2022-09-27 17:42:50 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2022 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Class = require('../../utils/Class');
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var GetFastValue = require('../../utils/object/GetFastValue');
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2022-12-02 18:07:20 +00:00
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var GameObject = require('../GameObject');
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var Components = require('../components');
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var Face = require('../../geom/mesh/Face');
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var GenerateGridVerts = require('../../geom/mesh/GenerateGridVerts');
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var NineSliceRender = require('./NineSliceRender');
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var Matrix4 = require('../../math/Matrix4');
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var Vector3 = require('../../math/Vector3');
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var DegToRad = require('../../math/DegToRad');
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var Vertex = require('../../geom/mesh/Vertex');
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2022-12-06 13:39:07 +00:00
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var Utils = require('../../renderer/webgl/Utils');
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2022-09-27 17:42:50 +00:00
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/**
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* @classdesc
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2022-12-05 22:58:49 +00:00
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* A Nine Slice Game Object allows you to have a Sprite that can be stretched
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* both horizontally and vertically but that retains fixed-sized corners.
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* This is useful for UI and Button-like elements.
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*
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* A B
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* +---+----------------------+---+
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* C | 1 | 2 | 3 |
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* +---+----------------------+---+
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* | | | |
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* | 4 | 5 | 6 |
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* | | | |
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* +---+----------------------+---+
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* D | 7 | 8 | 9 |
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* +---+----------------------+---+
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*
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* When changing this objects width and/or height:
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*
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* areas 1, 3, 7 and 9 will remain unscaled.
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* areas 2 and 8 will be stretched horizontally
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* areas 4 and 6 will be stretched vertically
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* area 5 will be stretched both horizontally and vertically
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*
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* You can also have a 3 slice:
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*
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* This works in a similar way, except you can only stretch it horizontally.
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* Therefore, it requires less configuration:
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*
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* A B
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* +---+----------------------+---+
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* | | | |
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* C | 1 | 2 | 3 |
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* | | | |
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* +---+----------------------+---+
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*
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* When changing this objects width:
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*
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* areas 1 and 3 will remain unscaled.
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* area 2 will be stretched horizontally
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*
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* The above configuration concept is adapted from the Pixi NiceSlicePlane.
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*
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* @class NineSlice
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* @extends Phaser.GameObjects.GameObject
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* @memberof Phaser.GameObjects
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* @constructor
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* @since 3.60.0
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*
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* @extends Phaser.GameObjects.Components.AlphaSingle
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* @extends Phaser.GameObjects.Components.BlendMode
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* @extends Phaser.GameObjects.Components.Depth
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* @extends Phaser.GameObjects.Components.Mask
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* @extends Phaser.GameObjects.Components.Pipeline
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* @extends Phaser.GameObjects.Components.Texture
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* @extends Phaser.GameObjects.Components.Transform
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* @extends Phaser.GameObjects.Components.Visible
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* @extends Phaser.GameObjects.Components.ScrollFactor
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*
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* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {(string|Phaser.Textures.Texture)} texture - The key, or instance of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|number)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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*/
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var NineSlice = new Class({
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Extends: GameObject,
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Mixins: [
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Components.AlphaSingle,
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Components.BlendMode,
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Components.Depth,
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Components.Mask,
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Components.Pipeline,
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Components.Texture,
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Components.Transform,
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Components.Visible,
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Components.ScrollFactor,
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NineSliceRender
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],
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initialize:
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function NineSlice (scene, sliceConfig, x, y, texture, frame)
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{
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if (x === undefined) { x = GetFastValue(sliceConfig, 'x', 0); }
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if (y === undefined) { y = GetFastValue(sliceConfig, 'y', 0); }
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if (texture === undefined) { texture = GetFastValue(sliceConfig, 'texture'); }
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if (frame === undefined) { frame = GetFastValue(sliceConfig, 'frame'); }
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GameObject.call(this, scene, 'NineSlice');
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this.setPosition(x, y);
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this.setTexture(texture, frame);
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var width = GetFastValue(sliceConfig, 'width', this.frame.width);
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var height = GetFastValue(sliceConfig, 'height', this.frame.height);
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var left = GetFastValue(sliceConfig, 'left', width / 3);
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var right = GetFastValue(sliceConfig, 'right', null);
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var top = GetFastValue(sliceConfig, 'top', null);
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var bottom = GetFastValue(sliceConfig, 'bottom', null);
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this._width = width;
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this._height = height;
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this.sizes = {
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left: left,
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right: right,
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top: top,
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bottom: bottom
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};
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// this.setSize(width, height);
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this.faces = [];
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this.vertices = [];
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this.tintFill = false;
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/*
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this.dirtyCache = [];
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this.dirtyCache[11] = false;
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this.vertices = [];
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GenerateGridVerts({
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mesh: this,
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widthSegments: 3,
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heightSegments: 3
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});
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for (var i = 0; i < this.faces.length; i++)
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{
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this.faces[i].transformIdentity(this.width, this.height);
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}
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*/
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// Todo - 2 slice, 9 slice, variable slice
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if (left && right && !top && !bottom)
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{
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// this.create3Slice(left, right);
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}
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console.log(this);
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this.initPipeline();
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},
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// Overrides Game Object method
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addedToScene: function ()
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{
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// this.scene.sys.updateList.add(this);
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},
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// Overrides Game Object method
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removedFromScene: function ()
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{
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// this.scene.sys.updateList.remove(this);
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},
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is3Slice: function ()
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{
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return (this.faces.length === 6);
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},
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is9Slice: function ()
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{
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return (this.faces.length === 12);
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},
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create3Slice: function (leftWidth, rightWidth)
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{
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var faces = this.faces;
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// In case there is already data in there
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faces.length = 0;
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// The display dimensions
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var width = this.width;
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var height = this.height;
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var left = 0.5 - (leftWidth / width);
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var uvLeftA = leftWidth / this.frame.width;
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var uvLeftB = 1 - uvLeftA;
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var right = 0.5 - (rightWidth / width);
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var uvRightA = rightWidth / this.frame.width;
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var uvRightB = 1 - uvRightA;
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var pos = [
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// face 1 - left
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-0.5, 0.5,
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-0.5, -0.5,
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-left, 0.5,
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// face 2 - left
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-0.5, -0.5,
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-left, -0.5,
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-left, 0.5,
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// face 3 - middle
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-left, 0.5,
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-left, -0.5,
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left, 0.5,
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// face 4 - middle
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-left, -0.5,
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left, -0.5,
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left, 0.5,
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// face 5 - right
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right, 0.5,
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right, -0.5,
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0.5, 0.5,
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// face 6 - right
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right, -0.5,
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0.5, -0.5,
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0.5, 0.5
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];
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var uv = [
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// face 1 - left
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0, 0,
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0, 1,
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uvLeftA, 0,
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// face 2 - left
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0, 1,
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uvLeftA, 1,
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uvLeftA, 0,
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// face 3 - middle
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uvLeftA, 0,
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uvLeftA, 1,
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uvLeftB, 0,
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// face 4 - middle
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uvLeftA, 1,
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uvLeftB, 1,
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uvLeftB, 0,
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// face 5 - right
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uvRightB, 0,
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uvRightB, 1,
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1, 0,
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// face 6 - right
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uvRightB, 1,
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1, 1,
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1, 0
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];
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var c = 0;
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for (var i = 0; i < 6; i++)
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{
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var vertex1 = new Vertex(pos[c], pos[c + 1], 0, uv[c], uv[c + 1]);
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var vertex2 = new Vertex(pos[c + 2], pos[c + 3], 0, uv[c + 2], uv[c + 3]);
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var vertex3 = new Vertex(pos[c + 4], pos[c + 5], 0, uv[c + 4], uv[c + 5]);
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var face = new Face(vertex1, vertex2, vertex3);
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face.transformIdentity(width, height);
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faces.push(face);
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c += 6;
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}
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},
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createArea1: function ()
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{
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},
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update3Slice: function ()
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{
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// this.create3Slice(this.sizes.left, this.sizes.right);
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},
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/**
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* Loads the data from this Vertex into the given Typed Arrays.
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*
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* @method Phaser.Geom.Mesh.Face#load
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* @since 3.50.0
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*
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* @param {Float32Array} F32 - A Float32 Array to insert the position, UV and unit data in to.
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* @param {Uint32Array} U32 - A Uint32 Array to insert the color and alpha data in to.
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* @param {number} offset - The index of the array to insert this Vertex to.
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* @param {number} textureUnit - The texture unit currently in use.
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* @param {number} tintEffect - The tint effect to use.
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*
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* @return {number} The new vertex index array offset.
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*/
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load: function (F32, U32, offset, textureUnit, tintEffect)
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{
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// offset = this.vertex1.load(F32, U32, offset, textureUnit, tintEffect);
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// offset = this.vertex2.load(F32, U32, offset, textureUnit, tintEffect);
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// offset = this.vertex3.load(F32, U32, offset, textureUnit, tintEffect);
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return offset;
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},
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2022-09-27 17:42:50 +00:00
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2022-12-05 22:58:49 +00:00
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|
/**
|
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|
* The displayed width of this Game Object.
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|
|
*
|
|
|
|
* Setting this value will adjust the way in which this Nine Slice
|
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|
|
* object scales horizontally, if configured to do so.
|
|
|
|
*
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|
|
|
* @name Phaser.GameObjects.NiceSlice#width
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|
* @type {number}
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|
* @since 3.60.0
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|
|
|
*/
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|
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|
width: {
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|
get: function ()
|
2022-09-27 17:42:50 +00:00
|
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|
{
|
2022-12-05 22:58:49 +00:00
|
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|
return this._width;
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|
},
|
2022-09-27 17:42:50 +00:00
|
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|
2022-12-05 22:58:49 +00:00
|
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|
set: function (value)
|
2022-09-27 17:42:50 +00:00
|
|
|
{
|
2022-12-05 22:58:49 +00:00
|
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|
this._width = value;
|
2022-09-27 17:42:50 +00:00
|
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|
2022-12-05 22:58:49 +00:00
|
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this.updateSlices();
|
2022-09-27 17:42:50 +00:00
|
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}
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|
2022-12-05 22:58:49 +00:00
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},
|
2022-09-27 17:42:50 +00:00
|
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|
2022-12-05 22:58:49 +00:00
|
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|
/**
|
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|
|
* The displayed height of this Game Object.
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|
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|
*
|
|
|
|
* Setting this value will adjust the way in which this Nine Slice
|
|
|
|
* object scales vertically, if configured to do so.
|
|
|
|
*
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|
|
* @name Phaser.GameObjects.NiceSlice#height
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|
* @type {number}
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|
|
* @since 3.60.0
|
|
|
|
*/
|
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|
height: {
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|
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|
|
get: function ()
|
2022-09-27 17:42:50 +00:00
|
|
|
{
|
2022-12-05 22:58:49 +00:00
|
|
|
return this._height;
|
|
|
|
},
|
2022-09-27 17:42:50 +00:00
|
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|
|
2022-12-05 22:58:49 +00:00
|
|
|
set: function (value)
|
2022-09-27 17:42:50 +00:00
|
|
|
{
|
2022-12-05 22:58:49 +00:00
|
|
|
this._height = value;
|
2022-09-27 17:42:50 +00:00
|
|
|
|
2022-12-05 22:58:49 +00:00
|
|
|
this.updateSlices();
|
2022-09-27 17:42:50 +00:00
|
|
|
}
|
|
|
|
|
2022-12-05 22:58:49 +00:00
|
|
|
},
|
2022-09-27 17:42:50 +00:00
|
|
|
|
2022-12-05 22:58:49 +00:00
|
|
|
/**
|
|
|
|
* The displayed width of this Game Object.
|
|
|
|
*
|
|
|
|
* This value takes into account the scale factor.
|
|
|
|
*
|
|
|
|
* Setting this value will adjust the Game Object's scale property.
|
|
|
|
*
|
|
|
|
* @name Phaser.GameObjects.Components.ComputedSize#displayWidth
|
|
|
|
* @type {number}
|
|
|
|
* @since 3.0.0
|
|
|
|
*/
|
|
|
|
displayWidth: {
|
|
|
|
|
|
|
|
get: function ()
|
2022-09-27 17:42:50 +00:00
|
|
|
{
|
2022-12-05 22:58:49 +00:00
|
|
|
return this.scaleX * this.width;
|
|
|
|
},
|
2022-09-27 17:42:50 +00:00
|
|
|
|
2022-12-05 22:58:49 +00:00
|
|
|
set: function (value)
|
2022-09-27 17:42:50 +00:00
|
|
|
{
|
2022-12-05 22:58:49 +00:00
|
|
|
this.scaleX = value / this.width;
|
2022-09-27 17:42:50 +00:00
|
|
|
}
|
|
|
|
|
2022-12-05 22:58:49 +00:00
|
|
|
},
|
2022-09-27 17:42:50 +00:00
|
|
|
|
2022-12-05 22:58:49 +00:00
|
|
|
/**
|
|
|
|
* The displayed height of this Game Object.
|
|
|
|
*
|
|
|
|
* This value takes into account the scale factor.
|
|
|
|
*
|
|
|
|
* Setting this value will adjust the Game Object's scale property.
|
|
|
|
*
|
|
|
|
* @name Phaser.GameObjects.Components.ComputedSize#displayHeight
|
|
|
|
* @type {number}
|
|
|
|
* @since 3.0.0
|
|
|
|
*/
|
|
|
|
displayHeight: {
|
|
|
|
|
|
|
|
get: function ()
|
2022-09-27 17:42:50 +00:00
|
|
|
{
|
2022-12-05 22:58:49 +00:00
|
|
|
return this.scaleY * this.height;
|
|
|
|
},
|
2022-09-27 17:42:50 +00:00
|
|
|
|
2022-12-05 22:58:49 +00:00
|
|
|
set: function (value)
|
2022-09-27 17:42:50 +00:00
|
|
|
{
|
2022-12-05 22:58:49 +00:00
|
|
|
this.scaleY = value / this.height;
|
2022-09-27 17:42:50 +00:00
|
|
|
}
|
|
|
|
|
2022-12-05 22:58:49 +00:00
|
|
|
},
|
2022-09-27 17:42:50 +00:00
|
|
|
|
2022-12-05 22:58:49 +00:00
|
|
|
/**
|
|
|
|
* Sets the internal size of this Game Object, as used for frame or physics body creation.
|
|
|
|
*
|
|
|
|
* This will not change the size that the Game Object is rendered in-game.
|
|
|
|
* For that you need to either set the scale of the Game Object (`setScale`) or call the
|
|
|
|
* `setDisplaySize` method, which is the same thing as changing the scale but allows you
|
|
|
|
* to do so by giving pixel values.
|
|
|
|
*
|
|
|
|
* If you have enabled this Game Object for input, changing the size will _not_ change the
|
|
|
|
* size of the hit area. To do this you should adjust the `input.hitArea` object directly.
|
|
|
|
*
|
|
|
|
* @method Phaser.GameObjects.Components.ComputedSize#setSize
|
|
|
|
* @since 3.4.0
|
|
|
|
*
|
|
|
|
* @param {number} width - The width of this Game Object.
|
|
|
|
* @param {number} height - The height of this Game Object.
|
|
|
|
*
|
|
|
|
* @return {this} This Game Object instance.
|
|
|
|
*/
|
|
|
|
setSize: function (width, height)
|
|
|
|
{
|
|
|
|
this.width = width;
|
|
|
|
this.height = height;
|
2022-09-27 17:42:50 +00:00
|
|
|
|
2022-12-05 22:58:49 +00:00
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sets the display size of this Game Object.
|
|
|
|
*
|
|
|
|
* Calling this will adjust the scale.
|
|
|
|
*
|
|
|
|
* @method Phaser.GameObjects.Components.ComputedSize#setDisplaySize
|
|
|
|
* @since 3.4.0
|
|
|
|
*
|
|
|
|
* @param {number} width - The width of this Game Object.
|
|
|
|
* @param {number} height - The height of this Game Object.
|
|
|
|
*
|
|
|
|
* @return {this} This Game Object instance.
|
|
|
|
*/
|
|
|
|
setDisplaySize: function (width, height)
|
|
|
|
{
|
|
|
|
this.displayWidth = width;
|
|
|
|
this.displayHeight = height;
|
2022-09-27 17:42:50 +00:00
|
|
|
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
module.exports = NineSlice;
|