.dimensions.value[2] = this.vertexArray[0];
filter.uniforms.dimensions.value[3] = this.vertexArray[5];//filterArea.height; filter.uniforms.dimensions.value[3] = this.vertexArray[5];//filterArea.height;
// console.log(this.vertexArray[5])
} }
shader.syncUniforms(); shader.syncUniforms();
@ -438,7 +424,7 @@ PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
}; };
/** /**
* TODO-Alvin * Destroys the filter and removes it from the filter stack
* @method destroy * @method destroy
*/ */
PIXI.WebGLFilterManager.prototype.destroy = function() PIXI.WebGLFilterManager.prototype.destroy = function()

View file

@ -145,7 +145,7 @@ PIXI.WebGLGraphics.updateGraphics = function(graphics, gl)
* @static * @static
* @private * @private
* @method buildRectangle * @method buildRectangle
* @param graphicsData {Graphics} The graphics object to draw TODO-Alvin * @param graphicsData {Graphics} The graphics object containing all the necessary properties
* @param webGLData {Object} * @param webGLData {Object}
*/ */
PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData) PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData)
@ -219,9 +219,8 @@ PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData)
*/ */
PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData) PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)
{ {
// --- //
// need to convert points to a nice regular data // need to convert points to a nice regular data
//
var rectData = graphicsData.points; var rectData = graphicsData.points;
var x = rectData[0]; var x = rectData[0];
var y = rectData[1]; var y = rectData[1];
@ -287,7 +286,7 @@ PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)
* @static * @static
* @private * @private
* @method buildLine * @method buildLine
* @param graphicsData {Graphics} The graphics object to draw TODO-Alvin * @param graphicsData {Graphics} The graphics object containing all the necessary properties
* @param webGLData {Object} * @param webGLData {Object}
*/ */
PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData) PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData)
@ -497,7 +496,7 @@ PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData)
* @static * @static
* @private * @private
* @method buildPoly * @method buildPoly
* @param graphicsData {Graphics} The graphics object to draw TODO-Alvin * @param graphicsData {Graphics} The graphics object containing all the necessary properties
* @param webGLData {Object} * @param webGLData {Object}
*/ */
PIXI.WebGLGraphics.buildPoly = function(graphicsData, webGLData) PIXI.WebGLGraphics.buildPoly = function(graphicsData, webGLData)

View file

@ -61,7 +61,7 @@ PIXI.WebGLMaskManager.prototype.pushMask = function(maskData, renderSession)
* Removes the last filter from the filter stack and doesn't return it * Removes the last filter from the filter stack and doesn't return it
* @method popMask * @method popMask
* *
* @param renderSession {RenderSession} TODO-Alvin * @param renderSession {RenderSession} an object containing all the useful parameters
*/ */
PIXI.WebGLMaskManager.prototype.popMask = function(renderSession) PIXI.WebGLMaskManager.prototype.popMask = function(renderSession)
{ {
@ -87,7 +87,7 @@ PIXI.WebGLMaskManager.prototype.popMask = function(renderSession)
}; };
/** /**
* TODO-Alvin * Destroys the mask stack
* @method destroy * @method destroy
*/ */
PIXI.WebGLMaskManager.prototype.destroy = function() PIXI.WebGLMaskManager.prototype.destroy = function()

View file

@ -50,9 +50,9 @@ PIXI.WebGLShaderManager.prototype.setContext = function(gl)
/** /**
* Initialises the context and the properties * Takes the attributes given in parameters
* @method setAttribs * @method setAttribs
* @param attribs {Array} TODO-Alvin * @param attribs {Array} attribs
*/ */
PIXI.WebGLShaderManager.prototype.setAttribs = function(attribs) PIXI.WebGLShaderManager.prototype.setAttribs = function(attribs)
{ {
@ -91,12 +91,11 @@ PIXI.WebGLShaderManager.prototype.setAttribs = function(attribs)
} }
} }
} }
// console.log(this.tempAttribState)
}; };
/** /**
* TODO-Alvin * Sets-up the given shader
*
* @method activateShader * @method activateShader
* @param shader {Object} the shader that is going to be activated * @param shader {Object} the shader that is going to be activated
*/ */
@ -105,11 +104,9 @@ PIXI.WebGLShaderManager.prototype.activateShader = function(shader)
//if(this.currentShader == shader)return; //if(this.currentShader == shader)return;
this.currentShader = shader; this.currentShader = shader;
// console.log(shader.program)
this.gl.useProgram(shader.program); this.gl.useProgram(shader.program);
this.setAttribs(shader.attributes); this.setAttribs(shader.attributes);
// console.log(shader.attributes)
}; };

View file

@ -2,7 +2,7 @@
* @author Mat Groves http://matgroves.com/ @Doormat23 * @author Mat Groves http://matgroves.com/ @Doormat23
*/ */
// TODO-Alvin ??? // TODO Alvin and Mat
// Should we eventually create a Utils class ? // Should we eventually create a Utils class ?
// Or just move this file to the pixi.js file ? // Or just move this file to the pixi.js file ?
PIXI.initDefaultShaders = function() PIXI.initDefaultShaders = function()
@ -40,7 +40,6 @@ PIXI._CompileShader = function(gl, shaderSrc, shaderType)
PIXI.compileProgram = function(gl, vertexSrc, fragmentSrc) PIXI.compileProgram = function(gl, vertexSrc, fragmentSrc)
{ {
//var gl = PIXI.gl;
var fragmentShader = PIXI.CompileFragmentShader(gl, fragmentSrc); var fragmentShader = PIXI.CompileFragmentShader(gl, fragmentSrc);
var vertexShader = PIXI.CompileVertexShader(gl, vertexSrc); var vertexShader = PIXI.CompileVertexShader(gl, vertexSrc);

View file

@ -20,7 +20,7 @@ PIXI.WebGLSpriteBatch = function(gl)
{ {
/** /**
* TODO-Alvin *
* *
* @property vertSize * @property vertSize
* @type Number * @type Number
@ -28,7 +28,7 @@ PIXI.WebGLSpriteBatch = function(gl)
this.vertSize = 6; this.vertSize = 6;
/** /**
* TODO-Alvin * The number of images in the SpriteBatch before it flushes
* @property size * @property size
* @type Number * @type Number
*/ */
@ -133,7 +133,7 @@ PIXI.WebGLSpriteBatch.prototype.end = function()
* *
* @method render * @method render
* *
* @param sprite {Sprite} the sprite to render TODO-Alvin * @param sprite {Sprite} the sprite to render when using this spritebatch
*/ */
PIXI.WebGLSpriteBatch.prototype.render = function(sprite) PIXI.WebGLSpriteBatch.prototype.render = function(sprite)
{ {
@ -249,10 +249,10 @@ PIXI.WebGLSpriteBatch.prototype.render = function(sprite)
}; };
/** /**
* * Renders a tilingSprite using the spriteBatch
* @method renderTilingSprite * @method renderTilingSprite
* *
* @param sprite {TilingSprite} the sprite to render TODO-Alvin * @param sprite {TilingSprite} the tilingSprite to render
*/ */
PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite) PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
{ {
@ -374,9 +374,9 @@ PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite)
/** /**
* * Renders the content and empties the current batch
* *
* @method flush TODO-Alvin * @method flush
* *
*/ */
PIXI.WebGLSpriteBatch.prototype.flush = function() PIXI.WebGLSpriteBatch.prototype.flush = function()
@ -459,11 +459,10 @@ PIXI.WebGLSpriteBatch.prototype.start = function()
}; };
/** /**
* * Sets-up the given blendMode from WebGL's point of view
* @method setBlendMode * @method setBlendMode
* *
* @param blendMode {Number} the blendMode, should be a Pixi const, such as PIXI.BlendModes.ADD * @param blendMode {Number} the blendMode, should be a Pixi const, such as PIXI.BlendModes.ADD
* TODO-Alvin
*/ */
PIXI.WebGLSpriteBatch.prototype.setBlendMode = function(blendMode) PIXI.WebGLSpriteBatch.prototype.setBlendMode = function(blendMode)
{ {

View file

@ -9,7 +9,7 @@
* http://www.bmglyph.com/ for mac. * http://www.bmglyph.com/ for mac.
* *
* @class BitmapText * @class BitmapText
* @extends SpriteBatch * @extends DisplayObjectContainer
* @constructor * @constructor
* @param text {String} The copy that you would like the text to display * @param text {String} The copy that you would like the text to display
* @param style {Object} The style parameters * @param style {Object} The style parameters
@ -18,7 +18,7 @@
*/ */
PIXI.BitmapText = function(text, style) PIXI.BitmapText = function(text, style)
{ {
PIXI.SpriteBatch.call(this); PIXI.DisplayObjectContainer.call(this);
this._pool = []; this._pool = [];
@ -29,7 +29,7 @@ PIXI.BitmapText = function(text, style)
}; };
// constructor // constructor
PIXI.BitmapText.prototype = Object.create(PIXI.SpriteBatch.prototype); PIXI.BitmapText.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
PIXI.BitmapText.prototype.constructor = PIXI.BitmapText; PIXI.BitmapText.prototype.constructor = PIXI.BitmapText;
/** /**
@ -190,7 +190,7 @@ PIXI.BitmapText.prototype.updateTransform = function()
this.dirty = false; this.dirty = false;
} }
PIXI.SpriteBatch.prototype.updateTransform.call(this); PIXI.DisplayObjectContainer.prototype.updateTransform.call(this);
}; };
PIXI.BitmapText.fonts = {}; PIXI.BitmapText.fonts = {};

View file

@ -24,21 +24,45 @@
doc.addChild(sprite); doc.addChild(sprite);
renderTexture.render(doc); // Renders to center of renderTexture renderTexture.render(doc); // Renders to center of renderTexture
@class RenderTexture * @class RenderTexture
@extends Texture * @extends Texture
@constructor * @constructor
@param width {Number} The width of the render texture * @param width {Number} The width of the render texture
@param height {Number} The height of the render texture * @param height {Number} The height of the render texture
*/ */
PIXI.RenderTexture = function(width, height, renderer) PIXI.RenderTexture = function(width, height, renderer)
{ {
PIXI.EventTarget.call( this ); PIXI.EventTarget.call( this );
/**
* The with of the render texture
*
* @property width
* @type Number
*/
this.width = width || 100; this.width = width || 100;
/**
* The height of the render texture
*
* @property height
* @type Number
*/
this.height = height || 100; this.height = height || 100;
/**
* The framing rectangle of the render texture
*
* @property frame
* @type Rectangle
*/
this.frame = new PIXI.Rectangle(0, 0, this.width, this.height); this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);
/**
* The base texture object that this texture uses
*
* @property baseTexture
* @type BaseTexture
*/
this.baseTexture = new PIXI.BaseTexture(); this.baseTexture = new PIXI.BaseTexture();
this.baseTexture.width = this.width; this.baseTexture.width = this.width;
this.baseTexture.height = this.height; this.baseTexture.height = this.height;
@ -71,7 +95,7 @@ PIXI.RenderTexture = function(width, height, renderer)
}; };
PIXI.RenderTexture.prototype = Object.create( PIXI.Texture.prototype ); PIXI.RenderTexture.prototype = Object.create(PIXI.Texture.prototype);
PIXI.RenderTexture.prototype.constructor = PIXI.RenderTexture; PIXI.RenderTexture.prototype.constructor = PIXI.RenderTexture;
PIXI.RenderTexture.prototype.resize = function(width, height) PIXI.RenderTexture.prototype.resize = function(width, height)
@ -161,7 +185,6 @@ PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, position, cle
*/ */
PIXI.RenderTexture.prototype.renderCanvas = function(displayObject, position, clear) PIXI.RenderTexture.prototype.renderCanvas = function(displayObject, position, clear)
{ {
//console.log("!!")
var children = displayObject.children; var children = displayObject.children;
displayObject.worldTransform = PIXI.RenderTexture.tempMatrix; displayObject.worldTransform = PIXI.RenderTexture.tempMatrix;
@ -186,5 +209,4 @@ PIXI.RenderTexture.prototype.renderCanvas = function(displayObject, position, cl
context.setTransform(1,0,0,1,0,0); context.setTransform(1,0,0,1,0,0);
}; };
PIXI.RenderTexture.tempMatrix = new PIXI.Matrix(); PIXI.RenderTexture.tempMatrix = new PIXI.Matrix();

View file

@ -31,7 +31,7 @@ PIXI.Texture = function(baseTexture, frame)
baseTexture = baseTexture.baseTexture; baseTexture = baseTexture.baseTexture;
/** /**
* The base texture of this texture * The base texture of that this texture uses
* *
* @property baseTexture * @property baseTexture
* @type BaseTexture * @type BaseTexture

View file

@ -10,12 +10,12 @@
* @static * @static
* @param width=800 {Number} the width of the renderers view * @param width=800 {Number} the width of the renderers view
* @param height=600 {Number} the height of the renderers view * @param height=600 {Number} the height of the renderers view
* @param [view] {Canvas} the canvas to use as a view, optional * @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) * @param [antialias=false] {Boolean} sets antialias (only applicable in webGL chrome at the moment)
* @param [transparent=false] {Boolean} the transparency of the render view, default false
* *
*/ */
PIXI.autoDetectRenderer = function(width, height, view, transparent, antialias) PIXI.autoDetectRenderer = function(width, height, view,antialias,transparent)
{ {
if(!width)width = 800; if(!width)width = 800;
if(!height)height = 600; if(!height)height = 600;