Merge dev

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Mat Groves 2014-02-14 12:52:50 +00:00
commit dfd621a24d
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<!DOCTYPE html>
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<head>
<meta charset="utf-8">
<title>AjaxRequest - pixi.js</title>
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<em>API Docs for: 1.5.0</em>
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<div class="content">
<h1>AjaxRequest Class</h1>
<div class="box meta">
<div class="foundat">
Defined in: <a href="../files/src_pixi_utils_Utils.js.html#l99"><code>src&#x2F;pixi&#x2F;utils&#x2F;Utils.js:99</code></a>
</div>
Module: <a href="../modules/PIXI.html">PIXI</a>
</div>
<div class="box intro">
<p>A wrapper for ajax requests to be handled cross browser</p>
</div>
<div class="constructor">
<h2>Constructor</h2>
<div id="method_AjaxRequest" class="method item">
<h3 class="name"><code>AjaxRequest</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_utils_Utils.js.html#l99"><code>src&#x2F;pixi&#x2F;utils&#x2F;Utils.js:99</code></a>
</p>
</div>
<div class="description">
</div>
</div>
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<h2 class="off-left">Item Index</h2>
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<h3>Methods</h3>
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<li class="index-item method">
<a href="#method_bind">bind</a>
</li>
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<a href="#method_cancelAnimationFrame">cancelAnimationFrame</a>
</li>
<li class="index-item method">
<a href="#method_canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li class="index-item method">
<a href="#method_getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
<li class="index-item method">
<a href="#method_hex2rgb">hex2rgb</a>
</li>
<li class="index-item method">
<a href="#method_requestAnimationFrame">requestAnimationFrame</a>
</li>
<li class="index-item method">
<a href="#method_rgb2hex">rgb2hex</a>
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</ul>
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<div id="methods" class="api-class-tabpanel">
<h2 class="off-left">Methods</h2>
<div id="method_bind" class="method item">
<h3 class="name"><code>bind</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_utils_Utils.js.html#l71"><code>src&#x2F;pixi&#x2F;utils&#x2F;Utils.js:71</code></a>
</p>
</div>
<div class="description">
<p>A polyfill for Function.prototype.bind</p>
</div>
</div>
<div id="method_cancelAnimationFrame" class="method item">
<h3 class="name"><code>cancelAnimationFrame</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_utils_Utils.js.html#l19"><code>src&#x2F;pixi&#x2F;utils&#x2F;Utils.js:19</code></a>
</p>
</div>
<div class="description">
<p>A polyfill for cancelAnimationFrame</p>
</div>
</div>
<div id="method_canUseNewCanvasBlendModes" class="method item">
<h3 class="name"><code>canUseNewCanvasBlendModes</code></h3>
<span class="paren">()</span>
<span class="returns-inline">
<span class="type">Boolean</span>
</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_utils_Utils.js.html#l159"><code>src&#x2F;pixi&#x2F;utils&#x2F;Utils.js:159</code></a>
</p>
</div>
<div class="description">
<p>Checks whether the Canvas BlendModes are supported by the current browser</p>
</div>
<div class="returns">
<h4>Returns:</h4>
<div class="returns-description">
<span class="type">Boolean</span>:
<p>whether they are supported</p>
</div>
</div>
</div>
<div id="method_getNextPowerOfTwo" class="method item">
<h3 class="name"><code>getNextPowerOfTwo</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>number</code>
</li>
</ul><span class="paren">)</span>
</div>
<span class="returns-inline">
<span class="type">Number</span>
</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_utils_Utils.js.html#l179"><code>src&#x2F;pixi&#x2F;utils&#x2F;Utils.js:179</code></a>
</p>
</div>
<div class="description">
<p>Given a number, this function returns the closest number that is a power of two
this function is taken from Starling Framework as its pretty neat ;)</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">number</code>
<span class="type">Number</span>
<div class="param-description">
</div>
</li>
</ul>
</div>
<div class="returns">
<h4>Returns:</h4>
<div class="returns-description">
<span class="type">Number</span>:
<p>the closest number that is a power of two</p>
</div>
</div>
</div>
<div id="method_hex2rgb" class="method item">
<h3 class="name"><code>hex2rgb</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>hex</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_utils_Utils.js.html#l51"><code>src&#x2F;pixi&#x2F;utils&#x2F;Utils.js:51</code></a>
</p>
</div>
<div class="description">
<p>Converts a hex color number to an [R, G, B] array</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">hex</code>
<span class="type">Number</span>
<div class="param-description">
</div>
</li>
</ul>
</div>
</div>
<div id="method_requestAnimationFrame" class="method item">
<h3 class="name"><code>requestAnimationFrame</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_utils_Utils.js.html#l12"><code>src&#x2F;pixi&#x2F;utils&#x2F;Utils.js:12</code></a>
</p>
</div>
<div class="description">
<p>A polyfill for requestAnimationFrame
You can actually use both requestAnimationFrame and requestAnimFrame,
you will still benefit from the polyfill</p>
</div>
</div>
<div id="method_rgb2hex" class="method item">
<h3 class="name"><code>rgb2hex</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>rgb</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_utils_Utils.js.html#l61"><code>src&#x2F;pixi&#x2F;utils&#x2F;Utils.js:61</code></a>
</p>
</div>
<div class="description">
<p>Converts a color as an [R, G, B] array to a hex number</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">rgb</code>
<span class="type">Array</span>
<div class="param-description">
</div>
</li>
</ul>
</div>
</div>
</div>
</div>
</div>
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View file

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>CanvasMaskManager - pixi.js</title>
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<div class="yui3-u-1-4 version">
<em>API Docs for: 1.5.0</em>
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<li><a href="../classes/CanvasMaskManager.html">CanvasMaskManager</a></li>
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<li><a href="../classes/WebGLRenderer.html">WebGLRenderer</a></li>
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<h1>CanvasMaskManager Class</h1>
<div class="box meta">
<div class="foundat">
Defined in: <a href="../files/src_pixi_renderers_canvas_utils_CanvasMaskManager.js.html#l6"><code>src&#x2F;pixi&#x2F;renderers&#x2F;canvas&#x2F;utils&#x2F;CanvasMaskManager.js:6</code></a>
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Module: <a href="../modules/PIXI.html">PIXI</a>
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<div class="box intro">
<p>A set of functions used to handle masking</p>
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<li class="api-class-tab methods"><a href="#methods">Methods</a></li>
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<div>
<div id="index" class="api-class-tabpanel index">
<h2 class="off-left">Item Index</h2>
<div class="index-section methods">
<h3>Methods</h3>
<ul class="index-list methods">
<li class="index-item method">
<a href="#method_popMask">popMask</a>
</li>
<li class="index-item method">
<a href="#method_pushMask">pushMask</a>
</li>
</ul>
</div>
</div>
<div id="methods" class="api-class-tabpanel">
<h2 class="off-left">Methods</h2>
<div id="method_popMask" class="method item">
<h3 class="name"><code>popMask</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>context</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_canvas_utils_CanvasMaskManager.js.html#l39"><code>src&#x2F;pixi&#x2F;renderers&#x2F;canvas&#x2F;utils&#x2F;CanvasMaskManager.js:39</code></a>
</p>
</div>
<div class="description">
<p>Restores the current drawing context to the state it was before the mask was applied</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">context</code>
<span class="type">Context2D</span>
<div class="param-description">
<p>the 2d drawing method of the canvas</p>
</div>
</li>
</ul>
</div>
</div>
<div id="method_pushMask" class="method item">
<h3 class="name"><code>pushMask</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>maskData</code>
</li>
<li class="arg">
<code>context</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_canvas_utils_CanvasMaskManager.js.html#l16"><code>src&#x2F;pixi&#x2F;renderers&#x2F;canvas&#x2F;utils&#x2F;CanvasMaskManager.js:16</code></a>
</p>
</div>
<div class="description">
<p>This method adds it to the current stack of masks</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">maskData</code>
<span class="type">Object</span>
<div class="param-description">
<p>the maskData that will be pushed</p>
</div>
</li>
<li class="param">
<code class="param-name">context</code>
<span class="type">Context2D</span>
<div class="param-description">
<p>the 2d drawing method of the canvas</p>
</div>
</li>
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<h1>FilterTexture Class</h1>
<div class="box meta">
<div class="foundat">
Defined in: <a href="../files/src_pixi_renderers_webgl_utils_FilterTexture.js.html#l5"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;FilterTexture.js:5</code></a>
</div>
Module: <a href="../modules/PIXI.html">PIXI</a>
</div>
<div class="box intro">
</div>
<div class="constructor">
<h2>Constructor</h2>
<div id="method_FilterTexture" class="method item private">
<h3 class="name"><code>FilterTexture</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>gl</code>
</li>
<li class="arg">
<code>width</code>
</li>
<li class="arg">
<code>height</code>
</li>
</ul><span class="paren">)</span>
</div>
<span class="flag private">private</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_FilterTexture.js.html#l5"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;FilterTexture.js:5</code></a>
</p>
</div>
<div class="description">
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">gl</code>
<span class="type">WebGLContext</span>
<div class="param-description">
<p>the current WebGL drawing context</p>
</div>
</li>
<li class="param">
<code class="param-name">width</code>
<span class="type">Number</span>
<div class="param-description">
<p>the horizontal range of the filter</p>
</div>
</li>
<li class="param">
<code class="param-name">height</code>
<span class="type">Number</span>
<div class="param-description">
<p>the vertical range of the filter</p>
</div>
</li>
</ul>
</div>
</div>
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<div id="index" class="api-class-tabpanel index">
<h2 class="off-left">Item Index</h2>
<div class="index-section methods">
<h3>Methods</h3>
<ul class="index-list methods">
<li class="index-item method">
<a href="#method_clear">clear</a>
</li>
<li class="index-item method">
<a href="#method_destroy">destroy</a>
</li>
<li class="index-item method">
<a href="#method_init">init</a>
</li>
<li class="index-item method">
<a href="#method_resize">resize</a>
</li>
</ul>
</div>
<div class="index-section properties">
<h3>Properties</h3>
<ul class="index-list properties">
<li class="index-item property">
<a href="#property_fragmentSrc - The fragment shader.">fragmentSrc - The fragment shader.</a>
</li>
<li class="index-item property">
<a href="#property_fragmentSrc - The fragment shader.">fragmentSrc - The fragment shader.</a>
</li>
<li class="index-item property">
<a href="#property_gl">gl</a>
</li>
<li class="index-item property">
<a href="#property_program - The WebGL program.">program - The WebGL program.</a>
</li>
</ul>
</div>
</div>
<div id="methods" class="api-class-tabpanel">
<h2 class="off-left">Methods</h2>
<div id="method_clear" class="method item">
<h3 class="name"><code>clear</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_FilterTexture.js.html#l39"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;FilterTexture.js:39</code></a>
</p>
</div>
<div class="description">
<p>Clears the filter texture</p>
</div>
</div>
<div id="method_destroy" class="method item">
<h3 class="name"><code>destroy</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_FilterTexture.js.html#l72"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;FilterTexture.js:72</code></a>
</p>
</div>
<div class="description">
<p>Destroys the filter texture</p>
</div>
</div>
<div id="method_init" class="method item">
<h3 class="name"><code>init</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_StripShader.js.html#l52"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;StripShader.js:52</code></a>
</p>
</div>
<div class="description">
<p>Initialises the shader</p>
</div>
</div>
<div id="method_resize" class="method item">
<h3 class="name"><code>resize</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>width</code>
</li>
<li class="arg">
<code>height</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_FilterTexture.js.html#l51"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;FilterTexture.js:51</code></a>
</p>
</div>
<div class="description">
<p>Resizes the texture to the specified width and height</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">width</code>
<span class="type">Number</span>
<div class="param-description">
<p>the new width of the texture</p>
</div>
</li>
<li class="param">
<code class="param-name">height</code>
<span class="type">Number</span>
<div class="param-description">
<p>the new height of the texture</p>
</div>
</li>
</ul>
</div>
</div>
</div>
<div id="properties" class="api-class-tabpanel">
<h2 class="off-left">Properties</h2>
<div id="property_fragmentSrc - The fragment shader." class="property item">
<h3 class="name"><code>fragmentSrc - The fragment shader.</code></h3>
<span class="type">Array</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_StripShader.js.html#l13"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;StripShader.js:13</code></a>
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<div class="description">
</div>
</div>
<div id="property_fragmentSrc - The fragment shader." class="property item">
<h3 class="name"><code>fragmentSrc - The fragment shader.</code></h3>
<span class="type">Array</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_StripShader.js.html#l29"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;StripShader.js:29</code></a>
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<div class="description">
</div>
</div>
<div id="property_gl" class="property item">
<h3 class="name"><code>gl</code></h3>
<span class="type">WebGLContext</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_FilterTexture.js.html#l15"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;FilterTexture.js:15</code></a>
</p>
</div>
<div class="description">
</div>
</div>
<div id="property_program - The WebGL program." class="property item">
<h3 class="name"><code>program - The WebGL program.</code></h3>
<span class="type">Any</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_StripShader.js.html#l8"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;StripShader.js:8</code></a>
</p>
</div>
<div class="description">
</div>
</div>
</div>
</div>
</div>
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<h1>InteractionData Class</h1>
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Defined in: <a href="../files/src_pixi_InteractionData.js.html#l5"><code>src&#x2F;pixi&#x2F;InteractionData.js:5</code></a>
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<p>Holds all information related to an Interaction event</p>
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<h2>Constructor</h2>
<div id="method_InteractionData" class="method item">
<h3 class="name"><code>InteractionData</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_InteractionData.js.html#l5"><code>src&#x2F;pixi&#x2F;InteractionData.js:5</code></a>
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<div id="method_getLocalPosition" class="method item">
<h3 class="name"><code>getLocalPosition</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>displayObject</code>
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<span class="type"><a href="../classes/Point.html" class="crosslink">Point</a></span>
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Defined in
<a href="../files/src_pixi_InteractionData.js.html#l41"><code>src&#x2F;pixi&#x2F;InteractionData.js:41</code></a>
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<div class="description">
<p>This will return the local coordinates of the specified displayObject for this InteractionData</p>
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<div class="params">
<h4>Parameters:</h4>
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<li class="param">
<code class="param-name">displayObject</code>
<span class="type"><a href="../classes/DisplayObject.html" class="crosslink">DisplayObject</a></span>
<div class="param-description">
<p>The DisplayObject that you would like the local coords off</p>
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<h4>Returns:</h4>
<div class="returns-description">
<span class="type"><a href="../classes/Point.html" class="crosslink">Point</a></span>:
<p>A point containing the coordinates of the InteractionData position relative to the DisplayObject</p>
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<h3 class="name"><code>global</code></h3>
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Defined in
<a href="../files/src_pixi_InteractionData.js.html#l13"><code>src&#x2F;pixi&#x2F;InteractionData.js:13</code></a>
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<p>This point stores the global coords of where the touch/mouse event happened</p>
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<h3 class="name"><code>originalEvent</code></h3>
<span class="type">Event</span>
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<p>
Defined in
<a href="../files/src_pixi_InteractionData.js.html#l32"><code>src&#x2F;pixi&#x2F;InteractionData.js:32</code></a>
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<p>When passed to an event handler, this will be the original DOM Event that was captured</p>
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<h3 class="name"><code>target</code></h3>
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Defined in
<a href="../files/src_pixi_InteractionData.js.html#l24"><code>src&#x2F;pixi&#x2F;InteractionData.js:24</code></a>
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<p>The target Sprite that was interacted with</p>
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<h1>NormalMapFilter Class</h1>
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Defined in: <a href="../files/src_pixi_filters_NormalMapFilter.js.html#l6"><code>src&#x2F;pixi&#x2F;filters&#x2F;NormalMapFilter.js:6</code></a>
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<div class="box intro">
<p>The NormalMapFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object.
You can use this filter to apply all manor of crazy warping effects
Currently the r property of the texture is used offset the x and the g propery of the texture is used to offset the y.</p>
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<h3 class="name"><code>map</code></h3>
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Defined in
<a href="../files/src_pixi_filters_NormalMapFilter.js.html#l181"><code>src&#x2F;pixi&#x2F;filters&#x2F;NormalMapFilter.js:181</code></a>
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<p>The texture used for the displacemtent map * must be power of 2 texture at the moment</p>
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<h3 class="name"><code>offset</code></h3>
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Defined in
<a href="../files/src_pixi_filters_NormalMapFilter.js.html#l211"><code>src&#x2F;pixi&#x2F;filters&#x2F;NormalMapFilter.js:211</code></a>
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<p>The offset used to move the displacement map.</p>
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<p>
Defined in
<a href="../files/src_pixi_filters_NormalMapFilter.js.html#l196"><code>src&#x2F;pixi&#x2F;filters&#x2F;NormalMapFilter.js:196</code></a>
</p>
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<div class="description">
<p>The multiplier used to scale the displacement result from the map calculation.</p>
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<h1>PixiFastShader Class</h1>
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Defined in: <a href="../files/src_pixi_renderers_webgl_shaders_PixiFastShader.js.html#l6"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiFastShader.js:6</code></a>
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<h2>Constructor</h2>
<div id="method_PixiFastShader" class="method item">
<h3 class="name"><code>PixiFastShader</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>gl</code>
</li>
</ul><span class="paren">)</span>
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<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiFastShader.js.html#l6"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiFastShader.js:6</code></a>
</p>
</div>
<div class="description">
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">gl</code>
<span class="type">WebGLContext</span>
<div class="param-description">
<p>the current WebGL drawing context</p>
</div>
</li>
</ul>
</div>
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<div class="index-section methods">
<h3>Methods</h3>
<ul class="index-list methods">
<li class="index-item method">
<a href="#method_destroy">destroy</a>
</li>
<li class="index-item method">
<a href="#method_init">init</a>
</li>
</ul>
</div>
<div class="index-section properties">
<h3>Properties</h3>
<ul class="index-list properties">
<li class="index-item property">
<a href="#property_fragmentSrc - The fragment shader.">fragmentSrc - The fragment shader.</a>
</li>
<li class="index-item property">
<a href="#property_gl">gl</a>
</li>
<li class="index-item property">
<a href="#property_program - The WebGL program.">program - The WebGL program.</a>
</li>
<li class="index-item property">
<a href="#property_textureCount - A local texture counter for multi-texture shaders.">textureCount - A local texture counter for multi-texture shaders.</a>
</li>
<li class="index-item property">
<a href="#property_vertexSrc - The vertex shader">vertexSrc - The vertex shader</a>
</li>
</ul>
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<div id="methods" class="api-class-tabpanel">
<h2 class="off-left">Methods</h2>
<div id="method_destroy" class="method item">
<h3 class="name"><code>destroy</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiFastShader.js.html#l134"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiFastShader.js:134</code></a>
</p>
</div>
<div class="description">
<p>Destroys the shader</p>
</div>
</div>
<div id="method_init" class="method item">
<h3 class="name"><code>init</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiFastShader.js.html#l81"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiFastShader.js:81</code></a>
</p>
</div>
<div class="description">
<p>Initialises the shader</p>
</div>
</div>
</div>
<div id="properties" class="api-class-tabpanel">
<h2 class="off-left">Properties</h2>
<div id="property_fragmentSrc - The fragment shader." class="property item">
<h3 class="name"><code>fragmentSrc - The fragment shader.</code></h3>
<span class="type">Array</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiFastShader.js.html#l25"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiFastShader.js:25</code></a>
</p>
</div>
<div class="description">
</div>
</div>
<div id="property_gl" class="property item">
<h3 class="name"><code>gl</code></h3>
<span class="type">WebGLContext</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiFastShader.js.html#l14"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiFastShader.js:14</code></a>
</p>
</div>
<div class="description">
</div>
</div>
<div id="property_program - The WebGL program." class="property item">
<h3 class="name"><code>program - The WebGL program.</code></h3>
<span class="type">Any</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiFastShader.js.html#l20"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiFastShader.js:20</code></a>
</p>
</div>
<div class="description">
</div>
</div>
<div id="property_textureCount - A local texture counter for multi-texture shaders." class="property item">
<h3 class="name"><code>textureCount - A local texture counter for multi-texture shaders.</code></h3>
<span class="type">Number</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiFastShader.js.html#l72"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiFastShader.js:72</code></a>
</p>
</div>
<div class="description">
</div>
</div>
<div id="property_vertexSrc - The vertex shader" class="property item">
<h3 class="name"><code>vertexSrc - The vertex shader</code></h3>
<span class="type">Array</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiFastShader.js.html#l38"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiFastShader.js:38</code></a>
</p>
</div>
<div class="description">
</div>
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<h1>PixiShader Class</h1>
<div class="box meta">
<div class="foundat">
Defined in: <a href="../files/src_pixi_renderers_webgl_shaders_PixiShader.js.html#l6"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiShader.js:6</code></a>
</div>
Module: <a href="../modules/PIXI.html">PIXI</a>
</div>
<div class="box intro">
</div>
<div class="constructor">
<h2>Constructor</h2>
<div id="method_PixiShader" class="method item">
<h3 class="name"><code>PixiShader</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiShader.js.html#l6"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiShader.js:6</code></a>
</p>
</div>
<div class="description">
</div>
</div>
</div>
<div id="classdocs" class="tabview">
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<li class="api-class-tab index"><a href="#index">Index</a></li>
<li class="api-class-tab methods"><a href="#methods">Methods</a></li>
<li class="api-class-tab properties"><a href="#properties">Properties</a></li>
</ul>
<div>
<div id="index" class="api-class-tabpanel index">
<h2 class="off-left">Item Index</h2>
<div class="index-section methods">
<h3>Methods</h3>
<ul class="index-list methods">
<li class="index-item method">
<a href="#method_destroy">destroy</a>
</li>
<li class="index-item method">
<a href="#method_init">init</a>
</li>
<li class="index-item method">
<a href="#method_initSampler2D">initSampler2D</a>
</li>
<li class="index-item method">
<a href="#method_initUniforms">initUniforms</a>
</li>
<li class="index-item method">
<a href="#method_syncUniforms">syncUniforms</a>
</li>
</ul>
</div>
<div class="index-section properties">
<h3>Properties</h3>
<ul class="index-list properties">
<li class="index-item property">
<a href="#property_defaultVertexSrc">defaultVertexSrc</a>
</li>
<li class="index-item property">
<a href="#property_fragmentSrc - The fragment shader.">fragmentSrc - The fragment shader.</a>
</li>
<li class="index-item property">
<a href="#property_gl">gl</a>
</li>
<li class="index-item property">
<a href="#property_program - The WebGL program.">program - The WebGL program.</a>
</li>
<li class="index-item property">
<a href="#property_textureCount - A local texture counter for multi-texture shaders.">textureCount - A local texture counter for multi-texture shaders.</a>
</li>
</ul>
</div>
</div>
<div id="methods" class="api-class-tabpanel">
<h2 class="off-left">Methods</h2>
<div id="method_destroy" class="method item">
<h3 class="name"><code>destroy</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiShader.js.html#l306"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiShader.js:306</code></a>
</p>
</div>
<div class="description">
<p>Destroys the shader</p>
</div>
</div>
<div id="method_init" class="method item">
<h3 class="name"><code>init</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiShader.js.html#l47"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiShader.js:47</code></a>
</p>
</div>
<div class="description">
<p>Initialises the shader</p>
</div>
</div>
<div id="method_initSampler2D" class="method item">
<h3 class="name"><code>initSampler2D</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiShader.js.html#l173"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiShader.js:173</code></a>
</p>
</div>
<div class="description">
<p>Initialises a Sampler2D uniform (which may only be available later on after initUniforms once the texture has loaded)</p>
</div>
</div>
<div id="method_initUniforms" class="method item">
<h3 class="name"><code>initUniforms</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiShader.js.html#l100"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiShader.js:100</code></a>
</p>
</div>
<div class="description">
<p>Initialises the shader uniform values.
Uniforms are specified in the GLSL_ES Specification: <a href="http://www.khronos.org/registry/webgl/specs/latest/1.0/">http://www.khronos.org/registry/webgl/specs/latest/1.0/</a>
<a href="http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf">http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf</a></p>
</div>
</div>
<div id="method_syncUniforms" class="method item">
<h3 class="name"><code>syncUniforms</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiShader.js.html#l248"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiShader.js:248</code></a>
</p>
</div>
<div class="description">
<p>Updates the shader uniform values.</p>
</div>
</div>
</div>
<div id="properties" class="api-class-tabpanel">
<h2 class="off-left">Properties</h2>
<div id="property_defaultVertexSrc" class="property item">
<h3 class="name"><code>defaultVertexSrc</code></h3>
<span class="type">String</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiShader.js.html#l320"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiShader.js:320</code></a>
</p>
</div>
<div class="description">
</div>
</div>
<div id="property_fragmentSrc - The fragment shader." class="property item">
<h3 class="name"><code>fragmentSrc - The fragment shader.</code></h3>
<span class="type">Array</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiShader.js.html#l23"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiShader.js:23</code></a>
</p>
</div>
<div class="description">
</div>
</div>
<div id="property_gl" class="property item">
<h3 class="name"><code>gl</code></h3>
<span class="type">WebGLContext</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiShader.js.html#l12"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiShader.js:12</code></a>
</p>
</div>
<div class="description">
</div>
</div>
<div id="property_program - The WebGL program." class="property item">
<h3 class="name"><code>program - The WebGL program.</code></h3>
<span class="type">Any</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiShader.js.html#l18"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiShader.js:18</code></a>
</p>
</div>
<div class="description">
</div>
</div>
<div id="property_textureCount - A local texture counter for multi-texture shaders." class="property item">
<h3 class="name"><code>textureCount - A local texture counter for multi-texture shaders.</code></h3>
<span class="type">Number</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PixiShader.js.html#l37"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PixiShader.js:37</code></a>
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</div>
<div class="description">
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<a href="#method__convex">_convex</a>
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<a href="#method__PointInTriangle">_PointInTriangle</a>
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<a href="#method_Triangulate">Triangulate</a>
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<div id="method__convex" class="method item private">
<h3 class="name"><code>_convex</code></h3>
<span class="paren">()</span>
<span class="flag private">private</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_utils_Polyk.js.html#l159"><code>src&#x2F;pixi&#x2F;utils&#x2F;Polyk.js:159</code></a>
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<p>Checks whether a shape is convex</p>
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<div id="method__PointInTriangle" class="method item private">
<h3 class="name"><code>_PointInTriangle</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>px</code>
</li>
<li class="arg">
<code>py</code>
</li>
<li class="arg">
<code>ax</code>
</li>
<li class="arg">
<code>ay</code>
</li>
<li class="arg">
<code>bx</code>
</li>
<li class="arg">
<code>by</code>
</li>
<li class="arg">
<code>cx</code>
</li>
<li class="arg">
<code>cy</code>
</li>
</ul><span class="paren">)</span>
</div>
<span class="flag private">private</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_utils_Polyk.js.html#l122"><code>src&#x2F;pixi&#x2F;utils&#x2F;Polyk.js:122</code></a>
</p>
</div>
<div class="description">
<p>Checks whether a point is within a triangle</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">px</code>
<span class="type">Number</span>
<div class="param-description">
<p>x coordinate of the point to test</p>
</div>
</li>
<li class="param">
<code class="param-name">py</code>
<span class="type">Number</span>
<div class="param-description">
<p>y coordinate of the point to test</p>
</div>
</li>
<li class="param">
<code class="param-name">ax</code>
<span class="type">Number</span>
<div class="param-description">
<p>x coordinate of the a point of the triangle</p>
</div>
</li>
<li class="param">
<code class="param-name">ay</code>
<span class="type">Number</span>
<div class="param-description">
<p>y coordinate of the a point of the triangle</p>
</div>
</li>
<li class="param">
<code class="param-name">bx</code>
<span class="type">Number</span>
<div class="param-description">
<p>x coordinate of the b point of the triangle</p>
</div>
</li>
<li class="param">
<code class="param-name">by</code>
<span class="type">Number</span>
<div class="param-description">
<p>y coordinate of the b point of the triangle</p>
</div>
</li>
<li class="param">
<code class="param-name">cx</code>
<span class="type">Number</span>
<div class="param-description">
<p>x coordinate of the c point of the triangle</p>
</div>
</li>
<li class="param">
<code class="param-name">cy</code>
<span class="type">Number</span>
<div class="param-description">
<p>y coordinate of the c point of the triangle</p>
</div>
</li>
</ul>
</div>
</div>
<div id="method_Triangulate" class="method item">
<h3 class="name"><code>Triangulate</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_utils_Polyk.js.html#l43"><code>src&#x2F;pixi&#x2F;utils&#x2F;Polyk.js:43</code></a>
</p>
</div>
<div class="description">
<p>Triangulates shapes for webGL graphic fills</p>
</div>
</div>
</div>
</div>
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<h1>PrimitiveShader Class</h1>
<div class="box meta">
<div class="foundat">
Defined in: <a href="../files/src_pixi_renderers_webgl_shaders_PrimitiveShader.js.html#l5"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PrimitiveShader.js:5</code></a>
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Module: <a href="../modules/PIXI.html">PIXI</a>
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<div class="box intro">
</div>
<div class="constructor">
<h2>Constructor</h2>
<div id="method_PrimitiveShader" class="method item">
<h3 class="name"><code>PrimitiveShader</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>gl</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PrimitiveShader.js.html#l5"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PrimitiveShader.js:5</code></a>
</p>
</div>
<div class="description">
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">gl</code>
<span class="type">WebGLContext</span>
<div class="param-description">
<p>the current WebGL drawing context</p>
</div>
</li>
</ul>
</div>
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<a href="#method_destroy">destroy</a>
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<a href="#method_init">init</a>
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<div class="index-section properties">
<h3>Properties</h3>
<ul class="index-list properties">
<li class="index-item property">
<a href="#property_fragmentSrc">fragmentSrc</a>
</li>
<li class="index-item property">
<a href="#property_gl">gl</a>
</li>
<li class="index-item property">
<a href="#property_program - The WebGL program.">program - The WebGL program.</a>
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<li class="index-item property">
<a href="#property_vertexSrc">vertexSrc</a>
</li>
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<h2 class="off-left">Methods</h2>
<div id="method_destroy" class="method item">
<h3 class="name"><code>destroy</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PrimitiveShader.js.html#l92"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PrimitiveShader.js:92</code></a>
</p>
</div>
<div class="description">
<p>Destroys the shader</p>
</div>
</div>
<div id="method_init" class="method item">
<h3 class="name"><code>init</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PrimitiveShader.js.html#l61"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PrimitiveShader.js:61</code></a>
</p>
</div>
<div class="description">
<p>Initialises the shader</p>
</div>
</div>
</div>
<div id="properties" class="api-class-tabpanel">
<h2 class="off-left">Properties</h2>
<div id="property_fragmentSrc" class="property item">
<h3 class="name"><code>fragmentSrc</code></h3>
<span class="type">Array</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PrimitiveShader.js.html#l23"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PrimitiveShader.js:23</code></a>
</p>
</div>
<div class="description">
</div>
</div>
<div id="property_gl" class="property item">
<h3 class="name"><code>gl</code></h3>
<span class="type">WebGLContext</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PrimitiveShader.js.html#l12"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PrimitiveShader.js:12</code></a>
</p>
</div>
<div class="description">
</div>
</div>
<div id="property_program - The WebGL program." class="property item">
<h3 class="name"><code>program - The WebGL program.</code></h3>
<span class="type">Any</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PrimitiveShader.js.html#l18"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PrimitiveShader.js:18</code></a>
</p>
</div>
<div class="description">
</div>
</div>
<div id="property_vertexSrc" class="property item">
<h3 class="name"><code>vertexSrc</code></h3>
<span class="type">Array</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_shaders_PrimitiveShader.js.html#l36"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;shaders&#x2F;PrimitiveShader.js:36</code></a>
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<h1>Rope Class</h1>
<div class="box meta">
<div class="foundat">
Defined in: <a href="../files/src_pixi_extras_Rope.js.html#l4"><code>src&#x2F;pixi&#x2F;extras&#x2F;Rope.js:4</code></a>
</div>
Module: <a href="../modules/PIXI.html">PIXI</a>
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<div class="box intro">
</div>
<div class="constructor">
<h2>Constructor</h2>
<div id="method_Rope" class="method item">
<h3 class="name"><code>Rope</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>texture</code>
</li>
<li class="arg">
<code>points</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_extras_Rope.js.html#l4"><code>src&#x2F;pixi&#x2F;extras&#x2F;Rope.js:4</code></a>
</p>
</div>
<div class="description">
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">texture</code>
<span class="type"><a href="../classes/Texture.html" class="crosslink">Texture</a></span>
<div class="param-description">
<p>The texture to use</p>
</div>
</li>
<li class="param">
<code class="param-name">points</code>
<span class="type">Array</span>
<div class="param-description">
</div>
</li>
</ul>
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<h1>SpriteBatch Class</h1>
<div class="box meta">
<div class="foundat">
Defined in: <a href="../files/src_pixi_display_SpriteBatch.js.html#l5"><code>src&#x2F;pixi&#x2F;display&#x2F;SpriteBatch.js:5</code></a>
</div>
Module: <a href="../modules/PIXI.html">PIXI</a>
</div>
<div class="box intro">
<p>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&#39;s extremely easy to use : </p>
<p> var container = new PIXI.SpriteBatch();</p>
<p> stage.addChild(container);</p>
<p> for(var i = 0; i &lt; 100; i++)
{
var sprite = new PIXI.Sprite.fromImage(&quot;myImage.png&quot;);
container.addChild(sprite);
}
And here you have a hundred sprites that will be renderer at the speed of light</p>
</div>
<div class="constructor">
<h2>Constructor</h2>
<div id="method_SpriteBatch" class="method item">
<h3 class="name"><code>SpriteBatch</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>texture</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_display_SpriteBatch.js.html#l5"><code>src&#x2F;pixi&#x2F;display&#x2F;SpriteBatch.js:5</code></a>
</p>
</div>
<div class="description">
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">texture</code>
<span class="type"><a href="../classes/Texture.html" class="crosslink">Texture</a></span>
<div class="param-description">
</div>
</li>
</ul>
</div>
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<div class="index-section methods">
<h3>Methods</h3>
<ul class="index-list methods">
<li class="index-item method private">
<a href="#method__renderCanvas">_renderCanvas</a>
</li>
<li class="index-item method private">
<a href="#method__renderWebGL">_renderWebGL</a>
</li>
</ul>
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<div id="methods" class="api-class-tabpanel">
<h2 class="off-left">Methods</h2>
<div id="method__renderCanvas" class="method item private">
<h3 class="name"><code>_renderCanvas</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>renderSession</code>
</li>
</ul><span class="paren">)</span>
</div>
<span class="flag private">private</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_display_SpriteBatch.js.html#l90"><code>src&#x2F;pixi&#x2F;display&#x2F;SpriteBatch.js:90</code></a>
</p>
</div>
<div class="description">
<p>Renders the object using the Canvas renderer</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">renderSession</code>
<span class="type">RenderSession</span>
<div class="param-description">
</div>
</li>
</ul>
</div>
</div>
<div id="method__renderWebGL" class="method item private">
<h3 class="name"><code>_renderWebGL</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>renderSession</code>
</li>
</ul><span class="paren">)</span>
</div>
<span class="flag private">private</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_display_SpriteBatch.js.html#l64"><code>src&#x2F;pixi&#x2F;display&#x2F;SpriteBatch.js:64</code></a>
</p>
</div>
<div class="description">
<p>Renders the object using the WebGL renderer</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">renderSession</code>
<span class="type">RenderSession</span>
<div class="param-description">
</div>
</li>
</ul>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
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<!DOCTYPE html>
<html lang="en">
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<meta charset="utf-8">
<title>WebGLMaskManager - pixi.js</title>
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<h1>WebGLMaskManager Class</h1>
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Defined in: <a href="../files/src_pixi_renderers_webgl_utils_WebGLMaskManager.js.html#l6"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;WebGLMaskManager.js:6</code></a>
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<h2>Constructor</h2>
<div id="method_WebGLMaskManager" class="method item private">
<h3 class="name"><code>WebGLMaskManager</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>gl</code>
</li>
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<span class="flag private">private</span>
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<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_WebGLMaskManager.js.html#l6"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;WebGLMaskManager.js:6</code></a>
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<div class="description">
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<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">gl</code>
<span class="type">WebGLContext</span>
<div class="param-description">
<p>the current WebGL drawing context</p>
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<a href="#method_destroy">destroy</a>
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<li class="index-item method">
<a href="#method_popMask">popMask</a>
</li>
<li class="index-item method">
<a href="#method_pushMask">pushMask</a>
</li>
<li class="index-item method">
<a href="#method_setContext">setContext</a>
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<div id="methods" class="api-class-tabpanel">
<h2 class="off-left">Methods</h2>
<div id="method_destroy" class="method item">
<h3 class="name"><code>destroy</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_WebGLMaskManager.js.html#l89"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;WebGLMaskManager.js:89</code></a>
</p>
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<div class="description">
<p>Destroys the mask stack</p>
</div>
</div>
<div id="method_popMask" class="method item">
<h3 class="name"><code>popMask</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>renderSession</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_WebGLMaskManager.js.html#l60"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;WebGLMaskManager.js:60</code></a>
</p>
</div>
<div class="description">
<p>Removes the last filter from the filter stack and doesn&#39;t return it</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">renderSession</code>
<span class="type">RenderSession</span>
<div class="param-description">
<p>an object containing all the useful parameters</p>
</div>
</li>
</ul>
</div>
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<div id="method_pushMask" class="method item">
<h3 class="name"><code>pushMask</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>maskData</code>
</li>
<li class="arg">
<code>renderSession</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_WebGLMaskManager.js.html#l30"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;WebGLMaskManager.js:30</code></a>
</p>
</div>
<div class="description">
<p>Applies the Mask and adds it to the current filter stack</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">maskData</code>
<span class="type">Array</span>
<div class="param-description">
</div>
</li>
<li class="param">
<code class="param-name">renderSession</code>
<span class="type">RenderSession</span>
<div class="param-description">
</div>
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<div id="method_setContext" class="method item">
<h3 class="name"><code>setContext</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>gl</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_WebGLMaskManager.js.html#l20"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;WebGLMaskManager.js:20</code></a>
</p>
</div>
<div class="description">
<p>Sets the drawing context to the one given in parameter</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">gl</code>
<span class="type">WebGLContext</span>
<div class="param-description">
<p>the current WebGL drawing context</p>
</div>
</li>
</ul>
</div>
</div>
</div>
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<h1>WebGLShaderManager Class</h1>
<div class="box meta">
<div class="foundat">
Defined in: <a href="../files/src_pixi_renderers_webgl_utils_WebGLShaderManager.js.html#l5"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;WebGLShaderManager.js:5</code></a>
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Module: <a href="../modules/PIXI.html">PIXI</a>
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<div class="box intro">
</div>
<div class="constructor">
<h2>Constructor</h2>
<div id="method_WebGLShaderManager" class="method item private">
<h3 class="name"><code>WebGLShaderManager</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>gl</code>
</li>
</ul><span class="paren">)</span>
</div>
<span class="flag private">private</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_WebGLShaderManager.js.html#l5"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;WebGLShaderManager.js:5</code></a>
</p>
</div>
<div class="description">
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">gl</code>
<span class="type">WebGLContext</span>
<div class="param-description">
<p>the current WebGL drawing context</p>
</div>
</li>
</ul>
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<h3>Methods</h3>
<ul class="index-list methods">
<li class="index-item method">
<a href="#method_activatePrimitiveShader">activatePrimitiveShader</a>
</li>
<li class="index-item method">
<a href="#method_activateShader">activateShader</a>
</li>
<li class="index-item method">
<a href="#method_deactivatePrimitiveShader">deactivatePrimitiveShader</a>
</li>
<li class="index-item method">
<a href="#method_destroy">destroy</a>
</li>
<li class="index-item method">
<a href="#method_setAttribs">setAttribs</a>
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<a href="#method_setContext">setContext</a>
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<h2 class="off-left">Methods</h2>
<div id="method_activatePrimitiveShader" class="method item">
<h3 class="name"><code>activatePrimitiveShader</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_WebGLShaderManager.js.html#l113"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;WebGLShaderManager.js:113</code></a>
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<div class="description">
<p>Triggers the primitive shader</p>
</div>
</div>
<div id="method_activateShader" class="method item">
<h3 class="name"><code>activateShader</code></h3>
<div class="args">
<span class="paren">(</span><ul class="args-list inline commas">
<li class="arg">
<code>shader</code>
</li>
</ul><span class="paren">)</span>
</div>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_WebGLShaderManager.js.html#l96"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;WebGLShaderManager.js:96</code></a>
</p>
</div>
<div class="description">
<p>Sets-up the given shader</p>
</div>
<div class="params">
<h4>Parameters:</h4>
<ul class="params-list">
<li class="param">
<code class="param-name">shader</code>
<span class="type">Object</span>
<div class="param-description">
<p>the shader that is going to be activated</p>
</div>
</li>
</ul>
</div>
</div>
<div id="method_deactivatePrimitiveShader" class="method item">
<h3 class="name"><code>deactivatePrimitiveShader</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_WebGLShaderManager.js.html#l127"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;WebGLShaderManager.js:127</code></a>
</p>
</div>
<div class="description">
<p>Disable the primitive shader</p>
</div>
</div>
<div id="method_destroy" class="method item">
<h3 class="name"><code>destroy</code></h3>
<span class="paren">()</span>
<div class="meta">
<p>
Defined in
<a href="../files/src_pixi_renderers_webgl_utils_WebGLShaderManager.js.html#l140"><code>src&#x2F;pixi&#x2F;renderers&#x2F;webgl&#x2F;utils&#x2F;WebGLShaderManager.js:140</code></a>
</p>
</div>
<div class="description">
<p>Destroys</p>
</div>
</div>
<div id="method_setAttribs" class="method item">
<h3 class="name"><code>setAttribs</code></h3>
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<h1 class="file-heading">File: src/pixi/InteractionData.js</h1>
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<pre class="code prettyprint linenums">
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* Holds all information related to an Interaction event
*
* @class InteractionData
* @constructor
*/
PIXI.InteractionData = function()
{
/**
* This point stores the global coords of where the touch/mouse event happened
*
* @property global
* @type Point
*/
this.global = new PIXI.Point();
// this is here for legacy... but will remove
this.local = new PIXI.Point();
/**
* The target Sprite that was interacted with
*
* @property target
* @type Sprite
*/
this.target = null;
/**
* When passed to an event handler, this will be the original DOM Event that was captured
*
* @property originalEvent
* @type Event
*/
this.originalEvent = null;
};
/**
* This will return the local coordinates of the specified displayObject for this InteractionData
*
* @method getLocalPosition
* @param displayObject {DisplayObject} The DisplayObject that you would like the local coords off
* @return {Point} A point containing the coordinates of the InteractionData position relative to the DisplayObject
*/
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.a, a01 = worldTransform.b, a02 = worldTransform.tx,
a10 = worldTransform.c, a11 = worldTransform.d, a12 = worldTransform.ty,
id = 1 / (a00 * a11 + a01 * -a10);
// set the mouse coords...
return new PIXI.Point(a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id,
a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id);
};
// constructor
PIXI.InteractionData.prototype.constructor = PIXI.InteractionData;
</pre>
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/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
PIXI.determineMatrixArrayType = function() {
return (typeof Float32Array !== &#x27;undefined&#x27;) ? 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();
/*
* @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()
{
this.a = 1;
this.b = 0;
this.c = 0;
this.d = 1;
this.tx = 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)
{
this.a = array[0];
this.b = array[1];
this.c = array[3];
this.d = array[4];
this.tx = array[2];
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)
{
if(!this.array) this.array = new Float32Array(9);
var array = this.array;
if(transpose)
{
this.array[0] = this.a;
this.array[1] = this.c;
this.array[2] = 0;
this.array[3] = this.b;
this.array[4] = this.d;
this.array[5] = 0;
this.array[6] = this.tx;
this.array[7] = this.ty;
this.array[8] = 1;
}
else
{
this.array[0] = this.a;
this.array[1] = this.b;
this.array[2] = this.tx;
this.array[3] = this.c;
this.array[4] = this.d;
this.array[5] = this.ty;
this.array[6] = 0;
this.array[7] = 0;
this.array[8] = 1;
}
return array;//[this.a, this.b, this.tx, this.c, this.d, this.ty, 0, 0, 1];
};
PIXI.identityMatrix = new PIXI.Matrix();
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<h1 class="file-heading">File: src/pixi/display/SpriteBatch.js</h1>
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<pre class="code prettyprint linenums">
/**
* @author Mat Groves http://matgroves.com/
*/
/**
* 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&#x27;s extremely easy to use :
var container = new PIXI.SpriteBatch();
stage.addChild(container);
for(var i = 0; i &lt; 100; i++)
{
var sprite = new PIXI.Sprite.fromImage(&quot;myImage.png&quot;);
container.addChild(sprite);
}
* And here you have a hundred sprites that will be renderer at the speed of light
*
* @class SpriteBatch
* @constructor
* @param texture {Texture}
*/
PIXI.SpriteBatch = function(texture)
{
PIXI.DisplayObjectContainer.call( this);
this.textureThing = texture;
this.ready = false;
};
PIXI.SpriteBatch.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
PIXI.SpriteBatch.constructor = PIXI.SpriteBatch;
/*
* Initialises the spriteBatch
*
* @method initWebGL
* @param gl {WebGLContext} the current WebGL drawing context
*/
PIXI.SpriteBatch.prototype.initWebGL = function(gl)
{
// TODO only one needed for the whole engine really?
this.fastSpriteBatch = new PIXI.WebGLFastSpriteBatch(gl);
this.ready = true;
};
/*
* Updates the object transform for rendering
*
* @method updateTransform
* @private
*/
PIXI.SpriteBatch.prototype.updateTransform = function()
{
// TODO dont need to!
PIXI.DisplayObject.prototype.updateTransform.call( this );
// PIXI.DisplayObjectContainer.prototype.updateTransform.call( this );
};
/**
* Renders the object using the WebGL renderer
*
* @method _renderWebGL
* @param renderSession {RenderSession}
* @private
*/
PIXI.SpriteBatch.prototype._renderWebGL = function(renderSession)
{
if(!this.visible || this.alpha &lt;= 0 || !this.children.length)return;
if(!this.ready)this.initWebGL( renderSession.gl );
renderSession.spriteBatch.stop();
renderSession.shaderManager.activateShader(renderSession.shaderManager.fastShader);
this.fastSpriteBatch.begin(this, renderSession);
this.fastSpriteBatch.render(this);
renderSession.shaderManager.activateShader(renderSession.shaderManager.defaultShader);
renderSession.spriteBatch.start();
};
/**
* Renders the object using the Canvas renderer
*
* @method _renderCanvas
* @param renderSession {RenderSession}
* @private
*/
PIXI.SpriteBatch.prototype._renderCanvas = function(renderSession)
{
var context = renderSession.context;
context.globalAlpha = this.worldAlpha;
var transform = this.worldTransform;
// alow for trimming
if (renderSession.roundPixels)
{
context.setTransform(transform.a, transform.c, transform.b, transform.d, Math.floor(transform.tx), Math.floor(transform.ty));
}
else
{
context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
}
context.save();
for (var i = 0; i &lt; this.children.length; i++) {
var child = this.children[i];
var texture = child.texture;
var frame = texture.frame;
context.globalAlpha = this.worldAlpha * child.alpha;
if(child.rotation % (Math.PI * 2) === 0)
{
// this is the fastest way to optimise! - if rotation is 0 then we can avoid any kind of setTransform call
context.drawImage(texture.baseTexture.source,
frame.x,
frame.y,
frame.width,
frame.height,
((child.anchor.x) * (-frame.width * child.scale.x) + child.position.x + 0.5) | 0,
((child.anchor.y) * (-frame.height * child.scale.y) + child.position.y + 0.5) | 0,
frame.width * child.scale.x,
frame.height * child.scale.y);
}
else
{
PIXI.DisplayObject.prototype.updateTransform.call(child);
transform = child.localTransform;
if(this.rotation !== this.rotationCache)
{
this.rotationCache = this.rotation;
this._sr = Math.sin(this.rotation);
this._cr = Math.cos(this.rotation);
}
var a = child._cr * child.scale.x,
b = -child._sr * child.scale.y,
c = child._sr * child.scale.x,
d = child._cr * child.scale.y;
context.setTransform(a, c, b, d, child.position.x, child.position.y);
context.drawImage(texture.baseTexture.source,
frame.x,
frame.y,
frame.width,
frame.height,
((child.anchor.x) * (-frame.width) + 0.5) | 0,
((child.anchor.y) * (-frame.height) + 0.5) | 0,
frame.width,
frame.height);
}
}
context.restore();
};
</pre>
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<h1 class="file-heading">File: src/pixi/filters/NormalMapFilter.js</h1>
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<pre class="code prettyprint linenums">
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
*
* The NormalMapFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object.
* You can use this filter to apply all manor of crazy warping effects
* Currently the r property of the texture is used offset the x and the g propery of the texture is used to offset the y.
* @class NormalMapFilter
* @contructor
* @param texture {Texture} The texture used for the displacemtent map * must be power of 2 texture at the moment
*/
PIXI.NormalMapFilter = function(texture)
{
PIXI.AbstractFilter.call( this );
this.passes = [this];
texture.baseTexture._powerOf2 = true;
// set the uniforms
this.uniforms = {
displacementMap: {type: &#x27;sampler2D&#x27;, value:texture},
scale: {type: &#x27;2f&#x27;, value:{x:15, y:15}},
offset: {type: &#x27;2f&#x27;, value:{x:0, y:0}},
mapDimensions: {type: &#x27;2f&#x27;, value:{x:1, y:1}},
dimensions: {type: &#x27;4f&#x27;, value:[0,0,0,0]},
// LightDir: {type: &#x27;f3&#x27;, value:[0, 1, 0]},
LightPos: {type: &#x27;3f&#x27;, value:[0, 1, 0]}
};
if(texture.baseTexture.hasLoaded)
{
this.uniforms.mapDimensions.value.x = texture.width;
this.uniforms.mapDimensions.value.y = texture.height;
}
else
{
this.boundLoadedFunction = this.onTextureLoaded.bind(this);
texture.baseTexture.on(&quot;loaded&quot;, this.boundLoadedFunction);
}
this.fragmentSrc = [
&quot;precision mediump float;&quot;,
&quot;varying vec2 vTextureCoord;&quot;,
&quot;varying float vColor;&quot;,
&quot;uniform sampler2D displacementMap;&quot;,
&quot;uniform sampler2D uSampler;&quot;,
&quot;uniform vec4 dimensions;&quot;,
&quot;const vec2 Resolution = vec2(1.0,1.0);&quot;, //resolution of screen
&quot;uniform vec3 LightPos;&quot;, //light position, normalized
&quot;const vec4 LightColor = vec4(1.0, 1.0, 1.0, 1.0);&quot;, //light RGBA -- alpha is intensity
&quot;const vec4 AmbientColor = vec4(1.0, 1.0, 1.0, 0.5);&quot;, //ambient RGBA -- alpha is intensity
&quot;const vec3 Falloff = vec3(0.0, 1.0, 0.2);&quot;, //attenuation coefficients
&quot;uniform vec3 LightDir;&quot;,//&quot; = vec3(1.0, 0.0, 1.0);&quot;,
&quot;uniform vec2 mapDimensions;&quot;,// = vec2(256.0, 256.0);&quot;,
&quot;void main(void) {&quot;,
&quot;vec2 mapCords = vTextureCoord.xy;&quot;,
&quot;vec4 color = texture2D(uSampler, vTextureCoord.st);&quot;,
&quot;vec3 nColor = texture2D(displacementMap, vTextureCoord.st).rgb;&quot;,
&quot;mapCords *= vec2(dimensions.x/512.0, dimensions.y/512.0);&quot;,
&quot;mapCords.y *= -1.0;&quot;,
&quot;mapCords.y += 1.0;&quot;,
//RGBA of our diffuse color
&quot;vec4 DiffuseColor = texture2D(uSampler, vTextureCoord);&quot;,
//RGB of our normal map
&quot;vec3 NormalMap = texture2D(displacementMap, mapCords).rgb;&quot;,
//The delta position of light
//&quot;vec3 LightDir = vec3(LightPos.xy - (gl_FragCoord.xy / Resolution.xy), LightPos.z);&quot;,
&quot;vec3 LightDir = vec3(LightPos.xy - (mapCords.xy), LightPos.z);&quot;,
//Correct for aspect ratio
//&quot;LightDir.x *= Resolution.x / Resolution.y;&quot;,
//Determine distance (used for attenuation) BEFORE we normalize our LightDir
&quot;float D = length(LightDir);&quot;,
//normalize our vectors
&quot;vec3 N = normalize(NormalMap * 2.0 - 1.0);&quot;,
&quot;vec3 L = normalize(LightDir);&quot;,
//Pre-multiply light color with intensity
//Then perform &quot;N dot L&quot; to determine our diffuse term
&quot;vec3 Diffuse = (LightColor.rgb * LightColor.a) * max(dot(N, L), 0.0);&quot;,
//pre-multiply ambient color with intensity
&quot;vec3 Ambient = AmbientColor.rgb * AmbientColor.a;&quot;,
//calculate attenuation
&quot;float Attenuation = 1.0 / ( Falloff.x + (Falloff.y*D) + (Falloff.z*D*D) );&quot;,
//the calculation which brings it all together
&quot;vec3 Intensity = Ambient + Diffuse * Attenuation;&quot;,
&quot;vec3 FinalColor = DiffuseColor.rgb * Intensity;&quot;,
&quot;gl_FragColor = vColor * vec4(FinalColor, DiffuseColor.a);&quot;,
//&quot;gl_FragColor = vec4(1.0, 0.0, 0.0, Attenuation);&quot;,//vColor * vec4(FinalColor, DiffuseColor.a);&quot;,
/*
// normalise color
&quot;vec3 normal = normalize(nColor * 2.0 - 1.0);&quot;,
&quot;vec3 deltaPos = vec3( (light.xy - gl_FragCoord.xy) / resolution.xy, light.z );&quot;,
&quot;float lambert = clamp(dot(normal, lightDir), 0.0, 1.0);&quot;,
&quot;float d = sqrt(dot(deltaPos, deltaPos));&quot;,
&quot;float att = 1.0 / ( attenuation.x + (attenuation.y*d) + (attenuation.z*d*d) );&quot;,
&quot;vec3 result = (ambientColor * ambientIntensity) + (lightColor.rgb * lambert) * att;&quot;,
&quot;result *= color.rgb;&quot;,
&quot;gl_FragColor = vec4(result, 1.0);&quot;,*/
&quot;}&quot;
];
}
/*
void main() {
//sample color &amp; normals from our textures
vec4 color = texture2D(u_texture, v_texCoords.st);
vec3 nColor = texture2D(u_normals, v_texCoords.st).rgb;
//some bump map programs will need the Y value flipped..
nColor.g = yInvert ? 1.0 - nColor.g : nColor.g;
//this is for debugging purposes, allowing us to lower the intensity of our bump map
vec3 nBase = vec3(0.5, 0.5, 1.0);
nColor = mix(nBase, nColor, strength);
//normals need to be converted to [-1.0, 1.0] range and normalized
vec3 normal = normalize(nColor * 2.0 - 1.0);
//here we do a simple distance calculation
vec3 deltaPos = vec3( (light.xy - gl_FragCoord.xy) / resolution.xy, light.z );
vec3 lightDir = normalize(deltaPos);
float lambert = useNormals ? clamp(dot(normal, lightDir), 0.0, 1.0) : 1.0;
//now let&#x27;s get a nice little falloff
float d = sqrt(dot(deltaPos, deltaPos));
float att = useShadow ? 1.0 / ( attenuation.x + (attenuation.y*d) + (attenuation.z*d*d) ) : 1.0;
vec3 result = (ambientColor * ambientIntensity) + (lightColor.rgb * lambert) * att;
result *= color.rgb;
gl_FragColor = v_color * vec4(result, color.a);
}
*/
PIXI.NormalMapFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.NormalMapFilter.prototype.constructor = PIXI.NormalMapFilter;
PIXI.NormalMapFilter.prototype.onTextureLoaded = function()
{
this.uniforms.mapDimensions.value.x = this.uniforms.displacementMap.value.width;
this.uniforms.mapDimensions.value.y = this.uniforms.displacementMap.value.height;
this.uniforms.displacementMap.value.baseTexture.off(&quot;loaded&quot;, this.boundLoadedFunction)
}
/**
* The texture used for the displacemtent map * must be power of 2 texture at the moment
*
* @property map
* @type Texture
*/
Object.defineProperty(PIXI.NormalMapFilter.prototype, &#x27;map&#x27;, {
get: function() {
return this.uniforms.displacementMap.value;
},
set: function(value) {
this.uniforms.displacementMap.value = value;
}
});
/**
* The multiplier used to scale the displacement result from the map calculation.
*
* @property scale
* @type Point
*/
Object.defineProperty(PIXI.NormalMapFilter.prototype, &#x27;scale&#x27;, {
get: function() {
return this.uniforms.scale.value;
},
set: function(value) {
this.uniforms.scale.value = value;
}
});
/**
* The offset used to move the displacement map.
*
* @property offset
* @type Point
*/
Object.defineProperty(PIXI.NormalMapFilter.prototype, &#x27;offset&#x27;, {
get: function() {
return this.uniforms.offset.value;
},
set: function(value) {
this.uniforms.offset.value = value;
}
});
</pre>
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<h1 class="file-heading">File: src/pixi/renderers/webgl/utils/FilterTexture.js</h1>
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<pre class="code prettyprint linenums">
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* @class FilterTexture
* @constructor
* @param gl {WebGLContext} the current WebGL drawing context
* @param width {Number} the horizontal range of the filter
* @param height {Number} the vertical range of the filter
* @private
*/
PIXI.FilterTexture = function(gl, width, height)
{
/**
* @property gl
* @type WebGLContext
*/
this.gl = gl;
// next time to create a frame buffer and texture
this.frameBuffer = gl.createFramebuffer();
this.texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer );
gl.bindFramebuffer(gl.FRAMEBUFFER, this.frameBuffer );
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.texture, 0);
this.resize(width, height);
};
/**
* Clears the filter texture
* @method clear
*/
PIXI.FilterTexture.prototype.clear = function()
{
var gl = this.gl;
gl.clearColor(0,0,0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
};
/**
* Resizes the texture to the specified width and height
*
* @method resize
* @param width {Number} the new width of the texture
* @param height {Number} the new height of the texture
*/
PIXI.FilterTexture.prototype.resize = function(width, height)
{
if(this.width === width &amp;&amp; this.height === height) return;
this.width = width;
this.height = height;
var gl = this.gl;
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
};
/**
* Destroys the filter texture
* @method destroy
*/
PIXI.FilterTexture.prototype.destroy = function()
{
var gl = this.gl;
gl.deleteFramebuffer( this.frameBuffer );
gl.deleteTexture( this.texture );
this.frameBuffer = null;
this.texture = null;
};
</pre>
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@ -14,7 +14,6 @@
</head> </head>
<body> <body>
<script> <script>
// create an new instance of a pixi stage // create an new instance of a pixi stage
var stage = new PIXI.Stage(0x66FF99); var stage = new PIXI.Stage(0x66FF99);
@ -43,7 +42,6 @@
stage.addChild(bunny); stage.addChild(bunny);
function animate() { function animate() {
requestAnimFrame(animate); requestAnimFrame(animate);
// just for fun, let's rotate mr rabbit a little // just for fun, let's rotate mr rabbit a little
@ -52,7 +50,6 @@
// render the stage // render the stage
renderer.render(stage); renderer.render(stage);
} }
</script> </script>
</body> </body>

View file

@ -1,7 +1,6 @@
<!DOCTYPE HTML> <!DOCTYPE HTML>
<html> <html>
<head> <head>
<!--<link href='http://fonts.googleapis.com/css?family=Snippet|Arvo:700italic|Podkova' rel='stylesheet' type='text/css'>-->
<title>pixi.js example 10 Text</title> <title>pixi.js example 10 Text</title>
<style> <style>
body { body {
@ -11,12 +10,10 @@
} }
</style> </style>
<script src="../../bin/pixi.dev.js"></script> <script src="../../bin/pixi.dev.js"></script>
</head> </head>
<body> <body>
<script> <script>
// Load them google fonts before starting...! // Load them google fonts before starting...!
WebFontConfig = { WebFontConfig = {
google: { google: {
@ -27,7 +24,6 @@
// do something // do something
init(); init();
} }
}; };
(function() { (function() {
var wf = document.createElement('script'); var wf = document.createElement('script');
@ -41,19 +37,19 @@
function runList(item) function runList(item)
{ {
console.log("_") console.log("_");
var safe = 0; var safe = 0;
var tmp = item; var tmp = item;
while(tmp._iNext) while(tmp._iNext)
{ {
safe++; safe++;
tmp = tmp._iNext; tmp = tmp._iNext;
console.log(tmp);//.childIndex); console.log(tmp);
if(safe > 100) if(safe > 100)
{ {
console.log("BREAK") console.log("BREAK");
break break;
} }
} }
} }
@ -68,15 +64,12 @@
// use callback // use callback
loader.onComplete = onAssetsLoaded; loader.onComplete = onAssetsLoaded;
// create an new instance of a pixi stage // create an new instance of a pixi stage
var stage = new PIXI.Stage(0x66FF99); var stage = new PIXI.Stage(0x66FF99);
// begin load // begin load
loader.load(); loader.load();
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" });
@ -86,12 +79,8 @@
runList(bitmapFontText); runList(bitmapFontText);
stage.addChild(bitmapFontText); stage.addChild(bitmapFontText);
} }
// add a shiny background... // add a shiny background...
var background = PIXI.Sprite.fromImage("textDemoBG.jpg"); var background = PIXI.Sprite.fromImage("textDemoBG.jpg");
stage.addChild(background); stage.addChild(background);
@ -101,8 +90,6 @@
// 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);
requestAnimFrame(animate);
// create some white text using the Snippet webfont // 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" }); var textSample = new PIXI.Text("Pixi.js can has\nmultiline text!", { font: "35px Snippet", fill: "white", align: "left" });
textSample.position.x = 20; textSample.position.x = 20;
@ -132,28 +119,11 @@
stage.removeAll(); stage.removeAll();
function animate() { function animate() {
// requestAnimFrame(animate);
// count++;
// if(count == 50)
// {
// count = 0;
// score++;
// // update the text...
// countingText.setText("COUNT 4EVAR: " + score);
// }
// // just for fun, let's rotate the text
// spinningText.rotation += 0.03;
// // render the stage
// renderer.render(stage);
} }
requestAnimFrame(animate);
} }
</script> </script>

View file

@ -10,7 +10,6 @@
} }
</style> </style>
<script src="../../bin/pixi.dev.js"></script> <script src="../../bin/pixi.dev.js"></script>
</head> </head>
<body> <body>
@ -82,7 +81,6 @@
// used for spinning! // used for spinning!
var count = 0; var count = 0;
requestAnimFrame(animate); requestAnimFrame(animate);
function animate() { function animate() {
@ -103,7 +101,6 @@
renderTexture = renderTexture2; renderTexture = renderTexture2;
renderTexture2 = temp; renderTexture2 = temp;
// set the new texture // set the new texture
outputSprite.setTexture(renderTexture); outputSprite.setTexture(renderTexture);

View file

@ -16,14 +16,11 @@
<body> <body>
<script> <script>
// create an new instance of a pixi stage // create an new instance of a pixi stage
var stage = new PIXI.Stage(0xFFFFFF, true); var stage = new PIXI.Stage(0xFFFFFF, true);
stage.setInteractive(true); stage.setInteractive(true);
var sprite = PIXI.Sprite.fromImage("spinObj_02.png");
var renderer = PIXI.autoDetectRenderer(620, 380); var renderer = PIXI.autoDetectRenderer(620, 380);
renderer.view.style.display = "block"; renderer.view.style.display = "block";
@ -33,7 +30,6 @@
var graphics = new PIXI.Graphics(); var graphics = new PIXI.Graphics();
// set a fill and line style // set a fill and line style
graphics.beginFill(0xFF3300); graphics.beginFill(0xFF3300);
graphics.lineStyle(10, 0xffd900, 1); graphics.lineStyle(10, 0xffd900, 1);
@ -74,7 +70,6 @@
graphics.moveTo(30,30); graphics.moveTo(30,30);
graphics.lineTo(600, 300); graphics.lineTo(600, 300);
stage.addChild(graphics); stage.addChild(graphics);
// let's create moving shape // let's create moving shape

View file

@ -109,7 +109,7 @@
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 masking on / off.", {font:"bold 12pt Arial", fill:"white"}); var help = new PIXI.Text("Click to turn masking on / off.", {font:"bold 12pt Arial", fill:"white"});
@ -120,7 +120,6 @@
requestAnimFrame(animate); requestAnimFrame(animate);
function animate() { function animate() {
bg.rotation += 0.01; bg.rotation += 0.01;
bgFront.rotation -= 0.01; bgFront.rotation -= 0.01;

View file

@ -14,7 +14,6 @@
</head> </head>
<body> <body>
<script> <script>
var renderer = PIXI.autoDetectRenderer(620, 380); var renderer = PIXI.autoDetectRenderer(620, 380);
// create an new instance of a pixi stage // create an new instance of a pixi stage
@ -34,7 +33,6 @@
0,0,1,0, 0,0,1,0,
0,0,0,1]; 0,0,0,1];
var filter = new PIXI.ColorMatrixFilter(); var filter = new PIXI.ColorMatrixFilter();
var container = new PIXI.DisplayObjectContainer(); var container = new PIXI.DisplayObjectContainer();
@ -61,13 +59,11 @@
panda.anchor.x = 0.5; panda.anchor.x = 0.5;
panda.anchor.y = 0.5; panda.anchor.y = 0.5;
container.addChild(panda); container.addChild(panda);
stage.addChild(container); stage.addChild(container);
// create a renderer instance // create a renderer instance
renderer.view.style.position = "absolute" renderer.view.style.position = "absolute"
renderer.view.style.width = window.innerWidth + "px"; renderer.view.style.width = window.innerWidth + "px";
renderer.view.style.height = window.innerHeight + "px"; renderer.view.style.height = window.innerHeight + "px";
@ -76,7 +72,6 @@
// add render view to DOM // add render view to DOM
document.body.appendChild(renderer.view); document.body.appendChild(renderer.view);
stage.filters = [filter]; stage.filters = [filter];
var count = 0; var count = 0;
@ -94,12 +89,9 @@
{ {
stage.filters = null; stage.filters = null;
} }
} }
/* // Add a pixi Logo!
* Add a pixi Logo!
*/
var logo = PIXI.Sprite.fromImage("../../logo_small.png"); var logo = PIXI.Sprite.fromImage("../../logo_small.png");
logo.anchor.x = 1; logo.anchor.x = 1;
@ -119,11 +111,7 @@
help.position.x = 10; help.position.x = 10;
stage.addChild(help); stage.addChild(help);
requestAnimFrame(animate);
function animate() { function animate() {
bg.rotation += 0.01; bg.rotation += 0.01;
bgFront.rotation -= 0.01; bgFront.rotation -= 0.01;
@ -143,12 +131,11 @@
colorMatrix[6] = Math.sin(count / 4); colorMatrix[6] = Math.sin(count / 4);
filter.matrix = colorMatrix; filter.matrix = colorMatrix;
renderer.render(stage); renderer.render(stage);
requestAnimFrame(animate); requestAnimFrame(animate);
} }
requestAnimFrame(animate);
</script> </script>
</body> </body>

View file

@ -13,11 +13,9 @@
<script src="../../bin/pixi.dev.js"></script> <script src="../../bin/pixi.dev.js"></script>
<script src="dat.gui.min.js"></script> <script src="dat.gui.min.js"></script>
<!-- <script src="pixi.js"></script> -->
</head> </head>
<body> <body>
<script> <script>
var renderer = PIXI.autoDetectRenderer(630, 410); var renderer = PIXI.autoDetectRenderer(630, 410);
renderer.view.style.position = "absolute" renderer.view.style.position = "absolute"
renderer.view.style.width = window.innerWidth + "px"; renderer.view.style.width = window.innerWidth + "px";
@ -29,11 +27,7 @@
// add render view to DOM // add render view to DOM
document.body.appendChild(renderer.view); document.body.appendChild(renderer.view);
var gui = new dat.GUI({ var gui = new dat.GUI({});
//height : 5 * 32 - 1,
//width : 350
});
//// ////
@ -253,7 +247,6 @@
fish.rotation = -fish.direction - Math.PI/2; fish.rotation = -fish.direction - Math.PI/2;
// wrap.. // wrap..
if(fish.position.x < bounds.x)fish.position.x += bounds.width; if(fish.position.x < bounds.x)fish.position.x += bounds.width;
if(fish.position.x > bounds.x + bounds.width)fish.position.x -= bounds.width if(fish.position.x > bounds.x + bounds.width)fish.position.x -= bounds.width
@ -262,11 +255,11 @@
} }
displacementFilter.offset.x = count * 10//blurAmount * 40; displacementFilter.offset.x = count * 10;
displacementFilter.offset.y = count * 10 displacementFilter.offset.y = count * 10;
overlay.tilePosition.x = count * -10//blurAmount * 40; overlay.tilePosition.x = count * -10;
overlay.tilePosition.y = count * -10 overlay.tilePosition.y = count * -10;
renderer.render(stage); renderer.render(stage);
requestAnimFrame( animate ); requestAnimFrame( animate );

View file

@ -2,7 +2,7 @@
<html> <html>
<head> <head>
<title>Pixi.js Blendmodes</title> <title>Pixi.js Blend Modes</title>
<style> <style>
body { body {
margin: 0; margin: 0;
@ -17,15 +17,12 @@
height: 100%; height: 100%;
} }
</style> </style>
<script src="pixi.js"></script>
<script src="../../bin/pixi.js"></script> <script src="../../bin/pixi.js"></script>
</head> </head>
<body> <body>
<script> <script>
var viewWidth = 630; var viewWidth = 630;
var viewHeight = 410; var viewHeight = 410;
@ -46,16 +43,12 @@
var pondFloorSprite = new PIXI.Sprite(pondFloorTexture); var pondFloorSprite = new PIXI.Sprite(pondFloorTexture);
stage.addChild(pondFloorSprite); stage.addChild(pondFloorSprite);
// create an array to store a refference to the dude in the pond // create an array to store a refference to the dude in the pond
var dudeArray = []; var dudeArray = [];
var totaldude = 20; var totaldude = 20;
for (var i = 0; i < totaldude; i++) for (var i = 0; i < totaldude; i++)
{ {
// create a new Sprite that uses the image name that we just generated as its source // create a new Sprite that uses the image name that we just generated as its source
var dude = PIXI.Sprite.fromImage("flowerTop.png"); var dude = PIXI.Sprite.fromImage("flowerTop.png");
@ -72,9 +65,9 @@
// time to add the dude to the pond container! // time to add the dude to the pond container!
stage.addChild(dude); stage.addChild(dude);
// create some extra properties that will control movement
dude.blendMode = PIXI.blendModes.ADD dude.blendMode = PIXI.blendModes.ADD
// create some extra properties that will control movement
// create a random direction in radians. This is a number between 0 and PI*2 which is the equivalent of 0 - 360 degrees // create a random direction in radians. This is a number between 0 and PI*2 which is the equivalent of 0 - 360 degrees
dude.direction = Math.random() * Math.PI * 2; dude.direction = Math.random() * Math.PI * 2;
@ -86,7 +79,6 @@
// finally we push the dude into the dudeArray so it it can be easily accessed later // finally we push the dude into the dudeArray so it it can be easily accessed later
dudeArray.push(dude); dudeArray.push(dude);
} }
// create a bounding box box for the little dudes // create a bounding box box for the little dudes
@ -97,11 +89,7 @@
viewWidth + dudeBoundsPadding * 2, viewWidth + dudeBoundsPadding * 2,
viewHeight + dudeBoundsPadding * 2); viewHeight + dudeBoundsPadding * 2);
var tick = 0; var tick = 0;
requestAnimationFrame(animate);
function animate() function animate()
{ {
// iterate through the dudes and update the positions // iterate through the dudes and update the positions
@ -114,25 +102,27 @@
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 there bounds..
if(dude.position.x < dudeBounds.x)dude.position.x += dudeBounds.width; if (dude.position.x < dudeBounds.x)
else if(dude.position.x > dudeBounds.x + dudeBounds.width)dude.position.x -= dudeBounds.width dude.position.x += dudeBounds.width;
else if (dude.position.x > dudeBounds.x + dudeBounds.width)
dude.position.x -= dudeBounds.width;
if(dude.position.y < dudeBounds.y)dude.position.y += dudeBounds.height; if (dude.position.y < dudeBounds.y)
else if(dude.position.y > dudeBounds.y + dudeBounds.height)dude.position.y -= dudeBounds.height dude.position.y += dudeBounds.height;
else if (dude.position.y > dudeBounds.y + dudeBounds.height)
dude.position.y -= dudeBounds.height;
} }
// increment the ticker // increment the ticker
tick += 0.1; tick += 0.1;
// time to render the stage ! // time to render the stage !
renderer.render(stage); renderer.render(stage);
// request another animation frame... // request another animation frame...
requestAnimationFrame(animate); requestAnimationFrame(animate);
} }
requestAnimationFrame(animate);
</script> </script>
</body> </body>

View file

@ -24,7 +24,6 @@
<body> <body>
<script> <script>
var viewWidth = 630; var viewWidth = 630;
var viewHeight = 410; var viewHeight = 410;
@ -45,10 +44,8 @@
var dudeArray = []; var dudeArray = [];
var totalDudes = 20; var totalDudes = 20;
for (var i = 0; i < totalDudes; i++) for (var i = 0; i < totalDudes; i++)
{ {
// create a new Sprite that uses the image name that we just generated as its source // create a new Sprite that uses the image name that we just generated as its source
var dude = PIXI.Sprite.fromImage("eggHead.png"); var dude = PIXI.Sprite.fromImage("eggHead.png");
@ -68,7 +65,6 @@
dude.tint = Math.random() * 0xFFFFFF; dude.tint = Math.random() * 0xFFFFFF;
// create some extra properties that will control movement // create some extra properties that will control movement
// create a random direction in radians. This is a number between 0 and PI*2 which is the equivalent of 0 - 360 degrees // create a random direction in radians. This is a number between 0 and PI*2 which is the equivalent of 0 - 360 degrees
dude.direction = Math.random() * Math.PI * 2; dude.direction = Math.random() * Math.PI * 2;
@ -80,7 +76,6 @@
// finally we push the dude into the dudeArray so it it can be easily accessed later // finally we push the dude into the dudeArray so it it can be easily accessed later
dudeArray.push(dude); dudeArray.push(dude);
} }
// create a bounding box box for the little dudes // create a bounding box box for the little dudes
@ -90,7 +85,6 @@
viewWidth + dudeBoundsPadding * 2, viewWidth + dudeBoundsPadding * 2,
viewHeight + dudeBoundsPadding * 2); viewHeight + dudeBoundsPadding * 2);
var tick = 0; var tick = 0;
requestAnimationFrame(animate); requestAnimationFrame(animate);
@ -106,25 +100,26 @@
dude.rotation = -dude.direction - Math.PI / 2; dude.rotation = -dude.direction - Math.PI / 2;
// wrap the dudes by testing their 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)
else if(dude.position.x > dudeBounds.x + dudeBounds.width)dude.position.x -= dudeBounds.width dude.position.x += dudeBounds.width;
else if (dude.position.x > dudeBounds.x + dudeBounds.width)
dude.position.x -= dudeBounds.width;
if(dude.position.y < dudeBounds.y)dude.position.y += dudeBounds.height; if (dude.position.y < dudeBounds.y)
else if(dude.position.y > dudeBounds.y + dudeBounds.height)dude.position.y -= dudeBounds.height dude.position.y += dudeBounds.height;
else if (dude.position.y > dudeBounds.y + dudeBounds.height)
dude.position.y -= dudeBounds.height;
} }
// increment the ticker // increment the ticker
tick += 0.1; tick += 0.1;
// time to render the state! // time to render the state!
renderer.render(stage); renderer.render(stage);
// request another animation frame.. // request another animation frame..
requestAnimationFrame(animate); requestAnimationFrame(animate);
} }
</script> </script>
</body> </body>

View file

@ -18,15 +18,12 @@
} }
</style> </style>
<script src="pixi.js"></script>
<script src="../../bin/pixi.dev.js"></script> <script src="../../bin/pixi.dev.js"></script>
</head> </head>
<body> <body>
<script> <script>
var viewWidth = 800; var viewWidth = 800;
var viewHeight = 600; var viewHeight = 600;
@ -40,29 +37,21 @@
// create an new instance of a pixi stage // create an new instance of a pixi stage
var stage = new PIXI.Stage(0xFFFFFF); var stage = new PIXI.Stage(0xFFFFFF);
var particles = new PIXI.SpriteBatch(PIXI.Texture.fromImage("eggHead.png")); var sprites = new PIXI.SpriteBatch();
stage.addChild(sprites);
stage.addChild(particles);
var tints = [0xFFFFFF, 0xFFFBEE, 0xFFEEEE, 0xFADEED, 0xE8D4CD];
// create an array to store a refference to the fish in the pond // create an array to store a refference to the fish in the pond
var dudeArray = []; var dudeArray = [];
var totalDudes = renderer instanceof PIXI.WebGLRenderer ? 10000 : 100//.view.className = "rendererView"; var totalDudes = renderer instanceof PIXI.WebGLRenderer ? 10000 : 100;
var tints = [0xFFFFFF,
0xfffbee,
0xffeeee,
0xfadeed,
0xe8d4cd];
for (var i = 0; i < totalDudes; i++) for (var i = 0; i < totalDudes; i++)
{ {
// create a new Sprite that uses the image name that we just generated as its source // create a new Sprite that uses the image name that we just generated as its source
var dude = PIXI.Sprite.fromImage("tinyMaggot.png"); var dude = PIXI.Sprite.fromImage("tinyMaggot.png");
dude.tint = Math.random() * 0xe8d4cd; dude.tint = Math.random() * 0xE8D4CD;
// set the anchor point so the the dude texture is centerd on the sprite // set the anchor point so the the dude texture is centerd on the sprite
dude.anchor.x = dude.anchor.y = 0.5; dude.anchor.x = dude.anchor.y = 0.5;
@ -75,11 +64,8 @@
dude.y = Math.random() * viewHeight; dude.y = Math.random() * viewHeight;
// create some extra properties that will control movement // create some extra properties that will control movement
dude.tint = Math.random() * 0x808080; dude.tint = Math.random() * 0x808080;
//dude.tint = i > 3000 ? 0x977d76 : tints[i % tints.length];//Math.random() * 0xFFFFFF;
// create a random direction in radians. This is a number between 0 and PI*2 which is the equivalent of 0 - 360 degrees // create a random direction in radians. This is a number between 0 and PI*2 which is the equivalent of 0 - 360 degrees
dude.direction = Math.random() * Math.PI * 2; dude.direction = Math.random() * Math.PI * 2;
@ -90,10 +76,11 @@
dude.speed = (2 + Math.random() * 2) * 0.2; dude.speed = (2 + Math.random() * 2) * 0.2;
dude.offset = Math.random() * 100; dude.offset = Math.random() * 100;
// finally we push the dude into the dudeArray so it it can be easily accessed later // finally we push the dude into the dudeArray so it it can be easily accessed later
dudeArray.push(dude); dudeArray.push(dude);
particles.addChild(dude); sprites.addChild(dude);
} }
// create a bounding box box for the little dudes // create a bounding box box for the little dudes
@ -103,13 +90,10 @@
viewWidth + dudeBoundsPadding * 2, viewWidth + dudeBoundsPadding * 2,
viewHeight + dudeBoundsPadding * 2); viewHeight + dudeBoundsPadding * 2);
var tick = 0; var tick = 0;
requestAnimationFrame(animate);
function animate() function animate()
{ {
// iterate through the dude and update the positiond // iterate through the dude and update the position
for (var i = 0; i < dudeArray.length; i++) for (var i = 0; i < dudeArray.length; i++)
{ {
var dude = dudeArray[i]; var dude = dudeArray[i];
@ -119,20 +103,21 @@
dude.position.y += Math.cos(dude.direction) * (dude.speed * dude.scale.y); dude.position.y += Math.cos(dude.direction) * (dude.speed * dude.scale.y);
dude.rotation = -dude.direction + Math.PI; dude.rotation = -dude.direction + Math.PI;
// wrap the dudes by testing their 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)
else if(dude.position.x > dudeBounds.x + dudeBounds.width)dude.position.x -= dudeBounds.width dude.position.x += dudeBounds.width;
else if (dude.position.x > dudeBounds.x + dudeBounds.width)
dude.position.x -= dudeBounds.width;
if(dude.position.y < dudeBounds.y)dude.position.y += dudeBounds.height; if (dude.position.y < dudeBounds.y)
else if(dude.position.y > dudeBounds.y + dudeBounds.height)dude.position.y -= dudeBounds.height dude.position.y += dudeBounds.height;
else if (dude.position.y > dudeBounds.y + dudeBounds.height)
dude.position.y -= dudeBounds.height;
} }
// increment the ticker // increment the ticker
tick += 0.1; tick += 0.1;
// time to render the stage ! // time to render the stage !
renderer.render(stage); renderer.render(stage);
@ -140,6 +125,7 @@
requestAnimationFrame(animate); requestAnimationFrame(animate);
} }
requestAnimationFrame(animate);
</script> </script>
</body> </body>

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@ -0,0 +1,231 @@
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
*
* The NormalMapFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object.
* You can use this filter to apply all manor of crazy warping effects
* Currently the r property of the texture is used offset the x and the g propery of the texture is used to offset the y.
* @class NormalMapFilter
* @contructor
* @param texture {Texture} The texture used for the displacemtent map * must be power of 2 texture at the moment
*/
PIXI.NormalMapFilter = function(texture)
{
PIXI.AbstractFilter.call( this );
this.passes = [this];
//texture.baseTexture._powerOf2 = true;
// set the uniforms
//console.log()
this.uniforms = {
displacementMap: {type: 'sampler2D', value:texture},
scale: {type: '2f', value:{x:15, y:15}},
offset: {type: '2f', value:{x:0, y:0}},
mapDimensions: {type: '2f', value:{x:1, y:1}},
zoomScale: {type: '2f', value:{x:1, y:1}},
dimensions: {type: '4fv', value:[0,0,0,0]},
// LightDir: {type: 'f3', value:[0, 1, 0]},
LightPos: {type: '3fv', value:[0, 1, 0]}
};
if(texture.baseTexture.hasLoaded)
{
this.uniforms.mapDimensions.value.x = texture.width;
this.uniforms.mapDimensions.value.y = texture.height;
}
else
{
this.boundLoadedFunction = this.onTextureLoaded.bind(this);
texture.baseTexture.on("loaded", this.boundLoadedFunction);
}
this.fragmentSrc = [
"precision mediump float;",
"varying vec2 vTextureCoord;",
"varying vec4 vColor;",
"uniform sampler2D displacementMap;",
"uniform sampler2D uSampler;",
"uniform vec4 dimensions;",
"const vec2 Resolution = vec2(1.0,1.0);", //resolution of screen
"uniform vec3 LightPos;", //light position, normalized
"const vec4 LightColor = vec4(1.0, 1.0, 1.0, 1.0);", //light RGBA -- alpha is intensity
"const vec4 AmbientColor = vec4(1.0, 1.0, 1.0, 0.9);", //ambient RGBA -- alpha is intensity
"const vec3 Falloff = vec3(0.0, 0.3, 0.4);", //attenuation coefficients
"uniform vec3 LightDir;",//" = vec3(1.0, 0.0, 1.0);",
"uniform vec2 mapDimensions;",// = vec2(256.0, 256.0);",
"uniform vec2 zoomScale;",
"void main(void) {",
"vec2 mapCords = vTextureCoord.xy;",
"vec4 color = texture2D(uSampler, vTextureCoord.st);",
"vec3 nColor = texture2D(displacementMap, vTextureCoord.st).rgb;",
//427×60
"mapCords *= dimensions.xy/mapDimensions;",
"mapCords /= zoomScale;",
"mapCords.y *= -1.0;",
"mapCords.y += 1.0;",
//RGBA of our diffuse color
"vec4 DiffuseColor = texture2D(uSampler, vTextureCoord);",
//"vec4 DiffuseColor = vec4(1.0, 0.0, 1.0, 1.0);",
//RGB of our normal map
"vec3 NormalMap = texture2D(displacementMap, mapCords).rgb;",
//"LightPos /= mapDimensions;",
//The delta position of light
//"vec3 LightDir = vec3(LightPos.xy - (gl_FragCoord.xy / Resolution.xy), LightPos.z);",
"vec3 LightDir = vec3((LightPos.xy/mapDimensions) - (mapCords.xy), LightPos.z);",
//Correct for aspect ratio
//"LightDir.x *= Resolution.x / Resolution.y;",
//Determine distance (used for attenuation) BEFORE we normalize our LightDir
"float D = length(LightDir);",
//normalize our vectors
"vec3 N = normalize(NormalMap * 2.0 - 1.0);",
"vec3 L = normalize(LightDir);",
//Pre-multiply light color with intensity
//Then perform "N dot L" to determine our diffuse term
"vec3 Diffuse = (LightColor.rgb * LightColor.a) * max(dot(N, L), 0.0);",
//pre-multiply ambient color with intensity
"vec3 Ambient = AmbientColor.rgb * AmbientColor.a;",
//calculate attenuation
"float Attenuation = 1.0 / ( Falloff.x + (Falloff.y*D) + (Falloff.z*D*D) );",
//" Attenuation *=0.2;",
" Attenuation = min(Attenuation, 1.0);",
//the calculation which brings it all together
"vec3 Intensity = Ambient + Diffuse * Attenuation;",
"vec3 FinalColor = DiffuseColor.rgb * Intensity * 0.5;",
// "FinalColor = mix(FinalColor, vColor.rgb, 1.0);",
"gl_FragColor = vColor * vec4(FinalColor, DiffuseColor.a);",
// "gl_FragColor = vec4(NormalMap, 1.0);",//vColor * vec4(FinalColor, DiffuseColor.a);",
/*
// normalise color
"vec3 normal = normalize(nColor * 2.0 - 1.0);",
"vec3 deltaPos = vec3( (light.xy - gl_FragCoord.xy) / resolution.xy, light.z );",
"float lambert = clamp(dot(normal, lightDir), 0.0, 1.0);",
"float d = sqrt(dot(deltaPos, deltaPos));",
"float att = 1.0 / ( attenuation.x + (attenuation.y*d) + (attenuation.z*d*d) );",
"vec3 result = (ambientColor * ambientIntensity) + (lightColor.rgb * lambert) * att;",
"result *= color.rgb;",
"gl_FragColor = vec4(result, 1.0);",*/
"}"
];
}
/*
void main() {
//sample color & normals from our textures
vec4 color = texture2D(u_texture, v_texCoords.st);
vec3 nColor = texture2D(u_normals, v_texCoords.st).rgb;
//some bump map programs will need the Y value flipped..
nColor.g = yInvert ? 1.0 - nColor.g : nColor.g;
//this is for debugging purposes, allowing us to lower the intensity of our bump map
vec3 nBase = vec3(0.5, 0.5, 1.0);
nColor = mix(nBase, nColor, strength);
//normals need to be converted to [-1.0, 1.0] range and normalized
vec3 normal = normalize(nColor * 2.0 - 1.0);
//here we do a simple distance calculation
vec3 deltaPos = vec3( (light.xy - gl_FragCoord.xy) / resolution.xy, light.z );
vec3 lightDir = normalize(deltaPos);
float lambert = useNormals ? clamp(dot(normal, lightDir), 0.0, 1.0) : 1.0;
//now let's get a nice little falloff
float d = sqrt(dot(deltaPos, deltaPos));
float att = useShadow ? 1.0 / ( attenuation.x + (attenuation.y*d) + (attenuation.z*d*d) ) : 1.0;
vec3 result = (ambientColor * ambientIntensity) + (lightColor.rgb * lambert) * att;
result *= color.rgb;
gl_FragColor = v_color * vec4(result, color.a);
}
*/
PIXI.NormalMapFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.NormalMapFilter.prototype.constructor = PIXI.NormalMapFilter;
PIXI.NormalMapFilter.prototype.onTextureLoaded = function()
{
this.uniforms.mapDimensions.value.x = this.uniforms.displacementMap.value.width;
this.uniforms.mapDimensions.value.y = this.uniforms.displacementMap.value.height;
this.uniforms.displacementMap.value.baseTexture.off("loaded", this.boundLoadedFunction)
}
/**
* The texture used for the displacemtent map * must be power of 2 texture at the moment
*
* @property map
* @type Texture
*/
Object.defineProperty(PIXI.NormalMapFilter.prototype, 'map', {
get: function() {
return this.uniforms.displacementMap.value;
},
set: function(value) {
this.uniforms.displacementMap.value = value;
}
});
/**
* The multiplier used to scale the displacement result from the map calculation.
*
* @property scale
* @type Point
*/
Object.defineProperty(PIXI.NormalMapFilter.prototype, 'scale', {
get: function() {
return this.uniforms.scale.value;
},
set: function(value) {
this.uniforms.scale.value = value;
}
});
/**
* The offset used to move the displacement map.
*
* @property offset
* @type Point
*/
Object.defineProperty(PIXI.NormalMapFilter.prototype, 'offset', {
get: function() {
return this.uniforms.offset.value;
},
set: function(value) {
this.uniforms.offset.value = value;
}
});

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@ -0,0 +1,225 @@
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
*
* The NormalMapFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object.
* You can use this filter to apply all manor of crazy warping effects
* Currently the r property of the texture is used offset the x and the g propery of the texture is used to offset the y.
* @class NormalMapFilter
* @contructor
* @param texture {Texture} The texture used for the displacemtent map * must be power of 2 texture at the moment
*/
PIXI.NormalMapFilter = function(texture)
{
PIXI.AbstractFilter.call( this );
this.passes = [this];
texture.baseTexture._powerOf2 = true;
// set the uniforms
//console.log()
this.uniforms = {
displacementMap: {type: 'sampler2D', value:texture},
scale: {type: '2f', value:{x:15, y:15}},
offset: {type: '2f', value:{x:0, y:0}},
mapDimensions: {type: '2f', value:{x:1, y:1}},
dimensions: {type: '4f', value:[0,0,0,0]},
// LightDir: {type: 'f3', value:[0, 1, 0]},
LightPos: {type: '3f', value:[0, 1, 0]}
};
if(texture.baseTexture.hasLoaded)
{
this.uniforms.mapDimensions.value.x = texture.width;
this.uniforms.mapDimensions.value.y = texture.height;
}
else
{
this.boundLoadedFunction = this.onTextureLoaded.bind(this);
texture.baseTexture.on("loaded", this.boundLoadedFunction);
}
this.fragmentSrc = [
"precision mediump float;",
"varying vec2 vTextureCoord;",
"varying float vColor;",
"uniform sampler2D displacementMap;",
"uniform sampler2D uSampler;",
"uniform vec4 dimensions;",
"const vec2 Resolution = vec2(1.0,1.0);", //resolution of screen
"uniform vec3 LightPos;", //light position, normalized
"const vec4 LightColor = vec4(1.0, 1.0, 1.0, 1.0);", //light RGBA -- alpha is intensity
"const vec4 AmbientColor = vec4(1.0, 1.0, 1.0, 0.5);", //ambient RGBA -- alpha is intensity
"const vec3 Falloff = vec3(0.0, 1.0, 0.2);", //attenuation coefficients
"uniform vec3 LightDir;",//" = vec3(1.0, 0.0, 1.0);",
"uniform vec2 mapDimensions;",// = vec2(256.0, 256.0);",
"void main(void) {",
"vec2 mapCords = vTextureCoord.xy;",
"vec4 color = texture2D(uSampler, vTextureCoord.st);",
"vec3 nColor = texture2D(displacementMap, vTextureCoord.st).rgb;",
"mapCords *= vec2(dimensions.x/512.0, dimensions.y/512.0);",
"mapCords.y *= -1.0;",
"mapCords.y += 1.0;",
//RGBA of our diffuse color
"vec4 DiffuseColor = texture2D(uSampler, vTextureCoord);",
//RGB of our normal map
"vec3 NormalMap = texture2D(displacementMap, mapCords).rgb;",
//The delta position of light
//"vec3 LightDir = vec3(LightPos.xy - (gl_FragCoord.xy / Resolution.xy), LightPos.z);",
"vec3 LightDir = vec3(LightPos.xy - (mapCords.xy), LightPos.z);",
//Correct for aspect ratio
//"LightDir.x *= Resolution.x / Resolution.y;",
//Determine distance (used for attenuation) BEFORE we normalize our LightDir
"float D = length(LightDir);",
//normalize our vectors
"vec3 N = normalize(NormalMap * 2.0 - 1.0);",
"vec3 L = normalize(LightDir);",
//Pre-multiply light color with intensity
//Then perform "N dot L" to determine our diffuse term
"vec3 Diffuse = (LightColor.rgb * LightColor.a) * max(dot(N, L), 0.0);",
//pre-multiply ambient color with intensity
"vec3 Ambient = AmbientColor.rgb * AmbientColor.a;",
//calculate attenuation
"float Attenuation = 1.0 / ( Falloff.x + (Falloff.y*D) + (Falloff.z*D*D) );",
//the calculation which brings it all together
"vec3 Intensity = Ambient + Diffuse * Attenuation;",
"vec3 FinalColor = DiffuseColor.rgb * Intensity;",
"gl_FragColor = vColor * vec4(FinalColor, DiffuseColor.a);",
//"gl_FragColor = vec4(1.0, 0.0, 0.0, Attenuation);",//vColor * vec4(FinalColor, DiffuseColor.a);",
/*
// normalise color
"vec3 normal = normalize(nColor * 2.0 - 1.0);",
"vec3 deltaPos = vec3( (light.xy - gl_FragCoord.xy) / resolution.xy, light.z );",
"float lambert = clamp(dot(normal, lightDir), 0.0, 1.0);",
"float d = sqrt(dot(deltaPos, deltaPos));",
"float att = 1.0 / ( attenuation.x + (attenuation.y*d) + (attenuation.z*d*d) );",
"vec3 result = (ambientColor * ambientIntensity) + (lightColor.rgb * lambert) * att;",
"result *= color.rgb;",
"gl_FragColor = vec4(result, 1.0);",*/
"}"
];
}
/*
void main() {
//sample color & normals from our textures
vec4 color = texture2D(u_texture, v_texCoords.st);
vec3 nColor = texture2D(u_normals, v_texCoords.st).rgb;
//some bump map programs will need the Y value flipped..
nColor.g = yInvert ? 1.0 - nColor.g : nColor.g;
//this is for debugging purposes, allowing us to lower the intensity of our bump map
vec3 nBase = vec3(0.5, 0.5, 1.0);
nColor = mix(nBase, nColor, strength);
//normals need to be converted to [-1.0, 1.0] range and normalized
vec3 normal = normalize(nColor * 2.0 - 1.0);
//here we do a simple distance calculation
vec3 deltaPos = vec3( (light.xy - gl_FragCoord.xy) / resolution.xy, light.z );
vec3 lightDir = normalize(deltaPos);
float lambert = useNormals ? clamp(dot(normal, lightDir), 0.0, 1.0) : 1.0;
//now let's get a nice little falloff
float d = sqrt(dot(deltaPos, deltaPos));
float att = useShadow ? 1.0 / ( attenuation.x + (attenuation.y*d) + (attenuation.z*d*d) ) : 1.0;
vec3 result = (ambientColor * ambientIntensity) + (lightColor.rgb * lambert) * att;
result *= color.rgb;
gl_FragColor = v_color * vec4(result, color.a);
}
*/
PIXI.NormalMapFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.NormalMapFilter.prototype.constructor = PIXI.NormalMapFilter;
PIXI.NormalMapFilter.prototype.onTextureLoaded = function()
{
this.uniforms.mapDimensions.value.x = this.uniforms.displacementMap.value.width;
this.uniforms.mapDimensions.value.y = this.uniforms.displacementMap.value.height;
this.uniforms.displacementMap.value.baseTexture.off("loaded", this.boundLoadedFunction)
}
/**
* The texture used for the displacemtent map * must be power of 2 texture at the moment
*
* @property map
* @type Texture
*/
Object.defineProperty(PIXI.NormalMapFilter.prototype, 'map', {
get: function() {
return this.uniforms.displacementMap.value;
},
set: function(value) {
this.uniforms.displacementMap.value = value;
}
});
/**
* The multiplier used to scale the displacement result from the map calculation.
*
* @property scale
* @type Point
*/
Object.defineProperty(PIXI.NormalMapFilter.prototype, 'scale', {
get: function() {
return this.uniforms.scale.value;
},
set: function(value) {
this.uniforms.scale.value = value;
}
});
/**
* The offset used to move the displacement map.
*
* @property offset
* @type Point
*/
Object.defineProperty(PIXI.NormalMapFilter.prototype, 'offset', {
get: function() {
return this.uniforms.offset.value;
},
set: function(value) {
this.uniforms.offset.value = value;
}
});

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@ -0,0 +1,84 @@
<!DOCTYPE HTML>
<html>
<head>
<title>Sprite Batch</title>
<style>
body {
margin: 0;
padding: 0;
background-color: #000000;
}
.rendererView {
position: absolute;
display: block;
width: 100%;
height: 100%;
}
</style>
<script src="pixi.js"></script>
<script src="../../bin/pixi.dev.js"></script>
<script src="NormalMapFilter.js"></script>
</head>
<body>
<script>
var viewWidth = 500;
var viewHeight = 500;
// Create a pixi renderer
var renderer = PIXI.autoDetectRenderer(viewWidth, viewHeight);
//renderer.view.className = "rendererView";
// add render view to DOM
document.body.appendChild(renderer.view);
// create an new instance of a pixi stage
var stage = new PIXI.Stage(0xFFFFFF);
// create a background texture
var pondFloorTexture = PIXI.Texture.fromImage("1223-normal.jpg");
// create a new background sprite
// var pondFloorSprite = new PIXI.Sprite(pondFloorTexture);
//stage.addChild(pondFloorSprite);
var filter = new PIXI.NormalMapFilter(pondFloorTexture);
var sprite = PIXI.Sprite.fromImage("heineken-names-small-30262.jpg");//(pondFloorTexture);
sprite.filters = [filter];
stage.addChild(sprite);
var tick = 0;
requestAnimationFrame(animate);
function animate()
{
// increment the ticker
tick += 0.1;
var mouse = stage.interactionManager.mouse
//console.log(stage.interactionManager.mouse);
filter.uniforms.LightPos.value[0] = mouse.global.x;
filter.uniforms.LightPos.value[1] = mouse.global.y;
// time to render the state!
renderer.render(stage);
// request another animation frame..
requestAnimationFrame( animate );
}
</script>
</body>
</html>

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@ -13,7 +13,6 @@
</head> </head>
<body> <body>
<script> <script>
// create an array of assets to load // create an array of assets to load
var assetsToLoader = [ "SpriteSheet.json"]; var assetsToLoader = [ "SpriteSheet.json"];
@ -36,8 +35,7 @@
var stage = new PIXI.Stage(0xFFFFFF); var stage = new PIXI.Stage(0xFFFFFF);
// create a renderer instance. // create a renderer instance.
renderer = PIXI.autoDetectRenderer(800, 600); var renderer = PIXI.autoDetectRenderer(800, 600);
//renderer = new PIXI.CanvasRenderer(800, 600);
// 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);
@ -51,15 +49,14 @@
function onAssetsLoaded() function onAssetsLoaded()
{ {
// create a texture from an image path // add a bunch of aliens with textures from image paths
// add a bunch of aliens
for (var i = 0; i < 100; i++) for (var i = 0; i < 100; i++)
{ {
var frameName = alienFrames[i % 4]; var frameName = alienFrames[i % 4];
// create an alien using the frame name.. // create an alien using the frame name..
var alien = PIXI.Sprite.fromFrame(frameName); var alien = PIXI.Sprite.fromFrame(frameName);
alien.tint = Math.random() * 0xFFFFFF//0xFF0000; alien.tint = Math.random() * 0xFFFFFF;
/* /*
* fun fact for the day :) * fun fact for the day :)
@ -67,7 +64,6 @@
* var texture = PIXI.Texture.fromFrame(frameName); * var texture = PIXI.Texture.fromFrame(frameName);
* var alien = new PIXI.Sprite(texture); * var alien = new PIXI.Sprite(texture);
*/ */
alien.position.x = Math.random() * 800 - 400; alien.position.x = Math.random() * 800 - 400;
alien.position.y = Math.random() * 600 - 300; alien.position.y = Math.random() * 600 - 300;
alien.anchor.x = 0.5; alien.anchor.x = 0.5;
@ -78,14 +74,9 @@
// start animating // start animating
requestAnimFrame(animate); requestAnimFrame(animate);
} }
function animate() { function animate() {
requestAnimFrame(animate);
// just for fun, lets rotate mr rabbit a little // just for fun, lets rotate mr rabbit a little
for (var i = 0; i < 100; i++) for (var i = 0; i < 100; i++)
{ {
@ -94,14 +85,16 @@
} }
count += 0.01; count += 0.01;
alienContainer.scale.x = Math.sin(count) alienContainer.scale.x = Math.sin(count);
alienContainer.scale.y = Math.sin(count) alienContainer.scale.y = Math.sin(count);
alienContainer.rotation += 0.01;
alienContainer.rotation += 0.01
// render the stage // render the stage
renderer.render(stage); renderer.render(stage);
}
requestAnimFrame(animate);
}
</script> </script>
</body> </body>

View file

@ -13,7 +13,6 @@
</head> </head>
<body> <body>
<script> <script>
// create an array of assets to load // create an array of assets to load
var assetsToLoader = [ "fighter.json"]; var assetsToLoader = [ "fighter.json"];
@ -29,7 +28,6 @@
// holder to store aliens // holder to store aliens
var aliens = []; var aliens = [];
var count = 0; var count = 0;
// create an new instance of a pixi stage // create an new instance of a pixi stage
@ -37,7 +35,6 @@
// create a renderer instance. // create a renderer instance.
renderer = PIXI.autoDetectRenderer(800, 600); renderer = PIXI.autoDetectRenderer(800, 600);
//renderer = new PIXI.CanvasRenderer(800, 600);
// 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);
@ -53,15 +50,11 @@
{ {
// create a texture from an image path // create a texture from an image path
// add a bunch of aliens // add a bunch of aliens
var frames = []; var frames = [];
for (var i = 0; i < 30; i++) { for (var i = 0; i < 30; i++) {
var val = i < 10 ? "0" + i : i; var val = i < 10 ? "0" + i : i;
frames.push(PIXI.Texture.fromFrame("rollSequence00" + val + ".png")); frames.push(PIXI.Texture.fromFrame("rollSequence00" + val + ".png"));
}; };
movie = new PIXI.MovieClip(frames); movie = new PIXI.MovieClip(frames);
@ -69,25 +62,23 @@
movie.position.x = 300; movie.position.x = 300;
movie.position.y = 300; movie.position.y = 300;
movie.anchor.x = movie.anchor.y = 0.5//1; movie.anchor.x = movie.anchor.y = 0.5;
movie.play(); movie.play();
movie.animationSpeed = 0.5; movie.animationSpeed = 0.5;
stage.addChild(movie); stage.addChild(movie);
// start animating // start animating
requestAnimFrame(animate); requestAnimFrame(animate);
} }
function animate() { function animate() {
requestAnimFrame( animate );
movie.rotation += 0.01; movie.rotation += 0.01;
// render the stage // render the stage
renderer.render(stage); renderer.render(stage);
}
requestAnimFrame(animate);
}
</script> </script>
</body> </body>

View file

@ -13,7 +13,6 @@
</head> </head>
<body> <body>
<script> <script>
// create an array of assets to load // create an array of assets to load
var assetsToLoader = [ "SpriteSheet.json"]; var assetsToLoader = [ "SpriteSheet.json"];
@ -26,14 +25,13 @@
//begin load //begin load
loader.load(); loader.load();
// holder to store aliens // holder to store aliens
var explosions = []; var explosions = [];
var count = 0; var count = 0;
// create an new instance of a pixi stage // create an new instance of a pixi stage
var stage = new PIXI.Stage(0xFFFFFF);; var stage = new PIXI.Stage(0xFFFFFF);
// create a renderer instance. // create a renderer instance.
renderer = PIXI.autoDetectRenderer(800, 600); renderer = PIXI.autoDetectRenderer(800, 600);
@ -52,21 +50,18 @@
explosionTextures.push(texture); 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 // create an explosion MovieClip
var explosion = new PIXI.MovieClip(explosionTextures); var explosion = new PIXI.MovieClip(explosionTextures);
explosion.position.x = Math.random() * 800; explosion.position.x = Math.random() * 800;
explosion.position.y = Math.random() * 600; explosion.position.y = Math.random() * 600;
explosion.anchor.x = 0.5; explosion.anchor.x = 0.5;
explosion.anchor.y = 0.5; explosion.anchor.y = 0.5;
explosion.rotation = Math.random() * Math.PI; explosion.rotation = Math.random() * Math.PI;
explosion.scale.x = explosion.scale.y = 0.75 + Math.random() * 0.5 explosion.scale.x = explosion.scale.y = 0.75 + Math.random() * 0.5;
explosion.gotoAndPlay(Math.random() * 27); explosion.gotoAndPlay(Math.random() * 27);
@ -75,17 +70,13 @@
// start animating // start animating
requestAnimFrame( animate ); requestAnimFrame( animate );
} }
function animate() { function animate() {
renderer.render(stage);
requestAnimFrame(animate); requestAnimFrame(animate);
renderer.render(stage);
} }
</script> </script>
</body> </body>

View file

@ -16,7 +16,6 @@
<div id="sx">SX: 0<br />SY: 0</div> <div id="sx">SX: 0<br />SY: 0</div>
<script> <script>
$(window).resize(resize) $(window).resize(resize)
window.onorientationchange = resize; window.onorientationchange = resize;
@ -31,14 +30,13 @@
var slideX = w / 2; var slideX = w / 2;
var slideY = h / 2; var slideY = h / 2;
var stars = []; var stars = [];
var renderer;
var stage;
function start() { function start() {
var ballTexture = new PIXI.Texture.fromImage("assets/bubble_32x32.png"); var ballTexture = new PIXI.Texture.fromImage("assets/bubble_32x32.png");
renderer = PIXI.autoDetectRenderer(w, h); renderer = PIXI.autoDetectRenderer(w, h);
stage = new PIXI.Stage();
stage = new PIXI.Stage;
document.body.appendChild(renderer.view); document.body.appendChild(renderer.view);
@ -62,15 +60,12 @@
resize(); resize();
requestAnimFrame(update); requestAnimFrame(update);
} }
function newWave () { function newWave () {
sx = 1.0 + (Math.random() / 20); sx = 1.0 + (Math.random() / 20);
sy = 1.0 + (Math.random() / 20); sy = 1.0 + (Math.random() / 20);
document.getElementById('sx').innerHTML = 'SX: ' + sx + '<br />SY: ' + sy; document.getElementById('sx').innerHTML = 'SX: ' + sx + '<br />SY: ' + sy;
} }
function resize() function resize()
@ -116,7 +111,6 @@
requestAnimFrame(update); requestAnimFrame(update);
} }
</script> </script>
</body> </body>

View file

@ -14,7 +14,6 @@
<a href="http://www.html5gamedevs.com/topic/59-pixijs-has-landed/"><img src="assets/pixi.png" width="56" height="22" id="pixi" title="pixi.js" /></a> <a href="http://www.html5gamedevs.com/topic/59-pixijs-has-landed/"><img src="assets/pixi.png" width="56" height="22" id="pixi" title="pixi.js" /></a>
<script> <script>
$(window).resize(resize) $(window).resize(resize)
window.onorientationchange = resize; window.onorientationchange = resize;
@ -37,13 +36,12 @@
var tpoint2 = []; var tpoint2 = [];
var tpoint3 = []; var tpoint3 = [];
var balls = []; var balls = [];
var renderer;
var stage;
function start() { function start() {
var ballTexture = new PIXI.Texture.fromImage("assets/pixel.png"); var ballTexture = new PIXI.Texture.fromImage("assets/pixel.png");
renderer = PIXI.autoDetectRenderer(w, h); renderer = PIXI.autoDetectRenderer(w, h);
stage = new PIXI.Stage; stage = new PIXI.Stage;
document.body.appendChild(renderer.view); document.body.appendChild(renderer.view);
@ -70,32 +68,25 @@
setTimeout(nextObject, 5000); setTimeout(nextObject, 5000);
requestAnimFrame(update); requestAnimFrame(update);
} }
function nextObject() { function nextObject() {
current++; current++;
if (current > objs) if (current > objs)
{ {
current = 0; current = 0;
} }
makeObject(current); makeObject(current);
setTimeout(nextObject, 8000); setTimeout(nextObject, 8000);
} }
function makeObject(t) { function makeObject(t) {
var xd; var xd;
switch (t) switch (t)
{ {
case 0: case 0:
for (var i = 0; i < n; i++) for (var i = 0; i < n; i++)
{ {
points1[i] = -50 + Math.round(Math.random() * 100); points1[i] = -50 + Math.round(Math.random() * 100);
@ -103,9 +94,7 @@
points3[i] = 0; points3[i] = 0;
} }
break; break;
case 1: case 1:
for (var i = 0; i < n; i++) for (var i = 0; i < n; i++)
{ {
xd = -90 + Math.round(Math.random() * 180); xd = -90 + Math.round(Math.random() * 180);
@ -114,9 +103,7 @@
points3[i] = Math.sin(xd) * 100; points3[i] = Math.sin(xd) * 100;
} }
break; break;
case 2: case 2:
for (var i = 0; i < n; i++) for (var i = 0; i < n; i++)
{ {
xd = -90 + Math.round(Math.random() * 180); xd = -90 + Math.round(Math.random() * 180);
@ -125,7 +112,6 @@
points3[i] = Math.sin(i * 360 / n) * 100; points3[i] = Math.sin(i * 360 / n) * 100;
} }
break; break;
case 3: case 3:
for (var i = 0; i < n; i++) for (var i = 0; i < n; i++)
@ -136,7 +122,6 @@
points3[i] = Math.sin(xd) * 100; points3[i] = Math.sin(xd) * 100;
} }
break; break;
case 4: case 4:
for (var i = 0; i < n; i++) for (var i = 0; i < n; i++)
@ -147,7 +132,6 @@
points3[i] = Math.sin(i * 360 / n) * 100; points3[i] = Math.sin(i * 360 / n) * 100;
} }
break; break;
case 5: case 5:
for (var i = 0; i < n; i++) for (var i = 0; i < n; i++)
@ -158,7 +142,6 @@
points3[i] = Math.sin(i * 360 / n) * 100; points3[i] = Math.sin(i * 360 / n) * 100;
} }
break; break;
case 6: case 6:
for (var i = 0; i < n; i++) for (var i = 0; i < n; i++)
@ -169,7 +152,6 @@
points3[i] = Math.sin(i * 360 / n) * 100; points3[i] = Math.sin(i * 360 / n) * 100;
} }
break; break;
case 7: case 7:
for (var i = 0; i < n; i++) for (var i = 0; i < n; i++)
@ -180,7 +162,6 @@
points3[i] = Math.sin(i * 360 / n) * 100; points3[i] = Math.sin(i * 360 / n) * 100;
} }
break; break;
case 8: case 8:
for (var i = 0; i < n; i++) for (var i = 0; i < n; i++)
@ -191,7 +172,6 @@
points3[i] = Math.sin(xd) * 100; points3[i] = Math.sin(xd) * 100;
} }
break; break;
case 9: case 9:
for (var i = 0; i < n; i++) for (var i = 0; i < n; i++)
@ -202,9 +182,7 @@
points3[i] = Math.sin(xd) * 100; points3[i] = Math.sin(xd) * 100;
} }
break; break;
case 10: case 10:
for (var i = 0; i < n; i++) for (var i = 0; i < n; i++)
{ {
xd = -90 + Math.round(Math.random() * 180); xd = -90 + Math.round(Math.random() * 180);
@ -213,9 +191,7 @@
points3[i] = Math.sin(i * 360 / n) * 100; points3[i] = Math.sin(i * 360 / n) * 100;
} }
break; break;
case 11: case 11:
for (var i = 0; i < n; i++) for (var i = 0; i < n; i++)
{ {
xd = -90 + Math.round(Math.random() * 180); xd = -90 + Math.round(Math.random() * 180);
@ -224,9 +200,7 @@
points3[i] = Math.sin(xd) * 100; points3[i] = Math.sin(xd) * 100;
} }
break; break;
case 12: case 12:
for (var i = 0; i < n; i++) for (var i = 0; i < n; i++)
{ {
xd = -90 + Math.round(Math.random() * 180); xd = -90 + Math.round(Math.random() * 180);
@ -235,9 +209,7 @@
points3[i] = Math.sin(i * 360 / n) * 100; points3[i] = Math.sin(i * 360 / n) * 100;
} }
break; break;
case 13: case 13:
for (var i = 0; i < n; i++) for (var i = 0; i < n; i++)
{ {
xd = -90 + Math.round(Math.random() * 180); xd = -90 + Math.round(Math.random() * 180);
@ -246,9 +218,7 @@
points3[i] = Math.sin(i * 360 / n) * 100; points3[i] = Math.sin(i * 360 / n) * 100;
} }
break; break;
case 14: case 14:
for (var i = 0; i < n; i++) for (var i = 0; i < n; i++)
{ {
xd = -90 + Math.round(Math.random() * 180); xd = -90 + Math.round(Math.random() * 180);
@ -257,9 +227,7 @@
points3[i] = Math.sin(i * 360 / n) * 100; points3[i] = Math.sin(i * 360 / n) * 100;
} }
break; break;
case 15: case 15:
for (var i = 0; i < n; i++) for (var i = 0; i < n; i++)
{ {
xd = -90 + Math.round(Math.random() * 180); xd = -90 + Math.round(Math.random() * 180);
@ -268,9 +236,7 @@
points3[i] = Math.sin(i * 360 / n) * 100; points3[i] = Math.sin(i * 360 / n) * 100;
} }
break; break;
case 16: case 16:
for (var i = 0; i < n; i++) for (var i = 0; i < n; i++)
{ {
xd = -90 + Math.round(Math.random() * 180); xd = -90 + Math.round(Math.random() * 180);
@ -279,9 +245,7 @@
points3[i] = Math.sin(xd) * 100; points3[i] = Math.sin(xd) * 100;
} }
break; break;
case 17: case 17:
for (var i = 0; i < n; i++) for (var i = 0; i < n; i++)
{ {
xd = -90 + Math.round(Math.random() * 180); xd = -90 + Math.round(Math.random() * 180);
@ -291,7 +255,6 @@
} }
break; break;
} }
} }
function resize() function resize()
@ -338,14 +301,12 @@
balls[i].position.x = (512 * tx) / (d - tz) + w / 2; balls[i].position.x = (512 * tx) / (d - tz) + w / 2;
balls[i].position.y = (h/2) - (512 * ty) / (d - tz); balls[i].position.y = (h/2) - (512 * ty) / (d - tz);
} }
renderer.render(stage); renderer.render(stage);
requestAnimFrame(update); requestAnimFrame(update);
} }
</script> </script>
</body> </body>

View file

@ -22,7 +22,6 @@
</head> </head>
<body> <body>
<script> <script>
// create an new instance of a pixi stage // create an new instance of a pixi stage
// the second parameter is interactivity... // the second parameter is interactivity...
var interactive = true; var interactive = true;
@ -72,11 +71,10 @@
// set the mousedown and touchstart callback.. // set the mousedown and touchstart callback..
button.mousedown = button.touchstart = function(data) { button.mousedown = button.touchstart = function(data) {
this.isdown = true; this.isdown = true;
this.setTexture(textureButtonDown); this.setTexture(textureButtonDown);
this.alpha = 1; this.alpha = 1;
} };
// set the mouseup and touchend callback.. // set the mouseup and touchend callback..
button.mouseup = button.touchend = button.mouseupoutside = button.touchendoutside = function(data) { button.mouseup = button.touchend = button.mouseupoutside = button.touchendoutside = function(data) {
@ -90,36 +88,35 @@
{ {
this.setTexture(textureButton); this.setTexture(textureButton);
} }
} };
// set the mouseover callback.. // set the mouseover callback..
button.mouseover = function(data) { button.mouseover = function(data) {
this.isOver = true; this.isOver = true;
if(this.isdown)return if (this.isdown)
return;
this.setTexture(textureButtonOver) this.setTexture(textureButtonOver);
} };
// set the mouseout callback.. // set the mouseout callback..
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) {
console.log("CLICK!"); console.log("CLICK!");
} };
button.tap = function(data) { button.tap = function(data) {
console.log("TAP!!"); console.log("TAP!!");
} };
// add it to the stage // add it to the stage
stage.addChild(button); stage.addChild(button);
@ -129,26 +126,20 @@
}; };
// set some silly values... // set some silly values...
buttons[0].scale.x = 1.2; buttons[0].scale.x = 1.2;
buttons[1].scale.y = 1.2; buttons[1].scale.y = 1.2;
buttons[2].rotation = Math.PI / 10; buttons[2].rotation = Math.PI / 10;
buttons[3].scale.x = 0.8; buttons[3].scale.x = 0.8;
buttons[3].scale.y = 0.8; buttons[3].scale.y = 0.8;
buttons[4].scale.x = 0.8; buttons[4].scale.x = 0.8;
buttons[4].scale.y = 1.2; buttons[4].scale.y = 1.2;
buttons[4].rotation = Math.PI; buttons[4].rotation = Math.PI;
function animate() { function animate() {
requestAnimFrame(animate);
// render the stage // render the stage
renderer.render(stage); renderer.render(stage);
requestAnimFrame(animate);
} }
// add a logo! // add a logo!
@ -160,13 +151,9 @@
pixiLogo.position.x = 620 - 56; pixiLogo.position.x = 620 - 56;
pixiLogo.position.y = 400 - 32; pixiLogo.position.y = 400 - 32;
pixiLogo.setInteractive(true);
pixiLogo.click = pixiLogo.tap = function() { pixiLogo.click = pixiLogo.tap = function() {
window.open("http://www.pixijs.com", '_blank');
var win=window.open("http://www.pixijs.com", '_blank'); };
}
</script> </script>
</body> </body>

View file

@ -26,25 +26,21 @@
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
blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah</div> blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah</div>
<script> <script>
// create an new instance of a pixi stage // create an new instance of a pixi stage
var stage = new PIXI.Stage(0x66FF99); var stage = new PIXI.Stage(0x66FF99);
// create a renderer instance // create a renderer instance
var renderer = PIXI.autoDetectRenderer(400, 300, null, true, true); var renderer = PIXI.autoDetectRenderer(400, 300, null, true, 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);
renderer.view.style.position = "absolute"; renderer.view.style.position = "absolute";
renderer.view.style.top = "0px"; renderer.view.style.top = "0px";
renderer.view.style.left = "0px"; renderer.view.style.left = "0px";
requestAnimFrame(animate);
// create a texture from an image path // create a texture from an image path
var texture = PIXI.Texture.fromImage("bunny.png"); var texture = PIXI.Texture.fromImage("bunny.png");
// create a new Sprite using the texture // create a new Sprite using the texture
var bunny = new PIXI.Sprite(texture); var bunny = new PIXI.Sprite(texture);
@ -59,7 +55,6 @@
stage.addChild(bunny); stage.addChild(bunny);
function animate() { function animate() {
requestAnimFrame(animate); requestAnimFrame(animate);
// just for fun, lets rotate mr rabbit a little // just for fun, lets rotate mr rabbit a little
@ -69,6 +64,7 @@
renderer.render(stage); renderer.render(stage);
} }
requestAnimFrame(animate);
</script> </script>
</body> </body>

View file

@ -14,9 +14,8 @@
</head> </head>
<body> <body>
<script> <script>
// create an new instance of a pixi stage // create an new instance of a pixi stage
var stage = new PIXI.Stage(0x97c56e, true); var stage = new PIXI.Stage(0x97C56E, true);
// create a renderer instance // create a renderer instance
var renderer = PIXI.autoDetectRenderer(window.innerWidth, window.innerHeight, null); var renderer = PIXI.autoDetectRenderer(window.innerWidth, window.innerHeight, null);

View file

@ -7,27 +7,23 @@
margin: 0; margin: 0;
padding: 0; padding: 0;
background-color: #FFFFFF; background-color: #FFFFFF;
} }
</style> </style>
<script src="../../bin/pixi.dev.js"></script> <script src="../../bin/pixi.dev.js"></script>
</head> </head>
<body> <body>
<script> <script>
// create an new instance of a pixi stage // create an new instance of a pixi stage
var stage = new PIXI.Stage(0x97c56e, true); var stage = new PIXI.Stage(0x97C56E, true);
// create a renderer instance // create a renderer instance
var renderer = PIXI.autoDetectRenderer(window.innerWidth, window.innerHeight, null); var renderer = PIXI.autoDetectRenderer(window.innerWidth, window.innerHeight);
// add the renderer view element to the DOM // add the renderer view element to the DOM
document.body.appendChild(renderer.view);
renderer.view.style.position = "absolute"; renderer.view.style.position = "absolute";
renderer.view.style.top = "0px"; renderer.view.style.top = "0px";
renderer.view.style.left = "0px"; renderer.view.style.left = "0px";
document.body.appendChild(renderer.view);
requestAnimFrame(animate);
// 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");
@ -35,16 +31,11 @@
// 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);
var count = 0;
stage.addChild(tilingSprite); stage.addChild(tilingSprite);
var count = 0;
function animate() { function animate() {
requestAnimFrame(animate);
count += 0.005; count += 0.005;
tilingSprite.tileScale.x = 2 + Math.sin(count); tilingSprite.tileScale.x = 2 + Math.sin(count);
@ -55,8 +46,11 @@
// render the stage // render the stage
renderer.render(stage); renderer.render(stage);
requestAnimFrame(animate);
} }
requestAnimFrame(animate);
</script> </script>
</body> </body>