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< li class = "class-depth-1" >
< a href = "Phaser.SignalBinding.html" > SignalBinding< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.SinglePad.html" > SinglePad< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Sound.html" > Sound< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
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< li class = "class-depth-1" >
2014-02-18 03:01:51 +00:00
< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.State.html" > State< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
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< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Text.html" > Text< / a >
< / li >
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< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
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< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
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< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
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< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
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< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Time.html" > Time< / a >
< / li >
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< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
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< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
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< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
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< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.TweenData.html" > TweenData< / a >
< / li >
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< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
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< li class = "class-depth-2" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
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< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.World.html" > World< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.AbstractFilter.html" > AbstractFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AjaxRequest.html" > AjaxRequest< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AlphaMaskFilter.html" > AlphaMaskFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AsciiFilter.html" > AsciiFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AssetLoader.html" > AssetLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AtlasLoader.html" > AtlasLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BaseTexture.html" > BaseTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BitmapFontLoader.html" > BitmapFontLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BitmapText.html" > BitmapText< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurFilter.html" > BlurFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurXFilter.html" > BlurXFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurYFilter.html" > BlurYFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Circle.html" > Circle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ColorMatrixFilter.html" > ColorMatrixFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ColorStepFilter.html" > ColorStepFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ConvolutionFilter.html" > ConvolutionFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CrossHatchFilter.html" > CrossHatchFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplacementFilter.html" > DisplacementFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObject.html" > DisplayObject< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DotScreenFilter.html" > DotScreenFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Ellipse.html" > Ellipse< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Event.html" > Event< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.EventTarget.html" > EventTarget< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterBlock.html" > FilterBlock< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Graphics.html" > Graphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GrayFilter.html" > GrayFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ImageLoader.html" > ImageLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionData.html" > InteractionData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionManager.html" > InteractionManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InvertFilter.html" > InvertFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.JsonLoader.html" > JsonLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Matrix.html" > Matrix< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.MovieClip.html" > MovieClip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NoiseFilter.html" > NoiseFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NormalMapFilter.html" > NormalMapFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixelateFilter.html" > PixelateFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PIXI.html" > PIXI< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiShader.html" > PixiShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Point.html" > Point< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Polygon.html" > Polygon< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PolyK.html" > PolyK< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rectangle.html" > Rectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RGBSplitFilter.html" > RGBSplitFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rope.html" > Rope< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RoundedRectangle.html" > RoundedRectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SepiaFilter.html" > SepiaFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SmartBlurFilter.html" > SmartBlurFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Spine.html" > Spine< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpineLoader.html" > SpineLoader< / a >
< / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.SpineTextureLoader.html" > SpineTextureLoader< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.Sprite.html" > Sprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteSheetLoader.html" > SpriteSheetLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Stage.html" > Stage< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Strip.html" > Strip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.StripShader.html" > StripShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Text.html" > Text< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Texture.html" > Texture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftFilter.html" > TiltShiftFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftXFilter.html" > TiltShiftXFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftYFilter.html" > TiltShiftYFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TwistFilter.html" > TwistFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.VideoTexture.html" > VideoTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
< / li >
2013-10-25 15:54:40 +00:00
< / ul >
< / li >
2014-11-25 00:23:44 +00:00
2014-11-15 20:01:46 +00:00
< li class = "dropdown" >
2014-11-25 00:23:44 +00:00
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Group.html" > Group< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.World.html" > World< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Loader.html" > Loader< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Time.html" > Time< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Camera.html" > Camera< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.StateManager.html" > State Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TweenManager.html" > Tween Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.SoundManager.html" > Sound Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.InputManager.html" > Input Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
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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 >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sprite.html" > Sprite< / a > < / li >
< 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 >
< li class = "class-depth-1" > < a href = "Phaser.Emitter.html" > Emitter< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Text.html" > Text< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tween.html" > Tween< / a > < / li >
< 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 >
< li class = "class-depth-1" > < a href = "Phaser.Button.html" > Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Animation.html" > Animation< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Graphics.html" > Graphics< / a > < / li >
< 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 >
< / ul >
< / 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.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
< / ul >
< / li >
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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 >
< 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 >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Input< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Pointer.html" > Pointer< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Mouse.html" > Mouse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Keyboard.html" > Keyboard< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Key.html" > Key< / a > < / li >
< 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 " >
< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
< li class = "class-depth-1" > < a href = "http://examples.phaser.io" > Phaser Examples< / a > < / li >
< 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 >
< li class = "class-depth-1" > < a href = "http://stackoverflow.com/questions/tagged/phaser-framework" > Stack Overflow< / a > < / li >
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< h1 class = "page-title" > Source: d:/wamp/www/phaser/src/pixi/primitives/Graphics.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
*/
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/**
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* The Graphics class contains methods used to draw primitive shapes such as lines, circles and rectangles to the display, and color and fill them.
*
* @class Graphics
* @extends DisplayObjectContainer
* @constructor
*/
PIXI.Graphics = function()
{
PIXI.DisplayObjectContainer.call( this );
this.renderable = true;
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/**
* The alpha value used when filling the Graphics object.
*
* @property fillAlpha
* @type Number
*/
this.fillAlpha = 1;
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/**
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* The width (thickness) of any lines drawn.
*
* @property lineWidth
* @type Number
*/
this.lineWidth = 0;
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/**
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* The color of any lines drawn.
*
* @property lineColor
* @type String
* @default 0
*/
this.lineColor = 0;
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/**
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* Graphics data
*
* @property graphicsData
* @type Array
* @private
*/
this.graphicsData = [];
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/**
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* The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to reset the tint.
*
* @property tint
* @type Number
* @default 0xFFFFFF
*/
this.tint = 0xFFFFFF;
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/**
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* The blend mode to be applied to the graphic shape. Apply a value of PIXI.blendModes.NORMAL to reset the blend mode.
*
* @property blendMode
* @type Number
* @default PIXI.blendModes.NORMAL;
*/
this.blendMode = PIXI.blendModes.NORMAL;
/**
* Current path
*
* @property currentPath
* @type Object
* @private
*/
this.currentPath = null;
/**
* Array containing some WebGL-related properties used by the WebGL renderer.
*
* @property _webGL
* @type Array
* @private
*/
this._webGL = [];
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/**
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* Whether this shape is being used as a mask.
*
* @property isMask
* @type Boolean
*/
this.isMask = false;
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/**
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* The bounds' padding used for bounds calculation.
*
* @property boundsPadding
* @type Number
*/
this.boundsPadding = 0;
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this._localBounds = new PIXI.Rectangle(0,0,1,1);
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/**
* Used to detect if the graphics object has changed. If this is set to true then the graphics object will be recalculated.
*
* @property dirty
* @type Boolean
* @private
*/
this.dirty = true;
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/**
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* Used to detect if the webgl graphics object has changed. If this is set to true then the graphics object will be recalculated.
*
* @property webGLDirty
* @type Boolean
* @private
*/
this.webGLDirty = false;
/**
* Used to detect if the cached sprite object needs to be updated.
*
* @property cachedSpriteDirty
* @type Boolean
* @private
*/
this.cachedSpriteDirty = false;
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};
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// constructor
PIXI.Graphics.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
PIXI.Graphics.prototype.constructor = PIXI.Graphics;
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/**
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* When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite.
* This is useful if your graphics element does not change often, as it will speed up the rendering of the object in exchange for taking up texture memory.
* It is also useful if you need the graphics object to be anti-aliased, because it will be rendered using canvas.
* This is not recommended if you are constantly redrawing the graphics element.
*
* @property cacheAsBitmap
* @type Boolean
* @default false
* @private
*/
Object.defineProperty(PIXI.Graphics.prototype, "cacheAsBitmap", {
get: function() {
return this._cacheAsBitmap;
},
set: function(value) {
this._cacheAsBitmap = value;
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if(this._cacheAsBitmap)
{
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this._generateCachedSprite();
}
else
{
this.destroyCachedSprite();
this.dirty = true;
}
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}
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});
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/**
* Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method.
*
* @method lineStyle
* @param lineWidth {Number} width of the line to draw, will update the objects stored style
* @param color {Number} color of the line to draw, will update the objects stored style
* @param alpha {Number} alpha of the line to draw, will update the objects stored style
* @return {Graphics}
*/
PIXI.Graphics.prototype.lineStyle = function(lineWidth, color, alpha)
{
this.lineWidth = lineWidth || 0;
this.lineColor = color || 0;
this.lineAlpha = (arguments.length < 3) ? 1 : alpha;
if(this.currentPath)
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{
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if(this.currentPath.shape.points.length)
{
// halfway through a line? start a new one!
this.drawShape( new PIXI.Polygon( this.currentPath.shape.points.slice(-2) ));
return this;
}
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// otherwise its empty so lets just set the line properties
this.currentPath.lineWidth = this.lineWidth;
this.currentPath.lineColor = this.lineColor;
this.currentPath.lineAlpha = this.lineAlpha;
}
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return this;
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};
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/**
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* Moves the current drawing position to x, y.
*
* @method moveTo
* @param x {Number} the X coordinate to move to
* @param y {Number} the Y coordinate to move to
* @return {Graphics}
*/
PIXI.Graphics.prototype.moveTo = function(x, y)
{
this.drawShape(new PIXI.Polygon([x,y]));
return this;
};
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/**
* Draws a line using the current line style from the current drawing position to (x, y);
* The current drawing position is then set to (x, y).
*
* @method lineTo
* @param x {Number} the X coordinate to draw to
* @param y {Number} the Y coordinate to draw to
* @return {Graphics}
*/
PIXI.Graphics.prototype.lineTo = function(x, y)
{
this.currentPath.shape.points.push(x, y);
this.dirty = true;
return this;
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};
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/**
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* Calculate the points for a quadratic bezier curve and then draws it.
* Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c
*
* @method quadraticCurveTo
* @param cpX {Number} Control point x
* @param cpY {Number} Control point y
* @param toX {Number} Destination point x
* @param toY {Number} Destination point y
* @return {Graphics}
*/
PIXI.Graphics.prototype.quadraticCurveTo = function(cpX, cpY, toX, toY)
{
if( this.currentPath )
{
if(this.currentPath.shape.points.length === 0)this.currentPath.shape.points = [0,0];
}
else
{
this.moveTo(0,0);
}
var xa,
ya,
n = 20,
points = this.currentPath.shape.points;
if(points.length === 0)this.moveTo(0, 0);
var fromX = points[points.length-2];
var fromY = points[points.length-1];
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var j = 0;
for (var i = 1; i < = n; i++ )
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{
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j = i / n;
xa = fromX + ( (cpX - fromX) * j );
ya = fromY + ( (cpY - fromY) * j );
points.push( xa + ( ((cpX + ( (toX - cpX) * j )) - xa) * j ),
ya + ( ((cpY + ( (toY - cpY) * j )) - ya) * j ) );
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}
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this.dirty = true;
return this;
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};
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/**
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* Calculate the points for a bezier curve and then draws it.
*
* @method bezierCurveTo
* @param cpX {Number} Control point x
* @param cpY {Number} Control point y
* @param cpX2 {Number} Second Control point x
* @param cpY2 {Number} Second Control point y
* @param toX {Number} Destination point x
* @param toY {Number} Destination point y
* @return {Graphics}
*/
PIXI.Graphics.prototype.bezierCurveTo = function(cpX, cpY, cpX2, cpY2, toX, toY)
{
if( this.currentPath )
{
if(this.currentPath.shape.points.length === 0)this.currentPath.shape.points = [0,0];
}
else
{
this.moveTo(0,0);
}
var n = 20,
dt,
dt2,
dt3,
t2,
t3,
points = this.currentPath.shape.points;
var fromX = points[points.length-2];
var fromY = points[points.length-1];
var j = 0;
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for (var i=1; i< =n; i++)
{
j = i / n;
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dt = (1 - j);
dt2 = dt * dt;
dt3 = dt2 * dt;
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t2 = j * j;
t3 = t2 * j;
points.push( dt3 * fromX + 3 * dt2 * j * cpX + 3 * dt * t2 * cpX2 + t3 * toX,
dt3 * fromY + 3 * dt2 * j * cpY + 3 * dt * t2 * cpY2 + t3 * toY);
}
this.dirty = true;
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return this;
};
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/*
* The arcTo() method creates an arc/curve between two tangents on the canvas.
*
* "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google!
*
* @method arcTo
* @param x1 {Number} The x-coordinate of the beginning of the arc
* @param y1 {Number} The y-coordinate of the beginning of the arc
* @param x2 {Number} The x-coordinate of the end of the arc
* @param y2 {Number} The y-coordinate of the end of the arc
* @param radius {Number} The radius of the arc
* @return {Graphics}
*/
PIXI.Graphics.prototype.arcTo = function(x1, y1, x2, y2, radius)
{
if( this.currentPath )
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{
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if(this.currentPath.shape.points.length === 0)
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{
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this.currentPath.shape.points.push(x1, y1);
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}
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}
else
{
this.moveTo(x1, y1);
}
var points = this.currentPath.shape.points;
var fromX = points[points.length-2];
var fromY = points[points.length-1];
var a1 = fromY - y1;
var b1 = fromX - x1;
var a2 = y2 - y1;
var b2 = x2 - x1;
var mm = Math.abs(a1 * b2 - b1 * a2);
if (mm < 1.0e-8 || radius === 0)
{
if( points[points.length-2] !== x1 || points[points.length-1] !== y1)
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{
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//console.log(">>")
points.push(x1, y1);
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}
}
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else
{
var dd = a1 * a1 + b1 * b1;
var cc = a2 * a2 + b2 * b2;
var tt = a1 * a2 + b1 * b2;
var k1 = radius * Math.sqrt(dd) / mm;
var k2 = radius * Math.sqrt(cc) / mm;
var j1 = k1 * tt / dd;
var j2 = k2 * tt / cc;
var cx = k1 * b2 + k2 * b1;
var cy = k1 * a2 + k2 * a1;
var px = b1 * (k2 + j1);
var py = a1 * (k2 + j1);
var qx = b2 * (k1 + j2);
var qy = a2 * (k1 + j2);
var startAngle = Math.atan2(py - cy, px - cx);
var endAngle = Math.atan2(qy - cy, qx - cx);
this.arc(cx + x1, cy + y1, radius, startAngle, endAngle, b1 * a2 > b2 * a1);
}
this.dirty = true;
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return this;
};
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/**
* The arc method creates an arc/curve (used to create circles, or parts of circles).
*
* @method arc
* @param cx {Number} The x-coordinate of the center of the circle
* @param cy {Number} The y-coordinate of the center of the circle
* @param radius {Number} The radius of the circle
* @param startAngle {Number} The starting angle, in radians (0 is at the 3 o'clock position of the arc's circle)
* @param endAngle {Number} The ending angle, in radians
* @param anticlockwise {Boolean} Optional. Specifies whether the drawing should be counterclockwise or clockwise. False is default, and indicates clockwise, while true indicates counter-clockwise.
* @return {Graphics}
*/
PIXI.Graphics.prototype.arc = function(cx, cy, radius, startAngle, endAngle, anticlockwise)
{
var startX = cx + Math.cos(startAngle) * radius;
var startY = cy + Math.sin(startAngle) * radius;
var points;
if( this.currentPath )
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{
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points = this.currentPath.shape.points;
if(points.length === 0)
{
points.push(startX, startY);
}
else if( points[points.length-2] !== startX || points[points.length-1] !== startY)
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{
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points.push(startX, startY);
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}
}
else
{
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this.moveTo(startX, startY);
points = this.currentPath.shape.points;
}
if (startAngle === endAngle)return this;
if( !anticlockwise & & endAngle < = startAngle )
{
endAngle += Math.PI * 2;
}
else if( anticlockwise & & startAngle < = endAngle )
{
startAngle += Math.PI * 2;
}
var sweep = anticlockwise ? (startAngle - endAngle) *-1 : (endAngle - startAngle);
var segs = ( Math.abs(sweep)/ (Math.PI * 2) ) * 40;
if( sweep === 0 ) return this;
var theta = sweep/(segs*2);
var theta2 = theta*2;
var cTheta = Math.cos(theta);
var sTheta = Math.sin(theta);
var segMinus = segs - 1;
var remainder = ( segMinus % 1 ) / segMinus;
for(var i=0; i< =segMinus; i++)
{
var real = i + remainder * i;
var angle = ((theta) + startAngle + (theta2 * real));
var c = Math.cos(angle);
var s = -Math.sin(angle);
points.push(( (cTheta * c) + (sTheta * s) ) * radius + cx,
( (cTheta * -s) + (sTheta * c) ) * radius + cy);
}
this.dirty = true;
return this;
};
/**
* Specifies a simple one-color fill that subsequent calls to other Graphics methods
* (such as lineTo() or drawCircle()) use when drawing.
*
* @method beginFill
* @param color {Number} the color of the fill
* @param alpha {Number} the alpha of the fill
* @return {Graphics}
*/
PIXI.Graphics.prototype.beginFill = function(color, alpha)
{
this.filling = true;
this.fillColor = color || 0;
this.fillAlpha = (alpha === undefined) ? 1 : alpha;
if(this.currentPath)
{
if(this.currentPath.shape.points.length < = 2)
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{
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this.currentPath.fill = this.filling;
this.currentPath.fillColor = this.fillColor;
this.currentPath.fillAlpha = this.fillAlpha;
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}
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}
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return this;
};
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/**
* Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.
*
* @method endFill
* @return {Graphics}
*/
PIXI.Graphics.prototype.endFill = function()
{
this.filling = false;
this.fillColor = null;
this.fillAlpha = 1;
return this;
};
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/**
* @method drawRect
*
* @param x {Number} The X coord of the top-left of the rectangle
* @param y {Number} The Y coord of the top-left of the rectangle
* @param width {Number} The width of the rectangle
* @param height {Number} The height of the rectangle
* @return {Graphics}
*/
PIXI.Graphics.prototype.drawRect = function( x, y, width, height )
{
this.drawShape(new PIXI.Rectangle(x,y, width, height));
return this;
};
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/**
* @method drawRoundedRect
*
* @param x {Number} The X coord of the top-left of the rectangle
* @param y {Number} The Y coord of the top-left of the rectangle
* @param width {Number} The width of the rectangle
* @param height {Number} The height of the rectangle
* @param radius {Number} Radius of the rectangle corners
*/
PIXI.Graphics.prototype.drawRoundedRect = function( x, y, width, height, radius )
{
this.drawShape(new PIXI.RoundedRectangle(x, y, width, height, radius));
return this;
};
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/**
* Draws a circle.
*
* @method drawCircle
* @param x {Number} The X coordinate of the center of the circle
* @param y {Number} The Y coordinate of the center of the circle
* @param radius {Number} The radius of the circle
* @return {Graphics}
*/
PIXI.Graphics.prototype.drawCircle = function(x, y, radius)
{
this.drawShape(new PIXI.Circle(x,y, radius));
return this;
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};
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/**
* Draws an ellipse.
*
* @method drawEllipse
* @param x {Number} The X coordinate of the center of the ellipse
* @param y {Number} The Y coordinate of the center of the ellipse
* @param width {Number} The half width of the ellipse
* @param height {Number} The half height of the ellipse
* @return {Graphics}
*/
PIXI.Graphics.prototype.drawEllipse = function(x, y, width, height)
{
this.drawShape(new PIXI.Ellipse(x, y, width, height));
return this;
};
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/**
* Draws a polygon using the given path.
*
* @method drawPolygon
* @param path {Array} The path data used to construct the polygon.
* @return {Graphics}
*/
PIXI.Graphics.prototype.drawPolygon = function(path)
{
if(!(path instanceof Array))path = Array.prototype.slice.call(arguments);
this.drawShape(new PIXI.Polygon(path));
return this;
};
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/**
* Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.
*
* @method clear
* @return {Graphics}
*/
PIXI.Graphics.prototype.clear = function()
{
this.lineWidth = 0;
this.filling = false;
this.dirty = true;
this.clearDirty = true;
this.graphicsData = [];
return this;
};
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/**
* Useful function that returns a texture of the graphics object that can then be used to create sprites
* This can be quite useful if your geometry is complicated and needs to be reused multiple times.
*
* @method generateTexture
* @param resolution {Number} The resolution of the texture being generated
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
* @return {Texture} a texture of the graphics object
*/
PIXI.Graphics.prototype.generateTexture = function(resolution, scaleMode)
{
resolution = resolution || 1;
var bounds = this.getBounds();
var canvasBuffer = new PIXI.CanvasBuffer(bounds.width * resolution, bounds.height * resolution);
var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas, scaleMode);
texture.baseTexture.resolution = resolution;
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canvasBuffer.context.scale(resolution, resolution);
canvasBuffer.context.translate(-bounds.x,-bounds.y);
PIXI.CanvasGraphics.renderGraphics(this, canvasBuffer.context);
return texture;
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};
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/**
* Renders the object using the WebGL renderer
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*
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* @method _renderWebGL
* @param renderSession {RenderSession}
* @private
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*/
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PIXI.Graphics.prototype._renderWebGL = function(renderSession)
{
// if the sprite is not visible or the alpha is 0 then no need to render this element
if(this.visible === false || this.alpha === 0 || this.isMask === true)return;
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if(this._cacheAsBitmap)
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{
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if(this.dirty || this.cachedSpriteDirty)
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{
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this._generateCachedSprite();
// we will also need to update the texture on the gpu too!
this.updateCachedSpriteTexture();
this.cachedSpriteDirty = false;
this.dirty = false;
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}
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this._cachedSprite.worldAlpha = this.worldAlpha;
PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);
return;
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}
else
{
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renderSession.spriteBatch.stop();
renderSession.blendModeManager.setBlendMode(this.blendMode);
if(this._mask)renderSession.maskManager.pushMask(this._mask, renderSession);
if(this._filters)renderSession.filterManager.pushFilter(this._filterBlock);
// check blend mode
if(this.blendMode !== renderSession.spriteBatch.currentBlendMode)
{
renderSession.spriteBatch.currentBlendMode = this.blendMode;
var blendModeWebGL = PIXI.blendModesWebGL[renderSession.spriteBatch.currentBlendMode];
renderSession.spriteBatch.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
}
// check if the webgl graphic needs to be updated
if(this.webGLDirty)
{
this.dirty = true;
this.webGLDirty = false;
}
PIXI.WebGLGraphics.renderGraphics(this, renderSession);
// only render if it has children!
if(this.children.length)
{
renderSession.spriteBatch.start();
// simple render children!
for(var i=0, j=this.children.length; i< j; i++)
{
this.children[i]._renderWebGL(renderSession);
}
renderSession.spriteBatch.stop();
}
if(this._filters)renderSession.filterManager.popFilter();
if(this._mask)renderSession.maskManager.popMask(this.mask, renderSession);
renderSession.drawCount++;
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renderSession.spriteBatch.start();
}
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};
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/**
* Renders the object using the Canvas renderer
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*
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* @method _renderCanvas
* @param renderSession {RenderSession}
* @private
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*/
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PIXI.Graphics.prototype._renderCanvas = function(renderSession)
{
// if the sprite is not visible or the alpha is 0 then no need to render this element
if(this.visible === false || this.alpha === 0 || this.isMask === true)return;
if(this._cacheAsBitmap)
{
if(this.dirty || this.cachedSpriteDirty)
{
this._generateCachedSprite();
// we will also need to update the texture
this.updateCachedSpriteTexture();
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this.cachedSpriteDirty = false;
this.dirty = false;
}
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this._cachedSprite.alpha = this.alpha;
PIXI.Sprite.prototype._renderCanvas.call(this._cachedSprite, renderSession);
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return;
}
else
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{
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var context = renderSession.context;
var transform = this.worldTransform;
if(this.blendMode !== renderSession.currentBlendMode)
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{
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renderSession.currentBlendMode = this.blendMode;
context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode];
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}
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if(this._mask)
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{
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renderSession.maskManager.pushMask(this._mask, renderSession);
}
var resolution = renderSession.resolution;
context.setTransform(transform.a * resolution,
transform.b * resolution,
transform.c * resolution,
transform.d * resolution,
transform.tx * resolution,
transform.ty * resolution);
PIXI.CanvasGraphics.renderGraphics(this, context);
// simple render children!
for(var i=0, j=this.children.length; i< j; i++)
{
this.children[i]._renderCanvas(renderSession);
}
if(this._mask)
{
renderSession.maskManager.popMask(renderSession);
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}
}
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};
/**
* Retrieves the bounds of the graphic shape as a rectangle object
*
* @method getBounds
* @return {Rectangle} the rectangular bounding area
*/
PIXI.Graphics.prototype.getBounds = function( matrix )
{
// return an empty object if the item is a mask!
if(this.isMask)return PIXI.EmptyRectangle;
if(this.dirty)
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{
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this.updateLocalBounds();
this.webGLDirty = true;
this.cachedSpriteDirty = true;
this.dirty = false;
}
var bounds = this._localBounds;
var w0 = bounds.x;
var w1 = bounds.width + bounds.x;
var h0 = bounds.y;
var h1 = bounds.height + bounds.y;
var worldTransform = matrix || this.worldTransform;
var a = worldTransform.a;
var b = worldTransform.b;
var c = worldTransform.c;
var d = worldTransform.d;
var tx = worldTransform.tx;
var ty = worldTransform.ty;
var x1 = a * w1 + c * h1 + tx;
var y1 = d * h1 + b * w1 + ty;
var x2 = a * w0 + c * h1 + tx;
var y2 = d * h1 + b * w0 + ty;
var x3 = a * w0 + c * h0 + tx;
var y3 = d * h0 + b * w0 + ty;
var x4 = a * w1 + c * h0 + tx;
var y4 = d * h0 + b * w1 + ty;
var maxX = x1;
var maxY = y1;
var minX = x1;
var minY = y1;
minX = x2 < minX ? x2 : minX;
minX = x3 < minX ? x3 : minX;
minX = x4 < minX ? x4 : minX;
minY = y2 < minY ? y2 : minY;
minY = y3 < minY ? y3 : minY;
minY = y4 < minY ? y4 : minY;
maxX = x2 > maxX ? x2 : maxX;
maxX = x3 > maxX ? x3 : maxX;
maxX = x4 > maxX ? x4 : maxX;
maxY = y2 > maxY ? y2 : maxY;
maxY = y3 > maxY ? y3 : maxY;
maxY = y4 > maxY ? y4 : maxY;
this._bounds.x = minX;
this._bounds.width = maxX - minX;
this._bounds.y = minY;
this._bounds.height = maxY - minY;
return this._bounds;
};
/**
* Update the bounds of the object
*
* @method updateLocalBounds
*/
PIXI.Graphics.prototype.updateLocalBounds = function()
{
var minX = Infinity;
var maxX = -Infinity;
var minY = Infinity;
var maxY = -Infinity;
if(this.graphicsData.length)
{
var shape, points, x, y, w, h;
for (var i = 0; i < this.graphicsData.length; i++) {
var data = this.graphicsData[i];
var type = data.type;
var lineWidth = data.lineWidth;
shape = data.shape;
if(type === PIXI.Graphics.RECT || type === PIXI.Graphics.RREC)
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{
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x = shape.x - lineWidth/2;
y = shape.y - lineWidth/2;
w = shape.width + lineWidth;
h = shape.height + lineWidth;
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minX = x < minX ? x : minX;
maxX = x + w > maxX ? x + w : maxX;
minY = y < minY ? y : minY;
maxY = y + h > maxY ? y + h : maxY;
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}
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else if(type === PIXI.Graphics.CIRC)
{
x = shape.x;
y = shape.y;
w = shape.radius + lineWidth/2;
h = shape.radius + lineWidth/2;
minX = x - w < minX ? x - w : minX;
maxX = x + w > maxX ? x + w : maxX;
minY = y - h < minY ? y - h : minY;
maxY = y + h > maxY ? y + h : maxY;
}
else if(type === PIXI.Graphics.ELIP)
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{
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x = shape.x;
y = shape.y;
w = shape.width + lineWidth/2;
h = shape.height + lineWidth/2;
minX = x - w < minX ? x - w : minX;
maxX = x + w > maxX ? x + w : maxX;
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minY = y - h < minY ? y - h : minY;
maxY = y + h > maxY ? y + h : maxY;
}
else
{
// POLY
points = shape.points;
for (var j = 0; j < points.length; j+=2)
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{
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x = points[j];
y = points[j+1];
minX = x-lineWidth < minX ? x-lineWidth : minX;
maxX = x+lineWidth > maxX ? x+lineWidth : maxX;
minY = y-lineWidth < minY ? y-lineWidth : minY;
maxY = y+lineWidth > maxY ? y+lineWidth : maxY;
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}
}
}
}
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else
{
minX = 0;
maxX = 0;
minY = 0;
maxY = 0;
}
var padding = this.boundsPadding;
this._localBounds.x = minX - padding;
this._localBounds.width = (maxX - minX) + padding * 2;
this._localBounds.y = minY - padding;
this._localBounds.height = (maxY - minY) + padding * 2;
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};
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/**
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* Generates the cached sprite when the sprite has cacheAsBitmap = true
*
* @method _generateCachedSprite
* @private
*/
PIXI.Graphics.prototype._generateCachedSprite = function()
{
var bounds = this.getLocalBounds();
if(!this._cachedSprite)
{
var canvasBuffer = new PIXI.CanvasBuffer(bounds.width, bounds.height);
var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas);
this._cachedSprite = new PIXI.Sprite(texture);
this._cachedSprite.buffer = canvasBuffer;
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this._cachedSprite.worldTransform = this.worldTransform;
}
else
{
this._cachedSprite.buffer.resize(bounds.width, bounds.height);
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}
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// leverage the anchor to account for the offset of the element
this._cachedSprite.anchor.x = -( bounds.x / bounds.width );
this._cachedSprite.anchor.y = -( bounds.y / bounds.height );
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// this._cachedSprite.buffer.context.save();
this._cachedSprite.buffer.context.translate(-bounds.x,-bounds.y);
// make sure we set the alpha of the graphics to 1 for the render..
this.worldAlpha = 1;
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// now render the graphic..
PIXI.CanvasGraphics.renderGraphics(this, this._cachedSprite.buffer.context);
this._cachedSprite.alpha = this.alpha;
};
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/**
* Updates texture size based on canvas size
*
* @method updateCachedSpriteTexture
* @private
*/
PIXI.Graphics.prototype.updateCachedSpriteTexture = function()
{
var cachedSprite = this._cachedSprite;
var texture = cachedSprite.texture;
var canvas = cachedSprite.buffer.canvas;
texture.baseTexture.width = canvas.width;
texture.baseTexture.height = canvas.height;
texture.crop.width = texture.frame.width = canvas.width;
texture.crop.height = texture.frame.height = canvas.height;
cachedSprite._width = canvas.width;
cachedSprite._height = canvas.height;
// update the dirty base textures
texture.baseTexture.dirty();
};
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/**
* Destroys a previous cached sprite.
*
* @method destroyCachedSprite
*/
PIXI.Graphics.prototype.destroyCachedSprite = function()
{
this._cachedSprite.texture.destroy(true);
// let the gc collect the unused sprite
// TODO could be object pooled!
this._cachedSprite = null;
};
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/**
* Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.
*
* @method drawShape
* @param {Circle|Rectangle|Ellipse|Line|Polygon} shape The Shape object to draw.
* @return {GraphicsData} The generated GraphicsData object.
*/
PIXI.Graphics.prototype.drawShape = function(shape)
{
if(this.currentPath)
{
// check current path!
if(this.currentPath.shape.points.length < = 2)this.graphicsData.pop();
}
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this.currentPath = null;
var data = new PIXI.GraphicsData(this.lineWidth, this.lineColor, this.lineAlpha, this.fillColor, this.fillAlpha, this.filling, shape);
this.graphicsData.push(data);
if(data.type === PIXI.Graphics.POLY)
{
data.shape.closed = this.filling;
this.currentPath = data;
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}
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this.dirty = true;
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return data;
};
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/**
* A GraphicsData object.
*
* @class GraphicsData
* @constructor
*/
PIXI.GraphicsData = function(lineWidth, lineColor, lineAlpha, fillColor, fillAlpha, fill, shape)
{
this.lineWidth = lineWidth;
this.lineColor = lineColor;
this.lineAlpha = lineAlpha;
this._lineTint = lineColor;
this.fillColor = fillColor;
this.fillAlpha = fillAlpha;
this._fillTint = fillColor;
this.fill = fill;
this.shape = shape;
this.type = shape.type;
};
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// SOME TYPES:
PIXI.Graphics.POLY = 0;
PIXI.Graphics.RECT = 1;
PIXI.Graphics.CIRC = 2;
PIXI.Graphics.ELIP = 3;
PIXI.Graphics.RREC = 4;
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PIXI.Polygon.prototype.type = PIXI.Graphics.POLY;
PIXI.Rectangle.prototype.type = PIXI.Graphics.RECT;
PIXI.Circle.prototype.type = PIXI.Graphics.CIRC;
PIXI.Ellipse.prototype.type = PIXI.Graphics.ELIP;
PIXI.RoundedRectangle.prototype.type = PIXI.Graphics.RREC;
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2013-10-25 15:54:40 +00:00
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
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