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/* Phaser v2.4.3 - http://phaser.io - @photonstorm - (c) 2015 Photon Storm Ltd. */
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( function ( ) { var a = this , b = b || { } ; return b . WEBGL _RENDERER = 0 , b . CANVAS _RENDERER = 1 , b . VERSION = "v2.2.8" , 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 . defaultRenderOptions = { view : null , transparent : ! 1 , antialias : ! 1 , preserveDrawingBuffer : ! 1 , resolution : 1 , clearBeforeRender : ! 0 , autoResize : ! 1 } , b . DisplayObject = function ( ) { this . position = new b . Point ( 0 , 0 ) , this . scale = new b . Point ( 1 , 1 ) , this . transformCallback = null , this . transformCallbackContext = null , 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 . _sr = 0 , this . _cr = 1 , this . filterArea = null , 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 . transformCallback = null , this . transformCallbackContext = null , this . hitArea = null , this . parent = null , this . stage = null , this . worldTransform = null , this . filterArea = null , this . _bounds = null , this . _currentBounds = null , this . _mask = null , this . renderable = ! 1 , this . _destroyCachedSprite ( ) } , Object . defineProperty ( b . DisplayObject . prototype , "worldVisible" , { get : function ( ) { var a = this ; do { if ( ! a . visible ) return ! 1 ; a = a . parent } while ( a ) ; return ! 0 } } ) , Object . defineProperty ( b . DisplayObject . prototype , "mask" , { get : function ( ) { return this . _mask } , set : function ( a ) { this . _mask && ( this . _mask . isMask = ! 1 ) , this . _mask = a , this . _mask && ( this . _mask . isMask = ! 0 ) } } ) , Object . defineProperty ( b . DisplayObject . prototype , "filters" , { get : function ( ) { return this . _filters } , set : function ( a ) { if ( a ) { for ( var c = [ ] , d = 0 ; d < a . length ; d ++ ) for ( var e = a [ d ] . passes , f = 0 ; f < e . length ; f ++ ) c . push ( e [ f ] ) ; this . _filterBlock = { target : this , filterPasses : c } } this . _filters = a , this . blendMode && this . blendMode === b . blendModes . MULTIPLY && ( this . blendMode = b . blendModes . NORMAL ) } } ) , Object . defineProperty ( b . DisplayObject . prototype , "cacheAsBitmap" , { get : function ( ) { return this . _cacheAsBitmap } , set : function ( a ) { this . _cacheAsBitmap !== a && ( a ? this . _generateCachedSprite ( ) : this . _destroyCachedSprite ( ) , this . _cacheAsBitmap = a ) } } ) , b . DisplayObject . prototype . updateTransform = function ( a ) { if ( a || this . parent || this . game ) { 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 ; 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 ( Math . sqrt ( k . a * k . a + k . b * k . b ) , Math . sqrt ( k . c * k . c + k . d * k . d ) ) , this . worldRotation = Math . atan2 ( - k . c , k . d ) , this . _currentBounds = null , this . transformCallback && this . transformCallback . call ( this . transformCallbackContext , k , j ) } } , b . DisplayObject . prototype . displayObjectUpdateTransform = b . DisplayObject . prototype . updateTransform , b . DisplayObject . prototype . getBounds = function ( a ) { return a = a , b . EmptyRectangle } , b . DisplayObject . prototype . getLocalBounds = function ( ) { return this . getBounds ( b . identityMatrix ) } , b . DisplayObject . prototype . setStageReference = function ( a ) { this . stage = a } , b . DisplayObject . prototype . preUpdate = function ( ) { } , b . DisplayO
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} , b . ComplexPrimitiveShader . prototype . destroy = function ( ) { this . gl . deleteProgram ( this . program ) , this . uniforms = null , this . gl = null , this . attribute = null } , b . WebGLGraphics = function ( ) { } , b . WebGLGraphics . renderGraphics = function ( a , c ) { var d , e = c . gl , f = c . projection , g = c . offset , h = c . shaderManager . primitiveShader ; a . dirty && b . WebGLGraphics . updateGraphics ( a , e ) ; for ( var i = a . _webGL [ e . id ] , j = 0 ; j < i . data . length ; j ++ ) 1 === i . data [ j ] . mode ? ( d = i . data [ j ] , c . stencilManager . pushStencil ( a , d , c ) , e . drawElements ( e . TRIANGLE _FAN , 4 , e . UNSIGNED _SHORT , 2 * ( d . indices . length - 4 ) ) , c . stencilManager . popStencil ( a , d , c ) ) : ( d = i . data [ j ] , c . shaderManager . setShader ( h ) , h = c . shaderManager . primitiveShader , e . uniformMatrix3fv ( h . translationMatrix , ! 1 , a . worldTransform . toArray ( ! 0 ) ) , e . uniform1f ( h . flipY , 1 ) , e . uniform2f ( h . projectionVector , f . x , - f . y ) , e . uniform2f ( h . offsetVector , - g . x , - g . y ) , e . uniform3fv ( h . tintColor , b . hex2rgb ( a . tint ) ) , e . uniform1f ( h . alpha , a . worldAlpha ) , e . bindBuffer ( e . ARRAY _BUFFER , d . buffer ) , e . vertexAttribPointer ( h . aVertexPosition , 2 , e . FLOAT , ! 1 , 24 , 0 ) , e . vertexAttribPointer ( h . colorAttribute , 4 , e . FLOAT , ! 1 , 24 , 8 ) , e . bindBuffer ( e . ELEMENT _ARRAY _BUFFER , d . indexBuffer ) , e . drawElements ( e . TRIANGLE _STRIP , d . indices . length , e . UNSIGNED _SHORT , 0 ) ) } , b . WebGLGraphics . updateGraphics = function ( a , c ) { var d = a . _webGL [ c . id ] ; d || ( d = a . _webGL [ c . id ] = { lastIndex : 0 , data : [ ] , gl : c } ) , a . dirty = ! 1 ; var e ; if ( a . clearDirty ) { for ( a . clearDirty = ! 1 , e = 0 ; e < d . data . length ; e ++ ) { var f = d . data [ e ] ; f . reset ( ) , b . WebGLGraphics . graphicsDataPool . push ( f ) } d . data = [ ] , d . lastIndex = 0 } var g ; for ( e = d . lastIndex ; e < a . graphicsData . length ; e ++ ) { var h = a . graphicsData [ e ] ; if ( h . type === b . Graphics . POLY ) { if ( h . points = h . shape . points . slice ( ) , h . shape . closed && ( h . points [ 0 ] !== h . points [ h . points . length - 2 ] || h . points [ 1 ] !== h . points [ h . points . length - 1 ] ) && h . points . push ( h . points [ 0 ] , h . points [ 1 ] ) , h . fill && h . points . length >= 6 ) if ( h . points . length < 12 ) { g = b . WebGLGraphics . switchMode ( d , 0 ) ; var i = b . WebGLGraphics . buildPoly ( h , g ) ; i || ( g = b . WebGLGraphics . switchMode ( d , 1 ) , b . WebGLGraphics . buildComplexPoly ( h , g ) ) } else g = b . WebGLGraphics . switchMode ( d , 1 ) , b . WebGLGraphics . buildComplexPoly ( h , g ) ; h . lineWidth > 0 && ( g = b . WebGLGraphics . switchMode ( d , 0 ) , b . WebGLGraphics . buildLine ( h , g ) ) } else g = b . WebGLGraphics . switchMode ( d , 0 ) , h . type === b . Graphics . RECT ? b . WebGLGraphics . buildRectangle ( h , g ) : h . type === b . Graphics . CIRC || h . type === b . Graphics . ELIP ? b . WebGLGraphics . buildCircle ( h , g ) : h . type === b . Graphics . RREC && b . WebGLGraphics . buildRoundedRectangle ( h , g ) ; d . lastIndex ++ } for ( e = 0 ; e < d . data . length ; e ++ ) g = d . data [ e ] , g . dirty && g . upload ( ) } , b . WebGLGraphics . switchMode = function ( a , c ) { var d ; return a . data . length ? ( d = a . data [ a . data . length - 1 ] , ( d . mode !== c || 1 === c ) && ( d = b . WebGLGraphics . graphicsDataPool . pop ( ) || new b . WebGLGraphicsData ( a . gl ) , d . mode = c , a . data . push ( d ) ) ) : ( d = b . WebGLGraphics . graphicsDataPool . pop ( ) || new b . WebGLGraphicsData ( a . gl ) , d . mode = c , a . data . push ( d ) ) , d . dirty = ! 0 , d } , b . WebGLGraphics . buildRectangle = function ( a , c ) { var d = a . shape , e = d . x , f = d . y , g = d . width , h = d . height ; if ( a . fill ) { var i = b . hex2rgb ( a . fillColor ) , j = a . fillAlpha , k = i [ 0 ] * j , l = i [ 1 ] * j , m = i [ 2 ] * j , n = c . points , o = c . indices , p = n . length / 6 ; n . push ( e , f ) , n . push ( k , l , m , j ) , n . push ( e + g , f ) , n . push ( k , l , m , j ) , n . push ( e , f + h ) , n . push ( k , l , m , j ) , n . push ( e + g , f + h ) , n . push ( k , l , m , j ) , o . push ( p , p , p + 1 , p + 2 , p + 3 , p + 3 ) } if ( a . lineWidth ) { var q = a . points ; a . points = [ e , f , e + g , f , e + g , f + h , e , f + h , e , f ] , b . WebGLGraphics . buildLine ( a , c ) , a . points = q } } , b . WebGLGraphics . buildRoundedRectangle = function ( a , c ) { var d = a . shape , e = d . x , f = d . y , g = d . width , h = d . height , i = d . radius , j = [ ] ; if ( j . push ( e , f + i ) , j = j . concat ( b . WebGLGraphics . quadraticBezierCurve ( e , f + h - i , e , f + h , e + i , f + h ) ) , j = j . concat ( b . WebGLGraphics . quadraticBezierCurve ( e + g - i , f + h , e + g , f + h , e + g , f + h - i ) ) , j = j . concat ( b . WebGLGraphics . quadraticBezierCurve ( e + g , f + i , e + g , f , e + g - i , f ) ) , j = j . concat ( b . WebGLGraphics . quadraticBezierCurve ( e + i , f , e , f , e , f + i ) ) , a . fill ) { var k = b . hex2rgb ( a . fillColor ) , l = a . fillAlpha , m = k [ 0 ] * l , n = k [ 1 ] * l , o = k [ 2 ] * l , p = c . points , q = c . indices , r = p . length / 6 , s = b . PolyK . Triangulate ( j ) , t = 0 ; for ( t = 0 ; t < s . length ; t += 3 ) q . push ( s [ t ] + r ) , q . push ( s [ t ] + r ) , q . push ( s [ t + 1 ] + r ) , q . push ( s [ t + 2 ] + r ) , q . push ( s [ t + 2 ] + r ) ; for ( t = 0 ; t < j . length ; t ++ ) p . push ( j [ t ] , j [ ++ t ] , m , n , o , l ) } if ( a . lineWidth ) { var u = a . points ; a . points = j , b . WebGLGraphics . buildLine ( a , c ) , a . points = u } } , b . WebGLGraphics . quadraticBezierCurve = function ( a , b , c , d , e , f ) { function g (
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} , b . WebGLFilterManager . prototype . popFilter = function ( ) { var a = this . gl , c = this . filterStack . pop ( ) , d = c . _filterArea , e = c . _glFilterTexture , f = this . renderSession . projection , g = this . renderSession . offset ; if ( c . filterPasses . length > 1 ) { a . viewport ( 0 , 0 , d . width , d . height ) , a . bindBuffer ( a . ARRAY _BUFFER , this . vertexBuffer ) , this . vertexArray [ 0 ] = 0 , this . vertexArray [ 1 ] = d . height , this . vertexArray [ 2 ] = d . width , this . vertexArray [ 3 ] = d . height , this . vertexArray [ 4 ] = 0 , this . vertexArray [ 5 ] = 0 , this . vertexArray [ 6 ] = d . width , this . vertexArray [ 7 ] = 0 , a . bufferSubData ( a . ARRAY _BUFFER , 0 , this . vertexArray ) , a . bindBuffer ( a . ARRAY _BUFFER , this . uvBuffer ) , this . uvArray [ 2 ] = d . width / this . width , this . uvArray [ 5 ] = d . height / this . height , this . uvArray [ 6 ] = d . width / this . width , this . uvArray [ 7 ] = d . height / this . height , a . bufferSubData ( a . ARRAY _BUFFER , 0 , this . uvArray ) ; var h = e , i = this . texturePool . pop ( ) ; i || ( i = new b . FilterTexture ( this . gl , this . width , this . height ) ) , i . resize ( this . width , this . height ) , a . bindFramebuffer ( a . FRAMEBUFFER , i . frameBuffer ) , a . clear ( a . COLOR _BUFFER _BIT ) , a . disable ( a . BLEND ) ; for ( var j = 0 ; j < c . filterPasses . length - 1 ; j ++ ) { var k = c . filterPasses [ j ] ; a . bindFramebuffer ( a . FRAMEBUFFER , i . frameBuffer ) , a . activeTexture ( a . TEXTURE0 ) , a . bindTexture ( a . TEXTURE _2D , h . texture ) , this . applyFilterPass ( k , d , d . width , d . height ) ; var l = h ; h = i , i = l } a . enable ( a . BLEND ) , e = h , this . texturePool . push ( i ) } var m = c . filterPasses [ c . filterPasses . length - 1 ] ; this . offsetX -= d . x , this . offsetY -= d . y ; var n = this . width , o = this . height , p = 0 , q = 0 , r = this . buffer ; if ( 0 === this . filterStack . length ) a . colorMask ( ! 0 , ! 0 , ! 0 , ! 0 ) ; else { var s = this . filterStack [ this . filterStack . length - 1 ] ; d = s . _filterArea , n = d . width , o = d . height , p = d . x , q = d . y , r = s . _glFilterTexture . frameBuffer } f . x = n / 2 , f . y = - o / 2 , g . x = p , g . y = q , d = c . _filterArea ; var t = d . x - p , u = d . y - q ; a . bindBuffer ( a . ARRAY _BUFFER , this . vertexBuffer ) , this . vertexArray [ 0 ] = t , this . vertexArray [ 1 ] = u + d . height , this . vertexArray [ 2 ] = t + d . width , this . vertexArray [ 3 ] = u + d . height , this . vertexArray [ 4 ] = t , this . vertexArray [ 5 ] = u , this . vertexArray [ 6 ] = t + d . width , this . vertexArray [ 7 ] = u , a . bufferSubData ( a . ARRAY _BUFFER , 0 , this . vertexArray ) , a . bindBuffer ( a . ARRAY _BUFFER , this . uvBuffer ) , this . uvArray [ 2 ] = d . width / this . width , this . uvArray [ 5 ] = d . height / this . height , this . uvArray [ 6 ] = d . width / this . width , this . uvArray [ 7 ] = d . height / this . height , a . bufferSubData ( a . ARRAY _BUFFER , 0 , this . uvArray ) , a . viewport ( 0 , 0 , n * this . renderSession . resolution , o * this . renderSession . resolution ) , a . bindFramebuffer ( a . FRAMEBUFFER , r ) , a . activeTexture ( a . TEXTURE0 ) , a . bindTexture ( a . TEXTURE _2D , e . texture ) , this . applyFilterPass ( m , d , n , o ) , this . texturePool . push ( e ) , c . _glFilterTexture = null } , b . WebGLFilterManager . prototype . applyFilterPass = function ( a , c , d , e ) { var f = this . gl , g = a . shaders [ f . id ] ; g || ( g = new b . PixiShader ( f ) , g . fragmentSrc = a . fragmentSrc , g . uniforms = a . uniforms , g . init ( ) , a . shaders [ f . id ] = g ) , this . renderSession . shaderManager . setShader ( g ) , f . uniform2f ( g . projectionVector , d / 2 , - e / 2 ) , f . uniform2f ( g . offsetVector , 0 , 0 ) , a . uniforms . dimensions && ( a . uniforms . dimensions . value [ 0 ] = this . width , a . uniforms . dimensions . value [ 1 ] = this . height , a . uniforms . dimensions . value [ 2 ] = this . vertexArray [ 0 ] , a . uniforms . dimensions . value [ 3 ] = this . vertexArray [ 5 ] ) , g . syncUniforms ( ) , f . bindBuffer ( f . ARRAY _BUFFER , this . vertexBuffer ) , f . vertexAttribPointer ( g . aVertexPosition , 2 , f . FLOAT , ! 1 , 0 , 0 ) , f . bindBuffer ( f . ARRAY _BUFFER , this . uvBuffer ) , f . vertexAttribPointer ( g . aTextureCoord , 2 , f . FLOAT , ! 1 , 0 , 0 ) , f . bindBuffer ( f . ARRAY _BUFFER , this . colorBuffer ) , f . vertexAttribPointer ( g . colorAttribute , 2 , f . FLOAT , ! 1 , 0 , 0 ) , f . bindBuffer ( f . ELEMENT _ARRAY _BUFFER , this . indexBuffer ) , f . drawElements ( f . TRIANGLES , 6 , f . UNSIGNED _SHORT , 0 ) , this . renderSession . drawCount ++ } , b . WebGLFilterManager . prototype . initShaderBuffers = function ( ) { var a = this . gl ; this . vertexBuffer = a . createBuffer ( ) , this . uvBuffer = a . createBuffer ( ) , this . colorBuffer = a . createBuffer ( ) , this . indexBuffer = a . createBuffer ( ) , this . vertexArray = new b . Float32Array ( [ 0 , 0 , 1 , 0 , 0 , 1 , 1 , 1 ] ) , a . bindBuffer ( a . ARRAY _BUFFER , this . vertexBuffer ) , a . bufferData ( a . ARRAY _BUFFER , this . vertexArray , a . STATIC _DRAW ) , this . uvArray = new b . Float32Array ( [ 0 , 0 , 1 , 0 , 0 , 1 , 1 , 1 ] ) , a . bindBuffer ( a . ARRAY _BUFFER , this . uvBuffer ) , a . bufferData ( a . ARRAY _BUFFER , this . uvArray , a . STATIC _DRAW ) , this . colorArray = new b . Float32Array ( [ 1 , 16777215 , 1 , 16777215 , 1 , 16777215 , 1 , 16777215 ] ) , a . bindBuffer ( a . A
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} , circumferencePoint : function ( a , b , d ) { return c . Circle . circumferencePoint ( this , a , b , d ) } , offset : function ( a , b ) { return this . x += a , this . y += b , this } , offsetPoint : function ( a ) { return this . offset ( a . x , a . y ) } , toString : function ( ) { return "[{Phaser.Circle (x=" + this . x + " y=" + this . y + " diameter=" + this . diameter + " radius=" + this . radius + ")}]" } } , c . Circle . prototype . constructor = c . Circle , Object . defineProperty ( c . Circle . prototype , "diameter" , { get : function ( ) { return this . _diameter } , set : function ( a ) { a > 0 && ( this . _diameter = a , this . _radius = . 5 * a ) } } ) , Object . defineProperty ( c . Circle . prototype , "radius" , { get : function ( ) { return this . _radius } , set : function ( a ) { a > 0 && ( this . _radius = a , this . _diameter = 2 * a ) } } ) , Object . defineProperty ( c . Circle . prototype , "left" , { get : function ( ) { return this . x - this . _radius } , set : function ( a ) { a > this . x ? ( this . _radius = 0 , this . _diameter = 0 ) : this . radius = this . x - a } } ) , Object . defineProperty ( c . Circle . prototype , "right" , { get : function ( ) { return this . x + this . _radius } , set : function ( a ) { a < this . x ? ( this . _radius = 0 , this . _diameter = 0 ) : this . radius = a - this . x } } ) , Object . defineProperty ( c . Circle . prototype , "top" , { get : function ( ) { return this . y - this . _radius } , set : function ( a ) { a > this . y ? ( this . _radius = 0 , this . _diameter = 0 ) : this . radius = this . y - a } } ) , Object . defineProperty ( c . Circle . prototype , "bottom" , { get : function ( ) { return this . y + this . _radius } , set : function ( a ) { a < this . y ? ( this . _radius = 0 , this . _diameter = 0 ) : this . radius = a - this . y } } ) , Object . defineProperty ( c . Circle . prototype , "area" , { get : function ( ) { return this . _radius > 0 ? Math . PI * this . _radius * this . _radius : 0 } } ) , Object . defineProperty ( c . Circle . prototype , "empty" , { get : function ( ) { return 0 === this . _diameter } , set : function ( a ) { a === ! 0 && this . setTo ( 0 , 0 , 0 ) } } ) , c . Circle . contains = function ( a , b , c ) { if ( a . radius > 0 && b >= a . left && b <= a . right && c >= a . top && c <= a . bottom ) { var d = ( a . x - b ) * ( a . x - b ) , e = ( a . y - c ) * ( a . y - c ) ; return d + e <= a . radius * a . radius } return ! 1 } , c . Circle . equals = function ( a , b ) { return a . x == b . x && a . y == b . y && a . diameter == b . diameter } , c . Circle . intersects = function ( a , b ) { return c . Math . distance ( a . x , a . y , b . x , b . y ) <= a . radius + b . radius } , c . Circle . circumferencePoint = function ( a , b , d , e ) { return void 0 === d && ( d = ! 1 ) , void 0 === e && ( e = new c . Point ) , d === ! 0 && ( b = c . Math . degToRad ( b ) ) , e . x = a . x + a . radius * Math . cos ( b ) , e . y = a . y + a . radius * Math . sin ( b ) , e } , c . Circle . intersectsRectangle = function ( a , b ) { var c = Math . abs ( a . x - b . x - b . halfWidth ) , d = b . halfWidth + a . radius ; if ( c > d ) return ! 1 ; var e = Math . abs ( a . y - b . y - b . halfHeight ) , f = b . halfHeight + a . radius ; if ( e > f ) return ! 1 ; if ( c <= b . halfWidth || e <= b . halfHeight ) return ! 0 ; var g = c - b . halfWidth , h = e - b . halfHeight , i = g * g , j = h * h , k = a . radius * a . radius ; return k >= i + j } , PIXI . Circle = c . Circle , c . Ellipse = function ( a , b , d , e ) { a = a || 0 , b = b || 0 , d = d || 0 , e = e || 0 , this . x = a , this . y = b , this . width = d , this . height = e , this . type = c . ELLIPSE } , c . Ellipse . prototype = { setTo : function ( a , b , c , d ) { return this . x = a , this . y = b , this . width = c , this . height = d , this } , getBounds : function ( ) { return new c . Rectangle ( this . x - this . width , this . y - this . height , this . width , this . height ) } , copyFrom : function ( a ) { return this . setTo ( a . x , a . y , a . width , a . height ) } , copyTo : function ( a ) { return a . x = this . x , a . y = this . y , a . width = this . width , a . height = this . height , a } , clone : function ( a ) { return void 0 === a || null === a ? a = new c . Ellipse ( this . x , this . y , this . width , this . height ) : a . setTo ( this . x , this . y , this . width , this . height ) , a } , contains : function ( a , b ) { return c . Ellipse . contains ( this , a , b ) } , random : function ( a ) { void 0 === a && ( a = new c . Point ) ; var b = Math . random ( ) * Math . PI * 2 , d = Math . random ( ) ; return a . x = Math . sqrt ( d ) * Math . cos ( b ) , a . y = Math . sqrt ( d ) * Math . sin ( b ) , a . x = this . x + a . x * this . width / 2 , a . y = this . y + a . y * this . height / 2 , a } , toString : function ( ) { return "[{Phaser.Ellipse (x=" + this . x + " y=" + this . y + " width=" + this . width + " height=" + this . height + ")}]" } } , c . Ellipse . prototype . constructor = c . Ellipse , Object . defineProperty ( c . Ellipse . prototype , "left" , { get : function ( ) { return this . x } , set : function ( a ) { this . x = a } } ) , Object . defineProperty ( c . Ellipse . prototype , "right" , { get : function ( ) { return this . x + this . width } , set : function ( a ) { this . width = a < this . x ? 0 : 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 ) { this . height = a < this . y ? 0 : a - this . y } } ) , Object . d
} , restart : function ( a , b ) { void 0 === a && ( a = ! 0 ) , void 0 === b && ( b = ! 1 ) , this . _pendingState = this . current , this . _clearWorld = a , this . _clearCache = b , arguments . length > 2 && ( this . _args = Array . prototype . splice . call ( arguments , 2 ) ) } , dummy : function ( ) { } , preUpdate : function ( ) { if ( this . _pendingState && this . game . isBooted ) { 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 === ! 0 && this . game . cache . destroy ( ) ) ) } , checkState : function ( a ) { if ( this . states [ a ] ) { var b = ! 1 ; return ( this . states [ a ] . preload || this . states [ a ] . create || this . states [ a ] . update || this . states [ a ] . render ) && ( b = ! 0 ) , b === ! 1 ? ( console . warn ( "Invalid Phaser State object given. Must contain at least a one of the required functions: preload, create, update or render" ) , ! 1 ) : ! 0 } return 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 . 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 : functi
} , 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 } } ) , Object . defineProperty ( c . World . prototype , "centerY" , { get : function ( ) { return this . bounds . halfHeight } } ) , Object . defineProperty ( c . World . prototype , "randomX" , { get : function ( ) { return this . bounds . x < 0 ? this . game . rnd . between ( this . bounds . x , this . bounds . width - Math . abs ( this . bounds . x ) ) : this . game . rnd . between ( this . bounds . x , this . bounds . width ) } } ) , Object . defineProperty ( c . World . prototype , "randomY" , { get : function ( ) { return this . bounds . y < 0 ? this . game . rnd . between ( this . bounds . y , this . bounds . height - Math . abs ( this . bounds . y ) ) : this . game . rnd . between ( this . bounds . y , this . bounds . height ) } } ) , c . FlexGrid = function ( a , b , d ) { this . game = a . game , this . manager = a , this . width = b , this . height = d , this . boundsCustom = new c . Rectangle ( 0 , 0 , b , d ) , this . boundsFluid = new c . Rectangle ( 0 , 0 , b , d ) , this . boundsFull = new c . Rectangle ( 0 , 0 , b , d ) , this . boundsNone = new c . Rectangle ( 0 , 0 , b , d ) , this . positionCustom = new c . Point ( 0 , 0 ) , this . positionFluid = new c . Point ( 0 , 0 ) , this . positionFull = new c . Point ( 0 , 0 ) , this . positionNone = new c . Point ( 0 , 0 ) , this . scaleCustom = new c . Point ( 1 , 1 ) , this . scaleFluid = new c . Point ( 1 , 1 ) , this . scaleFluidInversed = new c . Point ( 1 , 1 ) , this . scaleFull = new c . Point ( 1 , 1 ) , this . scaleNone = new c . Point ( 1 , 1 ) , this . customWidth = 0 , this . customHeight = 0 , this . customOffsetX = 0 , this . customOffsetY = 0 , this . ratioH = b / d , this . ratioV = d / b , this . multiplier = 0 , this . layers = [ ] } , c . FlexGrid . prototype = { setSize : function ( a , b ) { this . width = a , this . height = b , this . ratioH = a / b , this . ratioV = b / a , this . scaleNone = new c . Point ( 1 , 1 ) , this . boundsNone . width = this . width , this . boundsNone . height = this . height , this . refresh ( ) } , createCustomLayer : function ( a , b , d , e ) { void 0 === e && ( e = ! 0 ) , this . customWidth = a , this . customHeight = b , this . boundsCustom . width = a , this . boundsCustom . height = b ; var f = new c . FlexLayer ( this , this . positionCustom , this . boundsCustom , this . scaleCustom ) ; return e && this . game . world . add ( f ) , this . layers . push ( f ) , "undefined" != typeof d && null !== typeof d && f . addMultiple ( d ) , f } , createFluidLayer : function ( a , b ) { void 0 === b && ( b = ! 0 ) ; var d = new c . FlexLayer ( this , this . positionFluid , this . boundsFluid , this . scaleFluid ) ; return b && this . game . world . add ( d ) , this . layers . push ( d ) , "undefined" != typeof a && null !== typeof a && d . addMultiple ( a ) , d } , createFullLayer : function ( a ) { var b = new c . FlexLayer ( this , this . positionFull , this . boundsFull , this . scaleFluid ) ; return this . game . world . add ( b ) , this . layers . push ( b ) , "undefined" != typeof a && b . addMultiple ( a ) , b } , createFixedLayer : function ( a ) { var b = new c . FlexLayer ( this , this . positionNone , this . boundsNone , this . scaleNone ) ; return this . game . world . add ( b ) , this . layers . push ( b ) , "undefined" != typeof a && b . addMultiple ( a ) , 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 .
} } , updateLogic : function ( a ) { this . _paused || this . pendingStep ? ( this . scale . pauseUpdate ( ) , this . state . pauseUpdate ( ) , this . debug . preUpdate ( ) ) : ( this . stepping && ( this . pendingStep = ! 0 ) , this . scale . preUpdate ( ) , this . debug . preUpdate ( ) , this . world . camera . preUpdate ( ) , this . physics . preUpdate ( ) , this . state . preUpdate ( a ) , this . plugins . preUpdate ( a ) , this . stage . preUpdate ( ) , this . state . update ( ) , this . stage . update ( ) , this . tweens . update ( a ) , this . sound . update ( ) , this . input . update ( ) , this . physics . update ( ) , this . particles . update ( ) , this . plugins . update ( ) , this . stage . postUpdate ( ) , this . plugins . postUpdate ( ) ) } , updateRender : function ( a ) { this . lockRender || ( this . state . preRender ( a ) , this . renderer . render ( this . stage ) , this . plugins . render ( a ) , this . state . render ( a ) , this . plugins . postRender ( a ) ) } , enableStep : function ( ) { this . stepping = ! 0 , this . pendingStep = ! 1 , this . stepCount = 0 } , disableStep : function ( ) { this . stepping = ! 1 , this . pendingStep = ! 1 } , step : function ( ) { this . pendingStep = ! 1 , this . stepCount ++ } , destroy : function ( ) { this . raf . stop ( ) , this . state . destroy ( ) , this . sound . destroy ( ) , this . scale . destroy ( ) , this . stage . destroy ( ) , this . input . destroy ( ) , this . physics . destroy ( ) , this . state = null , this . cache = null , this . input = null , this . load = null , this . sound = null , this . stage = null , this . time = null , this . world = null , this . isBooted = ! 1 , this . renderer . destroy ( ! 1 ) , c . Canvas . removeFromDOM ( this . canvas ) , c . GAMES [ this . id ] = null } , gamePaused : function ( a ) { this . _paused || ( this . _paused = ! 0 , this . time . gamePaused ( ) , this . sound . setMute ( ) , this . onPause . dispatch ( a ) , this . device . cordova && this . device . iOS && ( this . lockRender = ! 0 ) ) } , gameResumed : function ( a ) { this . _paused && ! this . _codePaused && ( this . _paused = ! 1 , this . time . gameResumed ( ) , this . input . reset ( ) , this . sound . unsetMute ( ) , this . onResume . dispatch ( a ) , this . device . cordova && this . device . iOS && ( this . lockRender = ! 1 ) ) } , focusLoss : function ( a ) { this . onBlur . dispatch ( a ) , this . stage . disableVisibilityChange || this . gamePaused ( a ) } , focusGain : function ( a ) { this . onFocus . dispatch ( a ) , this . stage . disableVisibilityChange || this . gameResumed ( a ) } } , c . Game . prototype . constructor = c . Game , Object . defineProperty ( c . Game . prototype , "paused" , { get : function ( ) { return this . _paused } , set : function ( a ) { a === ! 0 ? ( this . _paused === ! 1 && ( this . _paused = ! 0 , this . sound . setMute ( ) , this . time . gamePaused ( ) , this . onPause . dispatch ( this ) ) , this . _codePaused = ! 0 ) : ( this . _paused && ( this . _paused = ! 1 , this . input . reset ( ) , this . sound . unsetMute ( ) , this . time . gameResumed ( ) , this . onResume . dispatch ( this ) ) , this . _codePaused = ! 1 ) } } ) , c . Input = function ( a ) { this . game = a , this . hitCanvas = null , this . hitContext = null , this . moveCallbacks = [ ] , this . pollRate = 0 , this . enabled = ! 0 , this . multiInputOverride = c . Input . MOUSE _TOUCH _COMBINE , this . position = null , this . speed = null , this . circle = null , this . scale = null , this . maxPointers = - 1 , this . tapRate = 200 , this . doubleTapRate = 300 , this . holdRate = 2e3 , this . justPressedRate = 200 , this . justReleasedRate = 200 , this . recordPointerHistory = ! 1 , this . recordRate = 100 , this . recordLimit = 100 , this . pointer1 = null , this . pointer2 = null , this . pointer3 = null , this . pointer4 = null , this . pointer5 = null , this . pointer6 = null , this . pointer7 = null , this . pointer8 = null , this . pointer9 = null , this . pointer10 = null , this . pointers = [ ] , this . activePointer = null , this . mousePointer = null , this . mouse = null , this . keyboard = null , this . touch = null , this . mspointer = null , this . gamepad = null , this . resetLocked = ! 1 , this . onDown = null , this . onUp = null , this . onTap = null , this . onHold = null , this . minPriorityID = 0 , this . interactiveItems = new c . ArraySet , this . _localPoint = new c . Point , this . _pollCounter = 0 , this . _oldPosition = null , this . _x = 0 , this . _y = 0 } , c . Input . MOUSE _OVERRIDES _TOUCH = 0 , c . Input . TOUCH _OVERRIDES _MOUSE = 1 , c . Input . MOUSE _TOUCH _COMBINE = 2 , c . Input . MAX _POINTERS = 10 , c . Input . prototype = { boot : function ( ) { this . mousePointer = new c . Pointer ( this . game , 0 ) , this . addPointer ( ) , this . addPointer ( ) , this . mouse = new c . Mouse ( this . game ) , this . touch = new c . Touch ( this . game ) , this . mspointer = new c . MSPointer ( this . game ) , c . Keyboard && ( this . keyboard = new c . Keyboard ( this . game ) ) , c . Gamepad && ( this . gamepad = new c . Gamepad ( this . game ) ) , this . onDown = new c . Signal , this . onUp = new c . Signal , this . onTap = new c . Signal , this . onHold = new c . Signal , this . scale = new c . Point ( 1 , 1 ) , this . speed = new c . Point , this . position = new c . Point , this . _oldPosition = new c . Point , this . circle = new c . Circle ( 0 , 0 , 44 ) , this . activePoin
} , c . Touch . prototype = { start : function ( ) { if ( null === this . _onTouchStart ) { var a = this ; this . game . device . touch && ( this . _onTouchStart = function ( b ) { return a . onTouchStart ( b ) } , this . _onTouchMove = function ( b ) { return a . onTouchMove ( b ) } , this . _onTouchEnd = function ( b ) { return a . onTouchEnd ( b ) } , this . _onTouchEnter = function ( b ) { return a . onTouchEnter ( b ) } , this . _onTouchLeave = function ( b ) { return a . onTouchLeave ( b ) } , this . _onTouchCancel = function ( b ) { return a . onTouchCancel ( b ) } , this . game . canvas . addEventListener ( "touchstart" , this . _onTouchStart , ! 1 ) , this . game . canvas . addEventListener ( "touchmove" , this . _onTouchMove , ! 1 ) , this . game . canvas . addEventListener ( "touchend" , this . _onTouchEnd , ! 1 ) , this . game . canvas . addEventListener ( "touchcancel" , this . _onTouchCancel , ! 1 ) , this . game . device . cocoonJS || ( this . game . canvas . addEventListener ( "touchenter" , this . _onTouchEnter , ! 1 ) , this . game . canvas . addEventListener ( "touchleave" , this . _onTouchLeave , ! 1 ) ) ) } } , consumeDocumentTouches : function ( ) { this . _documentTouchMove = function ( a ) { a . preventDefault ( ) } , document . addEventListener ( "touchmove" , this . _documentTouchMove , ! 1 ) } , addTouchLockCallback : function ( a , b ) { this . touchLockCallbacks . push ( { callback : a , context : b } ) } , removeTouchLockCallback : function ( a , b ) { for ( var c = this . touchLockCallbacks . length ; c -- ; ) if ( this . touchLockCallbacks [ c ] . callback === a && this . touchLockCallbacks [ c ] . context === b ) return this . touchLockCallbacks . splice ( c , 1 ) , ! 0 ; return ! 1 } , onTouchStart : function ( a ) { for ( var b = this . touchLockCallbacks . length ; b -- ; ) this . touchLockCallbacks [ b ] . callback . call ( this . touchLockCallbacks [ b ] . context , this , a ) && this . touchLockCallbacks . splice ( b , 1 ) ; if ( this . event = a , this . game . input . enabled && this . enabled ) { this . touchStartCallback && this . touchStartCallback . call ( this . callbackContext , a ) , this . preventDefault && a . preventDefault ( ) ; for ( var b = 0 ; b < a . changedTouches . length ; b ++ ) this . game . input . startPointer ( a . changedTouches [ b ] ) } } , onTouchCancel : function ( a ) { if ( this . event = a , this . touchCancelCallback && this . touchCancelCallback . call ( this . callbackContext , a ) , this . game . input . enabled && this . enabled ) { this . preventDefault && a . preventDefault ( ) ; for ( var b = 0 ; b < a . changedTouches . length ; b ++ ) this . game . input . stopPointer ( a . changedTouches [ b ] ) } } , onTouchEnter : function ( a ) { this . event = a , this . touchEnterCallback && this . touchEnterCallback . call ( this . callbackContext , a ) , this . game . input . enabled && this . enabled && this . preventDefault && a . preventDefault ( ) } , onTouchLeave : function ( a ) { this . event = a , this . touchLeaveCallback && this . touchLeaveCallback . call ( this . callbackContext , a ) , this . preventDefault && a . preventDefault ( ) } , onTouchMove : function ( a ) { this . event = a , this . touchMoveCallback && this . touchMoveCallback . call ( this . callbackContext , a ) , this . preventDefault && a . preventDefault ( ) ; for ( var b = 0 ; b < a . changedTouches . length ; b ++ ) this . game . input . updatePointer ( a . changedTouches [ b ] ) } , onTouchEnd : function ( a ) { this . event = a , this . touchEndCallback && this . touchEndCallback . call ( this . callbackContext , a ) , this . preventDefault && a . preventDefault ( ) ; for ( var b = 0 ; b < a . changedTouches . length ; b ++ ) this . game . input . stopPointer ( a . changedTouches [ b ] ) } , stop : function ( ) { this . game . device . touch && ( this . game . canvas . removeEventListener ( "touchstart" , this . _onTouchStart ) , this . game . canvas . removeEventListener ( "touchmove" , this . _onTouchMove ) , this . game . canvas . removeEventListener ( "touchend" , this . _onTouchEnd ) , this . game . canvas . removeEventListener ( "touchenter" , this . _onTouchEnter ) , this . game . canvas . removeEventListener ( "touchleave" , this . _onTouchLeave ) , this . game . canvas . removeEventListener ( "touchcancel" , this . _onTouchCancel ) ) } } , c . Touch . prototype . constructor = c . Touch , c . InputHandler = function ( a ) { this . sprite = a , this . game = a . game , this . enabled = ! 1 , this . checked = ! 1 , this . priorityID = 0 , this . useHandCursor = ! 1 , this . _setHandCursor = ! 1 , this . isDragged = ! 1 , this . allowHorizontalDrag = ! 0 , this . allowVerticalDrag = ! 0 , this . bringToTop = ! 1 , this . snapOffset = null , this . snapOnDrag = ! 1 , this . snapOnRelease = ! 1 , this . snapX = 0 , this . snapY = 0 , this . snapOffsetX = 0 , this . snapOffsetY = 0 , this . pixelPerfectOver = ! 1 , this . pixelPerfectClick = ! 1 , this . pixelPerfectAlpha = 255 , this . draggable = ! 1 , this . boundsRect = null , this . boundsSprite = null , this . consumePointerEvent = ! 1 , this . scaleLayer = ! 1 , this . dragOffset = new c . Point , this . dragFromCenter = ! 1 , this . dragStartPoint = new c . Point , thi
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} } , 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 : this . checkTransform , 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 ) } } , c . Component . Smoothed = function ( ) { } , c . Component . Smoothed . prototype = { smoothed : { get : function ( ) { return ! this . texture . baseTexture . scaleMode } , set : function ( a ) { a ? this . texture && ( this . texture . baseTexture . scaleMode = 0 ) : this . texture && ( this . texture . baseTexture . scaleMode = 1 ) } } } , c . GameObjectFactory = function ( a ) { this . game = a , this . world = this . game . world } , c . GameObjectFactory . prototype = { existing : function ( a ) { return this . world . add ( a ) } , image : function ( a , b , d , e , f ) { return void 0 === f && ( f = this . world ) , f . add ( new c . Image ( this . game , a , b , d , e ) ) } , sprite : function ( a , b , c , d , e ) { return void 0 === e && ( e = this . world ) , e . create ( a , b , c , d ) } , creature : function ( a , b , d , e , f ) { void 0 === f && ( f = this . world ) ; var g = new c . Creature ( this . game , a , b , d , e ) ; return f . add ( g ) , g } , tween : function ( a ) { return this . game . tweens . create ( a ) } , group : function ( a , b , d , e , f ) { return new c . Group ( this . game , a , b , d , e , f ) } , physicsGroup : function ( a , b , d , e ) { return new c . Group ( this . game , b , d , e , ! 0 , a ) } , spriteBatch : function ( a , b , d ) { return void 0 === a && ( a = null ) , void 0 === b && ( b = "group" ) , void 0 === d && ( d = ! 1 ) , new c . SpriteBatch ( this . game , a , b , d ) } , audio : function ( a , b , c , d ) { return this . game . sound . add ( a , b , c , d ) } , sound : function ( a , b , c , d ) { return this . game . sound . add ( a , b , c , d ) } , audioSprite : function ( a ) { return this . game . sound . addSprite ( a ) } , tileSprite : function ( a , b , d , e , f , g , h ) { return void 0 === h && ( h = this . world ) , h . add ( new c . TileSprite ( this . game , a , b , d , e , f , g ) ) } , rope : function ( a , b , d , e , f , g ) { return void 0 === g && ( g = this . world ) , g . add ( new c . Rope ( this . game , a , b , d , e , f ) ) } , text : function ( a , b , d , e , f ) { return void 0 === f && ( f = this . world ) , f . add ( new c . Text ( this . game , a , b , d , e ) ) } , button : function ( a , b , d , e , f , g , h , i , j , k ) { return void 0 === k && ( k = this . world ) , k . add ( new c . Button ( this . game , a , b , d , e , f , g , h , i , j ) ) } , graphics : function ( a , b , d ) { return void 0 === d && ( d = this . world ) , d . add ( new c . Graphics ( this . game , a , b ) ) } , emitter : function ( a , b , d ) { return this . game . particles . add ( new c . Particles . Arcade . Emitter ( this . game , a , b , d ) ) } , retroFont : function ( a , b , d , e , f , g , h , i , j ) { return new c . RetroFont ( this . game , a , b , d , e , f , g , h , i , j ) } , bitmapText : function ( a , b , d , e , f , g ) { return void 0 === g && ( g = this . world ) , g . add ( new c . BitmapText ( this . game , a , b , d , e , f ) ) } , tilemap : function ( a , b , d , e , f ) { return new c . Tilemap ( this . game , a , b , d , e , f ) } , renderTexture : function ( a , b , d , e ) { ( void 0 === d || "" === d ) && ( d = this . game . rnd . uuid ( ) ) , void 0 === e && ( e = ! 1 ) ; var f = new c . RenderTexture ( this . game , a , b , d ) ; return e && this . game . cache . addRenderTexture ( d , f ) , f } , video : function ( a , b ) { return new c . Video ( this . game , a , b ) } , bitmapData : function ( a , b , d , e ) { void 0 === e && ( e = ! 1 ) , ( void 0 === d || "" === d ) && ( d = this . game . rnd . uuid ( ) ) ; var f = new c . BitmapData ( this . game , d , a , b ) ; return e && this . game . cache . addBitmapData ( d , f ) , f } , filter : function ( a ) { var b = Array . prototype . splice . call ( arguments , 1 ) , a = new c . Filter [ a ] ( this . game ) ; return a . init . apply ( a , b ) , a } , plugin : function ( a ) { return this . game . plugins . add ( a ) } } , c . GameObjectFactory . prototype . constructor = c . GameObjectFactory , c . GameObjectCreator = function ( a ) { this . game = a , this . world = this . game . world } , c . GameObjectCreator . protot
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for ( var c = [ "ms" , "moz" , "webkit" , "o" ] , d = 0 ; d < c . length && ! window . requestAnimationFrame ; d ++ ) window . requestAnimationFrame = window [ c [ d ] + "RequestAnimationFrame" ] , window . cancelAnimationFrame = window [ c [ d ] + "CancelAnimationFrame" ] ; this . _isSetTimeOut = ! 1 , this . _onLoop = null , this . _timeOutID = null } , c . RequestAnimationFrame . prototype = { start : function ( ) { this . isRunning = ! 0 ; var a = this ; ! window . requestAnimationFrame || this . forceSetTimeOut ? ( this . _isSetTimeOut = ! 0 , this . _onLoop = function ( ) { return a . updateSetTimeout ( ) } , this . _timeOutID = window . setTimeout ( this . _onLoop , 0 ) ) : ( this . _isSetTimeOut = ! 1 , this . _onLoop = function ( b ) { return a . updateRAF ( b ) } , this . _timeOutID = window . requestAnimationFrame ( this . _onLoop ) ) } , updateRAF : function ( a ) { this . game . update ( Math . floor ( a ) ) , this . _timeOutID = window . requestAnimationFrame ( this . _onLoop ) } , updateSetTimeout : function ( ) { this . game . update ( Date . now ( ) ) , this . _timeOutID = window . setTimeout ( this . _onLoop , this . game . time . timeToCall ) } , stop : function ( ) { this . _isSetTimeOut ? clearTimeout ( this . _timeOutID ) : window . cancelAnimationFrame ( this . _timeOutID ) , this . isRunning = ! 1 } , isSetTimeOut : function ( ) { return this . _isSetTimeOut } , isRAF : function ( ) { return this . _isSetTimeOut === ! 1 } } , c . RequestAnimationFrame . prototype . constructor = c . RequestAnimationFrame , c . Math = { PI2 : 2 * Math . PI , fuzzyEqual : function ( a , b , c ) { return void 0 === c && ( c = 1e-4 ) , Math . abs ( a - b ) < c } , fuzzyLessThan : function ( a , b , c ) { return void 0 === c && ( c = 1e-4 ) , b + c > a } , fuzzyGreaterThan : function ( a , b , c ) { return void 0 === c && ( c = 1e-4 ) , a > b - c } , fuzzyCeil : function ( a , b ) { return void 0 === b && ( b = 1e-4 ) , Math . ceil ( a - b ) } , fuzzyFloor : function ( a , b ) { return void 0 === b && ( b = 1e-4 ) , Math . floor ( a + b ) } , average : function ( ) { for ( var a = 0 , b = 0 ; b < arguments . length ; b ++ ) a += + arguments [ b ] ; return a / arguments . length } , shear : function ( a ) { return a % 1 } , snapTo : function ( a , b , c ) { return void 0 === c && ( c = 0 ) , 0 === b ? a : ( a -= c , a = b * Math . round ( a / b ) , c + a ) } , snapToFloor : function ( a , b , c ) { return void 0 === c && ( c = 0 ) , 0 === b ? a : ( a -= c , a = b * Math . floor ( a / b ) , c + a ) } , snapToCeil : function ( a , b , c ) { return void 0 === c && ( c = 0 ) , 0 === b ? a : ( a -= c , a = b * Math . ceil ( a / b ) , c + a ) } , roundTo : function ( a , b , c ) { void 0 === b && ( b = 0 ) , void 0 === c && ( c = 10 ) ; var d = Math . pow ( c , - b ) ; return Math . round ( a * d ) / d } , floorTo : function ( a , b , c ) { void 0 === b && ( b = 0 ) , void 0 === c && ( c = 10 ) ; var d = Math . pow ( c , - b ) ; return Math . floor ( a * d ) / d } , ceilTo : function ( a , b , c ) { void 0 === b && ( b = 0 ) , void 0 === c && ( c = 10 ) ; var d = Math . pow ( c , - b ) ; return Math . ceil ( a * d ) / d } , angleBetween : function ( a , b , c , d ) { return Math . atan2 ( d - b , c - a ) } , angleBetweenY : function ( a , b , c , d ) { return Math . atan2 ( c - a , d - b ) } , angleBetweenPoints : function ( a , b ) { return Math . atan2 ( b . y - a . y , b . x - a . x ) } , angleBetweenPointsY : function ( a , b ) { return Math . atan2 ( b . x - a . x , b . y - a . y ) } , reverseAngle : function ( a ) { return this . normalizeAngle ( a + Math . PI , ! 0 ) } , normalizeAngle : function ( a ) { return a %= 2 * Math . PI , a >= 0 ? a : a + 2 * Math . PI } , maxAdd : function ( a , b , c ) { return Math . min ( a + b , c ) } , minSub : function ( a , b , c ) { return Math . max ( a - b , c ) } , wrap : function ( a , b , c ) { var d = c - b ; if ( 0 >= d ) return 0 ; var e = ( a - b ) % d ; return 0 > e && ( e += d ) , e + b } , wrapValue : function ( a , b , c ) { var d ; return a = Math . abs ( a ) , b = Math . abs ( b ) , c = Math . abs ( c ) , d = ( a + b ) % c } , isOdd : function ( a ) { return ! ! ( 1 & a ) } , isEven : function ( a ) { return ! ( 1 & a ) } , min : function ( ) { if ( 1 === arguments . length && "object" == typeof arguments [ 0 ] ) var a = arguments [ 0 ] ; else var a = arguments ; for ( var b = 1 , c = 0 , d = a . length ; d > b ; b ++ ) a [ b ] < a [ c ] && ( c = b ) ; return a [ c ] } , max : function ( ) { if ( 1 === arguments . length && "object" == typeof arguments [ 0 ] ) var a = arguments [ 0 ] ; else var a = arguments ; for ( var b = 1 , c = 0 , d = a . length ; d > b ; b ++ ) a [ b ] > a [ c ] && ( c = b ) ; return a [ c ] } , minProperty : function ( a ) { if ( 2 === arguments . length && "object" == typeof arguments [ 1 ] ) var b = arguments [ 1 ] ; else var b = arguments . slice ( 1 ) ; for ( var c = 1 , d = 0 , e = b . length ; e > c ; c ++ ) b [ c ] [ a ] < b [ d ] [ a ] && ( d = c ) ; return b [ d ] [ a ] } , maxProperty : function ( a ) { if ( 2 === arguments . length && "object" == typeof arguments [ 1 ] ) var b = arguments [ 1 ] ; else var b = arguments . slice ( 1 ) ; for ( var c = 1 , d = 0 , e = b . length ; e > c ; c ++ ) b [ c ] [ a ] > b [ d ] [ a ] && ( d = c ) ; return b [ d ] [ a ] } , wrapAngle : function ( a , b ) { return b ? this . wrap ( a , - Math . PI , Math . PI ) : this . wrap ( a , - 180 , 180 ) } , linearInterpolation : function ( a , b ) { var c = a . length - 1 , d = c * b , e = Math . floor ( d ) ; return 0 > b ? this . linear ( a [ 0 ] , a [ 1 ] , d ) : b > 1 ? this . linear ( a [ c ] , a [ c - 1 ] , c - d ) : this . linear ( a [ e ] , a [ e + 1 > c ? c : e + 1 ] , d - e ) } , bezierInterpolation : function ( a , b ) { for (
2015-08-24 12:55:00 +00:00
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 } , 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 . Cache . VIDEO ] = this . _cache . video , this . _cacheMap [ c . Cache . SHADER ] = this . _cache . shader , this . _cacheMap [ c . Cache . RENDER _TEXTURE ] = this . _cache . renderTexture , this . addDefaultImage ( ) , this . addMissingImage ( ) } , c . Cache . CANVAS = 1 , c . Cache . IMAGE = 2 , c . Cache . TEXTURE = 3 , c . Cache . SOUND = 4 , c . Cache . TEXT = 5 , c . Cache . PHYSICS = 6 , c . Cache . TILEMAP = 7 , c . Cache . BINARY = 8 , c . Cache . BITMAPDATA = 9 , c . Cache . BITMAPFONT = 10 , c . Cache . JSON = 11 , c . Cache . XML = 12 , c . Cache . VIDEO = 13 , c . Cache . SHADER = 14 , c . Cache . RENDER _TEXTURE = 15 , c . Cache . prototype = { addCanvas : function ( a , b , c ) { void 0 === c && ( c = b . getContext ( "2d" ) ) , this . _cache . canvas [ a ] = { canvas : b , context : c } } , addImage : function ( a , b , d ) { this . checkImageKey ( a ) && this . removeImage ( a ) ; var e = { key : a , url : b , data : d , base : new PIXI . BaseTexture ( d ) , frame : new c . Frame ( 0 , 0 , 0 , d . width , d . height , a ) , frameData : new c . FrameData } ; return e . frameData . addFrame ( new c . Frame ( 0 , 0 , 0 , d . width , d . height , b ) ) , this . _cache . image [ a ] = e , this . _resolveURL ( b , e ) , e } , addDefaultImage : function ( ) { var a = new Image ; a . src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgAQMAAABJtOi3AAAAA1BMVEX///+nxBvIAAAAAXRSTlMAQObYZgAAABVJREFUeF7NwIEAAAAAgKD9qdeocAMAoAABm3DkcAAAAABJRU5ErkJggg==" ; var b = this . addImage ( "__default" , null , a ) ; PIXI . TextureCache . _ _default = new PIXI . Texture ( b . base ) } , addMissingImage : function ( ) { var a = new Image ; a . src = " data : image / png ; base64 , iVBORw0KGgoAAAANSUhEUgAAAC
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 . data = a . callback ? a . callback . call ( a . callbackContext , a . key , b . response ) : 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 . preloadSprite . sprite ? this . preloadSprite . sprite . updateCrop ( ) : this . preloadSprite = null ) } , totalLoadedFiles : function ( ) { return this . _loadedFileCount } , totalQueuedFiles : function ( ) { return this . _totalFileCount - this . _loadedFileCount } , totalLoadedPacks : function ( ) { return this . _totalPackCount } , totalQueuedPacks : function ( ) { return this . _totalPackCount - this . _loadedPackCount } } , Object . defineProperty ( c . Loader . prototype , "progressFloat" , { get : function ( ) { var a = this . _loadedFileCount / this . _totalFileCount * 100 ; return c . Math . clamp ( a || 0 , 0 , 100 ) } } ) , Object . defineProperty ( c . Loader . prototype , "progress" , { get : function ( ) { return Math . round ( this . progressFloat ) } } ) , c . Loader . prototype . constructor = c . Loader , c . LoaderParser = { bitmapFont : function ( a , b , c , d ) { return this . xmlBitmapFont ( a , b , c , d ) } , xmlBitmapFont : function ( a , b , c , d ) { var e = { } , f = a . getElementsByTagName ( "info" ) [ 0 ] , g = a . getElementsByTagName ( "common" ) [ 0 ] ; e . font = f . getAttribute ( "face" ) , e . size = parseInt ( f . getAttribute ( "size" ) , 10 ) , e . lineHeight = parseInt ( g . getAttribute ( "lineHeight" ) , 10 ) + d , e . chars = { } ; for ( var h = a . getElementsByTagName ( "char" ) , i = 0 ; i < h . length ; i ++ ) { var j = parseInt ( h [ i ] . getAttribute ( "id" ) , 10 ) ; e . chars [ j ] = { x : parseInt ( h [ i ] . getAttribute ( "x" ) , 10 ) , y : parseInt ( h [ i ] . getAttribute ( "y" ) , 10 ) , width : parseInt ( h [ i ] . getAttribute ( "width" ) , 10 ) , height : parseInt ( h [ i ] . getAttribute ( "height" ) , 10 ) , xOffset : parseInt ( h [ i ] . getAttribute ( "xoffset" ) , 10 ) , yOffset : parseInt ( h [ i ] . getAttribute ( "yoffset" ) , 10 ) , xAdvance : parseInt ( h [ i ] . getAttribute ( "xadvance" ) , 10 ) + c , kerning : { } } } var k = a . getElementsByTagName ( "kerning" ) ; for ( i = 0 ; i < k . length ; i ++ ) { var l = parseInt ( k [ i ] . getAttribute ( "first" ) , 10 ) , m = parseInt ( k [ i ] . getAttribute ( "second" ) , 10 ) , n = parseInt ( k [ i ] . getAttribute ( "amount" ) , 10 ) ; e . chars [ m ] . kerning [ l ] = n } return this . finalizeBitmapFont ( b , e ) } , jsonBitmapFont : function ( a , b , c , d ) { var e = { font : a . font . info . _face , size : parseInt ( a . font . info . _size , 10 ) , lineHeight : parseInt ( a . font . common . _lineHeight , 10 ) + d , chars : { } } ; return a . font . chars [ " c
2015-02-25 02:59:00 +00:00
//# sourceMappingURL=phaser-minimum.map