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/* Phaser v2.4.2 - 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 b = [ ] , c = 0 ; c < a . length ; c ++ ) for ( var d = a [ c ] . passes , e = 0 ; e < d . length ; e ++ ) b . push ( d [ e ] ) ; this . _filterBlock = { target : this , filterPasses : b } } this . _filters = a } } ) , 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 . DisplayObject . prototype . generateTexture = function ( a , c , d ) { var e = this . getLocalBounds ( ) , f = new b . RenderTex
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} , 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 ( a , b , c ) { var d = b - a ; return a + d * c } for ( var h , i , j , k , l , m , n = 20 , o = [ ] , p = 0 , q = 0 ; n >= q ; q ++ ) p = q / n , h = g ( a , c , p ) , i = g ( b , d , p ) , j = g ( c , e , p ) , k = g ( d , f , p ) , l = g ( h , j , p ) , m = g ( i , k , p ) , o . push ( l , m ) ; return o } , b . WebGLGraphics . buildCircle = function ( a , c ) { var d , e , f = a . shape , g = f . x , h = f . y ; a . type === b . Graphics . CIRC ? ( d = f . radius , e = f . radius ) : ( d = f . width , e = f . height ) ; var i = 40 , j = 2 * Math . PI / i , k = 0 ; if ( a . fill ) { var l = b . hex2rgb ( a . fillColor ) , m = a . fillAlpha , n = l [ 0 ] * m , o = l [ 1 ] * m , p = l [ 2 ] * m , q = c . points , r = c . indices , s = q . length / 6 ; for ( r . push ( s ) , k = 0 ; i + 1 > k ; k ++ ) q . push ( g , h , n , o , p , m ) , q . push ( g + Math . sin ( j * k ) * d , h + Math . cos ( j * k ) * e , n , o , p , m ) , r . push ( s ++ , s ++ ) ; r . push ( s - 1 ) } if ( a . lineWidth ) { var t = a . points ; for ( a . points = [ ] , k = 0 ; i + 1 > k ; k ++ ) a . points . push ( g + Math . sin ( j * k ) * d , h + Math . cos ( j * k ) * e ) ; b . WebGLGraphics . buildLine ( a , c ) , a . points = t } } , b . WebGLGraphics . buildLine = function ( a , c ) { var d = 0 , e = a . points ; if ( 0 !== e . length ) { if ( a . lineWidth % 2 ) for ( d = 0 ; d < e . length ; d ++ ) e [ d ] += . 5 ; var f = new b . Point ( e [ 0 ] , e [ 1 ] ) , g = new b . Point ( e [ e . length - 2 ] , e [ e . length - 1 ] ) ; if ( f . x === g . x && f . y === g . y ) { e = e . slice ( ) , e . pop ( ) , e . pop ( ) , g = new b . Point ( e [ e . length - 2 ] , e [ e . length - 1 ] ) ; var h = g . x + . 5 * ( f . x - g . x ) , i = g . y + . 5 * ( f . y - g . y ) ; e . unshift ( h , i ) , e . push ( h , i ) } var j , k , l , m , n , o , p , q , r , s , t , u , v , w , x , y , z , A , B , C , D , E , F , G = c . points ,
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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 . ARRAY _BUFFER , this . colorBuffer ) , a . bufferData ( a . ARRAY _BUFFER , this . colorArray , a . STATIC _DRAW ) , a . bindBuffer ( a . ELEMENT _ARRAY _BUFFER , this . indexBuffer ) , a . bufferData ( a . ELEMENT _ARRAY _BUFFER , new Uint16Array ( [ 0 , 1 , 2 , 1 , 3 , 2 ] ) , a . STATIC _DRAW ) } , b . WebGLFilterManager . prototype . destroy = function ( ) { var a = this . gl ; this . filterStack = null , this . offsetX = 0 , this . offsetY = 0 ; for ( var b = 0 ; b < this . texturePool . length ; b ++ ) this . texturePool [ b ] . destroy ( ) ; this . texturePool = null , a . deleteBuffer ( this . vertexBuffer ) , a . deleteBuffer ( this . uvBuffer ) , a . deleteBuffer ( this . colorBuffer ) , a . deleteBuffer ( this . indexBuffer ) } , b . FilterTexture = function ( a , c , d , e ) { this . gl = a , this . frameBuffer = a . createFramebuffer ( ) , this . texture = a . createTexture ( ) , e = e || b . scaleModes . DEFAULT , a . bindTexture ( a . TEXTURE _2D , this . texture ) , a . texParameteri ( a . TEXTURE _2D , a . TEXTURE _MAG _FILTER , e === b . scaleModes . LINEAR ? a . LINEAR : a . NEAREST ) , a . texParameteri ( a . TEXTURE _2D , a . TEXTURE _MIN _FILTER , e === b . scaleModes . LINEAR ? a . LINEAR : a . NEAREST ) , a . texParameteri ( a . TEXTURE _2D , a . TEXTURE _WRAP _S , a . CLAMP _TO _EDGE ) , a . texParameteri ( a . TEXTURE _2D , a . TEXTURE _WRAP _T , a . CLAMP _TO _EDGE ) , a . bindFra
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} , 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 . defineProperty ( c . Ellipse . prototype , "empty" , { get : function ( ) { return 0 === this . width || 0 === this . height } , set : function ( a ) { a === ! 0 && this . setTo ( 0 , 0 , 0 , 0 ) } } ) , c . Ellipse . contains = function ( a , b , c ) { if ( a . width <= 0 || a . height <= 0 ) return ! 1 ; var d = ( b - a . x ) / a . width - . 5 , e = ( c - a . y ) / a . height - . 5 ; return d *= d , e *= e , . 25 > d + e } , PIXI . Ellipse = c . Ellipse , c . Line = function ( a , b , d , e ) { a = a || 0 , b = b || 0 , d = d || 0 , e = e || 0 , this . start = new c . Point ( a , b ) , this . end = new c . Point ( d , e ) , this . type = c . LINE } , c . Line . prototype = { setTo : function ( a , b , c , d ) { return this . start . setTo ( a , b ) , this . end . setTo ( c , d ) , this } , fromSprite : function ( a , b , c ) { return void 0 === c && ( c = ! 1 ) , c ? this . setTo ( a . center . x , a . center . y , b . center . x , b . center . y ) : this . setTo ( a . x , a . y , b . x , b . y ) } , fromAngle : function ( a , b , c , d ) { return this . start . setTo ( a , b ) , this . end . setTo ( a + Math . cos ( c ) * d , b + Math . sin ( c ) * d ) , this } , rotate : function ( a , b ) { var c = this . start . x , d = this . start . y ; return this . start . rotate ( this . end . x , this . end . y , a , b , this . length ) , this . end . rotate ( c , d , a , b , this . length ) , this } , intersects : function ( a , b , d ) { return c . Line . intersectsPoints ( this . start , this . end , a . start , a . end , b , d ) } , reflect : function ( a ) { return c . Line . reflect ( this , a ) } , pointOnLine : function ( a , b ) { return ( a - this . start . x ) * ( this . end . y - this . start . y ) === ( this . end . x - this . start . x ) * ( b - this . start . y ) } , pointOnSegment : function ( a , b ) { var c = Math . min ( this . start . x ,
} 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 : function ( ) { this . _created && this . onResumedCallback && this . onResumedCallback . call ( this . callbackContext , this . game ) } , update : function ( ) { this . _created ? this . onUpdateCallback && this . onUpdateCallback . call ( this . callbackContext , this . game ) : this . onLoadUpdateCallback && this . onLoadUpdateCallback . call ( this . callbackContext , this . game ) } , pauseUpdate : function ( ) { this . _created ? this . onPauseUpdateCallback && this . onPauseUpdateCallback . call ( this . callbackContext , this . game ) : this . onLoadUpdateCallback && this . onLoadUpdateCallback . call ( this . callbackContext , this . game ) } , preRender : function ( a ) { this . _created && this . onPreRenderCallback && this . onPreRenderCallback . call ( this . callbackContext , this . game , a ) } , resize : function ( a , b ) { this . onResizeCallback && this . onResizeCallback . call ( this . callbackContext , a , b ) } , render : function ( ) { this . _created ? this . onRenderCallback && ( this . game . renderType === c . CANVAS ? ( this . game . context . save ( ) , this . game . context . setTransform ( 1 , 0 , 0 , 1 , 0 , 0 ) , this . onRenderCallback . call ( this . callbackContext , this . game ) , this . game . context . restore ( ) ) : this . onRenderCallback . call ( this . callbackContext , this . game ) ) : this . onLoadRenderCallback && this . onLoadRenderCallback . call ( this . callbackContext , this . game ) } , destroy : function ( ) { this . clearCurrentState ( ) , this . callbackContext = null , this . onInitCallback = null , this . onShutDownCallback = null , this . onPreloadCallback = null , this . onLoadRenderCallback = null , this . onLoadUpdateCallback = null , this . onCreateCallback = null , this . onUpdateCallback = null , this . onRenderCallback = null , this . onPausedCallback = null , this . onResumedCallb
} } ) , 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 . set ( this . boundsFluid . width / this . width , this . boundsFluid . height / this . height ) , this . scaleFluidInversed . set ( this . width / this . boundsFluid . width , this . height / this . boundsFluid . height ) , this . scaleFull . set ( this . boundsFull . width / this . width , this . boundsFull . height / this . height ) , this . boundsFull . width = Math . round ( this . manager . width * this . scaleFluidInversed . x ) , this . boundsFull . height = Math . round ( this . manager . height * this . scaleFluidInversed . y ) , this . boundsFluid . centerOn ( this . manager . bounds . centerX , this . manager . bounds . centerY ) , this . boundsNone . centerOn ( this . manager . bounds . centerX , this . manager . bounds . centerY ) , this . positionFluid . set ( this . boundsFluid . x , this . boundsFluid . y ) , this . positionNone . set ( this . boundsNone . x , this . boundsNone . y ) } , fitSprite : function ( a ) { this . manager . scaleSprite ( a ) , a . x = this . manager . bounds . centerX , a . y = this . manager . bounds . centerY } , debug : function ( ) { this . game . debug . text ( this . boundsFluid . width + " x " + this . boundsFluid . height , this . boundsFluid . x + 4 , this . boundsFluid . y + 16 ) , this . game . debug . geom ( this . boundsFluid , "rgba(255,0,0,0.9" , ! 1 ) } } , c . FlexGrid . prototype . constructor = c . FlexGrid , c . FlexLayer = function ( a , b , d , e ) { c . Group . call ( this , a . game , null , "__flexLayer" + a . game . rnd . uuid ( ) , ! 1 ) , this . manager = a . manager , this . grid = a , this . persist = ! 1 , this . position = b , this . bounds = d , this . scale = e , this . topLeft = d . topLeft , this . topMiddle = new c . Point ( d . halfWidth , 0 ) , this . topRight = d . topRight , this . bottomLeft = d . bottomLeft , this . bottomMiddle = new c . Point ( d . halfWidth , d . bottom ) , this . bottomRight = d . bottomRight } , c . FlexL
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} , 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 . activePointer = this . mousePointer , this . hitCanvas = document . createElement ( "canvas" ) , this . hitCanvas . width = 1 , this . hitCanvas . height = 1 , this . hitContext = this . hitCanvas . getContext ( "2d" ) , this . mouse . start ( ) , this . touch . start ( ) , this . mspointer . start ( ) , this . mousePointer . active = ! 0 , this . keyboard && this . keyboard . start ( ) ; var a = this ; this . _onClickTrampoline = function ( b ) { a . onClickTrampoline ( b ) } , this . game . canvas . addEventListener ( "click" , this . _onClickTrampoline , ! 1 ) } , destroy : function ( ) { this . mouse . stop ( ) , this . touch . stop ( ) , this . mspointer . stop ( ) , this . keyboard && this . keyboard . stop ( ) , this . gamepad && this . gamepad . stop ( ) , this . moveCallbacks = [ ] , this . game . canvas . removeEventListener ( "click" , this . _onClickTrampoline ) } , addMoveCallback : function ( a , b ) { this . moveCallbacks . push ( { callback : a , context : b } ) } , deleteMoveCallback : function ( a , b ) { for ( var c = this . moveCallbacks . length ; c -- ; ) if ( this . moveCallbacks [ c ] . callback === a && this . moveCallbacks [ c ] . context === b ) return void this . moveCallbacks . splice ( c , 1 ) } , addPointer : function ( ) { if ( this . pointers . length >= c . Input . MAX _POINTERS ) return console . warn ( "Phaser.Input.addPointer: Maximum limit of " + c . Input . MAX _POINTERS + " pointers reached." ) , null ; var a = this . pointers . length + 1 , b = new c . Pointer ( this . game , a ) ; return this . pointers . push ( b ) , this [ "pointer" + a ] = b , b } , update : function ( ) { if ( this . keyboard && this . keyboard . update ( ) , this . pollRate > 0 && this . _pollC
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 , this . snapPoint = new c . Point , this . _dragPoint = new c . Point , this . _dragPhase = ! 1 , this . _wasEnabled = ! 1 , this . _tempPoint = new c . Point , this . _pointerData = [ ] , this . _pointerData . push ( { id : 0 , x : 0 , y : 0 , isDown : ! 1 , isUp : ! 1 , isOver : ! 1 , isOut : ! 1 , timeOver : 0 , timeOut : 0 , timeDown : 0 , timeUp : 0 , downDuration : 0 , isDragged : ! 1 } ) } , c . InputHandler . prototype = { start : function ( a , b ) { if ( a = a || 0 , void 0 === b && ( b = ! 1 ) , this . enabled === ! 1 ) { this . game . input . interactiveItems . add ( this ) , this . useHandCursor = b , this . priorityID = a ; for ( var d = 0 ; 10 > d ; d ++ ) this . _pointerData [ d ] = { id : d , x : 0 , y : 0 , isDown : ! 1 , isUp : ! 1 , isOver : ! 1 , isOut : ! 1 , timeOver : 0 , timeOut : 0 , timeDown : 0 , timeUp : 0 , downDuration : 0 , isDragged : ! 1 } ; this . snapOffset = new c . Point , this . enabled = ! 0 , this . _wasEnabled = ! 0 } return this . sprite . events . onAddedToGroup . add ( this . addedToGroup , this ) , this . sprite . events . onRemovedFromGroup . add ( this . removedFromGroup , this ) , this . flagged = ! 1 , this . sprite } , addedToGroup : function ( ) { this . _dragPhase || this . _wasEnabled && ! this . enabled && this . start ( ) } , removedFromGroup : function ( ) { this . _dragPhase || ( this . enabled ? ( this . _wasEnabled = ! 0 , this . stop ( ) ) : this . _wasEnabled = ! 1 ) } , reset : function ( ) { this . enabled = ! 1 , this . flagged = ! 1 ; for ( var a = 0 ; 10 > a ; a ++ ) this . _pointerData [ a ] = { id : a , x : 0 , y : 0 , isDown : ! 1 , isUp : ! 1 , isOver : ! 1 , isOut : ! 1 , timeOver : 0 , timeOut : 0 , timeDown : 0 , timeUp : 0 , downDuration : 0 , isDragged : ! 1 } } , stop : function ( ) { this . enabled !== ! 1 && ( this . enabled = ! 1 , this . game . input . interactiveItems . remove ( this ) ) } , destroy : function ( ) { this . sprite && ( this . _setHandCursor && ( this . game . canvas . style . cursor = "default" , this . _setHandCursor = ! 1 ) , this . enabled = ! 1 , this . game . input . interactiveItems . remove ( this ) , this . _pointerData . length = 0 , this . boundsRect = null , this . boundsSprite = null , this . sprite = null ) } , validForInput : function ( a , b , c ) { return void 0 === c && ( c = ! 0 ) , 0 === this . sprite . scale . x || 0 === this . sprite . scale . y || this . priorityID < this . game . input . minPriorityID ? ! 1 : ( c || ! this . pixelPerfectClick && ! this . pixelPerfectOver ) && ( this . priorityID > a || this . priorityID === a && this . sprite . renderOrderID < b ) ? ! 0 : ! 1 } , isPixelPerfect : function ( ) { return this . pixelPerfectClick || this . pixelPerfectOver } , pointerX : function ( a ) { return a = a || 0 , this . _pointerData [ a ] . x } , pointerY : function ( a ) { return a = a || 0 , this . _pointerData [ a ] . y } , pointerDown : function ( a ) { return a = a || 0 , this . _pointerData [ a ] . isDown } , pointerUp : function ( a ) { return a = a || 0 , this . _pointerData [ a ] . isUp } , pointerTimeDown : function ( a ) { return a = a || 0 , this . _pointerData [ a ] . timeDown } , pointerTimeUp : function ( a ) { return a = a || 0 , this . _pointerData [ a ] . timeUp } , pointerOver : function ( a ) { if ( this . enabled ) { if ( void 0 !== a ) return this . _pointerData [ a ] . isOver ; for ( var b = 0 ; 10 > b ; b ++ ) if ( this . _pointerData [ b ] . isOver ) return ! 0 } return ! 1 } , pointerOut : function ( a ) { if ( this . enabled ) { if ( void 0 !== a ) return this . _pointerData [ a ] . isOut ; for ( var b = 0 ; 10 > b ; b ++ ) if ( this . _pointerData [ b ] . isOut ) return ! 0 } return ! 1 } , pointerTimeOver : function ( a ) { return a = a || 0 , this . _pointerData [ a ] . timeOver } , pointerTimeOut : function ( a ) { return a = a || 0 , this . _pointerData [ a ] . timeOut }
} , 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 . prototype = { image : function ( a , b , d , e ) { return new c . Image ( this . game , a , b , d , e ) } , sprite : function ( a , b , d , e ) { return new c . Sprite ( this . game , a , b , d , e ) } , tween : function ( a ) { return new c . Tween ( a , this . game , this . game . tweens ) } , group : function ( a , b , d , e , f ) { return new c . Group ( this . game , a , b , d , e , f ) } , spriteBatch : function ( a , b , d ) { return 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 ) } , audioSprite : function ( a ) { return this . game . sound . addSprite ( a ) } , sound : function ( a , b , c , d ) { return this . game . sound . add ( a , b , c , d ) } , tileSprite : function ( a , b , d , e , f , g ) { return new c . TileSprite ( this . game , a , b , d , e , f , g ) } , rope : function ( a , b , d , e , f ) { return new c . Rope ( this . game , a , b , d , e , f ) } , text : function ( a , b , d , e ) { return new c . Text ( this . game , a , b , d , e ) } , button : function ( a , b , d , e , f , g , h , i , j ) { return new c . Button ( this . game , a , b , d , e , f , g , h , i , j ) } , graphics : function ( a , b ) { return new c . Graphics ( this . game , a , b ) } , emitter : function ( a , b , d ) { return 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 new c . BitmapText ( this . game , a , b , d , e , f , g ) } , 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 } , 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 } } , c . GameObjectCreator . prototype . constructor = c . GameObjectCreator , c . Sprite = function ( a , b , d , e , f ) { b = b || 0 , d = d || 0 , e = e || null , f = f || null , this . type = c . SPRITE , this . physicsType = c . SPRITE , PIXI . Sprite . call ( this , PIXI . TextureCache . _ _default ) , c . Component . Core . init . call ( this , a , b , d , e , f ) } , c . Sprite . prototype = Object . create ( PIXI . Sprite . prototype ) , c . Sprite . prototype . constructor = c . Sprite , c . Component . Core . install . call ( c . Sprite . prototype , [ "Angle" , "Animation" , "AutoCull" , "Bounds" , "BringToTop" , "Crop" , "Delta" , "Destroy" , "FixedToCamera" , "Health" , "InCamera" , "InputEnabled" , "InWorld" , "LifeSpan" , "LoadTexture" , "Overlap" , "PhysicsBody" , "Reset" , "ScaleMinMax" , "Smoothed" ] ) , c . Sprite . prototype . preUpdatePhysics = c . Component . PhysicsBody . preUpdate , c . Sprite . prototype . preUpdateLifeSpan = c . Component . LifeSpan . preUpdate , c . Sprite . prototype .
} , 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 ( var c = 0 , d = a . length - 1 , e = 0 ; d >= e ; e ++ ) c += Math . pow ( 1 - b , d - e ) * Math . pow ( b , e ) * a [ e ] * this . bernstein ( d , e ) ; return c } , catmullRomInterpolation : function ( a , b ) { var c = a . length - 1 , d = c * b , e = Math . floor ( d ) ; return a [ 0 ] === a [ c ] ? ( 0 > b && ( e = Math . floor ( d = c * ( 1 + b ) ) ) , this . catmullRom ( a [ ( e - 1 + c ) % c ] , a [ e ] , a [ ( e + 1 ) % c ] , a [ ( e + 2 ) % c ] , d - e ) ) : 0 > b ? a [ 0 ] - ( this . catmullRom ( a [ 0 ] , a [ 0 ] , a [ 1 ] , a [ 1 ] , - d ) - a [ 0 ] ) : b > 1 ? a [ c ] - ( this . catmullRom ( a [ c ] , a [ c ] , a [ c - 1 ] , a [ c - 1 ] , d - c ) - a [ c ] ) : this . catmullRom ( a [ e ? e - 1 : 0 ] , a [ e ] , a [ e + 1 > c ? c : e + 1 ] , a [ e + 2 > c ? c : e + 2 ] , d - e ) } , linear : function ( a , b , c ) { return ( b - a ) * c + a } , bernstein : function ( a , b ) { return this . factorial ( a ) / this . factorial ( b ) / this . factorial ( a - b ) } , factorial : function ( a ) { if ( 0 === a ) return 1 ; for ( var b = a ; -- a ; ) b *= a ; return b } , catmullRom : function ( a , b , c , d , e ) { var f = . 5 * ( c - a ) , g = . 5 * ( d - b ) , h = e * e , i = e * h ; return ( 2 * b - 2 * c + f + g ) * i + ( - 3 * b + 3 * c - 2 * f - g ) * h + f * e + b } , difference : function ( a , b ) { return Math . abs ( a - b ) } , roundAwayFromZero : function ( a ) { return a > 0 ? Math . ceil ( a ) : Math . floor ( a ) } , sinCosGenerator : function ( a , b , c , d ) { void 0 === b && ( b = 1 ) , void 0 === c && ( c = 1 ) , void 0 === d && ( d = 1 ) ; for ( var e = b , f = c , g = d * Math . PI / a , h = [ ] , i = [ ] , j = 0 ; a > j ; j ++ ) f -= e * g , e += f * g , h [ j ] = f , i [ j ] = e ; return { sin : i , cos : h , length : a } } , distance : function ( a , b , c , d ) { var e = a - c , f = b - d ; return Math . sqrt ( e * e + f * f ) } , distanceSq : function ( a , b , c , d ) { var e = a - c , f = b - d ; return e * e + f * f } , distancePow : function ( a , b , c , d , e ) { return void 0 === e && ( e = 2 ) , Math . sqrt ( Math . pow ( c - a , e ) + Math . pow ( d - b , e ) ) } , clamp : function ( a , b , c ) { return b > a ? b : a > c ? c : a } , clampBottom : function ( a , b ) { return b > a ? b : a } , within : function ( a , b , c ) { return Math . abs ( a - b ) <= c } , mapLinear : function ( a , b , c , d , e ) { return d + ( a - b ) * ( e - d ) / ( c - b ) } , smoothstep : function ( a , b , c ) { return a = Math . max ( 0 , Math . min ( 1 , ( a - b ) / ( c - b ) ) ) , a * a * ( 3 - 2 * a ) } , smootherstep : function ( a , b , c ) { return a = Math . max ( 0 , Math . min ( 1 , ( a - b ) / ( c - b ) ) ) , a * a * a * ( a * ( 6 * a - 15 ) + 10 ) } , sign : function ( a ) { return 0 > a ? - 1 : a > 0 ? 1 : 0 } , percent : function ( a , b , c ) { return void 0 === c && ( c = 0 ) , a > b || c > b ? 1 : c > a || c > a ? 0 : ( a - c ) / b } } ; var j = Math . PI / 180 , k = 180 / Math . PI ; c . Math . degToRad = function ( a ) { return a * j } , c . Math . radToDeg = function ( a ) { return a * k } , c . RandomDataGenerator = function ( a ) { void 0 === a && ( a = [ ] ) , this . c = 1 , this . s0 = 0 , this . s1 = 0 , this . s2 = 0 , this . sow ( a ) } , c . RandomDataGenerator . prototype = { rnd : function ( ) { var a = 2091639 * this . s0 + 2.3283064365386963 e - 10 * this . c ; return this . c = 0 | a , this . s0 = this . s1 , this . s1 = this . s2 , this . s2 = a - this . c , this . s2 } , sow : function ( a ) { if ( this . s0 = this . hash ( " " ) , this . s1 = this . hash ( this . s0 ) , this . s2 = this . hash ( this . s1 ) , this . c = 1 , a ) for ( var b = 0 ; b < a . length && null != a [ b ] ; b ++ ) { var c = a [ b ] ; this . s0 -= this . hash ( c ) , this . s0 += ~ ~ ( this . s0 < 0 ) , this . s1 -= this . hash ( c ) , this . s1 += ~ ~ ( this . s1 < 0 ) , this . s2 -= this . hash ( c ) , this . s2 += ~ ~ ( this . s2 < 0 ) } } , hash : function ( a ) { var b , c , d ; for ( d = 40228
} , 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,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAIAAAD8GO2jAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAJ9JREFUeNq01ssOwyAMRFG46v//Mt1ESmgh+DFmE2GPOBARKb2NVjo+17PXLD8a1+pl5+A+wSgFygymWYHBb0FtsKhJDdZlncG2IzJ4ayoMDv20wTmSMzClEgbWYNTAkQ0Z+OJ+A/eWnAaR9+oxCF4Os0H8htsMUp+pwcgBBiMNnAwF8GqIgL2hAzaGFFgZauDPKABmowZ4GL369/0rwACp2yA/ttmvsQAAAABJRU5ErkJggg==" ; var b = this . addImage ( "__missing" , null , a ) ; PIXI . TextureCache . _ _missing = new PIXI . Texture ( b . base ) } , addSound : function ( a , b , c , d , e ) { void 0 === d && ( d = ! 0 , e = ! 1 ) , void 0 === e && ( d = ! 1 , e = ! 0 ) ; var f = ! 1 ; e && ( f = ! 0 ) , this . _cache . sound [ a ] = { url : b , data : c , isDecoding : ! 1 , decoded : f , webAudio : d , audioTag : e , locked : this . game . sound . touchLocked } , this . _resolveURL ( b , this . _cache . sound [ a ] ) } , addText : function ( a , b , c ) { this . _cache . text [ a ] = { url : b , data : c } , this . _resolveURL ( b , this . _cache . text [ a ] ) } , addPhysicsData : function ( a , b , c , d ) { this . _cache . physics [ a ] = { url : b , data : c , format : d } , this . _resolveURL ( b , this . _cache . physics [ a ] ) } , addTilemap : function ( a , b , c , d ) { this . _cache . tilemap [ a ] = { url : b , data : c , format : d } , this . _resolveURL ( b , this . _cache . tilemap [ a ] ) } , addBinary : function ( a , b ) { this . _cache . binary [ a ] = b } , addBitmapData : function ( a , b , d ) { return b . key = a , void 0 === d && ( d = new c . FrameData , d . addFrame ( b . textureFrame ) ) , this . _cache . bitmapData [ a ] = { data : b , frameData : d } , b } , addBitmapFont : function ( a , b , d , e , f , g , h ) { var i = { url : b , data : d , font : null , base : new PIXI . BaseTexture ( d ) } ; i . font = "json" === f ? c . LoaderParser . jsonBitmapFont ( e , i . base , g , h ) : c . LoaderParser . xmlBitmapFont ( e , i . base , g , h ) , this . _cache . bitmapFont [ a ] = i , this . _resolveURL ( b , i ) } , addJSON : function ( a , b , c ) { this . _cache . json [ a ] = { url : b , data : c } , this . _resolveURL ( b , this . _cache . json [ a ] ) } , addXML : function ( a , b , c ) { this . _cache . xml [ a ] = { url : b , data : c } , this . _resolveURL ( b , this . _cache . xml [ a ] ) } , addVideo : function ( a , b , c , d ) { this . _cache . video [ a ] = { url : b , data : c , isBlob : d , locked : ! 0 } , this . _resolveURL ( b , this . _cache . video [ a ] ) } , addShader : function ( a , b , c ) { this . _cache . shader [ a ] = { url : b , data : c } , this . _resolveURL ( b , this . _cache . shader [ a ] ) } , addRenderTexture : function ( a , b ) { this . _cache . renderTexture [ a ] = { texture : b , frame : new c . Frame ( 0 , 0 , 0 , b . width , b . height , "" , "" ) } } , addSpriteSheet : function ( a , b , d , e , f , g , h , i ) { var j = { key : a , url : b , data : d , frameWidth : e , frameHeight : f , margin : h , spacing : i , base : new PIXI . BaseTexture ( d ) , frameData : c . AnimationParser . spriteSheet ( this . game , d , e , f , g , h , i ) } ; this . _cache . image [ a ] = j , this . _resolveURL ( b , j ) } , addTextureAtlas : function ( a , b , d , e , f ) { var g = { key : a , url : b , data : d , base : new PIXI . BaseTexture ( d ) } ; g . frameData = f === c . Loader . TEXTURE _ATLAS _XML _STARLING ? c . AnimationParser . XMLData ( this . game , e , a ) : Array . isArray ( e . frames ) ? c . AnimationParser . JSONData ( this . game , e , a ) : c . AnimationParser . JSONDataHash ( this . game , e , a ) , this . _cache . image [ a ] = g , this . _resolveURL ( b , g ) } , reloadSound : function ( a ) { var b = this , c = this . getSound ( a ) ; c && ( c . data . src = c . url , c . data . addEventListener ( "canplaythrough" , function ( ) { return b . reloadSoundComplete ( a ) } , ! 1 ) , c . data . load ( ) ) } , reloadSoundComplete : function ( a ) { var b = this . getSound ( a ) ; b && ( b . locked = ! 1 , this . onSoundUnlock . dispatch ( a ) ) } , updateSound : function ( a , b , c ) { var d = this . getSound ( a ) ; d && ( d [ b ] = c ) } , decodedSound : function ( a
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 [ "char" ] . forEach ( function ( a ) { var b = parseInt ( a . _id , 10 ) ; e . chars [ b ] = { x : parseInt ( a . _x , 10 ) , y : parseInt ( a . _y , 10 ) , width : parseInt ( a . _width , 10 ) , height : parseInt ( a . _height , 10 ) , xOffset : parseInt ( a . _xoffset , 10 ) , yOffset : parseInt ( a . _yoffset , 10 ) , xAdvance : parseInt ( a . _xadvance , 10 ) + c , kerning : { } } } ) , a . font . kernings && a . font . kernings . kerning && a . font . kernings . kerning . forEach ( function ( a ) { e . chars [ a . _second ] . kerning [ a . _first ] = parseInt ( a . _amount , 10 ) } ) , this . finalizeBitmapFont ( b , e ) } , finalizeBitmapFont : function ( a , b ) { return Object . keys ( b . chars ) . forEach ( function ( d ) { var e = b . chars [ d ] ; e . texture = new PIXI . Texture ( a , new c . Rectangle ( e . x , e . y , e . width , e . height ) ) } ) , b } } , c . SoundManager = function ( ) { } , c . SoundManager . prototype . boot = function ( ) { } , c . SoundManager . prototype . update = function ( ) { } , c . SoundManager . prototype . destroy = function ( ) { } , c . SoundManager . prototype . setMute = function ( ) { } , c . SoundManager . prototype . unsetMute = function ( ) { } , c . SoundManager . prototype . constructor = c . SoundManager ; var m = function ( ) { } ; return c . Utils . Debug = m , c . Utils . Debug . prototype = { isDisabled : ! 0 , boot : m , preUpdate : m , reset : m , start : m , stop : m , line : m , soundInfo : m , cameraInfo : m , timer : m , pointer : m , spriteInputInfo : m , key : m , inputInfo : m , spriteBounds : m , ropeSegments : m , spriteInfo : m , spriteCoords : m , lineInfo : m , pixel : m , geom : m , rectangle : m , text : m , quadTree : m , body : m , bodyInfo : m , box2dWorld : m , box2dBody : m } , c . Utils . Debug . prototype . constructor = c . Utils . Debug , c . ArraySet = function ( a ) { this . position = 0 , this . list = a || [ ] } , c . ArraySet . prototype = { add : function ( a ) { return this . exists ( a ) || this . list . push ( a ) , a } , getIndex : function ( a ) { return this . list . indexOf ( a ) } , getByKey : function ( a , b ) { for ( var c = this . list . length ; c -- ; ) if ( this . list [ c ] [ a ] === b ) return this . list [ c ] ; return null } , exists : function ( a ) { return this . list . indexOf ( a ) > - 1 } , reset : function ( ) { this . list . length = 0 } , remove : function ( a ) { var b = this . list . indexOf ( a ) ; return b > - 1 ? ( this . list . splice ( b , 1 ) , a ) : void 0 } , setAll : function ( a , b ) { for ( var c = this . list . length ; c -- ; ) this . list [ c ] && ( this . list [ c ] [ a ] = b ) } , callAll : function ( a ) { for ( var b = Array . prototype . splice . call ( arguments , 1 ) , c = this . list . length ; c -- ; ) this . list [ c ] && this . list [ c ] [ a ] && this . list [ c ] [ a ] . apply ( this . list [ c ] , b ) } , removeAll : function ( a ) { void 0 === a && ( a = ! 1 ) ; for ( var b = this . list . length ; b -- ; ) if ( this . list [ b ] ) { var c = this . remove ( this . list [ b ] ) ; a && c . destroy ( ) } this . position = 0 , this . list = [ ] } } , Object . defineProperty ( c . ArraySet . prototype , "total" , { get : function ( ) { return this . list . length } } ) , Object . defineProperty ( c . ArraySet . prototype , "first" , { get : function ( ) { return this . position = 0 , this . list . length > 0 ? this . list [ 0 ] : null } } ) , Object . defineProperty ( c . ArraySet . prototype , "next" , { get : function ( ) { return this . position < this . list . length ? ( this . position ++ , this . list [ this . position ] ) : null } } ) , c . ArraySet . prototype . constructor = c . ArraySet , c . ArrayUtils = { getRandomItem : function ( a , b , c ) { if ( null == a ) return null ; void 0 === b && ( b = 0 ) , void 0 === c && ( c = a . length ) ; var d = b + Math . floor ( Math . random ( ) * c ) ; return void 0 === a [ d ] ? null : a [ d ] } , removeRandomItem : function ( a , b , c ) { if ( null == a ) return null ; void 0 === b && ( b = 0 ) , void 0 === c && ( c = a . length ) ; var d = b + Math . floor ( Math . random ( ) * c ) ; if ( d < a . length ) { var e = a . splice ( d , 1 ) ; return void 0 === e [ 0 ] ? null : e [ 0 ] } return null } , shuffle : function ( a ) { for ( var b = a . length - 1 ; b > 0 ; b -- ) { var c = Math . floor ( Math . random ( ) * ( b + 1 ) ) , d = a [ b ] ; a [ b ] = a [ c ] , a [ c ] = d } return a } , transposeMat
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