662 lines
19 KiB
HTML
662 lines
19 KiB
HTML
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<h1 class="file-heading">File: src/pixi/display/DisplayObject.js</h1>
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<div class="file">
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<pre class="code prettyprint linenums">
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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/**
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* The base class for all objects that are rendered on the screen.
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*
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* @class DisplayObject
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* @constructor
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*/
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PIXI.DisplayObject = function()
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{
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this.last = this;
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this.first = this;
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/**
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* The coordinate of the object relative to the local coordinates of the parent.
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*
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* @property position
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* @type Point
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*/
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this.position = new PIXI.Point();
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/**
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* The scale factor of the object.
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*
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* @property scale
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* @type Point
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*/
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this.scale = new PIXI.Point(1,1);//{x:1, y:1};
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/**
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* The pivot point of the displayObject that it rotates around
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*
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* @property pivot
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* @type Point
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*/
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this.pivot = new PIXI.Point(0,0);
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/**
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* The rotation of the object in radians.
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*
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* @property rotation
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* @type Number
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*/
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this.rotation = 0;
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/**
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* The opacity of the object.
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*
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* @property alpha
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* @type Number
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*/
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this.alpha = 1;
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/**
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* The visibility of the object.
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*
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* @property visible
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* @type Boolean
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*/
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this.visible = true;
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/**
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* This is the defined area that will pick up mouse / touch events. It is null by default.
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* Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)
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*
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* @property hitArea
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* @type Rectangle|Circle|Ellipse|Polygon
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*/
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this.hitArea = null;
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/**
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* This is used to indicate if the displayObject should display a mouse hand cursor on rollover
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*
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* @property buttonMode
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* @type Boolean
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*/
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this.buttonMode = false;
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/**
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* Can this object be rendered
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*
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* @property renderable
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* @type Boolean
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*/
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this.renderable = false;
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/**
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* [read-only] The display object container that contains this display object.
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*
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* @property parent
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* @type DisplayObjectContainer
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* @readOnly
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*/
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this.parent = null;
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/**
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* [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
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*
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* @property stage
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* @type Stage
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* @readOnly
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*/
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this.stage = null;
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/**
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* [read-only] The multiplied alpha of the displayobject
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*
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* @property worldAlpha
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* @type Number
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* @readOnly
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*/
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this.worldAlpha = 1;
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/**
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* [read-only] Whether or not the object is interactive, do not toggle directly! use the `interactive` property
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*
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* @property _interactive
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* @type Boolean
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* @readOnly
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* @private
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*/
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this._interactive = false;
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/**
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* This is the curser that will be used when the mouse is over this object. To enable this the element must have interaction = true and buttonMode = true
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*
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* @property defaultCursor
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* @type String
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*
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*/
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this.defaultCursor = 'pointer';
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/**
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* [read-only] Current transform of the object based on world (parent) factors
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*
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* @property worldTransform
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* @type Mat3
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* @readOnly
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* @private
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*/
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this.worldTransform = PIXI.mat3.create(); //mat3.identity();
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/**
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* [read-only] Current transform of the object locally
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*
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* @property localTransform
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* @type Mat3
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* @readOnly
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* @private
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*/
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this.localTransform = PIXI.mat3.create(); //mat3.identity();
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/**
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* [NYI] Unkown
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*
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* @property color
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* @type Array<>
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* @private
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*/
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this.color = [];
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/**
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* [NYI] Holds whether or not this object is dynamic, for rendering optimization
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*
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* @property dynamic
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* @type Boolean
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* @private
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*/
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this.dynamic = true;
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// chach that puppy!
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this._sr = 0;
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this._cr = 1;
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this.filterArea = new PIXI.Rectangle(0,0,1,1);
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/**
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*
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*
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*
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*/
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this._bounds = new PIXI.Rectangle(0, 0, 1, 1);
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this._currentBounds = null;
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this._mask = null;
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/*
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* MOUSE Callbacks
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*/
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/**
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* A callback that is used when the users clicks on the displayObject with their mouse
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* @method click
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user clicks the mouse down over the sprite
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* @method mousedown
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user releases the mouse that was over the displayObject
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* for this callback to be fired the mouse must have been pressed down over the displayObject
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* @method mouseup
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user releases the mouse that was over the displayObject but is no longer over the displayObject
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* for this callback to be fired, The touch must have started over the displayObject
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* @method mouseupoutside
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the users mouse rolls over the displayObject
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* @method mouseover
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the users mouse leaves the displayObject
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* @method mouseout
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* @param interactionData {InteractionData}
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*/
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/*
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* TOUCH Callbacks
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*/
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/**
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* A callback that is used when the users taps on the sprite with their finger
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* basically a touch version of click
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* @method tap
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user touch's over the displayObject
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* @method touchstart
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user releases a touch over the displayObject
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* @method touchend
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user releases the touch that was over the displayObject
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* for this callback to be fired, The touch must have started over the sprite
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* @method touchendoutside
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* @param interactionData {InteractionData}
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*/
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};
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// constructor
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PIXI.DisplayObject.prototype.constructor = PIXI.DisplayObject;
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/**
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* [Deprecated] Indicates if the sprite will have touch and mouse interactivity. It is false by default
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* Instead of using this function you can now simply set the interactive property to true or false
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*
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* @method setInteractive
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* @param interactive {Boolean}
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* @deprecated Simply set the `interactive` property directly
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*/
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PIXI.DisplayObject.prototype.setInteractive = function(interactive)
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{
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this.interactive = interactive;
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};
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/**
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* Indicates if the sprite will have touch and mouse interactivity. It is false by default
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*
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* @property interactive
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* @type Boolean
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* @default false
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*/
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Object.defineProperty(PIXI.DisplayObject.prototype, 'interactive', {
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get: function() {
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return this._interactive;
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},
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set: function(value) {
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this._interactive = value;
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// TODO more to be done here..
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// need to sort out a re-crawl!
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if(this.stage)this.stage.dirty = true;
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}
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});
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/**
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* [read-only] Indicates if the sprite is globaly visible.
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*
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* @property worldVisible
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* @type Boolean
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*/
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Object.defineProperty(PIXI.DisplayObject.prototype, 'worldVisible', {
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get: function() {
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var item = this;
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do
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{
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if(!item.visible)return false;
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item = item.parent;
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}
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while(item && item.parent);
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return true;
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}
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});
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/**
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* Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it.
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* In PIXI a regular mask must be a PIXI.Ggraphics object. This allows for much faster masking in canvas as it utilises shape clipping.
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* To remove a mask, set this property to null.
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*
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* @property mask
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* @type Graphics
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*/
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Object.defineProperty(PIXI.DisplayObject.prototype, 'mask', {
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get: function() {
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return this._mask;
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},
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set: function(value) {
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if(this._mask)this._mask.isMask = false;
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this._mask = value;
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if(this._mask)this._mask.isMask = true;
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}
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});
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/**
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* Sets the filters for the displayObject.
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* * IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer.
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* To remove filters simply set this property to 'null'
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* @property filters
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* @type Array An array of filters
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*/
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Object.defineProperty(PIXI.DisplayObject.prototype, 'filters', {
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get: function() {
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return this._filters;
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},
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set: function(value) {
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if(value)
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{
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// now put all the passes in one place..
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var passes = [];
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for (var i = 0; i < value.length; i++)
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{
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var filterPasses = value[i].passes;
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for (var j = 0; j < filterPasses.length; j++)
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{
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passes.push(filterPasses[j]);
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}
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}
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// TODO change this as it is legacy
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this._filterBlock = {target:this, filterPasses:passes};
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}
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this._filters = value;
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}
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});
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/*
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* Updates the object transform for rendering
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*
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* @method updateTransform
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* @private
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*/
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PIXI.DisplayObject.prototype.updateTransform = function()
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{
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// TODO OPTIMIZE THIS!! with dirty
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if(this.rotation !== this.rotationCache)
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{
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this.rotationCache = this.rotation;
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this._sr = Math.sin(this.rotation);
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this._cr = Math.cos(this.rotation);
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}
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var localTransform = this.localTransform;
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var parentTransform = this.parent.worldTransform;
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var worldTransform = this.worldTransform;
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//console.log(localTransform)
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localTransform[0] = this._cr * this.scale.x;
|
|
localTransform[1] = -this._sr * this.scale.y;
|
|
localTransform[3] = this._sr * this.scale.x;
|
|
localTransform[4] = this._cr * this.scale.y;
|
|
|
|
// TODO --> do we even need a local matrix???
|
|
|
|
var px = this.pivot.x;
|
|
var py = this.pivot.y;
|
|
|
|
// Cache the matrix values (makes for huge speed increases!)
|
|
var a00 = localTransform[0], a01 = localTransform[1], a02 = this.position.x - localTransform[0] * px - py * localTransform[1],
|
|
a10 = localTransform[3], a11 = localTransform[4], a12 = this.position.y - localTransform[4] * py - px * localTransform[3],
|
|
|
|
b00 = parentTransform[0], b01 = parentTransform[1], b02 = parentTransform[2],
|
|
b10 = parentTransform[3], b11 = parentTransform[4], b12 = parentTransform[5];
|
|
|
|
localTransform[2] = a02;
|
|
localTransform[5] = a12;
|
|
|
|
worldTransform[0] = b00 * a00 + b01 * a10;
|
|
worldTransform[1] = b00 * a01 + b01 * a11;
|
|
worldTransform[2] = b00 * a02 + b01 * a12 + b02;
|
|
|
|
worldTransform[3] = b10 * a00 + b11 * a10;
|
|
worldTransform[4] = b10 * a01 + b11 * a11;
|
|
worldTransform[5] = b10 * a02 + b11 * a12 + b12;
|
|
|
|
// because we are using affine transformation, we can optimise the matrix concatenation process.. wooo!
|
|
// mat3.multiply(this.localTransform, this.parent.worldTransform, this.worldTransform);
|
|
this.worldAlpha = this.alpha * this.parent.worldAlpha;
|
|
|
|
this.vcount = PIXI.visibleCount;
|
|
};
|
|
|
|
PIXI.DisplayObject.prototype.getBounds = function()
|
|
{
|
|
return PIXI.EmptyRectangle;
|
|
};
|
|
|
|
PIXI.DisplayObject.prototype.getLocalBounds = function()
|
|
{
|
|
var matrixCache = this.worldTransform;
|
|
|
|
this.worldTransform = PIXI.identityMatrix;
|
|
|
|
this.updateTransform();
|
|
|
|
var bounds = this.getBounds();
|
|
|
|
this.worldTransform = matrixCache;
|
|
|
|
return bounds;
|
|
};
|
|
|
|
|
|
PIXI.DisplayObject.prototype._renderWebGL = function(renderSession)
|
|
{
|
|
// OVERWRITE;
|
|
// this line is just here to pass jshinting :)
|
|
renderSession = renderSession;
|
|
};
|
|
|
|
PIXI.DisplayObject.prototype._renderCanvas = function(renderSession)
|
|
{
|
|
// OVERWRITE;
|
|
// this line is just here to pass jshinting :)
|
|
renderSession = renderSession;
|
|
};
|
|
|
|
PIXI.EmptyRectangle = new PIXI.Rectangle(0,0,0,0);
|
|
|
|
PIXI.visibleCount = 0;
|
|
|
|
</pre>
|
|
</div>
|
|
|
|
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|
|
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|
|
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|
|
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|
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|
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