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2016-07-01 15:57:13 +00:00
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<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
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2014-11-15 20:01:46 +00:00
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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<a href="PIXI.PixiShader.html">PixiShader</a>
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2015-03-23 23:46:30 +00:00
<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
<a href="PIXI.RenderTexture.html">RenderTexture</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
<a href="PIXI.Rope.html">Rope</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
<a href="PIXI.Sprite.html">Sprite</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
<a href="PIXI.Strip.html">Strip</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
<a href="PIXI.StripShader.html">StripShader</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
<a href="PIXI.Texture.html">Texture</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
<a href="PIXI.TilingSprite.html">TilingSprite</a>
2014-11-15 20:01:46 +00:00
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2014-11-25 00:23:44 +00:00
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2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
2014-11-25 00:23:44 +00:00
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2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
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<a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a>
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<a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a>
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<a href="global.html#ANGLE_UP">ANGLE_UP</a>
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2015-07-22 14:31:30 +00:00
<a href="global.html#AUTO">AUTO</a>
2014-11-15 20:01:46 +00:00
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<a href="global.html#BITMAPDATA">BITMAPDATA</a>
2014-11-15 20:01:46 +00:00
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2015-07-22 14:31:30 +00:00
<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
2014-11-15 20:01:46 +00:00
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<a href="global.html#blendModes">blendModes</a>
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2016-06-17 00:11:24 +00:00
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<a href="global.html#BUTTON">BUTTON</a>
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<a href="global.html#CENTER">CENTER</a>
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<a href="global.html#CIRCLE">CIRCLE</a>
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<a href="global.html#CREATURE">CREATURE</a>
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2016-06-09 16:13:31 +00:00
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<a href="global.html#displayList">displayList</a>
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<a href="global.html#DOWN">DOWN</a>
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<a href="global.html#ELLIPSE">ELLIPSE</a>
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2016-08-26 00:18:47 +00:00
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<a href="global.html#emit">emit</a>
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2015-07-22 14:31:30 +00:00
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<a href="global.html#EMITTER">EMITTER</a>
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<a href="global.html#GAMES">GAMES</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
<a href="global.html#GRAPHICS">GRAPHICS</a>
2014-11-15 20:01:46 +00:00
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2015-07-22 14:31:30 +00:00
<a href="global.html#GROUP">GROUP</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
<a href="global.html#HEADLESS">HEADLESS</a>
2014-11-15 20:01:46 +00:00
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2016-06-09 16:13:31 +00:00
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<a href="global.html#HORIZONTAL">HORIZONTAL</a>
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
<a href="global.html#IMAGE">IMAGE</a>
2014-11-15 20:01:46 +00:00
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2016-06-09 16:13:31 +00:00
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<a href="global.html#LANDSCAPE">LANDSCAPE</a>
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
<a href="global.html#LEFT">LEFT</a>
</li>
2016-06-17 00:11:24 +00:00
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<a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a>
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<a href="global.html#LEFT_CENTER">LEFT_CENTER</a>
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<a href="global.html#LEFT_TOP">LEFT_TOP</a>
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2015-07-22 14:31:30 +00:00
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<a href="global.html#LINE">LINE</a>
</li>
2016-08-26 00:18:47 +00:00
<li class="class-depth-0">
<a href="global.html#listeners">listeners</a>
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2015-07-22 14:31:30 +00:00
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<a href="global.html#MATRIX">MATRIX</a>
</li>
2016-08-26 00:18:47 +00:00
<li class="class-depth-0">
<a href="global.html#mixin">mixin</a>
</li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-0">
<a href="global.html#NONE">NONE</a>
</li>
2016-08-26 00:18:47 +00:00
<li class="class-depth-0">
<a href="global.html#off">off</a>
</li>
<li class="class-depth-0">
<a href="global.html#on">on</a>
</li>
<li class="class-depth-0">
<a href="global.html#once">once</a>
</li>
2016-02-08 17:01:36 +00:00
<li class="class-depth-0">
<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
</li>
2016-08-26 00:18:47 +00:00
<li class="class-depth-2">
<a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints
return {number} The total number of PathPoints in this Path.</a>
</li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-0">
<a href="global.html#POINT">POINT</a>
</li>
<li class="class-depth-0">
<a href="global.html#POINTER">POINTER</a>
</li>
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<a href="global.html#POLYGON">POLYGON</a>
</li>
2016-06-09 16:13:31 +00:00
<li class="class-depth-0">
<a href="global.html#PORTRAIT">PORTRAIT</a>
</li>
2015-07-22 14:31:30 +00:00
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<a href="global.html#RECTANGLE">RECTANGLE</a>
</li>
2016-08-26 00:18:47 +00:00
<li class="class-depth-0">
<a href="global.html#removeAllListeners">removeAllListeners</a>
</li>
2015-07-22 14:31:30 +00:00
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<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
</li>
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<a href="global.html#RETROFONT">RETROFONT</a>
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<a href="global.html#RIGHT">RIGHT</a>
</li>
2016-06-17 00:11:24 +00:00
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<a href="global.html#RIGHT_BOTTOM">RIGHT_BOTTOM</a>
</li>
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<a href="global.html#RIGHT_CENTER">RIGHT_CENTER</a>
</li>
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<a href="global.html#RIGHT_TOP">RIGHT_TOP</a>
</li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-0">
<a href="global.html#ROPE">ROPE</a>
</li>
<li class="class-depth-0">
<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
<a href="global.html#scaleModes">scaleModes</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
<a href="global.html#SPRITE">SPRITE</a>
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<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
</li>
2016-08-26 00:18:47 +00:00
<li class="class-depth-0">
<a href="global.html#stopImmediatePropagation">stopImmediatePropagation</a>
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<a href="global.html#stopPropagation">stopPropagation</a>
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2015-07-22 14:31:30 +00:00
<li class="class-depth-0">
<a href="global.html#TEXT">TEXT</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
<a href="global.html#TILEMAP">TILEMAP</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
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<a href="global.html#TILESPRITE">TILESPRITE</a>
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2016-06-17 00:11:24 +00:00
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<a href="global.html#TOP_CENTER">TOP_CENTER</a>
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<a href="global.html#TOP_LEFT">TOP_LEFT</a>
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<a href="global.html#TOP_RIGHT">TOP_RIGHT</a>
</li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-0">
<a href="global.html#UP">UP</a>
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<a href="global.html#VERSION">VERSION</a>
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2016-06-09 16:13:31 +00:00
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<a href="global.html#VERTICAL">VERTICAL</a>
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2015-07-22 14:31:30 +00:00
<li class="class-depth-0">
<a href="global.html#VIDEO">VIDEO</a>
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<a href="global.html#WEBGL">WEBGL</a>
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<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
2014-11-15 20:01:46 +00:00
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2014-11-25 00:23:44 +00:00
2014-11-15 20:01:46 +00:00
<li class="dropdown">
2014-11-25 00:23:44 +00:00
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
<ul class="dropdown-menu ">
2014-12-03 10:39:11 +00:00
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
2014-11-25 00:23:44 +00:00
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<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
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2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Cache.html">Cache</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
2015-01-06 06:57:25 +00:00
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
</ul>
</li>
2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
2014-11-15 20:01:46 +00:00
<ul class="dropdown-menu ">
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
2015-01-06 06:57:25 +00:00
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
2014-12-03 10:39:11 +00:00
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
</ul>
</li>
2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
<li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li>
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
<li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</a></li>
2014-11-15 20:01:46 +00:00
</ul>
</li>
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
2016-06-17 00:11:24 +00:00
<li class="class-depth-2"><a href="Phaser.Weapon.html">Weapon</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
2016-08-26 00:18:47 +00:00
<li class="class-depth-1"><a href="Phaser.KeyCode.html">Key Codes</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
<ul class="dropdown-menu ">
2015-03-26 02:55:18 +00:00
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
2015-03-26 02:55:18 +00:00
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
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2015-07-22 14:31:30 +00:00
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<div id="main">
2015-03-23 23:46:30 +00:00
<h1 class="page-title">Source: src/pixi/extras/Strip.js</h1>
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<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Mat Groves http://matgroves.com/
*/
/**
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*
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* @class Strip
* @extends DisplayObjectContainer
* @constructor
* @param texture {Texture} The texture to use
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* @param width {Number} the width
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* @param height {Number} the height
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*
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*/
PIXI.Strip = function(texture)
{
PIXI.DisplayObjectContainer.call( this );
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/**
* The texture of the strip
*
* @property texture
* @type Texture
*/
this.texture = texture;
// set up the main bits..
this.uvs = new PIXI.Float32Array([0, 1,
1, 1,
1, 0,
0, 1]);
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this.vertices = new PIXI.Float32Array([0, 0,
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100, 0,
100, 100,
0, 100]);
this.colors = new PIXI.Float32Array([1, 1, 1, 1]);
this.indices = new PIXI.Uint16Array([0, 1, 2, 3]);
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/**
* Whether the strip is dirty or not
*
* @property dirty
* @type Boolean
*/
this.dirty = true;
/**
* The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.
*
* @property blendMode
* @type Number
* @default PIXI.blendModes.NORMAL;
*/
this.blendMode = PIXI.blendModes.NORMAL;
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/**
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* Triangles in canvas mode are automatically antialiased, use this value to force triangles to overlap a bit with each other.
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*
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* @property canvasPadding
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* @type Number
*/
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this.canvasPadding = 0;
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this.drawMode = PIXI.Strip.DrawModes.TRIANGLE_STRIP;
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};
// constructor
PIXI.Strip.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
PIXI.Strip.prototype.constructor = PIXI.Strip;
PIXI.Strip.prototype._renderWebGL = function(renderSession)
{
// if the sprite is not visible or the alpha is 0 then no need to render this element
if(!this.visible || this.alpha &lt;= 0)return;
// render triangle strip..
renderSession.spriteBatch.stop();
// init! init!
if(!this._vertexBuffer)this._initWebGL(renderSession);
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renderSession.shaderManager.setShader(renderSession.shaderManager.stripShader);
this._renderStrip(renderSession);
///renderSession.shaderManager.activateDefaultShader();
renderSession.spriteBatch.start();
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//TODO check culling
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};
PIXI.Strip.prototype._initWebGL = function(renderSession)
{
// build the strip!
var gl = renderSession.gl;
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this._vertexBuffer = gl.createBuffer();
this._indexBuffer = gl.createBuffer();
this._uvBuffer = gl.createBuffer();
this._colorBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
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gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this._colorBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.colors, gl.STATIC_DRAW);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
};
PIXI.Strip.prototype._renderStrip = function(renderSession)
{
var gl = renderSession.gl;
var projection = renderSession.projection,
offset = renderSession.offset,
shader = renderSession.shaderManager.stripShader;
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var drawMode = this.drawMode === PIXI.Strip.DrawModes.TRIANGLE_STRIP ? gl.TRIANGLE_STRIP : gl.TRIANGLES;
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// gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mat4Real);
renderSession.blendModeManager.setBlendMode(this.blendMode);
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// set uniforms
gl.uniformMatrix3fv(shader.translationMatrix, false, this.worldTransform.toArray(true));
gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
gl.uniform1f(shader.alpha, this.worldAlpha);
if(!this.dirty)
{
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gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
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gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
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// update the uvs
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
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gl.activeTexture(gl.TEXTURE0);
// check if a texture is dirty..
if(this.texture.baseTexture._dirty[gl.id])
{
renderSession.renderer.updateTexture(this.texture.baseTexture);
}
else
{
// bind the current texture
gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]);
}
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// dont need to upload!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
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}
else
{
this.dirty = false;
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.STATIC_DRAW);
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gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
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// update the uvs
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.STATIC_DRAW);
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
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gl.activeTexture(gl.TEXTURE0);
// check if a texture is dirty..
if(this.texture.baseTexture._dirty[gl.id])
{
renderSession.renderer.updateTexture(this.texture.baseTexture);
}
else
{
gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]);
}
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// dont need to upload!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
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}
//console.log(gl.TRIANGLE_STRIP)
//
//
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gl.drawElements(drawMode, this.indices.length, gl.UNSIGNED_SHORT, 0);
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};
PIXI.Strip.prototype._renderCanvas = function(renderSession)
{
var context = renderSession.context;
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var transform = this.worldTransform;
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var tx = (transform.tx * renderSession.resolution) + renderSession.shakeX;
var ty = (transform.ty * renderSession.resolution) + renderSession.shakeY;
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if (renderSession.roundPixels)
{
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context.setTransform(transform.a, transform.b, transform.c, transform.d, tx | 0, ty | 0);
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}
else
{
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context.setTransform(transform.a, transform.b, transform.c, transform.d, tx, ty);
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}
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if (this.drawMode === PIXI.Strip.DrawModes.TRIANGLE_STRIP)
{
this._renderCanvasTriangleStrip(context);
}
else
{
this._renderCanvasTriangles(context);
}
};
PIXI.Strip.prototype._renderCanvasTriangleStrip = function(context)
{
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// draw triangles!!
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var vertices = this.vertices;
var uvs = this.uvs;
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var length = vertices.length / 2;
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this.count++;
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for (var i = 0; i &lt; length - 2; i++) {
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// draw some triangles!
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var index = i * 2;
this._renderCanvasDrawTriangle(context, vertices, uvs, index, (index + 2), (index + 4));
}
};
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PIXI.Strip.prototype._renderCanvasTriangles = function(context)
{
// draw triangles!!
var vertices = this.vertices;
var uvs = this.uvs;
var indices = this.indices;
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var length = indices.length;
this.count++;
for (var i = 0; i &lt; length; i += 3) {
// draw some triangles!
var index0 = indices[i] * 2, index1 = indices[i + 1] * 2, index2 = indices[i + 2] * 2;
this._renderCanvasDrawTriangle(context, vertices, uvs, index0, index1, index2);
}
};
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PIXI.Strip.prototype._renderCanvasDrawTriangle = function(context, vertices, uvs, index0, index1, index2)
{
var textureSource = this.texture.baseTexture.source;
var textureWidth = this.texture.width;
var textureHeight = this.texture.height;
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var x0 = vertices[index0], x1 = vertices[index1], x2 = vertices[index2];
var y0 = vertices[index0 + 1], y1 = vertices[index1 + 1], y2 = vertices[index2 + 1];
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var u0 = uvs[index0] * textureWidth, u1 = uvs[index1] * textureWidth, u2 = uvs[index2] * textureWidth;
var v0 = uvs[index0 + 1] * textureHeight, v1 = uvs[index1 + 1] * textureHeight, v2 = uvs[index2 + 1] * textureHeight;
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if (this.canvasPadding > 0) {
var paddingX = this.canvasPadding / this.worldTransform.a;
var paddingY = this.canvasPadding / this.worldTransform.d;
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var centerX = (x0 + x1 + x2) / 3;
var centerY = (y0 + y1 + y2) / 3;
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var normX = x0 - centerX;
var normY = y0 - centerY;
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var dist = Math.sqrt(normX * normX + normY * normY);
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x0 = centerX + (normX / dist) * (dist + paddingX);
y0 = centerY + (normY / dist) * (dist + paddingY);
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//
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normX = x1 - centerX;
normY = y1 - centerY;
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dist = Math.sqrt(normX * normX + normY * normY);
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x1 = centerX + (normX / dist) * (dist + paddingX);
y1 = centerY + (normY / dist) * (dist + paddingY);
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normX = x2 - centerX;
normY = y2 - centerY;
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dist = Math.sqrt(normX * normX + normY * normY);
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x2 = centerX + (normX / dist) * (dist + paddingX);
y2 = centerY + (normY / dist) * (dist + paddingY);
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}
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context.save();
context.beginPath();
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context.moveTo(x0, y0);
context.lineTo(x1, y1);
context.lineTo(x2, y2);
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context.closePath();
context.clip();
// Compute matrix transform
var delta = (u0 * v1) + (v0 * u2) + (u1 * v2) - (v1 * u2) - (v0 * u1) - (u0 * v2);
var deltaA = (x0 * v1) + (v0 * x2) + (x1 * v2) - (v1 * x2) - (v0 * x1) - (x0 * v2);
var deltaB = (u0 * x1) + (x0 * u2) + (u1 * x2) - (x1 * u2) - (x0 * u1) - (u0 * x2);
var deltaC = (u0 * v1 * x2) + (v0 * x1 * u2) + (x0 * u1 * v2) - (x0 * v1 * u2) - (v0 * u1 * x2) - (u0 * x1 * v2);
var deltaD = (y0 * v1) + (v0 * y2) + (y1 * v2) - (v1 * y2) - (v0 * y1) - (y0 * v2);
var deltaE = (u0 * y1) + (y0 * u2) + (u1 * y2) - (y1 * u2) - (y0 * u1) - (u0 * y2);
var deltaF = (u0 * v1 * y2) + (v0 * y1 * u2) + (y0 * u1 * v2) - (y0 * v1 * u2) - (v0 * u1 * y2) - (u0 * y1 * v2);
context.transform(deltaA / delta, deltaD / delta,
deltaB / delta, deltaE / delta,
deltaC / delta, deltaF / delta);
context.drawImage(textureSource, 0, 0);
context.restore();
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};
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/**
* Renders a flat strip
*
* @method renderStripFlat
* @param strip {Strip} The Strip to render
* @private
*/
PIXI.Strip.prototype.renderStripFlat = function(strip)
{
var context = this.context;
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var vertices = strip.vertices;
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var length = vertices.length/2;
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this.count++;
context.beginPath();
for (var i=1; i &lt; length-2; i++)
{
// draw some triangles!
var index = i*2;
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var x0 = vertices[index], x1 = vertices[index+2], x2 = vertices[index+4];
var y0 = vertices[index+1], y1 = vertices[index+3], y2 = vertices[index+5];
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context.moveTo(x0, y0);
context.lineTo(x1, y1);
context.lineTo(x2, y2);
}
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context.fillStyle = '#FF0000';
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context.fill();
context.closePath();
};
/*
PIXI.Strip.prototype.setTexture = function(texture)
{
//TODO SET THE TEXTURES
//TODO VISIBILITY
// stop current texture
this.texture = texture;
this.width = texture.frame.width;
this.height = texture.frame.height;
this.updateFrame = true;
};
*/
/**
* When the texture is updated, this event will fire to update the scale and frame
*
* @method onTextureUpdate
* @param event
* @private
*/
PIXI.Strip.prototype.onTextureUpdate = function()
{
this.updateFrame = true;
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};
/**
* Returns the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.
*
* @method getBounds
* @param matrix {Matrix} the transformation matrix of the sprite
* @return {Rectangle} the framing rectangle
*/
PIXI.Strip.prototype.getBounds = function(matrix)
{
var worldTransform = matrix || this.worldTransform;
var a = worldTransform.a;
var b = worldTransform.b;
var c = worldTransform.c;
var d = worldTransform.d;
var tx = worldTransform.tx;
var ty = worldTransform.ty;
var maxX = -Infinity;
var maxY = -Infinity;
var minX = Infinity;
var minY = Infinity;
var vertices = this.vertices;
for (var i = 0, n = vertices.length; i &lt; n; i += 2)
{
var rawX = vertices[i], rawY = vertices[i + 1];
var x = (a * rawX) + (c * rawY) + tx;
var y = (d * rawY) + (b * rawX) + ty;
minX = x &lt; minX ? x : minX;
minY = y &lt; minY ? y : minY;
maxX = x > maxX ? x : maxX;
maxY = y > maxY ? y : maxY;
}
if (minX === -Infinity || maxY === Infinity)
{
return PIXI.EmptyRectangle;
}
var bounds = this._bounds;
bounds.x = minX;
bounds.width = maxX - minX;
bounds.y = minY;
bounds.height = maxY - minY;
// store a reference so that if this function gets called again in the render cycle we do not have to recalculate
this._currentBounds = bounds;
return bounds;
};
/**
* Different drawing buffer modes supported
*
* @property
* @type {{TRIANGLE_STRIP: number, TRIANGLES: number}}
* @static
*/
PIXI.Strip.DrawModes = {
TRIANGLE_STRIP: 0,
TRIANGLES: 1
};
</pre>
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</article>
</section>
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