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2014-11-15 20:01:46 +00:00
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
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<a href="global.html#listeners">listeners</a>
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<a href="global.html#NONE">NONE</a>
2014-11-15 20:01:46 +00:00
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<a href="global.html#on">on</a>
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<a href="global.html#once">once</a>
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2016-02-08 17:01:36 +00:00
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<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
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2016-08-26 00:18:47 +00:00
<li class="class-depth-2">
<a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints
return {number} The total number of PathPoints in this Path.</a>
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2015-07-22 14:31:30 +00:00
<a href="global.html#POINT">POINT</a>
2014-11-15 20:01:46 +00:00
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2015-07-22 14:31:30 +00:00
<a href="global.html#POINTER">POINTER</a>
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<a href="global.html#POLYGON">POLYGON</a>
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2016-06-09 16:13:31 +00:00
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<a href="global.html#PORTRAIT">PORTRAIT</a>
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<a href="global.html#RECTANGLE">RECTANGLE</a>
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2016-08-26 00:18:47 +00:00
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<a href="global.html#removeAllListeners">removeAllListeners</a>
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2015-07-22 14:31:30 +00:00
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<a href="global.html#RIGHT">RIGHT</a>
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2016-06-17 00:11:24 +00:00
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2015-07-22 14:31:30 +00:00
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<a href="global.html#ROPE">ROPE</a>
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<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
2014-11-15 20:01:46 +00:00
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<a href="global.html#scaleModes">scaleModes</a>
2014-11-15 20:01:46 +00:00
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2015-07-22 14:31:30 +00:00
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2014-11-15 20:01:46 +00:00
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2015-07-22 14:31:30 +00:00
<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
2014-11-15 20:01:46 +00:00
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2016-08-26 00:18:47 +00:00
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2015-07-22 14:31:30 +00:00
<a href="global.html#TEXT">TEXT</a>
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2016-06-17 00:11:24 +00:00
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2015-07-22 14:31:30 +00:00
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<a href="global.html#UP">UP</a>
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<a href="global.html#VERSION">VERSION</a>
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2016-06-09 16:13:31 +00:00
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2015-07-22 14:31:30 +00:00
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2014-11-15 20:01:46 +00:00
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2014-11-25 00:23:44 +00:00
2014-11-15 20:01:46 +00:00
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2014-11-25 00:23:44 +00:00
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
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2014-12-03 10:39:11 +00:00
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
2014-11-25 00:23:44 +00:00
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2014-11-25 00:23:44 +00:00
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2015-01-06 06:57:25 +00:00
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2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
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2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
2014-11-15 20:01:46 +00:00
<ul class="dropdown-menu ">
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
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<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
2015-01-06 06:57:25 +00:00
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
2014-12-03 10:39:11 +00:00
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
2014-11-25 00:23:44 +00:00
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<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
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<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
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<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
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</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
<li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li>
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
<li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</a></li>
2014-11-25 00:23:44 +00:00
</ul>
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2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
2016-06-17 00:11:24 +00:00
<li class="class-depth-2"><a href="Phaser.Weapon.html">Weapon</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
2014-11-15 20:01:46 +00:00
</ul>
</li>
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
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<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
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2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
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<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
2016-08-26 00:18:47 +00:00
<li class="class-depth-1"><a href="Phaser.KeyCode.html">Key Codes</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
<ul class="dropdown-menu ">
2015-03-26 02:55:18 +00:00
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
2015-03-26 02:55:18 +00:00
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
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2016-05-19 11:36:51 +00:00
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2015-03-26 02:55:18 +00:00
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2016-06-17 00:11:24 +00:00
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<div id="main">
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<h1 class="page-title">Source: src/pixi/display/DisplayObject.js</h1>
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<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
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* @author Mat Groves http://matgroves.com @Doormat23
* @author Richard Davey &lt;rich@photonstorm.com>
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
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/**
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* The base class for all objects that are rendered. Contains properties for position, scaling,
* rotation, masks and cache handling.
*
* This is an abstract class and should not be used on its own, rather it should be extended.
*
* It is used internally by the likes of PIXI.Sprite.
*
* @class PIXI.DisplayObject
* @constructor
*/
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PIXI.DisplayObject = function () {
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/**
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* The coordinates, in pixels, of this DisplayObject, relative to its parent container.
*
* The value of this property does not reflect any positioning happening further up the display list.
* To obtain that value please see the `worldPosition` property.
*
* @property {PIXI.Point} position
* @default
*/
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this.position = new PIXI.Point(0, 0);
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/**
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* The scale of this DisplayObject. A scale of 1:1 represents the DisplayObject
* at its default size. A value of 0.5 would scale this DisplayObject by half, and so on.
*
* The value of this property does not reflect any scaling happening further up the display list.
* To obtain that value please see the `worldScale` property.
*
* @property {PIXI.Point} scale
* @default
*/
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this.scale = new PIXI.Point(1, 1);
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/**
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* The pivot point of this DisplayObject that it rotates around. The values are expressed
* in pixel values.
* @property {PIXI.Point} pivot
* @default
*/
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this.pivot = new PIXI.Point(0, 0);
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/**
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* The rotation of this DisplayObject. The value is given, and expressed, in radians, and is based on
* a right-handed orientation.
*
* The value of this property does not reflect any rotation happening further up the display list.
* To obtain that value please see the `worldRotation` property.
*
* @property {number} rotation
* @default
*/
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this.rotation = 0;
/**
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* The alpha value of this DisplayObject. A value of 1 is fully opaque. A value of 0 is transparent.
* Please note that an object with an alpha value of 0 is skipped during the render pass.
*
* The value of this property does not reflect any alpha values set further up the display list.
* To obtain that value please see the `worldAlpha` property.
*
* @property {number} alpha
* @default
*/
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this.alpha = 1;
/**
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* The visibility of this DisplayObject. A value of `false` makes the object invisible.
* A value of `true` makes it visible. Please note that an object with a visible value of
* `false` is skipped during the render pass. Equally a DisplayObject with visible false will
* not render any of its children.
*
* The value of this property does not reflect any visible values set further up the display list.
* To obtain that value please see the `worldVisible` property.
*
* @property {boolean} visible
* @default
*/
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this.visible = true;
/**
* This is the defined area that will pick up mouse / touch events. It is null by default.
* Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)
*
* @property hitArea
* @type Rectangle|Circle|Ellipse|Polygon
*/
this.hitArea = null;
/**
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* Should this DisplayObject be rendered by the renderer? An object with a renderable value of
* `false` is skipped during the render pass.
*
* @property {boolean} renderable
* @default
*/
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this.renderable = false;
/**
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* The parent DisplayObjectContainer that this DisplayObject is a child of.
* All DisplayObjects must belong to a parent in order to be rendered.
* The root parent is the Stage object. This property is set automatically when the
* DisplayObject is added to, or removed from, a DisplayObjectContainer.
*
* @property {PIXI.DisplayObjectContainer} parent
* @default
* @readOnly
*/
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this.parent = null;
/**
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* The multiplied alpha value of this DisplayObject. A value of 1 is fully opaque. A value of 0 is transparent.
* This value is the calculated total, based on the alpha values of all parents of this DisplayObjects
* in the display list.
*
* To obtain, and set, the local alpha value, see the `alpha` property.
*
* Note: This property is only updated at the end of the `updateTransform` call, once per render. Until
* that happens this property will contain values based on the previous frame. Be mindful of this if
* accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.
*
* @property {number} worldAlpha
* @readOnly
*/
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this.worldAlpha = 1;
/**
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* The current transform of this DisplayObject.
*
* This property contains the calculated total, based on the transforms of all parents of this
* DisplayObject in the display list.
*
* Note: This property is only updated at the end of the `updateTransform` call, once per render. Until
* that happens this property will contain values based on the previous frame. Be mindful of this if
* accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.
*
* @property {PIXI.Matrix} worldTransform
* @readOnly
*/
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this.worldTransform = new PIXI.Matrix();
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/**
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* The coordinates, in pixels, of this DisplayObject within the world.
*
* This property contains the calculated total, based on the positions of all parents of this
* DisplayObject in the display list.
*
* Note: This property is only updated at the end of the `updateTransform` call, once per render. Until
* that happens this property will contain values based on the previous frame. Be mindful of this if
* accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.
*
* @property {PIXI.Point} worldPosition
* @readOnly
*/
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this.worldPosition = new PIXI.Point(0, 0);
/**
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* The global scale of this DisplayObject.
*
* This property contains the calculated total, based on the scales of all parents of this
* DisplayObject in the display list.
*
* Note: This property is only updated at the end of the `updateTransform` call, once per render. Until
* that happens this property will contain values based on the previous frame. Be mindful of this if
* accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.
*
* @property {PIXI.Point} worldScale
* @readOnly
*/
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this.worldScale = new PIXI.Point(1, 1);
/**
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* The rotation, in radians, of this DisplayObject.
*
* This property contains the calculated total, based on the rotations of all parents of this
* DisplayObject in the display list.
*
* Note: This property is only updated at the end of the `updateTransform` call, once per render. Until
* that happens this property will contain values based on the previous frame. Be mindful of this if
* accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.
*
* @property {number} worldRotation
* @readOnly
*/
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this.worldRotation = 0;
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/**
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* The rectangular area used by filters when rendering a shader for this DisplayObject.
*
* @property {PIXI.Rectangle} filterArea
* @type Rectangle
* @default
*/
this.filterArea = null;
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/**
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* @property {number} _sr - Cached rotation value.
* @private
*/
this._sr = 0;
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/**
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* @property {number} _cr - Cached rotation value.
* @private
*/
this._cr = 1;
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/**
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* @property {PIXI.Rectangle} _bounds - The cached bounds of this object.
* @private
*/
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this._bounds = new PIXI.Rectangle(0, 0, 0, 0);
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/**
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* @property {PIXI.Rectangle} _currentBounds - The most recently calculated bounds of this object.
* @private
*/
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this._currentBounds = null;
/**
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* @property {PIXI.Rectangle} _mask - The cached mask of this object.
* @private
*/
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this._mask = null;
/**
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* @property {boolean} _cacheAsBitmap - Internal cache as bitmap flag.
* @private
*/
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this._cacheAsBitmap = false;
/**
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* @property {boolean} _cacheIsDirty - Internal dirty cache flag.
* @private
*/
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this._cacheIsDirty = false;
};
PIXI.DisplayObject.prototype.constructor = PIXI.DisplayObject;
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PIXI.DisplayObject.prototype = {
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/**
* Destroy this DisplayObject.
*
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* Removes any cached sprites, sets renderable flag to false, and nulls filters, bounds and mask.
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*
* Also iteratively calls `destroy` on any children.
*
* @method PIXI.DisplayObject#destroy
*/
destroy: function () {
if (this.children)
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{
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var i = this.children.length;
while (i--)
{
this.children[i].destroy();
}
this.children = [];
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}
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this.hitArea = null;
this.parent = null;
this.worldTransform = null;
this.filterArea = null;
this.renderable = false;
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this._bounds = null;
this._currentBounds = null;
this._mask = null;
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this._destroyCachedSprite();
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},
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/*
* Updates the transform matrix this DisplayObject uses for rendering.
*
* If the object has no parent, and no parent parameter is provided, it will default to
* Phaser.Game.World as the parent transform to use. If that is unavailable the transform fails to take place.
*
* The `parent` parameter has priority over the actual parent. Use it as a parent override.
* Setting it does **not** change the actual parent of this DisplayObject.
*
* Calling this method updates the `worldTransform`, `worldAlpha`, `worldPosition`, `worldScale`
* and `worldRotation` properties.
*
* If a `transformCallback` has been specified, it is called at the end of this method, and is passed
* the new, updated, worldTransform property, along with the parent transform used.
*
* @method PIXI.DisplayObject#updateTransform
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* @param {PIXI.DisplayObjectContainer} [parent] - Optional parent to calculate this DisplayObjects transform from.
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* @return {PIXI.DisplayObject} - A reference to this DisplayObject.
*/
updateTransform: function (parent) {
if (!parent &amp;&amp; !this.parent &amp;&amp; !this.game)
{
return this;
}
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var p = this.parent;
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if (parent)
{
p = parent;
}
else if (!this.parent)
{
p = this.game.world;
}
// create some matrix refs for easy access
var pt = p.worldTransform;
var wt = this.worldTransform;
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// temporary matrix variables
var a, b, c, d, tx, ty;
// so if rotation is between 0 then we can simplify the multiplication process..
if (this.rotation % PIXI.PI_2)
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{
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// check to see if the rotation is the same as the previous render. This means we only need to use sin and cos when rotation actually changes
if (this.rotation !== this.rotationCache)
{
this.rotationCache = this.rotation;
this._sr = Math.sin(this.rotation);
this._cr = Math.cos(this.rotation);
}
// get the matrix values of the displayobject based on its transform properties..
a = this._cr * this.scale.x;
b = this._sr * this.scale.x;
c = -this._sr * this.scale.y;
d = this._cr * this.scale.y;
tx = this.position.x;
ty = this.position.y;
// check for pivot.. not often used so geared towards that fact!
if (this.pivot.x || this.pivot.y)
{
tx -= this.pivot.x * a + this.pivot.y * c;
ty -= this.pivot.x * b + this.pivot.y * d;
}
// concat the parent matrix with the objects transform.
wt.a = a * pt.a + b * pt.c;
wt.b = a * pt.b + b * pt.d;
wt.c = c * pt.a + d * pt.c;
wt.d = c * pt.b + d * pt.d;
wt.tx = tx * pt.a + ty * pt.c + pt.tx;
wt.ty = tx * pt.b + ty * pt.d + pt.ty;
}
else
{
// lets do the fast version as we know there is no rotation..
a = this.scale.x;
d = this.scale.y;
tx = this.position.x - this.pivot.x * a;
ty = this.position.y - this.pivot.y * d;
wt.a = a * pt.a;
wt.b = a * pt.b;
wt.c = d * pt.c;
wt.d = d * pt.d;
wt.tx = tx * pt.a + ty * pt.c + pt.tx;
wt.ty = tx * pt.b + ty * pt.d + pt.ty;
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}
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// Set the World values
this.worldAlpha = this.alpha * p.worldAlpha;
this.worldPosition.set(wt.tx, wt.ty);
this.worldScale.set(this.scale.x * Math.sqrt(wt.a * wt.a + wt.c * wt.c), this.scale.y * Math.sqrt(wt.b * wt.b + wt.d * wt.d));
this.worldRotation = Math.atan2(-wt.c, wt.d);
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// reset the bounds each time this is called!
this._currentBounds = null;
// Custom callback?
if (this.transformCallback)
{
this.transformCallback.call(this.transformCallbackContext, wt, pt);
}
return this;
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},
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/**
* To be overridden by classes that require it.
*
* @method PIXI.DisplayObject#preUpdate
*/
preUpdate: function () {
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},
/**
* Generates a RenderTexture based on this DisplayObject, which can they be used to texture other Sprites.
* This can be useful if your DisplayObject is static, or complicated, and needs to be reused multiple times.
*
* Please note that no garbage collection takes place on old textures. It is up to you to destroy old textures,
* and references to them, so they don't linger in memory.
*
* @method PIXI.DisplayObject#generateTexture
* @param {number} [resolution=1] - The resolution of the texture being generated.
* @param {number} [scaleMode=PIXI.scaleModes.DEFAULT] - See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values.
* @param {PIXI.CanvasRenderer|PIXI.WebGLRenderer} renderer - The renderer used to generate the texture.
* @return {PIXI.RenderTexture} - A RenderTexture containing an image of this DisplayObject at the time it was invoked.
*/
generateTexture: function (resolution, scaleMode, renderer) {
var bounds = this.getLocalBounds();
var renderTexture = new PIXI.RenderTexture(bounds.width | 0, bounds.height | 0, renderer, scaleMode, resolution);
PIXI.DisplayObject._tempMatrix.tx = -bounds.x;
PIXI.DisplayObject._tempMatrix.ty = -bounds.y;
renderTexture.render(this, PIXI.DisplayObject._tempMatrix);
return renderTexture;
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},
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/**
* If this DisplayObject has a cached Sprite, this method generates and updates it.
*
* @method PIXI.DisplayObject#updateCache
* @return {PIXI.DisplayObject} - A reference to this DisplayObject.
*/
updateCache: function () {
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this._generateCachedSprite();
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return this;
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},
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/**
* Calculates the global position of this DisplayObject, based on the position given.
*
* @method PIXI.DisplayObject#toGlobal
* @param {PIXI.Point} position - The global position to calculate from.
* @return {PIXI.Point} - A point object representing the position of this DisplayObject based on the global position given.
*/
toGlobal: function (position) {
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this.updateTransform();
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return this.worldTransform.apply(position);
},
/**
* Calculates the local position of this DisplayObject, relative to another point.
*
* @method PIXI.DisplayObject#toLocal
* @param {PIXI.Point} position - The world origin to calculate from.
* @param {PIXI.DisplayObject} [from] - An optional DisplayObject to calculate the global position from.
* @return {PIXI.Point} - A point object representing the position of this DisplayObject based on the global position given.
*/
toLocal: function (position, from) {
if (from)
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{
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position = from.toGlobal(position);
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}
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this.updateTransform();
return this.worldTransform.applyInverse(position);
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},
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/**
* Internal method.
*
* @method PIXI.DisplayObject#_renderCachedSprite
* @private
* @param {Object} renderSession - The render session
*/
_renderCachedSprite: function (renderSession) {
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this._cachedSprite.worldAlpha = this.worldAlpha;
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if (renderSession.gl)
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{
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PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);
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}
else
{
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PIXI.Sprite.prototype._renderCanvas.call(this._cachedSprite, renderSession);
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}
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},
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/**
* Internal method.
*
* @method PIXI.DisplayObject#_generateCachedSprite
* @private
*/
_generateCachedSprite: function () {
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this._cacheAsBitmap = false;
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var bounds = this.getLocalBounds();
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// Round it off and force non-zero dimensions
bounds.width = Math.max(1, Math.ceil(bounds.width));
bounds.height = Math.max(1, Math.ceil(bounds.height));
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this.updateTransform();
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if (!this._cachedSprite)
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{
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var renderTexture = new PIXI.RenderTexture(bounds.width, bounds.height);
this._cachedSprite = new PIXI.Sprite(renderTexture);
this._cachedSprite.worldTransform = this.worldTransform;
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}
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else
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{
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this._cachedSprite.texture.resize(bounds.width, bounds.height);
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}
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// Remove filters
var tempFilters = this._filters;
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this._filters = null;
this._cachedSprite.filters = tempFilters;
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PIXI.DisplayObject._tempMatrix.tx = -bounds.x;
PIXI.DisplayObject._tempMatrix.ty = -bounds.y;
this._cachedSprite.texture.render(this, PIXI.DisplayObject._tempMatrix, true);
this._cachedSprite.anchor.x = -(bounds.x / bounds.width);
this._cachedSprite.anchor.y = -(bounds.y / bounds.height);
this._filters = tempFilters;
this._cacheAsBitmap = true;
},
/**
* Destroys a cached Sprite.
*
* @method PIXI.DisplayObject#_destroyCachedSprite
* @private
*/
_destroyCachedSprite: function () {
if (!this._cachedSprite)
{
return;
}
this._cachedSprite.texture.destroy(true);
this._cachedSprite = null;
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}
};
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// Alias for updateTransform. As used in DisplayObject container, etc.
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PIXI.DisplayObject.prototype.displayObjectUpdateTransform = PIXI.DisplayObject.prototype.updateTransform;
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Object.defineProperties(PIXI.DisplayObject.prototype, {
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/**
* The horizontal position of the DisplayObject, in pixels, relative to its parent.
* If you need the world position of the DisplayObject, use `DisplayObject.worldPosition` instead.
* @name PIXI.DisplayObject#x
* @property {number} x - The horizontal position of the DisplayObject, in pixels, relative to its parent.
*/
'x': {
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get: function () {
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return this.position.x;
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},
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set: function (value) {
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this.position.x = value;
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}
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},
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/**
* The vertical position of the DisplayObject, in pixels, relative to its parent.
* If you need the world position of the DisplayObject, use `DisplayObject.worldPosition` instead.
* @name PIXI.DisplayObject#y
* @property {number} y - The vertical position of the DisplayObject, in pixels, relative to its parent.
*/
'y': {
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get: function () {
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return this.position.y;
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},
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set: function (value) {
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this.position.y = value;
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}
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},
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/**
* Indicates if this DisplayObject is visible, based on it, and all of its parents, `visible` property values.
* @name PIXI.DisplayObject#worldVisible
* @property {boolean} worldVisible - Indicates if this DisplayObject is visible, based on it, and all of its parents, `visible` property values.
*/
'worldVisible': {
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get: function () {
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if (!this.visible)
{
return false;
}
else
{
var item = this.parent;
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if (!item)
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{
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return this.visible;
}
else
{
do
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{
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if (!item.visible)
{
return false;
}
item = item.parent;
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}
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while (item);
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}
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return true;
}
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}
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},
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/**
* Sets a mask for this DisplayObject. A mask is an instance of a Graphics object.
* When applied it limits the visible area of this DisplayObject to the shape of the mask.
* Under a Canvas renderer it uses shape clipping. Under a WebGL renderer it uses a Stencil Buffer.
* To remove a mask, set this property to `null`.
*
* @name PIXI.DisplayObject#mask
* @property {PIXI.Graphics} mask - The mask applied to this DisplayObject. Set to `null` to remove an existing mask.
*/
'mask': {
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get: function () {
return this._mask;
},
set: function (value) {
if (this._mask)
{
this._mask.isMask = false;
}
this._mask = value;
if (value)
{
this._mask.isMask = true;
}
}
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},
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/**
* Sets the filters for this DisplayObject. This is a WebGL only feature, and is ignored by the Canvas
* Renderer. A filter is a shader applied to this DisplayObject. You can modify the placement of the filter
* using `DisplayObject.filterArea`.
*
* To remove filters, set this property to `null`.
*
* Note: You cannot have a filter set, and a MULTIPLY Blend Mode active, at the same time. Setting a
* filter will reset this DisplayObjects blend mode to NORMAL.
*
* @name PIXI.DisplayObject#filters
* @property {Array} filters - An Array of PIXI.AbstractFilter objects, or objects that extend them.
*/
'filters': {
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get: function () {
return this._filters;
},
set: function (value) {
if (Array.isArray(value))
{
// Put all the passes in one place.
var passes = [];
for (var i = 0; i &lt; value.length; i++)
{
var filterPasses = value[i].passes;
for (var j = 0; j &lt; filterPasses.length; j++)
{
passes.push(filterPasses[j]);
}
}
// Needed any more?
this._filterBlock = { target: this, filterPasses: passes };
}
this._filters = value;
if (this.blendMode &amp;&amp; this.blendMode === PIXI.blendModes.MULTIPLY)
{
this.blendMode = PIXI.blendModes.NORMAL;
}
}
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},
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/**
* Sets if this DisplayObject should be cached as a bitmap.
*
* When invoked it will take a snapshot of the DisplayObject, as it is at that moment, and store it
* in a RenderTexture. This is then used whenever this DisplayObject is rendered. It can provide a
* performance benefit for complex, but static, DisplayObjects. I.e. those with lots of children.
*
* Cached Bitmaps do not track their parents. If you update a property of this DisplayObject, it will not
* re-generate the cached bitmap automatically. To do that you need to call `DisplayObject.updateCache`.
*
* To remove a cached bitmap, set this property to `null`.
*
* @name PIXI.DisplayObject#cacheAsBitmap
* @property {boolean} cacheAsBitmap - Cache this DisplayObject as a Bitmap. Set to `null` to remove an existing cached bitmap.
*/
'cacheAsBitmap': {
get: function () {
return this._cacheAsBitmap;
},
set: function (value) {
if (this._cacheAsBitmap === value)
{
return;
}
if (value)
{
this._generateCachedSprite();
}
else
{
this._destroyCachedSprite();
}
this._cacheAsBitmap = value;
}
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}
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});
</pre>
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.0</a>
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