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/* Phaser v2.6.1 - http://phaser.io - @photonstorm - (c) 2016 Photon Storm Ltd. */
2015-02-25 02:59:00 +00:00
2016-07-08 14:46:26 +00:00
( function ( ) { var a = this , b = b || { } ; return b . game = null , b . WEBGL _RENDERER = 0 , b . CANVAS _RENDERER = 1 , b . VERSION = "v2.2.9" , b . _UID = 0 , "undefined" != typeof Float32Array ? ( b . Float32Array = Float32Array , b . Uint16Array = Uint16Array , b . Uint32Array = Uint32Array , b . ArrayBuffer = ArrayBuffer ) : ( b . Float32Array = Array , b . Uint16Array = Array ) , b . PI _2 = 2 * Math . PI , b . RAD _TO _DEG = 180 / Math . PI , b . DEG _TO _RAD = Math . PI / 180 , b . RETINA _PREFIX = "@2x" , b . DisplayObject = function ( ) { this . position = new b . Point ( 0 , 0 ) , this . scale = new b . Point ( 1 , 1 ) , this . pivot = new b . Point ( 0 , 0 ) , this . rotation = 0 , this . alpha = 1 , this . visible = ! 0 , this . hitArea = null , this . renderable = ! 1 , this . parent = null , this . stage = null , this . worldAlpha = 1 , this . worldTransform = new b . Matrix , this . worldPosition = new b . Point ( 0 , 0 ) , this . worldScale = new b . Point ( 1 , 1 ) , this . worldRotation = 0 , this . filterArea = null , this . _sr = 0 , this . _cr = 1 , this . _bounds = new b . Rectangle ( 0 , 0 , 1 , 1 ) , this . _currentBounds = null , this . _mask = null , this . _cacheAsBitmap = ! 1 , this . _cacheIsDirty = ! 1 } , b . DisplayObject . prototype . constructor = b . DisplayObject , b . DisplayObject . prototype = { destroy : function ( ) { if ( this . children ) { for ( var a = this . children . length ; a -- ; ) this . children [ a ] . destroy ( ) ; this . children = [ ] } this . hitArea = null , this . parent = null , this . stage = null , this . worldTransform = null , this . filterArea = null , this . renderable = ! 1 , this . _bounds = null , this . _currentBounds = null , this . _mask = null , this . _destroyCachedSprite ( ) } , updateTransform : function ( a ) { if ( ! a && ! this . parent && ! this . game ) return this ; var c = this . parent ; a ? c = a : this . parent || ( c = this . game . world ) ; var d , e , f , g , h , i , j = c . worldTransform , k = this . worldTransform ; return this . rotation % b . PI _2 ? ( this . rotation !== this . rotationCache && ( this . rotationCache = this . rotation , this . _sr = Math . sin ( this . rotation ) , this . _cr = Math . cos ( this . rotation ) ) , d = this . _cr * this . scale . x , e = this . _sr * this . scale . x , f = - this . _sr * this . scale . y , g = this . _cr * this . scale . y , h = this . position . x , i = this . position . y , ( this . pivot . x || this . pivot . y ) && ( h -= this . pivot . x * d + this . pivot . y * f , i -= this . pivot . x * e + this . pivot . y * g ) , k . a = d * j . a + e * j . c , k . b = d * j . b + e * j . d , k . c = f * j . a + g * j . c , k . d = f * j . b + g * j . d , k . tx = h * j . a + i * j . c + j . tx , k . ty = h * j . b + i * j . d + j . ty ) : ( d = this . scale . x , g = this . scale . y , h = this . position . x - this . pivot . x * d , i = this . position . y - this . pivot . y * g , k . a = d * j . a , k . b = d * j . b , k . c = g * j . c , k . d = g * j . d , k . tx = h * j . a + i * j . c + j . tx , k . ty = h * j . b + i * j . d + j . ty ) , this . worldAlpha = this . alpha * c . worldAlpha , this . worldPosition . set ( k . tx , k . ty ) , this . worldScale . set ( this . scale . x * Math . sqrt ( k . a * k . a + k . c * k . c ) , this . scale . y * Math . sqrt ( k . b * k . b + k . d * k . d ) ) , this . worldRotation = Math . atan2 ( - k . c , k . d ) , this . _currentBounds = null , this . transformCallback && this . transformCallback . call ( this . transformCallbackContext , k , j ) , this } , setStageReference : function ( a ) { return this . stage = a , this } , preUpdate : function ( ) { } , generateTexture : function ( a , c , d ) { var e = this . getLocalBounds ( ) , f = new b . RenderTexture ( 0 | e . width , 0 | e . height , d , c , a ) ; return b . DisplayObject . _tempMatrix . tx = - e . x , b . DisplayObject . _tempMatrix . ty = - e . y , f . render ( this , b . DisplayObject . _tempMatrix ) , f } , updateCache : function ( ) { return this . _generateCachedSprite ( ) , this } , toGlobal : function ( a ) { return this . updateTransform ( ) , this . worldTransform . apply ( a ) } , toLocal : function ( a , b ) { return b && ( a = b . toGlobal ( a ) ) , this . updateTransform ( ) , this . worldTransform . applyInverse ( a ) } , _renderCachedSprite : function ( a ) { this . _cachedSprite . worldAlpha = this . worldAlpha , a . gl ? b . Sprite . prototype . _renderWebGL . call ( this . _cachedSprite , a ) : b . Sprite . prototype . _renderCanvas . call ( this . _cachedSprite , a ) } , _generateCachedSprite : function ( ) { this . _cacheAsBitmap = ! 1 ; var a = this . getLocalBounds ( ) ; if ( a . width = Math . max ( 1 , Math . ceil ( a . width ) ) , a . height = Math . max ( 1 , Math . ceil ( a . height ) ) , this . updateTransform ( ) , this . _cachedSprite ) this . _cachedSprite . texture . resize ( a . width , a . height ) ; else { var c = new b . RenderTexture ( a . width , a . height ) ; this . _cachedSprite = new b . Sprite ( c ) , this . _cachedSprite . worldTransform = this . worldTransform } var d = this . _filters ; this . _filters = null , this . _cachedSprite . filters = d , b . DisplayObject . _tempMatrix . tx = - a . x , b . DisplayObject . _tempMatrix . ty = - a . y , this . _cachedSprite . texture . render ( this , b . DisplayObject . _tempMatrix , ! 0 ) , this . _cachedSprite . anchor . x = - ( a . x / a . width ) , this . _cachedSprite . anchor . y = - ( a . y / a . height ) , this . _filters = d , this . _cacheAsBitmap = ! 0 } , _destroyCachedSprite : function ( ) { this . _cachedSpri
if ( this . gl = a , ! a ) throw new Error ( "This browser does not support webGL. Try using the canvas renderer" ) ; this . glContextId = a . id = b . WebGLRenderer . glContextId ++ , b . glContexts [ this . glContextId ] = a , b . instances [ this . glContextId ] = this , a . disable ( a . DEPTH _TEST ) , a . disable ( a . CULL _FACE ) , a . enable ( a . BLEND ) , this . shaderManager . setContext ( a ) , this . spriteBatch . setContext ( a ) , this . maskManager . setContext ( a ) , this . filterManager . setContext ( a ) , this . blendModeManager . setContext ( a ) , this . stencilManager . setContext ( a ) , this . renderSession . gl = this . gl , this . resize ( this . width , this . height ) } , b . WebGLRenderer . prototype . render = function ( a ) { if ( ! this . contextLost ) { var b = this . gl ; b . viewport ( 0 , 0 , this . width , this . height ) , b . bindFramebuffer ( b . FRAMEBUFFER , null ) , this . game . clearBeforeRender && ( b . clearColor ( a . _bgColor . r , a . _bgColor . g , a . _bgColor . b , a . _bgColor . a ) , b . clear ( b . COLOR _BUFFER _BIT ) ) , this . offset . x = this . game . camera . _shake . x , this . offset . y = this . game . camera . _shake . y , this . renderDisplayObject ( a , this . projection ) } } , b . WebGLRenderer . prototype . renderDisplayObject = function ( a , c , d , e ) { this . renderSession . blendModeManager . setBlendMode ( b . blendModes . NORMAL ) , this . renderSession . drawCount = 0 , this . renderSession . flipY = d ? - 1 : 1 , this . renderSession . projection = c , this . renderSession . offset = this . offset , this . spriteBatch . begin ( this . renderSession ) , this . filterManager . begin ( this . renderSession , d ) , a . _renderWebGL ( this . renderSession , e ) , this . spriteBatch . end ( ) } , b . WebGLRenderer . prototype . resize = function ( a , b ) { this . width = a * this . resolution , this . height = b * this . resolution , this . view . width = this . width , this . view . height = this . height , this . autoResize && ( this . view . style . width = this . width / this . resolution + "px" , this . view . style . height = this . height / this . resolution + "px" ) , this . gl . viewport ( 0 , 0 , this . width , this . height ) , this . projection . x = this . width / 2 / this . resolution , this . projection . y = - this . height / 2 / this . resolution } , b . WebGLRenderer . prototype . updateTexture = function ( a ) { if ( ! a . hasLoaded ) return ! 1 ; var c = this . gl ; return a . _glTextures [ c . id ] || ( a . _glTextures [ c . id ] = c . createTexture ( ) ) , c . bindTexture ( c . TEXTURE _2D , a . _glTextures [ c . id ] ) , c . pixelStorei ( c . UNPACK _PREMULTIPLY _ALPHA _WEBGL , a . premultipliedAlpha ) , c . texImage2D ( c . TEXTURE _2D , 0 , c . RGBA , c . RGBA , c . UNSIGNED _BYTE , a . source ) , c . texParameteri ( c . TEXTURE _2D , c . TEXTURE _MAG _FILTER , a . scaleMode === b . scaleModes . LINEAR ? c . LINEAR : c . NEAREST ) , a . mipmap && b . isPowerOfTwo ( a . width , a . height ) ? ( c . texParameteri ( c . TEXTURE _2D , c . TEXTURE _MIN _FILTER , a . scaleMode === b . scaleModes . LINEAR ? c . LINEAR _MIPMAP _LINEAR : c . NEAREST _MIPMAP _NEAREST ) , c . generateMipmap ( c . TEXTURE _2D ) ) : c . texParameteri ( c . TEXTURE _2D , c . TEXTURE _MIN _FILTER , a . scaleMode === b . scaleModes . LINEAR ? c . LINEAR : c . NEAREST ) , a . _powerOf2 ? ( c . texParameteri ( c . TEXTURE _2D , c . TEXTURE _WRAP _S , c . REPEAT ) , c . texParameteri ( c . TEXTURE _2D , c . TEXTURE _WRAP _T , c . REPEAT ) ) : ( c . texParameteri ( c . TEXTURE _2D , c . TEXTURE _WRAP _S , c . CLAMP _TO _EDGE ) , c . texParameteri ( c . TEXTURE _2D , c . TEXTURE _WRAP _T , c . CLAMP _TO _EDGE ) ) , a . _dirty [ c . id ] = ! 1 , ! 0 } , b . WebGLRenderer . prototype . destroy = function ( ) { b . glContexts [ this . glContextId ] = null , this . projection = null , this . offset = null , this . shaderManager . destroy ( ) , this . spriteBatch . destroy ( ) , this . maskManager . destroy ( ) , this . filterManager . destroy ( ) , this . shaderManager = null , this . spriteBatch = null , this . maskManager = null , this . filterManager = null , this . gl = null , this . renderSession = null , b . CanvasPool . remove ( this ) , b . instances [ this . glContextId ] = null , b . WebGLRenderer . glContextId -- } , b . WebGLRenderer . prototype . mapBlendModes = function ( ) { var a = this . gl ; if ( ! b . blendModesWebGL ) { var c = [ ] , d = b . blendModes ; c [ d . NORMAL ] = [ a . ONE , a . ONE _MINUS _SRC _ALPHA ] , c [ d . ADD ] = [ a . SRC _ALPHA , a . DST _ALPHA ] , c [ d . MULTIPLY ] = [ a . DST _COLOR , a . ONE _MINUS _SRC _ALPHA ] , c [ d . SCREEN ] = [ a . SRC _ALPHA , a . ONE ] , c [ d . OVERLAY ] = [ a . ONE , a . ONE _MINUS _SRC _ALPHA ] , c [ d . DARKEN ] = [ a . ONE , a . ONE _MINUS _SRC _ALPHA ] , c [ d . LIGHTEN ] = [ a . ONE , a . ONE _MINUS _SRC _ALPHA ] , c [ d . COLOR _DODGE ] = [ a . ONE , a . ONE _MINUS _SRC _ALPHA ] , c [ d . COLOR _BURN ] = [ a . ONE , a . ONE _MINUS _SRC _ALPHA ] , c [ d . HARD _LIGHT ] = [ a . ONE , a . ONE _MINUS _SRC _ALPHA ] , c [ d . SOFT _LIGHT ] = [ a . ONE , a . ONE _MINUS _SRC _ALPHA ] , c [ d . DIFFERENCE ] = [ a . ONE , a . ONE _MINUS _SRC _ALPHA ] , c [ d . EXCLUSION ] = [ a . ONE , a . ONE _MINUS _SRC _ALPHA ] , c [ d . HUE ] = [ a . ONE , a . ONE _MINUS _SRC _ALPHA ] , c [ d . SATURATION ] = [ a . ONE , a . ONE _MINUS _SRC _ALPHA ] , c [ d . COLOR ] = [ a . ONE , a . ONE _MINUS _SRC _
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b . CanvasRenderer = function ( a ) { this . game = a , b . defaultRenderer || ( b . defaultRenderer = this ) , this . type = b . CANVAS _RENDERER , this . resolution = a . resolution , this . clearBeforeRender = a . clearBeforeRender , this . transparent = a . transparent , this . autoResize = ! 1 , this . width = a . width * this . resolution , this . height = a . height * this . resolution , this . view = a . canvas , this . context = this . view . getContext ( "2d" , { alpha : this . transparent } ) , this . refresh = ! 0 , this . count = 0 , this . maskManager = new b . CanvasMaskManager , this . renderSession = { context : this . context , maskManager : this . maskManager , scaleMode : null , smoothProperty : Phaser . Canvas . getSmoothingPrefix ( this . context ) , roundPixels : ! 1 } , this . mapBlendModes ( ) , this . resize ( this . width , this . height ) } , b . CanvasRenderer . prototype . constructor = b . CanvasRenderer , b . CanvasRenderer . prototype . render = function ( a ) { this . context . setTransform ( 1 , 0 , 0 , 1 , 0 , 0 ) , this . context . globalAlpha = 1 , this . renderSession . currentBlendMode = 0 , this . renderSession . shakeX = this . game . camera . _shake . x , this . renderSession . shakeY = this . game . camera . _shake . y , this . context . globalCompositeOperation = "source-over" , navigator . isCocoonJS && this . view . screencanvas && ( this . context . fillStyle = "black" , this . context . clear ( ) ) , this . clearBeforeRender && ( this . transparent ? this . context . clearRect ( 0 , 0 , this . width , this . height ) : ( this . context . fillStyle = a . _bgColor . rgba , this . context . fillRect ( 0 , 0 , this . width , this . height ) ) ) , this . renderDisplayObject ( a ) } , b . CanvasRenderer . prototype . destroy = function ( a ) { void 0 === a && ( a = ! 0 ) , a && this . view . parent && this . view . parent . removeChild ( this . view ) , this . view = null , this . context = null , this . maskManager = null , this . renderSession = null } , b . CanvasRenderer . prototype . resize = function ( a , c ) { this . width = a * this . resolution , this . height = c * this . resolution , this . view . width = this . width , this . view . height = this . height , this . autoResize && ( this . view . style . width = this . width / this . resolution + "px" , this . view . style . height = this . height / this . resolution + "px" ) , this . renderSession . smoothProperty && ( this . context [ this . renderSession . smoothProperty ] = this . renderSession . scaleMode === b . scaleModes . LINEAR ) } , b . CanvasRenderer . prototype . renderDisplayObject = function ( a , b , c ) { this . renderSession . context = b || this . context , this . renderSession . resolution = this . resolution , a . _renderCanvas ( this . renderSession , c ) } , b . CanvasRenderer . prototype . mapBlendModes = function ( ) { if ( ! b . blendModesCanvas ) { var a = [ ] , c = b . blendModes , d = b . canUseNewCanvasBlendModes ( ) ; a [ c . NORMAL ] = "source-over" , a [ c . ADD ] = "lighter" , a [ c . MULTIPLY ] = d ? "multiply" : "source-over" , a [ c . SCREEN ] = d ? "screen" : "source-over" , a [ c . OVERLAY ] = d ? "overlay" : "source-over" , a [ c . DARKEN ] = d ? "darken" : "source-over" , a [ c . LIGHTEN ] = d ? "lighten" : "source-over" , a [ c . COLOR _DODGE ] = d ? "color-dodge" : "source-over" , a [ c . COLOR _BURN ] = d ? "color-burn" : "source-over" , a [ c . HARD _LIGHT ] = d ? "hard-light" : "source-over" , a [ c . SOFT _LIGHT ] = d ? "soft-light" : "source-over" , a [ c . DIFFERENCE ] = d ? "difference" : "source-over" , a [ c . EXCLUSION ] = d ? "exclusion" : "source-over" , a [ c . HUE ] = d ? "hue" : "source-over" , a [ c . SATURATION ] = d ? "saturation" : "source-over" , a [ c . COLOR ] = d ? "color" : "source-over" , a [ c . LUMINOSITY ] = d ? "luminosity" : "source-over" , b . blendModesCanvas = a } } , b . BaseTexture = function ( a , c ) { this . resolution = 1 , this . width = 100 , this . height = 100 , this . scaleMode = c || b . scaleModes . DEFAULT , this . hasLoaded = ! 1 , this . source = a , this . premultipliedAlpha = ! 0 , this . _glTextures = [ ] , this . mipmap = ! 1 , this . _dirty = [ ! 0 , ! 0 , ! 0 , ! 0 ] , a && ( ( this . source . complete || this . source . getContext ) && this . source . width && this . source . height && ( this . hasLoaded = ! 0 , this . width = this . source . naturalWidth || this . source . width , this . height = this . source . naturalHeight || this . source . height , this . dirty ( ) ) , this . skipRender = ! 1 , this . _powerOf2 = ! 1 ) } , b . BaseTexture . prototype . constructor = b . BaseTexture , b . BaseTexture . prototype . forceLoaded = function ( a , b ) { this . hasLoaded = ! 0 , this . width = a , this . height = b , this . dirty ( ) } , b . BaseTexture . prototype . destroy = function ( ) { this . source && b . CanvasPool . removeByCanvas ( this . source ) , this . source = null , this . unloadFromGPU ( ) } , b . BaseTexture . prototype . updateSourceImage = function ( a ) { console . warn ( "PIXI.BaseTexture.updateSourceImage is deprecated. Use Phaser.Sprite.loadTexture instead." ) } , b . BaseTexture . prototype . dirty = function ( ) { for ( var a = 0 ; a < this . _glTextures . length ; a ++ ) this . _dirty [ a ] = ! 0 } , b . BaseTexture . prototyp
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get : function ( ) { return this . x + this . width } , set : function ( a ) { a < this . x ? this . width = 0 : this . width = a - this . x } } ) , Object . defineProperty ( c . Ellipse . prototype , "top" , { get : function ( ) { return this . y } , set : function ( a ) { this . y = a } } ) , Object . defineProperty ( c . Ellipse . prototype , "bottom" , { get : function ( ) { return this . y + this . height } , set : function ( a ) { a < this . y ? this . height = 0 : this . height = a - this . y } } ) , Object . defineProperty ( c . Ellipse . prototype , "empty" , { get : function ( ) { return 0 === this . width || 0 === this . height } , set : function ( a ) { a === ! 0 && this . setTo ( 0 , 0 , 0 , 0 ) } } ) , c . Ellipse . contains = function ( a , b , c ) { if ( a . width <= 0 || a . height <= 0 ) return ! 1 ; var d = ( b - a . x ) / a . width - . 5 , e = ( c - a . y ) / a . height - . 5 ; return d *= d , e *= e , . 25 > d + e } , PIXI . Ellipse = c . Ellipse , c . Line = function ( a , b , d , e ) { a = a || 0 , b = b || 0 , d = d || 0 , e = e || 0 , this . start = new c . Point ( a , b ) , this . end = new c . Point ( d , e ) , this . type = c . LINE } , c . Line . prototype = { setTo : function ( a , b , c , d ) { return this . start . setTo ( a , b ) , this . end . setTo ( c , d ) , this } , fromSprite : function ( a , b , c ) { return void 0 === c && ( c = ! 1 ) , c ? this . setTo ( a . center . x , a . center . y , b . center . x , b . center . y ) : this . setTo ( a . x , a . y , b . x , b . y ) } , fromAngle : function ( a , b , c , d ) { return this . start . setTo ( a , b ) , this . end . setTo ( a + Math . cos ( c ) * d , b + Math . sin ( c ) * d ) , this } , rotate : function ( a , b ) { var c = ( this . start . x + this . end . x ) / 2 , d = ( this . start . y + this . end . y ) / 2 ; return this . start . rotate ( c , d , a , b ) , this . end . rotate ( c , d , a , b ) , this } , rotateAround : function ( a , b , c , d ) { return this . start . rotate ( a , b , c , d ) , this . end . rotate ( a , b , c , d ) , this } , intersects : function ( a , b , d ) { return c . Line . intersectsPoints ( this . start , this . end , a . start , a . end , b , d ) } , reflect : function ( a ) { return c . Line . reflect ( this , a ) } , midPoint : function ( a ) { return void 0 === a && ( a = new c . Point ) , a . x = ( this . start . x + this . end . x ) / 2 , a . y = ( this . start . y + this . end . y ) / 2 , a } , centerOn : function ( a , b ) { var c = ( this . start . x + this . end . x ) / 2 , d = ( this . start . y + this . end . y ) / 2 , e = a - c , f = b - d ; this . start . add ( e , f ) , this . end . add ( e , f ) } , pointOnLine : function ( a , b ) { return ( a - this . start . x ) * ( this . end . y - this . start . y ) === ( this . end . x - this . start . x ) * ( b - this . start . y ) } , pointOnSegment : function ( a , b ) { var c = Math . min ( this . start . x , this . end . x ) , d = Math . max ( this . start . x , this . end . x ) , e = Math . min ( this . start . y , this . end . y ) , f = Math . max ( this . start . y , this . end . y ) ; return this . pointOnLine ( a , b ) && a >= c && d >= a && b >= e && f >= b } , random : function ( a ) { void 0 === a && ( a = new c . Point ) ; var b = Math . random ( ) ; return a . x = this . start . x + b * ( this . end . x - this . start . x ) , a . y = this . start . y + b * ( this . end . y - this . start . y ) , a } , coordinatesOnLine : function ( a , b ) { void 0 === a && ( a = 1 ) , void 0 === b && ( b = [ ] ) ; var c = Math . round ( this . start . x ) , d = Math . round ( this . start . y ) , e = Math . round ( this . end . x ) , f = Math . round ( this . end . y ) , g = Math . abs ( e - c ) , h = Math . abs ( f - d ) , i = e > c ? 1 : - 1 , j = f > d ? 1 : - 1 , k = g - h ; b . push ( [ c , d ] ) ; for ( var l = 1 ; c != e || d != f ; ) { var m = k << 1 ; m > - h && ( k -= h , c += i ) , g > m && ( k += g , d += j ) , l % a === 0 && b . push ( [ c , d ] ) , l ++ } return b } , clone : function ( a ) { return void 0 === a || null === a ? a = new c . Line ( this . start . x , this . start . y , this . end . x , this . end . y ) : a . setTo ( this . start . x , this . start . y , this . end . x , this . end . y ) , a } } , Object . defineProperty ( c . Line . prototype , "length" , { get : function ( ) { return Math . sqrt ( ( this . end . x - this . start . x ) * ( this . end . x - this . start . x ) + ( this . end . y - this . start . y ) * ( this . end . y - this . start . y ) ) } } ) , Object . defineProperty ( c . Line . prototype , "angle" , { get : function ( ) { return Math . atan2 ( this . end . y - this . start . y , this . end . x - this . start . x ) } } ) , Object . defineProperty ( c . Line . prototype , "slope" , { get : function ( ) { return ( this . end . y - this . start . y ) / ( this . end . x - this . start . x ) } } ) , Object . defineProperty ( c . Line . prototype , "perpSlope" , { get : function ( ) { return - ( ( this . end . x - this . start . x ) / ( this . end . y - this . start . y ) ) } } ) , Object . defineProperty ( c . Line . prototype , "x" , { get : function ( ) { return Math . min ( this . start . x , this . end . x ) } } ) , Object . defineProperty ( c . Line . prototype , "y" , { get : function ( ) { return Math . min ( this . start . y , this . end . y ) } } ) , Object . defineProperty ( c . Line . prototype , "left" , { get : function ( ) { return Math . min ( this . start . x , this . end . x ) } } ) , Object . defineProperty ( c . Line . prototype , "right" , { get : function ( ) { return Math . max ( this . start . x , this . end . x ) } } ) , Object . defineProperty ( c . Line . prototype , "top" , { get : function ( ) { return Math . min ( this . start . y , this . end . y ) } } ) , Object . defineProperty ( c . Line . prototype , "bottom" , { get : function ( ) { return Math . max ( this . start . y , this . end . y ) } } ) , Object . defineProperty ( c .
var a = this . current ; if ( this . clearCurrentState ( ) , this . setCurrentState ( this . _pendingState ) , this . onStateChange . dispatch ( this . current , a ) , this . current !== this . _pendingState ) return ; this . _pendingState = null , this . onPreloadCallback ? ( this . game . load . reset ( ! 0 ) , this . onPreloadCallback . call ( this . callbackContext , this . game ) , 0 === this . game . load . totalQueuedFiles ( ) && 0 === this . game . load . totalQueuedPacks ( ) ? this . loadComplete ( ) : this . game . load . start ( ) ) : this . loadComplete ( ) } } , clearCurrentState : function ( ) { this . current && ( this . onShutDownCallback && this . onShutDownCallback . call ( this . callbackContext , this . game ) , this . game . tweens . removeAll ( ) , this . game . camera . reset ( ) , this . game . input . reset ( ! 0 ) , this . game . physics . clear ( ) , this . game . time . removeAll ( ) , this . game . scale . reset ( this . _clearWorld ) , this . game . debug && this . game . debug . reset ( ) , this . _clearWorld && ( this . game . world . shutdown ( ) , this . _clearCache && this . game . cache . destroy ( ) ) ) } , checkState : function ( a ) { return this . states [ a ] ? this . states [ a ] . preload || this . states [ a ] . create || this . states [ a ] . update || this . states [ a ] . render ? ! 0 : ( console . warn ( "Invalid Phaser State object given. Must contain at least a one of the required functions: preload, create, update or render" ) , ! 1 ) : ( console . warn ( "Phaser.StateManager - No state found with the key: " + a ) , ! 1 ) } , link : function ( a ) { this . states [ a ] . game = this . game , this . states [ a ] . add = this . game . add , this . states [ a ] . make = this . game . make , this . states [ a ] . camera = this . game . camera , this . states [ a ] . cache = this . game . cache , this . states [ a ] . input = this . game . input , this . states [ a ] . load = this . game . load , this . states [ a ] . math = this . game . math , this . states [ a ] . sound = this . game . sound , this . states [ a ] . scale = this . game . scale , this . states [ a ] . state = this , this . states [ a ] . stage = this . game . stage , this . states [ a ] . time = this . game . time , this . states [ a ] . tweens = this . game . tweens , this . states [ a ] . world = this . game . world , this . states [ a ] . particles = this . game . particles , this . states [ a ] . rnd = this . game . rnd , this . states [ a ] . physics = this . game . physics , this . states [ a ] . key = a } , unlink : function ( a ) { this . states [ a ] && ( this . states [ a ] . game = null , this . states [ a ] . add = null , this . states [ a ] . make = null , this . states [ a ] . camera = null , this . states [ a ] . cache = null , this . states [ a ] . input = null , this . states [ a ] . load = null , this . states [ a ] . math = null , this . states [ a ] . sound = null , this . states [ a ] . scale = null , this . states [ a ] . state = null , this . states [ a ] . stage = null , this . states [ a ] . time = null , this . states [ a ] . tweens = null , this . states [ a ] . world = null , this . states [ a ] . particles = null , this . states [ a ] . rnd = null , this . states [ a ] . physics = null ) } , setCurrentState : function ( a ) { this . callbackContext = this . states [ a ] , this . link ( a ) , this . onInitCallback = this . states [ a ] . init || this . dummy , this . onPreloadCallback = this . states [ a ] . preload || null , this . onLoadRenderCallback = this . states [ a ] . loadRender || null , this . onLoadUpdateCallback = this . states [ a ] . loadUpdate || null , this . onCreateCallback = this . states [ a ] . create || null , this . onUpdateCallback = this . states [ a ] . update || null , this . onPreRenderCallback = this . states [ a ] . preRender || null , this . onRenderCallback = this . states [ a ] . render || null , this . onResizeCallback = this . states [ a ] . resize || null , this . onPausedCallback = this . states [ a ] . paused || null , this . onResumedCallback = this . states [ a ] . resumed || null , this . onPauseUpdateCallback = this . states [ a ] . pauseUpdate || null , this . onShutDownCallback = this . states [ a ] . shutdown || this . dummy , "" !== this . current && this . game . physics . reset ( ) , this . current = a , this . _created = ! 1 , this . onInitCallback . apply ( this . callbackContext , this . _args ) , a === this . _pendingState && ( this . _args = [ ] ) , this . game . _kickstart = ! 0 } , getCurrentState : function ( ) { return this . states [ this . current ] } , loadComplete : function ( ) { this . _created === ! 1 && this . onLoadUpdateCallback && this . onLoadUpdateCallback . call ( this . callbackContext , this . game ) , this . _created === ! 1 && this . onCreateCallback ? ( this . _created = ! 0 , this . onCreateCallback . call ( this . callbackContext , this . game ) ) : this . _created = ! 0 } , pause : function ( ) { this . _created && this . onPausedCallback && this . onPausedCallback . call ( this . callbackContext , this . game ) } , resume : function ( ) { this . _created && this . onResumedCallback && this . onResumedCallback . call ( this . callbackContext , this . game ) } , update : function ( ) { this . _created ? this . onUpdateCallback && this . onUpdateCallback . call ( this . callbackContext , this . game ) :
e -- } this . updateZ ( ) } } , c . Group . prototype . destroy = function ( a , b ) { null === this . game || this . ignoreDestroy || ( void 0 === a && ( a = ! 0 ) , void 0 === b && ( b = ! 1 ) , this . onDestroy . dispatch ( this , a , b ) , this . removeAll ( a ) , this . cursor = null , this . filters = null , this . pendingDestroy = ! 1 , b || ( this . parent && this . parent . removeChild ( this ) , this . game = null , this . exists = ! 1 ) ) } , Object . defineProperty ( c . Group . prototype , "total" , { get : function ( ) { return this . iterate ( "exists" , ! 0 , c . Group . RETURN _TOTAL ) } } ) , Object . defineProperty ( c . Group . prototype , "length" , { get : function ( ) { return this . children . length } } ) , Object . defineProperty ( c . Group . prototype , "angle" , { get : function ( ) { return c . Math . radToDeg ( this . rotation ) } , set : function ( a ) { this . rotation = c . Math . degToRad ( a ) } } ) , Object . defineProperty ( c . Group . prototype , "centerX" , { get : function ( ) { return this . getBounds ( ) . centerX } , set : function ( a ) { var b = this . getBounds ( ) , c = this . x - b . x ; this . x = a + c - b . halfWidth } } ) , Object . defineProperty ( c . Group . prototype , "centerY" , { get : function ( ) { return this . getBounds ( ) . centerY } , set : function ( a ) { var b = this . getBounds ( ) , c = this . y - b . y ; this . y = a + c - b . halfHeight } } ) , Object . defineProperty ( c . Group . prototype , "left" , { get : function ( ) { return this . getBounds ( ) . left } , set : function ( a ) { var b = this . getBounds ( ) , c = this . x - b . x ; this . x = a + c } } ) , Object . defineProperty ( c . Group . prototype , "right" , { get : function ( ) { return this . getBounds ( ) . right } , set : function ( a ) { var b = this . getBounds ( ) , c = this . x - b . x ; this . x = a + c - b . width } } ) , Object . defineProperty ( c . Group . prototype , "top" , { get : function ( ) { return this . getBounds ( ) . top } , set : function ( a ) { var b = this . getBounds ( ) , c = this . y - b . y ; this . y = a + c } } ) , Object . defineProperty ( c . Group . prototype , "bottom" , { get : function ( ) { return this . getBounds ( ) . bottom } , set : function ( a ) { var b = this . getBounds ( ) , c = this . y - b . y ; this . y = a + c - b . height } } ) , c . World = function ( a ) { c . Group . call ( this , a , null , "__world" , ! 1 ) , this . bounds = new c . Rectangle ( 0 , 0 , a . width , a . height ) , this . camera = null , this . _definedSize = ! 1 , this . _width = a . width , this . _height = a . height , this . game . state . onStateChange . add ( this . stateChange , this ) } , c . World . prototype = Object . create ( c . Group . prototype ) , c . World . prototype . constructor = c . World , c . World . prototype . boot = function ( ) { this . camera = new c . Camera ( this . game , 0 , 0 , 0 , this . game . width , this . game . height ) , this . game . stage . addChild ( this ) , this . camera . boot ( ) } , c . World . prototype . stateChange = function ( ) { this . x = 0 , this . y = 0 , this . camera . reset ( ) } , c . World . prototype . setBounds = function ( a , b , c , d ) { this . _definedSize = ! 0 , this . _width = c , this . _height = d , this . bounds . setTo ( a , b , c , d ) , this . x = a , this . y = b , this . camera . bounds && this . camera . bounds . setTo ( a , b , Math . max ( c , this . game . width ) , Math . max ( d , this . game . height ) ) , this . game . physics . setBoundsToWorld ( ) } , c . World . prototype . resize = function ( a , b ) { this . _definedSize && ( a < this . _width && ( a = this . _width ) , b < this . _height && ( b = this . _height ) ) , this . bounds . width = a , this . bounds . height = b , this . game . camera . setBoundsToWorld ( ) , this . game . physics . setBoundsToWorld ( ) } , c . World . prototype . shutdown = function ( ) { this . destroy ( ! 0 , ! 0 ) } , c . World . prototype . wrap = function ( a , b , c , d , e ) { void 0 === b && ( b = 0 ) , void 0 === c && ( c = ! 1 ) , void 0 === d && ( d = ! 0 ) , void 0 === e && ( e = ! 0 ) , c ? ( a . getBounds ( ) , d && ( a . x + a . _currentBounds . width < this . bounds . x ? a . x = this . bounds . right : a . x > this . bounds . right && ( a . x = this . bounds . left ) ) , e && ( a . y + a . _currentBounds . height < this . bounds . top ? a . y = this . bounds . bottom : a . y > this . bounds . bottom && ( a . y = this . bounds . top ) ) ) : ( d && a . x + b < this . bounds . x ? a . x = this . bounds . right + b : d && a . x - b > this . bounds . right && ( a . x = this . bounds . left - b ) , e && a . y + b < this . bounds . top ? a . y = this . bounds . bottom + b : e && a . y - b > this . bounds . bottom && ( a . y = this . bounds . top - b ) ) } , Object . defineProperty ( c . World . prototype , "width" , { get : function ( ) { return this . bounds . width } , set : function ( a ) { a < this . game . width && ( a = this . game . width ) , this . bounds . width = a , this . _width = a , this . _definedSize = ! 0 } } ) , Object . defineProperty ( c . World . prototype , "height" , { get : function ( ) { return this . bounds . height } , set : function ( a ) { a < this . game . height && ( a = this . game . height ) , this . bounds . height = a , this . _height = a , this . _definedSize = ! 0 } } ) , Object . defineProperty ( c . World . prototype , "centerX" , { get : function ( ) { return this . bounds . halfWidth + this . bounds . x } } ) , Object . defineProperty ( c . World . prototype , "centerY" , { get : function ( ) { return this . bounds . halfHeight + this . bounds . y } } ) , Object . defin
} , stop : function ( ) { var a = this . game . canvas ; a . removeEventListener ( "MSPointerDown" , this . _onMSPointerDown , ! 1 ) , a . removeEventListener ( "MSPointerMove" , this . _onMSPointerMove , ! 1 ) , a . removeEventListener ( "MSPointerUp" , this . _onMSPointerUp , ! 1 ) , a . removeEventListener ( "pointerdown" , this . _onMSPointerDown , ! 1 ) , a . removeEventListener ( "pointermove" , this . _onMSPointerMove , ! 1 ) , a . removeEventListener ( "pointerup" , this . _onMSPointerUp , ! 1 ) , window . removeEventListener ( "MSPointerUp" , this . _onMSPointerUpGlobal , ! 0 ) , a . removeEventListener ( "MSPointerOver" , this . _onMSPointerOver , ! 0 ) , a . removeEventListener ( "MSPointerOut" , this . _onMSPointerOut , ! 0 ) , window . removeEventListener ( "pointerup" , this . _onMSPointerUpGlobal , ! 0 ) , a . removeEventListener ( "pointerover" , this . _onMSPointerOver , ! 0 ) , a . removeEventListener ( "pointerout" , this . _onMSPointerOut , ! 0 ) } } , c . MSPointer . prototype . constructor = c . MSPointer , c . DeviceButton = function ( a , b ) { this . parent = a , this . game = a . game , this . event = null , this . isDown = ! 1 , this . isUp = ! 0 , this . timeDown = 0 , this . timeUp = 0 , this . repeats = 0 , this . altKey = ! 1 , this . shiftKey = ! 1 , this . ctrlKey = ! 1 , this . value = 0 , this . buttonCode = b , this . onDown = new c . Signal , this . onUp = new c . Signal , this . onFloat = new c . Signal } , c . DeviceButton . prototype = { start : function ( a , b ) { this . isDown || ( this . isDown = ! 0 , this . isUp = ! 1 , this . timeDown = this . game . time . time , this . repeats = 0 , this . event = a , this . value = b , a && ( this . altKey = a . altKey , this . shiftKey = a . shiftKey , this . ctrlKey = a . ctrlKey ) , this . onDown . dispatch ( this , b ) ) } , stop : function ( a , b ) { this . isUp || ( this . isDown = ! 1 , this . isUp = ! 0 , this . timeUp = this . game . time . time , this . event = a , this . value = b , a && ( this . altKey = a . altKey , this . shiftKey = a . shiftKey , this . ctrlKey = a . ctrlKey ) , this . onUp . dispatch ( this , b ) ) } , padFloat : function ( a ) { this . value = a , this . onFloat . dispatch ( this , a ) } , justPressed : function ( a ) { return a = a || 250 , this . isDown && this . timeDown + a > this . game . time . time } , justReleased : function ( a ) { return a = a || 250 , this . isUp && this . timeUp + a > this . game . time . time } , reset : function ( ) { this . isDown = ! 1 , this . isUp = ! 0 , this . timeDown = this . game . time . time , this . repeats = 0 , this . altKey = ! 1 , this . shiftKey = ! 1 , this . ctrlKey = ! 1 } , destroy : function ( ) { this . onDown . dispose ( ) , this . onUp . dispose ( ) , this . onFloat . dispose ( ) , this . parent = null , this . game = null } } , c . DeviceButton . prototype . constructor = c . DeviceButton , Object . defineProperty ( c . DeviceButton . prototype , "duration" , { get : function ( ) { return this . isUp ? - 1 : this . game . time . time - this . timeDown } } ) , c . Pointer = function ( a , b , d ) { this . game = a , this . id = b , this . type = c . POINTER , this . exists = ! 0 , this . identifier = 0 , this . pointerId = null , this . pointerMode = d || c . PointerMode . CURSOR | c . PointerMode . CONTACT , this . target = null , this . button = null , this . leftButton = new c . DeviceButton ( this , c . Pointer . LEFT _BUTTON ) , this . middleButton = new c . DeviceButton ( this , c . Pointer . MIDDLE _BUTTON ) , this . rightButton = new c . DeviceButton ( this , c . Pointer . RIGHT _BUTTON ) , this . backButton = new c . DeviceButton ( this , c . Pointer . BACK _BUTTON ) , this . forwardButton = new c . DeviceButton ( this , c . Pointer . FORWARD _BUTTON ) , this . eraserButton = new c . DeviceButton ( this , c . Pointer . ERASER _BUTTON ) , this . _holdSent = ! 1 , this . _history = [ ] , this . _nextDrop = 0 , this . _stateReset = ! 1 , this . withinGame = ! 1 , this . clientX = - 1 , this . clientY = - 1 , this . pageX = - 1 , this . pageY = - 1 , this . screenX = - 1 , this . screenY = - 1 , this . rawMovementX = 0 , this . rawMovementY = 0 , this . movementX = 0 , this . movementY = 0 , this . x = - 1 , this . y = - 1 , this . isMouse = 0 === b , this . isDown = ! 1 , this . isUp = ! 0 , this . timeDown = 0 , this . timeUp = 0 , this . previousTapTime = 0 , this . totalTouches = 0 , this . msSinceLastClick = Number . MAX _VALUE , this . targetObject = null , this . interactiveCandidates = [ ] , this . active = ! 1 , this . dirty = ! 1 , this . position = new c . Point , this . positionDown = new c . Point , this . positionUp = new c . Point , this . circle = new c . Circle ( 0 , 0 , 44 ) , this . _clickTrampolines = null , this . _trampolineTargetObject = null } , c . Pointer . NO _BUTTON = 0 , c . Pointer . LEFT _BUTTON = 1 , c . Pointer . RIGHT _BUTTON = 2 , c . Pointer . MIDDLE _BUTTON = 4 , c . Pointer . BACK _BUTTON = 8 , c . Pointer . FORWARD _BUTTON = 16 , c . Pointer . ERASER _BUTTON = 32 , c . Pointer . prototype = { resetButtons : function ( ) { this . isDown = ! 1 , this . isUp = ! 0 , this . isMouse && ( this . leftButton . reset ( ) , this . middleButton . reset ( ) , this . rightButton . reset ( ) , this . backButton . reset ( ) , this . forwardButton . reset ( ) , this . eraserButton . reset ( ) ) } , processButtonsDown : function ( a , b ) { c . Pointer .
this . sprite . top < this . boundsSprite . top ? this . sprite . y = this . boundsSprite . top + this . sprite . offsetY : this . sprite . bottom > this . boundsSprite . bottom && ( this . sprite . y = this . boundsSprite . bottom - ( this . sprite . height - this . sprite . offsetY ) ) ) } } , c . InputHandler . prototype . constructor = c . InputHandler , c . Gamepad = function ( a ) { this . game = a , this . _gamepadIndexMap = { } , this . _rawPads = [ ] , this . _active = ! 1 , this . enabled = ! 0 , this . _gamepadSupportAvailable = ! ! navigator . webkitGetGamepads || ! ! navigator . webkitGamepads || - 1 != navigator . userAgent . indexOf ( "Firefox/" ) || ! ! navigator . getGamepads , this . _prevRawGamepadTypes = [ ] , this . _prevTimestamps = [ ] , this . callbackContext = this , this . onConnectCallback = null , this . onDisconnectCallback = null , this . onDownCallback = null , this . onUpCallback = null , this . onAxisCallback = null , this . onFloatCallback = null , this . _ongamepadconnected = null , this . _gamepaddisconnected = null , this . _gamepads = [ new c . SinglePad ( a , this ) , new c . SinglePad ( a , this ) , new c . SinglePad ( a , this ) , new c . SinglePad ( a , this ) ] } , c . Gamepad . prototype = { addCallbacks : function ( a , b ) { "undefined" != typeof b && ( this . onConnectCallback = "function" == typeof b . onConnect ? b . onConnect : this . onConnectCallback , this . onDisconnectCallback = "function" == typeof b . onDisconnect ? b . onDisconnect : this . onDisconnectCallback , this . onDownCallback = "function" == typeof b . onDown ? b . onDown : this . onDownCallback , this . onUpCallback = "function" == typeof b . onUp ? b . onUp : this . onUpCallback , this . onAxisCallback = "function" == typeof b . onAxis ? b . onAxis : this . onAxisCallback , this . onFloatCallback = "function" == typeof b . onFloat ? b . onFloat : this . onFloatCallback , this . callbackContext = a ) } , start : function ( ) { if ( ! this . _active ) { this . _active = ! 0 ; var a = this ; this . _onGamepadConnected = function ( b ) { return a . onGamepadConnected ( b ) } , this . _onGamepadDisconnected = function ( b ) { return a . onGamepadDisconnected ( b ) } , window . addEventListener ( "gamepadconnected" , this . _onGamepadConnected , ! 1 ) , window . addEventListener ( "gamepaddisconnected" , this . _onGamepadDisconnected , ! 1 ) } } , onGamepadConnected : function ( a ) { var b = a . gamepad ; this . _rawPads . push ( b ) , this . _gamepads [ b . index ] . connect ( b ) } , onGamepadDisconnected : function ( a ) { var b = a . gamepad ; for ( var c in this . _rawPads ) this . _rawPads [ c ] . index === b . index && this . _rawPads . splice ( c , 1 ) ; this . _gamepads [ b . index ] . disconnect ( ) } , update : function ( ) { this . _pollGamepads ( ) , this . pad1 . pollStatus ( ) , this . pad2 . pollStatus ( ) , this . pad3 . pollStatus ( ) , this . pad4 . pollStatus ( ) } , _pollGamepads : function ( ) { if ( this . _active ) { if ( navigator . getGamepads ) var a = navigator . getGamepads ( ) ; else if ( navigator . webkitGetGamepads ) var a = navigator . webkitGetGamepads ( ) ; else if ( navigator . webkitGamepads ) var a = navigator . webkitGamepads ( ) ; if ( a ) { this . _rawPads = [ ] ; for ( var b = ! 1 , c = 0 ; c < a . length && ( typeof a [ c ] !== this . _prevRawGamepadTypes [ c ] && ( b = ! 0 , this . _prevRawGamepadTypes [ c ] = typeof a [ c ] ) , a [ c ] && this . _rawPads . push ( a [ c ] ) , 3 !== c ) ; c ++ ) ; for ( var d = 0 ; d < this . _gamepads . length ; d ++ ) this . _gamepads [ d ] . _rawPad = this . _rawPads [ d ] ; if ( b ) { for ( var e , f = { rawIndices : { } , padIndices : { } } , g = 0 ; g < this . _gamepads . length ; g ++ ) if ( e = this . _gamepads [ g ] , e . connected ) for ( var h = 0 ; h < this . _rawPads . length ; h ++ ) this . _rawPads [ h ] . index === e . index && ( f . rawIndices [ e . index ] = ! 0 , f . padIndices [ g ] = ! 0 ) ; for ( var i = 0 ; i < this . _gamepads . length ; i ++ ) if ( e = this . _gamepads [ i ] , ! f . padIndices [ i ] ) { this . _rawPads . length < 1 && e . disconnect ( ) ; for ( var j = 0 ; j < this . _rawPads . length && ! f . padIndices [ i ] ; j ++ ) { var k = this . _rawPads [ j ] ; if ( k ) { if ( f . rawIndices [ k . index ] ) { e . disconnect ( ) ; continue } e . connect ( k ) , f . rawIndices [ k . index ] = ! 0 , f . padIndices [ i ] = ! 0 } else e . disconnect ( ) } } } } } } , setDeadZones : function ( a ) { for ( var b = 0 ; b < this . _gamepads . length ; b ++ ) this . _gamepads [ b ] . deadZone = a } , stop : function ( ) { this . _active = ! 1 , window . removeEventListener ( "gamepadconnected" , this . _onGamepadConnected ) , window . removeEventListener ( "gamepaddisconnected" , this . _onGamepadDisconnected ) } , reset : function ( ) { this . update ( ) ; for ( var a = 0 ; a < this . _gamepads . length ; a ++ ) this . _gamepads [ a ] . reset ( ) } , justPressed : function ( a , b ) { for ( var c = 0 ; c < this . _gamepads . length ; c ++ ) if ( this . _gamepads [ c ] . justPressed ( a , b ) === ! 0 ) return ! 0 ; return ! 1 } , justReleased : function ( a , b ) { for ( var c = 0 ; c < this . _gamepads . length ; c ++ ) if ( this . _gamepads [ c ] . justReleased ( a , b ) === ! 0 ) return ! 0 ; return ! 1 } , isDown : function ( a ) { for ( var b = 0 ; b < this . _gamepads . length ; b ++ ) if ( this
this . customRender = ! 0 ; var h = a . texture . valid ; this . setTexture ( a . texture ) , this . setFrame ( a . texture . frame . clone ( ) ) , a . onChangeSource . add ( this . resizeFrame , this ) , this . texture . valid = h } else if ( c . Tilemap && a instanceof c . TilemapLayer ) this . setTexture ( PIXI . Texture . fromCanvas ( a . canvas ) ) ; else if ( a instanceof PIXI . Texture ) this . setTexture ( a ) ; else { var i = e . getImage ( a , ! 0 ) ; this . key = i . key , this . setTexture ( new PIXI . Texture ( i . base ) ) , "__default" === a ? this . texture . baseTexture . skipRender = ! 0 : this . texture . baseTexture . skipRender = ! 1 , f = ! this . animations . loadFrameData ( i . frameData , b ) } f && ( this . _frame = c . Rectangle . clone ( this . texture . frame ) ) , g || ( this . texture . baseTexture . scaleMode = 1 ) } , setFrame : function ( a ) { this . _frame = a , this . texture . frame . x = a . x , this . texture . frame . y = a . y , this . texture . frame . width = a . width , this . texture . frame . height = a . height , this . texture . crop . x = a . x , this . texture . crop . y = a . y , this . texture . crop . width = a . width , this . texture . crop . height = a . height , a . trimmed ? ( this . texture . trim ? ( this . texture . trim . x = a . spriteSourceSizeX , this . texture . trim . y = a . spriteSourceSizeY , this . texture . trim . width = a . sourceSizeW , this . texture . trim . height = a . sourceSizeH ) : this . texture . trim = { x : a . spriteSourceSizeX , y : a . spriteSourceSizeY , width : a . sourceSizeW , height : a . sourceSizeH } , this . texture . width = a . sourceSizeW , this . texture . height = a . sourceSizeH , this . texture . frame . width = a . sourceSizeW , this . texture . frame . height = a . sourceSizeH ) : ! a . trimmed && this . texture . trim && ( this . texture . trim = null ) , this . cropRect && this . updateCrop ( ) , this . texture . requiresReTint = ! 0 , this . texture . _updateUvs ( ) , this . tilingTexture && ( this . refreshTexture = ! 0 ) } , resizeFrame : function ( a , b , c ) { this . texture . frame . resize ( b , c ) , this . texture . setFrame ( this . texture . frame ) } , resetFrame : function ( ) { this . _frame && this . setFrame ( this . _frame ) } , frame : { get : function ( ) { return this . animations . frame } , set : function ( a ) { this . animations . frame = a } } , frameName : { get : function ( ) { return this . animations . frameName } , set : function ( a ) { this . animations . frameName = a } } } , c . Component . Overlap = function ( ) { } , c . Component . Overlap . prototype = { overlap : function ( a ) { return c . Rectangle . intersects ( this . getBounds ( ) , a . getBounds ( ) ) } } , c . Component . PhysicsBody = function ( ) { } , c . Component . PhysicsBody . preUpdate = function ( ) { return this . fresh && this . exists ? ( this . world . setTo ( this . parent . position . x + this . position . x , this . parent . position . y + this . position . y ) , this . worldTransform . tx = this . world . x , this . worldTransform . ty = this . world . y , this . previousPosition . set ( this . world . x , this . world . y ) , this . previousRotation = this . rotation , this . body && this . body . preUpdate ( ) , this . fresh = ! 1 , ! 1 ) : ( this . previousPosition . set ( this . world . x , this . world . y ) , this . previousRotation = this . rotation , this . _exists && this . parent . exists ? ! 0 : ( this . renderOrderID = - 1 , ! 1 ) ) } , c . Component . PhysicsBody . postUpdate = function ( ) { this . exists && this . body && this . body . postUpdate ( ) } , c . Component . PhysicsBody . prototype = { body : null , x : { get : function ( ) { return this . position . x } , set : function ( a ) { this . position . x = a , this . body && ! this . body . dirty && ( this . body . _reset = ! 0 ) } } , y : { get : function ( ) { return this . position . y } , set : function ( a ) { this . position . y = a , this . body && ! this . body . dirty && ( this . body . _reset = ! 0 ) } } } , c . Component . Reset = function ( ) { } , c . Component . Reset . prototype . reset = function ( a , b , c ) { return void 0 === c && ( c = 1 ) , this . world . set ( a , b ) , this . position . set ( a , b ) , this . fresh = ! 0 , this . exists = ! 0 , this . visible = ! 0 , this . renderable = ! 0 , this . components . InWorld && ( this . _outOfBoundsFired = ! 1 ) , this . components . LifeSpan && ( this . alive = ! 0 , this . health = c ) , this . components . PhysicsBody && this . body && this . body . reset ( a , b , ! 1 , ! 1 ) , this } , c . Component . ScaleMinMax = function ( ) { } , c . Component . ScaleMinMax . prototype = { transformCallback : null , transformCallbackContext : this , scaleMin : null , scaleMax : null , checkTransform : function ( a ) { this . scaleMin && ( a . a < this . scaleMin . x && ( a . a = this . scaleMin . x ) , a . d < this . scaleMin . y && ( a . d = this . scaleMin . y ) ) , this . scaleMax && ( a . a > this . scaleMax . x && ( a . a = this . scaleMax . x ) , a . d > this . scaleMax . y && ( a . d = this . scaleMax . y ) ) } , setScaleMinMax : function ( a , b , d , e ) { void 0 === b ? b = d = e = a : void 0 === d && ( d = e = b , b = a ) , null === a ? this . scaleMin = null : this . scaleMin ? this . scaleMin . set ( a , b ) : this . scaleMin = new c . Point ( a , b ) , null === d ? this . scaleMax = null : this . scaleMax ? this . scaleMax . set ( d , e ) : this . scaleMax = new c . Point ( d , e ) , null ===
this . currentPath = null , this . _webGL = [ ] , this . isMask = ! 1 , this . boundsPadding = 0 , this . _localBounds = new PIXI . Rectangle ( 0 , 0 , 1 , 1 ) , this . dirty = ! 0 , this . webGLDirty = ! 1 , this . cachedSpriteDirty = ! 1 } , PIXI . Graphics . prototype = Object . create ( PIXI . DisplayObjectContainer . prototype ) , PIXI . Graphics . prototype . constructor = PIXI . Graphics , PIXI . Graphics . prototype . lineStyle = function ( a , b , c ) { return this . lineWidth = a || 0 , this . lineColor = b || 0 , this . lineAlpha = void 0 === c ? 1 : c , this . currentPath && ( this . currentPath . shape . points . length ? this . drawShape ( new PIXI . Polygon ( this . currentPath . shape . points . slice ( - 2 ) ) ) : ( this . currentPath . lineWidth = this . lineWidth , this . currentPath . lineColor = this . lineColor , this . currentPath . lineAlpha = this . lineAlpha ) ) , this } , PIXI . Graphics . prototype . moveTo = function ( a , b ) { return this . drawShape ( new PIXI . Polygon ( [ a , b ] ) ) , this } , PIXI . Graphics . prototype . lineTo = function ( a , b ) { return this . currentPath || this . moveTo ( 0 , 0 ) , this . currentPath . shape . points . push ( a , b ) , this . dirty = ! 0 , this . updateLocalBounds ( ) , this } , PIXI . Graphics . prototype . quadraticCurveTo = function ( a , b , c , d ) { this . currentPath ? 0 === this . currentPath . shape . points . length && ( this . currentPath . shape . points = [ 0 , 0 ] ) : this . moveTo ( 0 , 0 ) ; var e , f , g = 20 , h = this . currentPath . shape . points ; 0 === h . length && this . moveTo ( 0 , 0 ) ; for ( var i = h [ h . length - 2 ] , j = h [ h . length - 1 ] , k = 0 , l = 1 ; g >= l ; ++ l ) k = l / g , e = i + ( a - i ) * k , f = j + ( b - j ) * k , h . push ( e + ( a + ( c - a ) * k - e ) * k , f + ( b + ( d - b ) * k - f ) * k ) ; return this . dirty = ! 0 , this . updateLocalBounds ( ) , this } , PIXI . Graphics . prototype . bezierCurveTo = function ( a , b , c , d , e , f ) { this . currentPath ? 0 === this . currentPath . shape . points . length && ( this . currentPath . shape . points = [ 0 , 0 ] ) : this . moveTo ( 0 , 0 ) ; for ( var g , h , i , j , k , l = 20 , m = this . currentPath . shape . points , n = m [ m . length - 2 ] , o = m [ m . length - 1 ] , p = 0 , q = 1 ; l >= q ; ++ q ) p = q / l , g = 1 - p , h = g * g , i = h * g , j = p * p , k = j * p , m . push ( i * n + 3 * h * p * a + 3 * g * j * c + k * e , i * o + 3 * h * p * b + 3 * g * j * d + k * f ) ; return this . dirty = ! 0 , this . updateLocalBounds ( ) , this } , PIXI . Graphics . prototype . arcTo = function ( a , b , c , d , e ) { this . currentPath ? 0 === this . currentPath . shape . points . length && this . currentPath . shape . points . push ( a , b ) : this . moveTo ( a , b ) ; var f = this . currentPath . shape . points , g = f [ f . length - 2 ] , h = f [ f . length - 1 ] , i = h - b , j = g - a , k = d - b , l = c - a , m = Math . abs ( i * l - j * k ) ; if ( 1e-8 > m || 0 === e ) f [ f . length - 2 ] === a && f [ f . length - 1 ] === b || f . push ( a , b ) ; else { var n = i * i + j * j , o = k * k + l * l , p = i * k + j * l , q = e * Math . sqrt ( n ) / m , r = e * Math . sqrt ( o ) / m , s = q * p / n , t = r * p / o , u = q * l + r * j , v = q * k + r * i , w = j * ( r + s ) , x = i * ( r + s ) , y = l * ( q + t ) , z = k * ( q + t ) , A = Math . atan2 ( x - v , w - u ) , B = Math . atan2 ( z - v , y - u ) ; this . arc ( u + a , v + b , e , A , B , j * k > l * i ) } return this . dirty = ! 0 , this . updateLocalBounds ( ) , this } , PIXI . Graphics . prototype . arc = function ( a , b , c , d , e , f , g ) { if ( d === e ) return this ; void 0 === f && ( f = ! 1 ) , void 0 === g && ( g = 40 ) , ! f && d >= e ? e += 2 * Math . PI : f && e >= d && ( d += 2 * Math . PI ) ; var h = f ? - 1 * ( d - e ) : e - d , i = Math . ceil ( Math . abs ( h ) / ( 2 * Math . PI ) ) * g ; if ( 0 === h ) return this ; var j = a + Math . cos ( d ) * c , k = b + Math . sin ( d ) * c ; f && this . filling ? this . moveTo ( a , b ) : this . moveTo ( j , k ) ; for ( var l = this . currentPath . shape . points , m = h / ( 2 * i ) , n = 2 * m , o = Math . cos ( m ) , p = Math . sin ( m ) , q = i - 1 , r = q % 1 / q , s = 0 ; q >= s ; s ++ ) { var t = s + r * s , u = m + d + n * t , v = Math . cos ( u ) , w = - Math . sin ( u ) ; l . push ( ( o * v + p * w ) * c + a , ( o * - w + p * v ) * c + b ) } return this . dirty = ! 0 , this . updateLocalBounds ( ) , this } , PIXI . Graphics . prototype . beginFill = function ( a , b ) { return this . filling = ! 0 , this . fillColor = a || 0 , this . fillAlpha = void 0 === b ? 1 : b , this . currentPath && this . currentPath . shape . points . length <= 2 && ( this . currentPath . fill = this . filling , this . currentPath . fillColor = this . fillColor , this . currentPath . fillAlpha = this . fillAlpha ) , this } , PIXI . Graphics . prototype . endFill = function ( ) { return this . filling = ! 1 , this . fillColor = null , this . fillAlpha = 1 , this } , PIXI . Graphics . prototype . drawRect = function ( a , b , c , d ) { return this . drawShape ( new PIXI . Rectangle ( a , b , c , d ) ) , this } , PIXI . Graphics . prototype . drawRoundedRect = function ( a , b , c , d , e ) { return this . drawShape ( new PIXI . RoundedRectangle ( a , b , c , d , e ) ) , this } , PIXI . Graphics . prototype . drawCircle = function ( a , b , c ) { return this . drawShape ( new PIXI . Circle ( a , b , c ) ) , this } , PIXI . Graphics . prototype . drawEllipse = function ( a , b , c , d ) { return this . drawShape ( new PIXI . Ellipse ( a , b , c , d ) ) , this } , PIXI . Graphics . prototype . drawPolygon = function ( a ) { ( a instanceof c . Polygon || a instanceof PIXI . Polygon ) && ( a = a . points ) ; var b = a ; if ( ! Array . isArray ( b ) ) { b = new Array ( arguments . length ) ; for ( var d = 0 ; d < b . length ; ++ d ) b [ d ]
void 0 === b && ( b = ! 1 ) ; var d = new c . Polygon ( a ) ; if ( b ) { var e = new c . Point ( this . game . camera . x - a [ 0 ] . x , this . game . camera . y - a [ 0 ] . y ) , f = new c . Point ( a [ 1 ] . x - a [ 0 ] . x , a [ 1 ] . y - a [ 0 ] . y ) , g = new c . Point ( a [ 1 ] . x - a [ 2 ] . x , a [ 1 ] . y - a [ 2 ] . y ) , h = g . cross ( f ) ; e . dot ( h ) > 0 && this . drawPolygon ( d ) } else this . drawPolygon ( d ) } , c . Graphics . prototype . drawTriangles = function ( a , b , d ) { void 0 === d && ( d = ! 1 ) ; var e , f = new c . Point , g = new c . Point , h = new c . Point , i = [ ] ; if ( b ) if ( a [ 0 ] instanceof c . Point ) for ( e = 0 ; e < b . length / 3 ; e ++ ) i . push ( a [ b [ 3 * e ] ] ) , i . push ( a [ b [ 3 * e + 1 ] ] ) , i . push ( a [ b [ 3 * e + 2 ] ] ) , 3 === i . length && ( this . drawTriangle ( i , d ) , i = [ ] ) ; else for ( e = 0 ; e < b . length ; e ++ ) f . x = a [ 2 * b [ e ] ] , f . y = a [ 2 * b [ e ] + 1 ] , i . push ( f . copyTo ( { } ) ) , 3 === i . length && ( this . drawTriangle ( i , d ) , i = [ ] ) ; else if ( a [ 0 ] instanceof c . Point ) for ( e = 0 ; e < a . length / 3 ; e ++ ) this . drawTriangle ( [ a [ 3 * e ] , a [ 3 * e + 1 ] , a [ 3 * e + 2 ] ] , d ) ; else for ( e = 0 ; e < a . length / 6 ; e ++ ) f . x = a [ 6 * e + 0 ] , f . y = a [ 6 * e + 1 ] , g . x = a [ 6 * e + 2 ] , g . y = a [ 6 * e + 3 ] , h . x = a [ 6 * e + 4 ] , h . y = a [ 6 * e + 5 ] , this . drawTriangle ( [ f , g , h ] , d ) } , c . RenderTexture = function ( a , b , d , e , f , g ) { void 0 === e && ( e = "" ) , void 0 === f && ( f = c . scaleModes . DEFAULT ) , void 0 === g && ( g = 1 ) , this . game = a , this . key = e , this . type = c . RENDERTEXTURE , this . _tempMatrix = new PIXI . Matrix , PIXI . RenderTexture . call ( this , b , d , this . game . renderer , f , g ) , this . render = c . RenderTexture . prototype . render } , c . RenderTexture . prototype = Object . create ( PIXI . RenderTexture . prototype ) , c . RenderTexture . prototype . constructor = c . RenderTexture , c . RenderTexture . prototype . renderXY = function ( a , b , c , d ) { a . updateTransform ( ) , this . _tempMatrix . copyFrom ( a . worldTransform ) , this . _tempMatrix . tx = b , this . _tempMatrix . ty = c , this . renderer . type === PIXI . WEBGL _RENDERER ? this . renderWebGL ( a , this . _tempMatrix , d ) : this . renderCanvas ( a , this . _tempMatrix , d ) } , c . RenderTexture . prototype . renderRawXY = function ( a , b , c , d ) { this . _tempMatrix . identity ( ) . translate ( b , c ) , this . renderer . type === PIXI . WEBGL _RENDERER ? this . renderWebGL ( a , this . _tempMatrix , d ) : this . renderCanvas ( a , this . _tempMatrix , d ) } , c . RenderTexture . prototype . render = function ( a , b , c ) { void 0 === b || null === b ? this . _tempMatrix . copyFrom ( a . worldTransform ) : this . _tempMatrix . copyFrom ( b ) , this . renderer . type === PIXI . WEBGL _RENDERER ? this . renderWebGL ( a , this . _tempMatrix , c ) : this . renderCanvas ( a , this . _tempMatrix , c ) } , c . Text = function ( a , b , d , e , f ) { b = b || 0 , d = d || 0 , e = void 0 === e || null === e ? "" : e . toString ( ) , f = c . Utils . extend ( { } , f ) , this . type = c . TEXT , this . physicsType = c . SPRITE , this . padding = new c . Point , this . textBounds = null , this . canvas = PIXI . CanvasPool . create ( this ) , this . context = this . canvas . getContext ( "2d" ) , this . colors = [ ] , this . strokeColors = [ ] , this . fontStyles = [ ] , this . fontWeights = [ ] , this . autoRound = ! 1 , this . useAdvancedWrap = ! 1 , this . _res = a . renderer . resolution , this . _text = e , this . _fontComponents = null , this . _lineSpacing = 0 , this . _charCount = 0 , this . _width = 0 , this . _height = 0 , c . Sprite . call ( this , a , b , d , PIXI . Texture . fromCanvas ( this . canvas ) ) , this . setStyle ( f ) , "" !== e && this . updateText ( ) } , c . Text . prototype = Object . create ( c . Sprite . prototype ) , c . Text . prototype . constructor = c . Text , c . Text . prototype . preUpdate = function ( ) { return this . preUpdatePhysics ( ) && this . preUpdateLifeSpan ( ) && this . preUpdateInWorld ( ) ? this . preUpdateCore ( ) : ! 1 } , c . Text . prototype . update = function ( ) { } , c . Text . prototype . destroy = function ( a ) { this . texture . destroy ( ! 0 ) , PIXI . CanvasPool . remove ( this ) , c . Component . Destroy . prototype . destroy . call ( this , a ) } , c . Text . prototype . setShadow = function ( a , b , c , d , e , f ) { return void 0 === a && ( a = 0 ) , void 0 === b && ( b = 0 ) , void 0 === c && ( c = "rgba(0, 0, 0, 1)" ) , void 0 === d && ( d = 0 ) , void 0 === e && ( e = ! 0 ) , void 0 === f && ( f = ! 0 ) , this . style . shadowOffsetX = a , this . style . shadowOffsetY = b , this . style . shadowColor = c , this . style . shadowBlur = d , this . style . shadowStroke = e , this . style . shadowFill = f , this . dirty = ! 0 , this } , c . Text . prototype . setStyle = function ( a , b ) { void 0 === b && ( b = ! 1 ) , a = a || { } , a . font = a . font || "bold 20pt Arial" , a . backgroundColor = a . backgroundColor || null , a . fill = a . fill || "black" , a . align = a . align || "left" , a . boundsAlignH = a . boundsAlignH || "left" , a . boundsAlignV = a . boundsAlignV || "top" , a . stroke = a . stroke || "black" , a . strokeThickness = a . strokeThickness || 0 , a . wordWrap = a . wordWrap || ! 1 , a . wordWrapWidth = a . wordWrapWidth || 100 , a . maxLines = a . maxLines || 0 , a . shadowOffsetX = a . shadowOffsetX || 0 , a . shadowOffsetY = a . shadowOffsetY || 0 , a . shadowColor = a . shadowColor || "rgba(0,0,0,0)" , a . shadowBlur = a . shadowBlur || 0 , a . tabs = a . tabs || 0 ; va
c . Rope . prototype . preUpdateInWorld = c . Component . InWorld . preUpdate , c . Rope . prototype . preUpdateCore = c . Component . Core . preUpdate , c . Rope . prototype . preUpdate = function ( ) { return this . preUpdatePhysics ( ) && this . preUpdateLifeSpan ( ) && this . preUpdateInWorld ( ) ? this . preUpdateCore ( ) : ! 1 } , c . Rope . prototype . update = function ( ) { this . _hasUpdateAnimation && this . updateAnimation . call ( this ) } , c . Rope . prototype . reset = function ( a , b ) { return c . Component . Reset . prototype . reset . call ( this , a , b ) , this } , Object . defineProperty ( c . Rope . prototype , "updateAnimation" , { get : function ( ) { return this . _updateAnimation } , set : function ( a ) { a && "function" == typeof a ? ( this . _hasUpdateAnimation = ! 0 , this . _updateAnimation = a ) : ( this . _hasUpdateAnimation = ! 1 , this . _updateAnimation = null ) } } ) , Object . defineProperty ( c . Rope . prototype , "segments" , { get : function ( ) { for ( var a , b , d , e , f , g , h , i , j = [ ] , k = 0 ; k < this . points . length ; k ++ ) a = 4 * k , b = this . vertices [ a ] * this . scale . x , d = this . vertices [ a + 1 ] * this . scale . y , e = this . vertices [ a + 4 ] * this . scale . x , f = this . vertices [ a + 3 ] * this . scale . y , g = c . Math . difference ( b , e ) , h = c . Math . difference ( d , f ) , b += this . world . x , d += this . world . y , i = new c . Rectangle ( b , d , g , h ) , j . push ( i ) ; return j } } ) , c . TileSprite = function ( a , b , d , e , f , g , h ) { b = b || 0 , d = d || 0 , e = e || 256 , f = f || 256 , g = g || null , h = h || null , this . type = c . TILESPRITE , this . physicsType = c . SPRITE , this . _scroll = new c . Point ; var i = a . cache . getImage ( "__default" , ! 0 ) ; PIXI . TilingSprite . call ( this , new PIXI . Texture ( i . base ) , e , f ) , c . Component . Core . init . call ( this , a , b , d , g , h ) } , c . TileSprite . prototype = Object . create ( PIXI . TilingSprite . prototype ) , c . TileSprite . prototype . constructor = c . TileSprite , c . Component . Core . install . call ( c . TileSprite . prototype , [ "Angle" , "Animation" , "AutoCull" , "Bounds" , "BringToTop" , "Destroy" , "FixedToCamera" , "Health" , "InCamera" , "InputEnabled" , "InWorld" , "LifeSpan" , "LoadTexture" , "Overlap" , "PhysicsBody" , "Reset" , "Smoothed" ] ) , c . TileSprite . prototype . preUpdatePhysics = c . Component . PhysicsBody . preUpdate , c . TileSprite . prototype . preUpdateLifeSpan = c . Component . LifeSpan . preUpdate , c . TileSprite . prototype . preUpdateInWorld = c . Component . InWorld . preUpdate , c . TileSprite . prototype . preUpdateCore = c . Component . Core . preUpdate , c . TileSprite . prototype . preUpdate = function ( ) { return 0 !== this . _scroll . x && ( this . tilePosition . x += this . _scroll . x * this . game . time . physicsElapsed ) , 0 !== this . _scroll . y && ( this . tilePosition . y += this . _scroll . y * this . game . time . physicsElapsed ) , this . preUpdatePhysics ( ) && this . preUpdateLifeSpan ( ) && this . preUpdateInWorld ( ) ? this . preUpdateCore ( ) : ! 1 } , c . TileSprite . prototype . autoScroll = function ( a , b ) { this . _scroll . set ( a , b ) } , c . TileSprite . prototype . stopScroll = function ( ) { this . _scroll . set ( 0 , 0 ) } , c . TileSprite . prototype . destroy = function ( a ) { c . Component . Destroy . prototype . destroy . call ( this , a ) , PIXI . TilingSprite . prototype . destroy . call ( this ) } , c . TileSprite . prototype . reset = function ( a , b ) { return c . Component . Reset . prototype . reset . call ( this , a , b ) , this . tilePosition . x = 0 , this . tilePosition . y = 0 , this } , c . Device = function ( ) { this . deviceReadyAt = 0 , this . initialized = ! 1 , this . desktop = ! 1 , this . iOS = ! 1 , this . iOSVersion = 0 , this . cocoonJS = ! 1 , this . cocoonJSApp = ! 1 , this . cordova = ! 1 , this . node = ! 1 , this . nodeWebkit = ! 1 , this . electron = ! 1 , this . ejecta = ! 1 , this . crosswalk = ! 1 , this . android = ! 1 , this . chromeOS = ! 1 , this . linux = ! 1 , this . macOS = ! 1 , this . windows = ! 1 , this . windowsPhone = ! 1 , this . canvas = ! 1 , this . canvasBitBltShift = null , this . webGL = ! 1 , this . file = ! 1 , this . fileSystem = ! 1 , this . localStorage = ! 1 , this . worker = ! 1 , this . css3D = ! 1 , this . pointerLock = ! 1 , this . typedArray = ! 1 , this . vibration = ! 1 , this . getUserMedia = ! 0 , this . quirksMode = ! 1 , this . touch = ! 1 , this . mspointer = ! 1 , this . wheelEvent = null , this . arora = ! 1 , this . chrome = ! 1 , this . chromeVersion = 0 , this . epiphany = ! 1 , this . firefox = ! 1 , this . firefoxVersion = 0 , this . ie = ! 1 , this . ieVersion = 0 , this . trident = ! 1 , this . tridentVersion = 0 , this . edge = ! 1 , this . mobileSafari = ! 1 , this . midori = ! 1 , this . opera = ! 1 , this . safari = ! 1 , this . safariVersion = 0 , this . webApp = ! 1 , this . silk = ! 1 , this . audioData = ! 1 , this . webAudio = ! 1 , this . ogg = ! 1 , this . opus = ! 1 , this . mp3 = ! 1 , this . wav = ! 1 , this . m4a = ! 1 , this . webm = ! 1 , this . dolby = ! 1 , this . oggVideo = ! 1 , this . h264Video = ! 1 , this . mp4Video = ! 1 , this . webmVideo = ! 1 , this . vp9Video = ! 1 , this . hlsVideo = ! 1 , this . iPhone = ! 1 , this . iPhone4 = ! 1 , this . iPad = ! 1 , this . pixelRatio = 0 , this . littleEndian = ! 1 , this . LITTLE _ENDIAN = ! 1 , this . support32bit = ! 1 ,
for ( var b = 0 ; b < this . timeline . length ; b ++ ) this . timeline [ b ] . loadValues ( ) ; return this . manager . add ( this ) , this . isRunning = ! 0 , ( 0 > a || a > this . timeline . length - 1 ) && ( a = 0 ) , this . current = a , this . timeline [ this . current ] . start ( ) , this } , stop : function ( a ) { return void 0 === a && ( a = ! 1 ) , this . isRunning = ! 1 , this . _onUpdateCallback = null , this . _onUpdateCallbackContext = null , a && ( this . onComplete . dispatch ( this . target , this ) , this . _hasStarted = ! 1 , this . chainedTween && this . chainedTween . start ( ) ) , this . manager . remove ( this ) , this } , updateTweenData : function ( a , b , c ) { if ( 0 === this . timeline . length ) return this ; if ( void 0 === c && ( c = 0 ) , - 1 === c ) for ( var d = 0 ; d < this . timeline . length ; d ++ ) this . timeline [ d ] [ a ] = b ; else this . timeline [ c ] [ a ] = b ; return this } , delay : function ( a , b ) { return this . updateTweenData ( "delay" , a , b ) } , repeat : function ( a , b , c ) { return void 0 === b && ( b = 0 ) , this . updateTweenData ( "repeatCounter" , a , c ) , this . updateTweenData ( "repeatDelay" , b , c ) } , repeatDelay : function ( a , b ) { return this . updateTweenData ( "repeatDelay" , a , b ) } , yoyo : function ( a , b , c ) { return void 0 === b && ( b = 0 ) , this . updateTweenData ( "yoyo" , a , c ) , this . updateTweenData ( "yoyoDelay" , b , c ) } , yoyoDelay : function ( a , b ) { return this . updateTweenData ( "yoyoDelay" , a , b ) } , easing : function ( a , b ) { return "string" == typeof a && this . manager . easeMap [ a ] && ( a = this . manager . easeMap [ a ] ) , this . updateTweenData ( "easingFunction" , a , b ) } , interpolation : function ( a , b , d ) { return void 0 === b && ( b = c . Math ) , this . updateTweenData ( "interpolationFunction" , a , d ) , this . updateTweenData ( "interpolationContext" , b , d ) } , repeatAll : function ( a ) { return void 0 === a && ( a = 0 ) , this . repeatCounter = a , this } , chain : function ( ) { for ( var a = arguments . length ; a -- ; ) a > 0 ? arguments [ a - 1 ] . chainedTween = arguments [ a ] : this . chainedTween = arguments [ a ] ; return this } , loop : function ( a ) { return void 0 === a && ( a = ! 0 ) , this . repeatCounter = a ? - 1 : 0 , this } , onUpdateCallback : function ( a , b ) { return this . _onUpdateCallback = a , this . _onUpdateCallbackContext = b , this } , pause : function ( ) { this . isPaused = ! 0 , this . _codePaused = ! 0 , this . _pausedTime = this . game . time . time } , _pause : function ( ) { this . _codePaused || ( this . isPaused = ! 0 , this . _pausedTime = this . game . time . time ) } , resume : function ( ) { if ( this . isPaused ) { this . isPaused = ! 1 , this . _codePaused = ! 1 ; for ( var a = 0 ; a < this . timeline . length ; a ++ ) this . timeline [ a ] . isRunning || ( this . timeline [ a ] . startTime += this . game . time . time - this . _pausedTime ) } } , _resume : function ( ) { this . _codePaused || this . resume ( ) } , update : function ( a ) { if ( this . pendingDelete || ! this . target ) return ! 1 ; if ( this . isPaused ) return ! 0 ; var b = this . timeline [ this . current ] . update ( a ) ; if ( b === c . TweenData . PENDING ) return ! 0 ; if ( b === c . TweenData . RUNNING ) return this . _hasStarted || ( this . onStart . dispatch ( this . target , this ) , this . _hasStarted = ! 0 ) , null !== this . _onUpdateCallback && this . _onUpdateCallback . call ( this . _onUpdateCallbackContext , this , this . timeline [ this . current ] . value , this . timeline [ this . current ] ) , this . isRunning ; if ( b === c . TweenData . LOOPED ) return - 1 === this . timeline [ this . current ] . repeatCounter ? this . onLoop . dispatch ( this . target , this ) : this . onRepeat . dispatch ( this . target , this ) , ! 0 ; if ( b === c . TweenData . COMPLETE ) { var d = ! 1 ; return this . reverse ? ( this . current -- , this . current < 0 && ( this . current = this . timeline . length - 1 , d = ! 0 ) ) : ( this . current ++ , this . current === this . timeline . length && ( this . current = 0 , d = ! 0 ) ) , d ? - 1 === this . repeatCounter ? ( this . timeline [ this . current ] . start ( ) , this . onLoop . dispatch ( this . target , this ) , ! 0 ) : this . repeatCounter > 0 ? ( this . repeatCounter -- , this . timeline [ this . current ] . start ( ) , this . onRepeat . dispatch ( this . target , this ) , ! 0 ) : ( this . isRunning = ! 1 , this . onComplete . dispatch ( this . target , this ) , this . _hasStarted = ! 1 , this . chainedTween && this . chainedTween . start ( ) , ! 1 ) : ( this . onChildComplete . dispatch ( this . target , this ) , this . timeline [ this . current ] . start ( ) , ! 0 ) } } , generateData : function ( a , b ) { if ( null === this . game || null === this . target ) return null ; void 0 === a && ( a = 60 ) , void 0 === b && ( b = [ ] ) ; for ( var c = 0 ; c < this . timeline . length ; c ++ ) for ( var d in this . timeline [ c ] . vEnd ) this . properties [ d ] = this . target [ d ] || 0 , Array . isArray ( this . properties [ d ] ) || ( this . properties [ d ] *= 1 ) ; for ( var c = 0 ; c < this . timeline . length ; c ++ ) this . timeline [ c ] . loadValues ( ) ; for ( var c = 0 ; c < this . timeline . length ; c ++ ) b = b . concat ( this . timeline [ c ] . generateData ( a ) ) ; return b } } , Object . defineProperty ( c . Tween . prototype , "totalDuration" , { get : function ( ) { for ( var a = 0 , b = 0 ;
return c } , destroy : function ( ) { this . _frames = null , this . _frameNames = null } } , c . FrameData . prototype . constructor = c . FrameData , Object . defineProperty ( c . FrameData . prototype , "total" , { get : function ( ) { return this . _frames . length } } ) , c . AnimationParser = { spriteSheet : function ( a , b , d , e , f , g , h ) { var i = b ; if ( "string" == typeof b && ( i = a . cache . getImage ( b ) ) , null === i ) return null ; var j = i . width , k = i . height ; 0 >= d && ( d = Math . floor ( - j / Math . min ( - 1 , d ) ) ) , 0 >= e && ( e = Math . floor ( - k / Math . min ( - 1 , e ) ) ) ; var l = Math . floor ( ( j - g ) / ( d + h ) ) , m = Math . floor ( ( k - g ) / ( e + h ) ) , n = l * m ; if ( - 1 !== f && ( n = f ) , 0 === j || 0 === k || d > j || e > k || 0 === n ) return console . warn ( "Phaser.AnimationParser.spriteSheet: '" + b + "'s width/height zero or width/height < given frameWidth/frameHeight" ) , null ; for ( var o = new c . FrameData , p = g , q = g , r = 0 ; n > r ; r ++ ) o . addFrame ( new c . Frame ( r , p , q , d , e , "" ) ) , p += d + h , p + d > j && ( p = g , q += e + h ) ; return o } , JSONData : function ( a , b ) { if ( ! b . frames ) return console . warn ( "Phaser.AnimationParser.JSONData: Invalid Texture Atlas JSON given, missing 'frames' array" ) , void console . log ( b ) ; for ( var d , e = new c . FrameData , f = b . frames , g = 0 ; g < f . length ; g ++ ) d = e . addFrame ( new c . Frame ( g , f [ g ] . frame . x , f [ g ] . frame . y , f [ g ] . frame . w , f [ g ] . frame . h , f [ g ] . filename ) ) , f [ g ] . trimmed && d . setTrim ( f [ g ] . trimmed , f [ g ] . sourceSize . w , f [ g ] . sourceSize . h , f [ g ] . spriteSourceSize . x , f [ g ] . spriteSourceSize . y , f [ g ] . spriteSourceSize . w , f [ g ] . spriteSourceSize . h ) ; return e } , JSONDataPyxel : function ( a , b ) { var d = [ "layers" , "tilewidth" , "tileheight" , "tileswide" , "tileshigh" ] ; if ( d . forEach ( function ( a ) { return b [ a ] ? void 0 : ( console . warn ( "Phaser.AnimationParser.JSONDataPyxel: Invalid Pyxel Tilemap JSON given, missing '" + a + "' key." ) , void console . log ( b ) ) } ) , 1 != b . layers . length ) return console . warn ( "Phaser.AnimationParser.JSONDataPyxel: Too many layers, this parser only supports flat Tilemaps." ) , void console . log ( b ) ; for ( var e , f = new c . FrameData , g = b . tileheight , h = b . tilewidth , i = b . layers [ 0 ] . tiles , j = 0 ; j < i . length ; j ++ ) e = f . addFrame ( new c . Frame ( j , i [ j ] . x , i [ j ] . y , h , g , "frame_" + j ) ) , e . setTrim ( ! 1 ) ; return f } , JSONDataHash : function ( a , b ) { if ( ! b . frames ) return console . warn ( "Phaser.AnimationParser.JSONDataHash: Invalid Texture Atlas JSON given, missing 'frames' object" ) , void console . log ( b ) ; var d , e = new c . FrameData , f = b . frames , g = 0 ; for ( var h in f ) d = e . addFrame ( new c . Frame ( g , f [ h ] . frame . x , f [ h ] . frame . y , f [ h ] . frame . w , f [ h ] . frame . h , h ) ) , f [ h ] . trimmed && d . setTrim ( f [ h ] . trimmed , f [ h ] . sourceSize . w , f [ h ] . sourceSize . h , f [ h ] . spriteSourceSize . x , f [ h ] . spriteSourceSize . y , f [ h ] . spriteSourceSize . w , f [ h ] . spriteSourceSize . h ) , g ++ ; return e } , XMLData : function ( a , b ) { if ( ! b . getElementsByTagName ( "TextureAtlas" ) ) return void console . warn ( "Phaser.AnimationParser.XMLData: Invalid Texture Atlas XML given, missing <TextureAtlas> tag" ) ; for ( var d , e , f , g , h , i , j , k , l , m , n , o = new c . FrameData , p = b . getElementsByTagName ( "SubTexture" ) , q = 0 ; q < p . length ; q ++ ) f = p [ q ] . attributes , e = f . name . value , g = parseInt ( f . x . value , 10 ) , h = parseInt ( f . y . value , 10 ) , i = parseInt ( f . width . value , 10 ) , j = parseInt ( f . height . value , 10 ) , k = null , l = null , f . frameX && ( k = Math . abs ( parseInt ( f . frameX . value , 10 ) ) , l = Math . abs ( parseInt ( f . frameY . value , 10 ) ) , m = parseInt ( f . frameWidth . value , 10 ) , n = parseInt ( f . frameHeight . value , 10 ) ) , d = o . addFrame ( new c . Frame ( q , g , h , i , j , e ) ) , null === k && null === l || d . setTrim ( ! 0 , i , j , k , l , m , n ) ; return o } } , c . Cache = function ( a ) { this . game = a , this . autoResolveURL = ! 1 , this . _cache = { canvas : { } , image : { } , texture : { } , sound : { } , video : { } , text : { } , json : { } , xml : { } , physics : { } , tilemap : { } , binary : { } , bitmapData : { } , bitmapFont : { } , shader : { } , renderTexture : { } } , this . _urlMap = { } , this . _urlResolver = new Image , this . _urlTemp = null , this . onSoundUnlock = new c . Signal , this . _cacheMap = [ ] , this . _cacheMap [ c . Cache . CANVAS ] = this . _cache . canvas , this . _cacheMap [ c . Cache . IMAGE ] = this . _cache . image , this . _cacheMap [ c . Cache . TEXTURE ] = this . _cache . texture , this . _cacheMap [ c . Cache . SOUND ] = this . _cache . sound , this . _cacheMap [ c . Cache . TEXT ] = this . _cache . text , this . _cacheMap [ c . Cache . PHYSICS ] = this . _cache . physics , this . _cacheMap [ c . Cache . TILEMAP ] = this . _cache . tilemap , this . _cacheMap [ c . Cache . BINARY ] = this . _cache . binary , this . _cacheMap [ c . Cache . BITMAPDATA ] = this . _cache . bitmapData , this . _cacheMap [ c . Cache . BITMAPFONT ] = this . _cache . bitmapFont , this . _cacheMap [ c . Cache . JSON ] = this . _cache . json , this . _cacheMap [ c . Cache . XML ] = this . _cache . xml , this . _cacheMap [ c . Cac
var e = d . substr ( ( Math . max ( 0 , d . lastIndexOf ( "." ) ) || 1 / 0 ) + 1 ) ; if ( c = e . toLowerCase ( ) , this . game . device . canPlayAudio ( c ) ) return a [ b ] } } return null } , fileError : function ( a , b , c ) { var d = a . requestUrl || this . transformUrl ( a . url , a ) , e = "error loading asset from URL " + d ; ! c && b && ( c = b . status ) , c && ( e = e + " (" + c + ")" ) , this . asyncComplete ( a , e ) } , fileComplete : function ( a , b ) { var d = ! 0 ; switch ( a . type ) { case "packfile" : var e = JSON . parse ( b . responseText ) ; a . data = e || { } ; break ; case "image" : this . cache . addImage ( a . key , a . url , a . data ) ; break ; case "spritesheet" : this . cache . addSpriteSheet ( a . key , a . url , a . data , a . frameWidth , a . frameHeight , a . frameMax , a . margin , a . spacing ) ; break ; case "textureatlas" : if ( null == a . atlasURL ) this . cache . addTextureAtlas ( a . key , a . url , a . data , a . atlasData , a . format ) ; else if ( d = ! 1 , a . format == c . Loader . TEXTURE _ATLAS _JSON _ARRAY || a . format == c . Loader . TEXTURE _ATLAS _JSON _HASH || a . format == c . Loader . TEXTURE _ATLAS _JSON _PYXEL ) this . xhrLoad ( a , this . transformUrl ( a . atlasURL , a ) , "text" , this . jsonLoadComplete ) ; else { if ( a . format != c . Loader . TEXTURE _ATLAS _XML _STARLING ) throw new Error ( "Phaser.Loader. Invalid Texture Atlas format: " + a . format ) ; this . xhrLoad ( a , this . transformUrl ( a . atlasURL , a ) , "text" , this . xmlLoadComplete ) } break ; case "bitmapfont" : a . atlasURL ? ( d = ! 1 , this . xhrLoad ( a , this . transformUrl ( a . atlasURL , a ) , "text" , function ( a , b ) { var c ; try { c = JSON . parse ( b . responseText ) } catch ( d ) { } c ? ( a . atlasType = "json" , this . jsonLoadComplete ( a , b ) ) : ( a . atlasType = "xml" , this . xmlLoadComplete ( a , b ) ) } ) ) : this . cache . addBitmapFont ( a . key , a . url , a . data , a . atlasData , a . atlasType , a . xSpacing , a . ySpacing ) ; break ; case "video" : if ( a . asBlob ) try { a . data = b . response } catch ( f ) { throw new Error ( "Phaser.Loader. Unable to parse video file as Blob: " + a . key ) } this . cache . addVideo ( a . key , a . url , a . data , a . asBlob ) ; break ; case "audio" : this . game . sound . usingWebAudio ? ( a . data = b . response , this . cache . addSound ( a . key , a . url , a . data , ! 0 , ! 1 ) , a . autoDecode && this . game . sound . decode ( a . key ) ) : this . cache . addSound ( a . key , a . url , a . data , ! 1 , ! 0 ) ; break ; case "text" : a . data = b . responseText , this . cache . addText ( a . key , a . url , a . data ) ; break ; case "shader" : a . data = b . responseText , this . cache . addShader ( a . key , a . url , a . data ) ; break ; case "physics" : var e = JSON . parse ( b . responseText ) ; this . cache . addPhysicsData ( a . key , a . url , e , a . format ) ; break ; case "script" : a . data = document . createElement ( "script" ) , a . data . language = "javascript" , a . data . type = "text/javascript" , a . data . defer = ! 1 , a . data . text = b . responseText , document . head . appendChild ( a . data ) , a . callback && ( a . data = a . callback . call ( a . callbackContext , a . key , b . responseText ) ) ; break ; case "binary" : a . callback ? a . data = a . callback . call ( a . callbackContext , a . key , b . response ) : a . data = b . response , this . cache . addBinary ( a . key , a . data ) } d && this . asyncComplete ( a ) } , jsonLoadComplete : function ( a , b ) { var c = JSON . parse ( b . responseText ) ; "tilemap" === a . type ? this . cache . addTilemap ( a . key , a . url , c , a . format ) : "bitmapfont" === a . type ? this . cache . addBitmapFont ( a . key , a . url , a . data , c , a . atlasType , a . xSpacing , a . ySpacing ) : "json" === a . type ? this . cache . addJSON ( a . key , a . url , c ) : this . cache . addTextureAtlas ( a . key , a . url , a . data , c , a . format ) , this . asyncComplete ( a ) } , csvLoadComplete : function ( a , b ) { var c = b . responseText ; this . cache . addTilemap ( a . key , a . url , c , a . format ) , this . asyncComplete ( a ) } , xmlLoadComplete : function ( a , b ) { var c = b . responseText , d = this . parseXml ( c ) ; if ( ! d ) { var e = b . responseType || b . contentType ; return console . warn ( "Phaser.Loader - " + a . key + ": invalid XML (" + e + ")" ) , void this . asyncComplete ( a , "invalid XML" ) } "bitmapfont" === a . type ? this . cache . addBitmapFont ( a . key , a . url , a . data , d , a . atlasType , a . xSpacing , a . ySpacing ) : "textureatlas" === a . type ? this . cache . addTextureAtlas ( a . key , a . url , a . data , d , a . format ) : "xml" === a . type && this . cache . addXML ( a . key , a . url , d ) , this . asyncComplete ( a ) } , parseXml : function ( a ) { var b ; try { if ( window . DOMParser ) { var c = new DOMParser ; b = c . parseFromString ( a , "text/xml" ) } else b = new ActiveXObject ( "Microsoft.XMLDOM" ) , b . async = "false" , b . loadXML ( a ) } catch ( d ) { b = null } return b && b . documentElement && ! b . getElementsByTagName ( "parsererror" ) . length ? b : null } , updateProgress : function ( ) { this . preloadSprite && ( 0 === this . preloadSprite . direction ? this . preloadSprite . rect . width = Math . floor ( this . preloadSprite . width / 100 * this . progress ) : this . preloadSprite . rect . height = Math . floor ( this . preloadSprite . height / 100 * this . progress ) , this . preload
var c = a !== this . screenOrientation , d = b !== this . incorrectOrientation ; return d && ( this . incorrectOrientation ? this . enterIncorrectOrientation . dispatch ( ) : this . leaveIncorrectOrientation . dispatch ( ) ) , ( c || d ) && this . onOrientationChange . dispatch ( this , a , b ) , c || d } , orientationChange : function ( a ) { this . event = a , this . queueUpdate ( ! 0 ) } , windowResize : function ( a ) { this . event = a , this . queueUpdate ( ! 0 ) } , scrollTop : function ( ) { var a = this . compatibility . scrollTo ; a && window . scrollTo ( a . x , a . y ) } , refresh : function ( ) { this . scrollTop ( ) , this . queueUpdate ( ! 0 ) } , updateLayout : function ( ) { var a = this . currentScaleMode ; if ( a === c . ScaleManager . RESIZE ) return void this . reflowGame ( ) ; if ( this . scrollTop ( ) , this . compatibility . forceMinimumDocumentHeight && ( document . documentElement . style . minHeight = window . innerHeight + "px" ) , this . incorrectOrientation ? this . setMaximum ( ) : a === c . ScaleManager . EXACT _FIT ? this . setExactFit ( ) : a === c . ScaleManager . SHOW _ALL ? ! this . isFullScreen && this . boundingParent && this . compatibility . canExpandParent ? ( this . setShowAll ( ! 0 ) , this . resetCanvas ( ) , this . setShowAll ( ) ) : this . setShowAll ( ) : a === c . ScaleManager . NO _SCALE ? ( this . width = this . game . width , this . height = this . game . height ) : a === c . ScaleManager . USER _SCALE && ( this . width = this . game . width * this . _userScaleFactor . x - this . _userScaleTrim . x , this . height = this . game . height * this . _userScaleFactor . y - this . _userScaleTrim . y ) , ! this . compatibility . canExpandParent && ( a === c . ScaleManager . SHOW _ALL || a === c . ScaleManager . USER _SCALE ) ) { var b = this . getParentBounds ( this . _tempBounds ) ; this . width = Math . min ( this . width , b . width ) , this . height = Math . min ( this . height , b . height ) } this . width = 0 | this . width , this . height = 0 | this . height , this . reflowCanvas ( ) } , getParentBounds : function ( a ) { var b = a || new c . Rectangle , d = this . boundingParent , e = this . dom . visualBounds , f = this . dom . layoutBounds ; if ( d ) { var g = d . getBoundingClientRect ( ) , h = d . offsetParent ? d . offsetParent . getBoundingClientRect ( ) : d . getBoundingClientRect ( ) ; b . setTo ( g . left - h . left , g . top - h . top , g . width , g . height ) ; var i = this . windowConstraints ; if ( i . right ) { var j = "layout" === i . right ? f : e ; b . right = Math . min ( b . right , j . width ) } if ( i . bottom ) { var j = "layout" === i . bottom ? f : e ; b . bottom = Math . min ( b . bottom , j . height ) } } else b . setTo ( 0 , 0 , e . width , e . height ) ; return b . setTo ( Math . round ( b . x ) , Math . round ( b . y ) , Math . round ( b . width ) , Math . round ( b . height ) ) , b } , alignCanvas : function ( a , b ) { var c = this . getParentBounds ( this . _tempBounds ) , d = this . game . canvas , e = this . margin ; if ( a ) { e . left = e . right = 0 ; var f = d . getBoundingClientRect ( ) ; if ( this . width < c . width && ! this . incorrectOrientation ) { var g = f . left - c . x , h = c . width / 2 - this . width / 2 ; h = Math . max ( h , 0 ) ; var i = h - g ; e . left = Math . round ( i ) } d . style . marginLeft = e . left + "px" , 0 !== e . left && ( e . right = - ( c . width - f . width - e . left ) , d . style . marginRight = e . right + "px" ) } if ( b ) { e . top = e . bottom = 0 ; var f = d . getBoundingClientRect ( ) ; if ( this . height < c . height && ! this . incorrectOrientation ) { var g = f . top - c . y , h = c . height / 2 - this . height / 2 ; h = Math . max ( h , 0 ) ; var i = h - g ; e . top = Math . round ( i ) } d . style . marginTop = e . top + "px" , 0 !== e . top && ( e . bottom = - ( c . height - f . height - e . top ) , d . style . marginBottom = e . bottom + "px" ) } e . x = e . left , e . y = e . top } , reflowGame : function ( ) { this . resetCanvas ( "" , "" ) ; var a = this . getParentBounds ( this . _tempBounds ) ; this . updateDimensions ( a . width , a . height , ! 0 ) } , reflowCanvas : function ( ) { this . incorrectOrientation || ( this . width = c . Math . clamp ( this . width , this . minWidth || 0 , this . maxWidth || this . width ) , this . height = c . Math . clamp ( this . height , this . minHeight || 0 , this . maxHeight || this . height ) ) , this . resetCanvas ( ) , this . compatibility . noMargins || ( this . isFullScreen && this . _createdFullScreenTarget ? this . alignCanvas ( ! 0 , ! 0 ) : this . alignCanvas ( this . pageAlignHorizontally , this . pageAlignVertically ) ) , this . updateScalingAndBounds ( ) } , resetCanvas : function ( a , b ) { void 0 === a && ( a = this . width + "px" ) , void 0 === b && ( b = this . height + "px" ) ; var c = this . game . canvas ; this . compatibility . noMargins || ( c . style . marginLeft = "" , c . style . marginTop = "" , c . style . marginRight = "" , c . style . marginBottom = "" ) , c . style . width = a , c . style . height = b } , queueUpdate : function ( a ) { a && ( this . _parentBounds . width = 0 , this . _parentBounds . height = 0 ) , this . _updateThrottle = this . _updateThrottleReset } , reset : function ( a ) { a && this . grid && this . grid . reset ( ) } , setMaximum : function ( ) { this . width = this . dom . visualBounds . width , this . height = this . dom . visualBounds . height } , setShowAll : functio
2016-07-11 09:07:56 +00:00
b } , reset : function ( ) { for ( var a = this . layers . length ; a -- ; ) this . layers [ a ] . persist || ( this . layers [ a ] . position = null , this . layers [ a ] . scale = null , this . layers . slice ( a , 1 ) ) } , onResize : function ( a , b ) { this . ratioH = a / b , this . ratioV = b / a , this . refresh ( a , b ) } , refresh : function ( ) { this . multiplier = Math . min ( this . manager . height / this . height , this . manager . width / this . width ) , this . boundsFluid . width = Math . round ( this . width * this . multiplier ) , this . boundsFluid . height = Math . round ( this . height * this . multiplier ) , this . scaleFluid . set ( this . boundsFluid . width / this . width , this . boundsFluid . height / this . height ) , this . scaleFluidInversed . set ( this . width / this . boundsFluid . width , this . height / this . boundsFluid . height ) , this . scaleFull . set ( this . boundsFull . width / this . width , this . boundsFull . height / this . height ) , this . boundsFull . width = Math . round ( this . manager . width * this . scaleFluidInversed . x ) , this . boundsFull . height = Math . round ( this . manager . height * this . scaleFluidInversed . y ) , this . boundsFluid . centerOn ( this . manager . bounds . centerX , this . manager . bounds . centerY ) , this . boundsNone . centerOn ( this . manager . bounds . centerX , this . manager . bounds . centerY ) , this . positionFluid . set ( this . boundsFluid . x , this . boundsFluid . y ) , this . positionNone . set ( this . boundsNone . x , this . boundsNone . y ) } , fitSprite : function ( a ) { this . manager . scaleSprite ( a ) , a . x = this . manager . bounds . centerX , a . y = this . manager . bounds . centerY } , debug : function ( ) { this . game . debug . text ( this . boundsFluid . width + " x " + this . boundsFluid . height , this . boundsFluid . x + 4 , this . boundsFluid . y + 16 ) , this . game . debug . geom ( this . boundsFluid , "rgba(255,0,0,0.9" , ! 1 ) } } , c . FlexGrid . prototype . constructor = c . FlexGrid , c . FlexLayer = function ( a , b , d , e ) { c . Group . call ( this , a . game , null , "__flexLayer" + a . game . rnd . uuid ( ) , ! 1 ) , this . manager = a . manager , this . grid = a , this . persist = ! 1 , this . position = b , this . bounds = d , this . scale = e , this . topLeft = d . topLeft , this . topMiddle = new c . Point ( d . halfWidth , 0 ) , this . topRight = d . topRight , this . bottomLeft = d . bottomLeft , this . bottomMiddle = new c . Point ( d . halfWidth , d . bottom ) , this . bottomRight = d . bottomRight } , c . FlexLayer . prototype = Object . create ( c . Group . prototype ) , c . FlexLayer . prototype . constructor = c . FlexLayer , c . FlexLayer . prototype . resize = function ( ) { } , c . FlexLayer . prototype . debug = function ( ) { this . game . debug . text ( this . bounds . width + " x " + this . bounds . height , this . bounds . x + 4 , this . bounds . y + 16 ) , this . game . debug . geom ( this . bounds , "rgba(0,0,255,0.9" , ! 1 ) , this . game . debug . geom ( this . topLeft , "rgba(255,255,255,0.9" ) , this . game . debug . geom ( this . topMiddle , "rgba(255,255,255,0.9" ) , this . game . debug . geom ( this . topRight , "rgba(255,255,255,0.9" ) } , c . Color = { packPixel : function ( a , b , d , e ) { return c . Device . LITTLE _ENDIAN ? ( e << 24 | d << 16 | b << 8 | a ) >>> 0 : ( a << 24 | b << 16 | d << 8 | e ) >>> 0 } , unpackPixel : function ( a , b , d , e ) { return void 0 !== b && null !== b || ( b = c . Color . createColor ( ) ) , void 0 !== d && null !== d || ( d = ! 1 ) , void 0 !== e && null !== e || ( e = ! 1 ) , c . Device . LITTLE _ENDIAN ? ( b . a = ( 4278190080 & a ) >>> 24 , b . b = ( 16711680 & a ) >>> 16 , b . g = ( 65280 & a ) >>> 8 , b . r = 255 & a ) : ( b . r = ( 4278190080 & a ) >>> 24 , b . g = ( 16711680 & a ) >>> 16 , b . b = ( 65280 & a ) >>> 8 , b . a = 255 & a ) , b . color = a , b . rgba = "rgba(" + b . r + "," + b . g + "," + b . b + "," + b . a / 255 + ")" , d && c . Color . RGBtoHSL ( b . r , b . g , b . b , b ) , e && c . Color . RGBtoHSV ( b . r , b . g , b . b , b ) , b } , fromRGBA : function ( a , b ) { return b || ( b = c . Color . createColor ( ) ) , b . r = ( 4278190080 & a ) >>> 24 , b . g = ( 16711680 & a ) >>> 16 , b . b = ( 65280 & a ) >>> 8 , b . a = 255 & a , b . rgba = "rgba(" + b . r + "," + b . g + "," + b . b + "," + b . a + ")" , b } , toRGBA : function ( a , b , c , d ) { return a << 24 | b << 16 | c << 8 | d } , toABGR : function ( a , b , c , d ) { return ( d << 24 | c << 16 | b << 8 | a ) >>> 0 } , RGBtoHSL : function ( a , b , d , e ) { e || ( e = c . Color . createColor ( a , b , d , 1 ) ) , a /= 255 , b /= 255 , d /= 255 ; var f = Math . min ( a , b , d ) , g = Math . max ( a , b , d ) ; if ( e . h = 0 , e . s = 0 , e . l = ( g + f ) / 2 , g !== f ) { var h = g - f ; e . s = e . l > . 5 ? h / ( 2 - g - f ) : h / ( g + f ) , g === a ? e . h = ( b - d ) / h + ( d > b ? 6 : 0 ) : g === b ? e . h = ( d - a ) / h + 2 : g === d && ( e . h = ( a - b ) / h + 4 ) , e . h /= 6 } return e } , HSLtoRGB : function ( a , b , d , e ) { if ( e ? ( e . r = d , e . g = d , e . b = d ) : e = c . Color . createColor ( d , d , d ) , 0 !== b ) { var f = . 5 > d ? d * ( 1 + b ) : d + b - d * b , g = 2 * d - f ; e . r = c . Color . hueToColor ( g , f , a + 1 / 3 ) , e . g = c . Color . hueToColor ( g , f , a ) , e . b = c . Color . hueToColor ( g , f , a - 1 / 3 ) } return e . r = Math . floor ( 255 * e . r | 0 ) , e . g = Math . floor ( 255 * e . g | 0 ) , e . b = Math . floor ( 255 * e . b | 0 ) , c . Color . updateColor ( e ) , e } , RGBtoHSV : function ( a , b , d , e ) { e || ( e = c . Color . createColor ( a , b , d , 255 ) ) , a /= 255 , b /= 255 , d /= 255 ; var f = Math . min ( a , b , d ) , g = Math . max ( a , b , d ) , h = g - f ; return e . h = 0 , e . s = 0 === g ? 0 : h / g ,
this . halfHeight = Math . floor ( this . height / 2 ) , this . center . setTo ( this . position . x + this . halfWidth , this . position . y + this . halfHeight ) ) } , preUpdate : function ( ) { this . enable && ! this . game . physics . arcade . isPaused && ( this . dirty = ! 0 , this . wasTouching . none = this . touching . none , this . wasTouching . up = this . touching . up , this . wasTouching . down = this . touching . down , this . wasTouching . left = this . touching . left , this . wasTouching . right = this . touching . right , this . touching . none = ! 0 , this . touching . up = ! 1 , this . touching . down = ! 1 , this . touching . left = ! 1 , this . touching . right = ! 1 , this . blocked . up = ! 1 , this . blocked . down = ! 1 , this . blocked . left = ! 1 , this . blocked . right = ! 1 , this . embedded = ! 1 , this . updateBounds ( ) , this . position . x = this . sprite . world . x - this . sprite . anchor . x * this . sprite . width + this . sprite . scale . x * this . offset . x , this . position . x -= this . sprite . scale . x < 0 ? this . width : 0 , this . position . y = this . sprite . world . y - this . sprite . anchor . y * this . sprite . height + this . sprite . scale . y * this . offset . y , this . position . y -= this . sprite . scale . y < 0 ? this . height : 0 , this . rotation = this . sprite . angle , this . preRotation = this . rotation , ( this . _reset || this . sprite . fresh ) && ( this . prev . x = this . position . x , this . prev . y = this . position . y ) , this . moves && ( this . game . physics . arcade . updateMotion ( this ) , this . newVelocity . set ( this . velocity . x * this . game . time . physicsElapsed , this . velocity . y * this . game . time . physicsElapsed ) , this . position . x += this . newVelocity . x , this . position . y += this . newVelocity . y , this . position . x === this . prev . x && this . position . y === this . prev . y || ( this . angle = Math . atan2 ( this . velocity . y , this . velocity . x ) ) , this . speed = Math . sqrt ( this . velocity . x * this . velocity . x + this . velocity . y * this . velocity . y ) , this . collideWorldBounds && this . checkWorldBounds ( ) && this . onWorldBounds && this . onWorldBounds . dispatch ( this . sprite , this . blocked . up , this . blocked . down , this . blocked . left , this . blocked . right ) ) , this . _dx = this . deltaX ( ) , this . _dy = this . deltaY ( ) , this . _reset = ! 1 ) } , updateMovement : function ( ) { var a = 0 , b = 0 !== this . overlapX || 0 !== this . overlapY ; if ( this . moveDuration > 0 ? ( this . moveTimer += this . game . time . elapsedMS , a = this . moveTimer / this . moveDuration ) : ( this . moveTarget . end . set ( this . position . x , this . position . y ) , a = this . moveTarget . length / this . moveDistance ) , this . movementCallback ) var c = this . movementCallback . call ( this . movementCallbackContext , this , this . velocity , a ) ; return b || a >= 1 || void 0 !== c && c !== ! 0 ? ( this . stopMovement ( a >= 1 || this . stopVelocityOnCollide && b ) , ! 1 ) : ! 0 } , stopMovement : function ( a ) { this . isMoving && ( this . isMoving = ! 1 , a && this . velocity . set ( 0 ) , this . onMoveComplete . dispatch ( this . sprite , 0 !== this . overlapX || 0 !== this . overlapY ) ) } , postUpdate : function ( ) { this . enable && this . dirty && ( this . isMoving && this . updateMovement ( ) , this . dirty = ! 1 , this . deltaX ( ) < 0 ? this . facing = c . LEFT : this . deltaX ( ) > 0 && ( this . facing = c . RIGHT ) , this . deltaY ( ) < 0 ? this . facing = c . UP : this . deltaY ( ) > 0 && ( this . facing = c . DOWN ) , this . moves && ( this . _dx = this . deltaX ( ) , this . _dy = this . deltaY ( ) , 0 !== this . deltaMax . x && 0 !== this . _dx && ( this . _dx < 0 && this . _dx < - this . deltaMax . x ? this . _dx = - this . deltaMax . x : this . _dx > 0 && this . _dx > this . deltaMax . x && ( this . _dx = this . deltaMax . x ) ) , 0 !== this . deltaMax . y && 0 !== this . _dy && ( this . _dy < 0 && this . _dy < - this . deltaMax . y ? this . _dy = - this . deltaMax . y : this . _dy > 0 && this . _dy > this . deltaMax . y && ( this . _dy = this . deltaMax . y ) ) , this . sprite . position . x += this . _dx , this . sprite . position . y += this . _dy , this . _reset = ! 0 ) , this . center . setTo ( this . position . x + this . halfWidth , this . position . y + this . halfHeight ) , this . allowRotation && ( this . sprite . angle += this . deltaZ ( ) ) , this . prev . x = this . position . x , this . prev . y = this . position . y ) } , checkWorldBounds : function ( ) { var a = this . position , b = this . game . physics . arcade . bounds , c = this . game . physics . arcade . checkCollision , d = this . worldBounce ? - this . worldBounce . x : - this . bounce . x , e = this . worldBounce ? - this . worldBounce . y : - this . bounce . y ; if ( this . isCircle ) { var f = { x : this . center . x - this . radius , y : this . center . y - this . radius , right : this . center . x + this . radius , bottom : this . center . y + this . radius } ; f . x < b . x && c . left ? ( a . x = b . x - this . halfWidth + this . radius , this . velocity . x *= d , this . blocked . left = ! 0 ) : f . right > b . right && c . right && ( a . x = b . right - this . halfWidth - this . radius , this . velocity . x *= d , this . blocked . right = ! 0 ) , f . y < b . y && c . up ? ( a . y = b . y - this . halfHeight + this . radius , this . velocity . y *= e , this . blocked . up = ! 0 ) : f . bottom > b . bottom && c . down && ( a . y = b . bottom - this . halfHei
this . fixedToCamera && ( this . position . x = ( this . game . camera . view . x + this . cameraOffset . x ) / this . game . camera . scale . x , this . position . y = ( this . game . camera . view . y + this . cameraOffset . y ) / this . game . camera . scale . y ) , this . _scrollX = this . game . camera . view . x * this . scrollFactorX / this . scale . x , this . _scrollY = this . game . camera . view . y * this . scrollFactorY / this . scale . y , this . render ( ) , PIXI . Sprite . prototype . _renderCanvas . call ( this , a ) } , c . TilemapLayer . prototype . _renderWebGL = function ( a ) { this . fixedToCamera && ( this . position . x = ( this . game . camera . view . x + this . cameraOffset . x ) / this . game . camera . scale . x , this . position . y = ( this . game . camera . view . y + this . cameraOffset . y ) / this . game . camera . scale . y ) , this . _scrollX = this . game . camera . view . x * this . scrollFactorX / this . scale . x , this . _scrollY = this . game . camera . view . y * this . scrollFactorY / this . scale . y , this . render ( ) , PIXI . Sprite . prototype . _renderWebGL . call ( this , a ) } , c . TilemapLayer . prototype . destroy = function ( ) { PIXI . CanvasPool . remove ( this ) , c . Component . Destroy . prototype . destroy . call ( this ) } , c . TilemapLayer . prototype . resize = function ( a , b ) { this . canvas . width = a , this . canvas . height = b , this . texture . frame . resize ( a , b ) , this . texture . width = a , this . texture . height = b , this . texture . crop . width = a , this . texture . crop . height = b , this . texture . baseTexture . width = a , this . texture . baseTexture . height = b , this . texture . baseTexture . dirty ( ) , this . texture . requiresUpdate = ! 0 , this . texture . _updateUvs ( ) , this . dirty = ! 0 } , c . TilemapLayer . prototype . resizeWorld = function ( ) { this . game . world . setBounds ( 0 , 0 , this . layer . widthInPixels * this . scale . x , this . layer . heightInPixels * this . scale . y ) } , c . TilemapLayer . prototype . _fixX = function ( a ) { return 1 === this . scrollFactorX || 0 === this . scrollFactorX && 0 === this . position . x ? a : 0 === this . scrollFactorX && 0 !== this . position . x ? a - this . position . x : this . _scrollX + ( a - this . _scrollX / this . scrollFactorX ) } , c . TilemapLayer . prototype . _unfixX = function ( a ) { return 1 === this . scrollFactorX ? a : this . _scrollX / this . scrollFactorX + ( a - this . _scrollX ) } , c . TilemapLayer . prototype . _fixY = function ( a ) { return 1 === this . scrollFactorY || 0 === this . scrollFactorY && 0 === this . position . y ? a : 0 === this . scrollFactorY && 0 !== this . position . y ? a - this . position . y : this . _scrollY + ( a - this . _scrollY / this . scrollFactorY ) } , c . TilemapLayer . prototype . _unfixY = function ( a ) { return 1 === this . scrollFactorY ? a : this . _scrollY / this . scrollFactorY + ( a - this . _scrollY ) } , c . TilemapLayer . prototype . getTileX = function ( a ) { return Math . floor ( this . _fixX ( a ) / this . _mc . tileWidth ) } , c . TilemapLayer . prototype . getTileY = function ( a ) { return Math . floor ( this . _fixY ( a ) / this . _mc . tileHeight ) } , c . TilemapLayer . prototype . getTileXY = function ( a , b , c ) { return c . x = this . getTileX ( a ) , c . y = this . getTileY ( b ) , c } , c . TilemapLayer . prototype . getRayCastTiles = function ( a , b , c , d ) { b || ( b = this . rayStepRate ) , void 0 === c && ( c = ! 1 ) , void 0 === d && ( d = ! 1 ) ; var e = this . getTiles ( a . x , a . y , a . width , a . height , c , d ) ; if ( 0 === e . length ) return [ ] ; for ( var f = a . coordinatesOnLine ( b ) , g = [ ] , h = 0 ; h < e . length ; h ++ ) for ( var i = 0 ; i < f . length ; i ++ ) { var j = e [ h ] , k = f [ i ] ; if ( j . containsPoint ( k [ 0 ] , k [ 1 ] ) ) { g . push ( j ) ; break } } return g } , c . TilemapLayer . prototype . getTiles = function ( a , b , c , d , e , f ) { void 0 === e && ( e = ! 1 ) , void 0 === f && ( f = ! 1 ) ; var g = ! ( e || f ) ; a = this . _fixX ( a ) , b = this . _fixY ( b ) ; for ( var h = Math . floor ( a / ( this . _mc . cw * this . scale . x ) ) , i = Math . floor ( b / ( this . _mc . ch * this . scale . y ) ) , j = Math . ceil ( ( a + c ) / ( this . _mc . cw * this . scale . x ) ) - h , k = Math . ceil ( ( b + d ) / ( this . _mc . ch * this . scale . y ) ) - i ; this . _results . length ; ) this . _results . pop ( ) ; for ( var l = i ; i + k > l ; l ++ ) for ( var m = h ; h + j > m ; m ++ ) { var n = this . layer . data [ l ] ; n && n [ m ] && ( g || n [ m ] . isInteresting ( e , f ) ) && this . _results . push ( n [ m ] ) } return this . _results . slice ( ) } , c . TilemapLayer . prototype . resolveTileset = function ( a ) { var b = this . _mc . tilesets ; if ( 2e3 > a ) for ( ; b . length < a ; ) b . push ( void 0 ) ; var c = this . map . tiles [ a ] && this . map . tiles [ a ] [ 2 ] ; if ( null != c ) { var d = this . map . tilesets [ c ] ; if ( d && d . containsTileIndex ( a ) ) return b [ a ] = d } return b [ a ] = null } , c . TilemapLayer . prototype . resetTilesetCache = function ( ) { for ( var a = this . _mc . tilesets ; a . length ; ) a . pop ( ) } , c . TilemapLayer . prototype . setScale = function ( a , b ) { a = a || 1 , b = b || a ; for ( var c = 0 ; c < this . layer . data . length ; c ++ ) for ( var d = this . layer . data [ c ] , e = 0 ; e < d . length ; e ++ ) { var f = d [ e ] ; f . width = this . map . tileWidth * a , f . height = this . map . tileHeight * b , f . worldX = f . x * f . width , f . worldY = f . y * f . height } this . scale . setTo ( a , b ) } , c . Tile
j = Math . sin ( this . game . math . degToRad ( h ) ) * e ) ; var k = null ; if ( this . autoExpandBulletsGroup ? ( k = this . bullets . getFirstExists ( ! 1 , ! 0 , f , g , this . bulletKey , this . bulletFrame ) , k . data . bulletManager = this ) : k = this . bullets . getFirstExists ( ! 1 ) , k ) { if ( k . reset ( f , g ) , k . data . fromX = f , k . data . fromY = g , k . data . killType = this . bulletKillType , k . data . killDistance = this . bulletKillDistance , k . data . rotateToVelocity = this . bulletRotateToVelocity , this . bulletKillType === c . Weapon . KILL _LIFESPAN && ( k . lifespan = this . bulletLifespan ) , k . angle = h + this . bulletAngleOffset , "" !== this . bulletAnimation ) { if ( null === k . animations . getAnimation ( this . bulletAnimation ) ) { var l = this . anims [ this . bulletAnimation ] ; k . animations . add ( l . name , l . frames , l . frameRate , l . loop , l . useNumericIndex ) } k . animations . play ( this . bulletAnimation ) } else this . bulletFrameCycle ? ( k . frame = this . bulletFrames [ this . bulletFrameIndex ] , this . bulletFrameIndex ++ , this . bulletFrameIndex >= this . bulletFrames . length && ( this . bulletFrameIndex = 0 ) ) : this . bulletFrameRandom && ( k . frame = this . bulletFrames [ Math . floor ( Math . random ( ) * this . bulletFrames . length ) ] ) ; k . data . bodyDirty && ( this . _data . customBody && k . body . setSize ( this . _data . width , this . _data . height , this . _data . offsetX , this . _data . offsetY ) , k . body . collideWorldBounds = this . bulletCollideWorldBounds , k . data . bodyDirty = ! 1 ) , k . body . velocity . set ( i , j ) , k . body . gravity . set ( this . bulletGravity . x , this . bulletGravity . y ) , this . _nextFire = this . game . time . now + this . fireRate , this . shots ++ , this . onFire . dispatch ( k , this , e ) , this . fireLimit > 0 && this . shots === this . fireLimit && this . onFireLimit . dispatch ( this , this . fireLimit ) } } , c . Weapon . prototype . fireAtPointer = function ( a ) { return void 0 === a && ( a = this . game . input . activePointer ) , this . fire ( null , a . worldX , a . worldY ) } , c . Weapon . prototype . fireAtSprite = function ( a ) { return this . fire ( null , a . world . x , a . world . y ) } , c . Weapon . prototype . fireAtXY = function ( a , b ) { return this . fire ( null , a , b ) } , c . Weapon . prototype . setBulletBodyOffset = function ( a , b , c , d ) { return void 0 === c && ( c = 0 ) , void 0 === d && ( d = 0 ) , this . _data . customBody = ! 0 , this . _data . width = a , this . _data . height = b , this . _data . offsetX = c , this . _data . offsetY = d , this . bullets . callAll ( "body.setSize" , "body" , a , b , c , d ) , this . bullets . setAll ( "data.bodyDirty" , ! 1 ) , this } , c . Weapon . prototype . setBulletFrames = function ( a , b , d , e ) { return void 0 === d && ( d = ! 0 ) , void 0 === e && ( e = ! 1 ) , this . bulletFrames = c . ArrayUtils . numberArray ( a , b ) , this . bulletFrameIndex = 0 , this . bulletFrameCycle = d , this . bulletFrameRandom = e , this } , c . Weapon . prototype . addBulletAnimation = function ( a , b , c , d , e ) { return this . anims [ a ] = { name : a , frames : b , frameRate : c , loop : d , useNumericIndex : e } , this . bullets . callAll ( "animations.add" , "animations" , a , b , c , d , e ) , this . bulletAnimation = a , this } , c . Weapon . prototype . debug = function ( a , b , c ) { void 0 === a && ( a = 16 ) , void 0 === b && ( b = 32 ) , void 0 === c && ( c = ! 1 ) , this . game . debug . text ( "Weapon Plugin" , a , b ) , this . game . debug . text ( "Bullets Alive: " + this . bullets . total + " - Total: " + this . bullets . length , a , b + 24 ) , c && this . bullets . forEachExists ( this . game . debug . body , this . game . debug , "rgba(255, 0, 255, 0.8)" ) } , Object . defineProperty ( c . Weapon . prototype , "bulletClass" , { get : function ( ) { return this . _bulletClass } , set : function ( a ) { this . _bulletClass = a , this . bullets . classType = this . _bulletClass } } ) , Object . defineProperty ( c . Weapon . prototype , "bulletKillType" , { get : function ( ) { return this . _bulletKillType } , set : function ( a ) { switch ( a ) { case c . Weapon . KILL _STATIC _BOUNDS : case c . Weapon . KILL _WEAPON _BOUNDS : this . bulletBounds = this . bounds ; break ; case c . Weapon . KILL _CAMERA _BOUNDS : this . bulletBounds = this . game . camera . view ; break ; case c . Weapon . KILL _WORLD _BOUNDS : this . bulletBounds = this . game . world . bounds } this . _bulletKillType = a } } ) , Object . defineProperty ( c . Weapon . prototype , "bulletCollideWorldBounds" , { get : function ( ) { return this . _bulletCollideWorldBounds } , set : function ( a ) { this . _bulletCollideWorldBounds = a , this . bullets . setAll ( "body.collideWorldBounds" , a ) , this . bullets . setAll ( "data.bodyDirty" , ! 1 ) } } ) , Object . defineProperty ( c . Weapon . prototype , "x" , { get : function ( ) { return this . fireFrom . x } , set : function ( a ) { this . fireFrom . x = a } } ) , Object . defineProperty ( c . Weapon . prototype , "y" , { get : function ( ) { return this . fireFrom . y } , set : function ( a ) { this . fireFrom . y = a } } ) , c . Bullet = function ( a , b , d , e , f ) { c . Sprite . call ( this , a , b , d , e , f ) , this . anchor . set ( . 5 ) , this . data = { bulletManager : null ,
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//# sourceMappingURL=phaser-arcade-physics.map