2016-07-18 22:43:27 +00:00
/* Phaser v2.6.2 - http://phaser.io - @photonstorm - (c) 2016 Photon Storm Ltd. */
2016-02-12 16:00:36 +00:00
2016-07-22 16:14:59 +00:00
( function ( ) { function a ( a , b ) { this . _scaleFactor = a , this . _deltaMode = b , this . originalEvent = null } var b = this , c = c || { VERSION : "2.7.0 Beta 2" , GAMES : [ ] , AUTO : 0 , CANVAS : 1 , WEBGL : 2 , HEADLESS : 3 , NONE : 0 , LEFT : 1 , RIGHT : 2 , UP : 3 , DOWN : 4 , SPRITE : 0 , BUTTON : 1 , IMAGE : 2 , GRAPHICS : 3 , TEXT : 4 , TILESPRITE : 5 , BITMAPTEXT : 6 , GROUP : 7 , RENDERTEXTURE : 8 , TILEMAP : 9 , TILEMAPLAYER : 10 , EMITTER : 11 , POLYGON : 12 , BITMAPDATA : 13 , CANVAS _FILTER : 14 , WEBGL _FILTER : 15 , ELLIPSE : 16 , SPRITEBATCH : 17 , RETROFONT : 18 , POINTER : 19 , ROPE : 20 , CIRCLE : 21 , RECTANGLE : 22 , LINE : 23 , MATRIX : 24 , POINT : 25 , ROUNDEDRECTANGLE : 26 , CREATURE : 27 , VIDEO : 28 , PENDING _ATLAS : - 1 , HORIZONTAL : 0 , VERTICAL : 1 , LANDSCAPE : 0 , PORTRAIT : 1 , ANGLE _UP : 270 , ANGLE _DOWN : 90 , ANGLE _LEFT : 180 , ANGLE _RIGHT : 0 , ANGLE _NORTH _EAST : 315 , ANGLE _NORTH _WEST : 225 , ANGLE _SOUTH _EAST : 45 , ANGLE _SOUTH _WEST : 135 , TOP _LEFT : 0 , TOP _CENTER : 1 , TOP _RIGHT : 2 , LEFT _TOP : 3 , LEFT _CENTER : 4 , LEFT _BOTTOM : 5 , CENTER : 6 , RIGHT _TOP : 7 , RIGHT _CENTER : 8 , RIGHT _BOTTOM : 9 , BOTTOM _LEFT : 10 , BOTTOM _CENTER : 11 , BOTTOM _RIGHT : 12 , blendModes : { NORMAL : 0 , ADD : 1 , MULTIPLY : 2 , SCREEN : 3 , OVERLAY : 4 , DARKEN : 5 , LIGHTEN : 6 , COLOR _DODGE : 7 , COLOR _BURN : 8 , HARD _LIGHT : 9 , SOFT _LIGHT : 10 , DIFFERENCE : 11 , EXCLUSION : 12 , HUE : 13 , SATURATION : 14 , COLOR : 15 , LUMINOSITY : 16 } , scaleModes : { DEFAULT : 0 , LINEAR : 0 , NEAREST : 1 } , PIXI : PIXI || { } } ; if ( Math . trunc || ( Math . trunc = function ( a ) { return 0 > a ? Math . ceil ( a ) : Math . floor ( a ) } ) , Function . prototype . bind || ( Function . prototype . bind = function ( ) { var a = Array . prototype . slice ; return function ( b ) { function c ( ) { var f = e . concat ( a . call ( arguments ) ) ; d . apply ( this instanceof c ? this : b , f ) } var d = this , e = a . call ( arguments , 1 ) ; if ( "function" != typeof d ) throw new TypeError ; return c . prototype = function f ( a ) { return a && ( f . prototype = a ) , this instanceof f ? void 0 : new f } ( d . prototype ) , c } } ( ) ) , Array . isArray || ( Array . isArray = function ( a ) { return "[object Array]" == Object . prototype . toString . call ( a ) } ) , Array . prototype . forEach || ( Array . prototype . forEach = function ( a ) { "use strict" ; if ( void 0 === this || null === this ) throw new TypeError ; var b = Object ( this ) , c = b . length >>> 0 ; if ( "function" != typeof a ) throw new TypeError ; for ( var d = arguments . length >= 2 ? arguments [ 1 ] : void 0 , e = 0 ; c > e ; e ++ ) e in b && a . call ( d , b [ e ] , e , b ) } ) , "function" != typeof window . Uint32Array && "object" != typeof window . Uint32Array ) { var d = function ( a ) { var b = new Array ; window [ a ] = function ( a ) { if ( "number" == typeof a ) { Array . call ( this , a ) , this . length = a ; for ( var b = 0 ; b < this . length ; b ++ ) this [ b ] = 0 } else { Array . call ( this , a . length ) , this . length = a . length ; for ( var b = 0 ; b < this . length ; b ++ ) this [ b ] = a [ b ] } } , window [ a ] . prototype = b , window [ a ] . constructor = window [ a ] } ; d ( "Uint32Array" ) , d ( "Int16Array" ) } window . console || ( window . console = { } , window . console . log = window . console . assert = function ( ) { } , window . console . warn = window . console . assert = function ( ) { } ) , c . Utils = { reverseString : function ( a ) { return a . split ( "" ) . reverse ( ) . join ( "" ) } , getProperty : function ( a , b ) { for ( var c = b . split ( "." ) , d = c . pop ( ) , e = c . length , f = 1 , g = c [ 0 ] ; e > f && ( a = a [ g ] ) ; ) g = c [ f ] , f ++ ; return a ? a [ d ] : null } , setProperty : function ( a , b , c ) { for ( var d = b . split ( "." ) , e = d . pop ( ) , f = d . length , g = 1 , h = d [ 0 ] ; f > g && ( a = a [ h ] ) ; ) h = d [ g ] , g ++ ; return a && ( a [ e ] = c ) , a } , chanceRoll : function ( a ) { return void 0 === a && ( a = 50 ) , a > 0 && 100 * Math . random ( ) <= a } , randomChoice : function ( a , b ) { return Math . random ( ) < . 5 ? a : b } , parseDimension : function ( a , b ) { var c = 0 , d = 0 ; return "string" == typeof a ? "%" === a . substr ( - 1 ) ? ( c = parseInt ( a , 10 ) / 100 , d = 0 === b ? window . innerWidth * c : window . innerHeight * c ) : d = parseInt ( a , 10 ) : d = a , d } , pad : function ( a , b , c , d ) { if ( void 0 === b ) var b = 0 ; if ( void 0 === c ) var c = " " ; if ( void 0 === d ) var d = 3 ; a = a . toString ( ) ; var e = 0 ; if ( b + 1 >= a . length ) switch ( d ) { case 1 : a = new Array ( b + 1 - a . length ) . join ( c ) + a ; break ; case 3 : var f = Math . ceil ( ( e = b - a . length ) / 2 ) , g = e - f ; a = new Array ( g + 1 ) . join ( c ) + a + new Array ( f + 1 ) . join ( c ) ; break ; default : a += new Array ( b + 1 - a . length ) . join ( c ) } return a } , isPlainObject : function ( a ) { if ( "object" != typeof a || a . nodeType || a === a . window ) return ! 1 ; try { if ( a . constructor && ! { } . hasOwnProperty . call ( a . constructor . prototype , "isPrototypeOf" ) ) return ! 1 } catch ( b ) { return ! 1 } return ! 0 } , extend : function ( ) { var a , b , d , e , f , g , h = arguments [ 0 ] || { } , i = 1 , j = arguments . length , k = ! 1 ; for ( "boolean" == typeof h && ( k = h , h = arguments [ 1 ] || { } , i = 2 ) , j === i && ( h = this , -- i ) ; j > i ; i ++ ) if ( null != ( a = arguments [ i ] ) ) for ( b in a ) d = h [ b ] , e = a [ b ] , h !== e && ( k && e && ( c . Utils . isPlainObject ( e ) || ( f = Array . isArray ( e ) ) ) ? ( f ? ( f = ! 1 , g = d && Array . isArray
} , c . Camera . FOLLOW _LOCKON = 0 , c . Camera . FOLLOW _PLATFORMER = 1 , c . Camera . FOLLOW _TOPDOWN = 2 , c . Camera . FOLLOW _TOPDOWN _TIGHT = 3 , c . Camera . SHAKE _BOTH = 4 , c . Camera . SHAKE _HORIZONTAL = 5 , c . Camera . SHAKE _VERTICAL = 6 , c . Camera . ENABLE _FX = ! 0 , c . Camera . prototype = { boot : function ( ) { this . displayObject = this . game . world , this . scale = this . game . world . scale , this . game . camera = this , c . Graphics && c . Camera . ENABLE _FX && ( this . fx = new c . Graphics ( this . game ) , this . game . stage . addChild ( this . fx ) ) } , preUpdate : function ( ) { this . totalInView = 0 } , follow : function ( a , b , d , e ) { void 0 === b && ( b = c . Camera . FOLLOW _LOCKON ) , void 0 === d && ( d = 1 ) , void 0 === e && ( e = 1 ) , this . target = a , this . lerp . set ( d , e ) ; var f ; switch ( b ) { case c . Camera . FOLLOW _PLATFORMER : var g = this . width / 8 , h = this . height / 3 ; this . deadzone = new c . Rectangle ( ( this . width - g ) / 2 , ( this . height - h ) / 2 - . 25 * h , g , h ) ; break ; case c . Camera . FOLLOW _TOPDOWN : f = Math . max ( this . width , this . height ) / 4 , this . deadzone = new c . Rectangle ( ( this . width - f ) / 2 , ( this . height - f ) / 2 , f , f ) ; break ; case c . Camera . FOLLOW _TOPDOWN _TIGHT : f = Math . max ( this . width , this . height ) / 8 , this . deadzone = new c . Rectangle ( ( this . width - f ) / 2 , ( this . height - f ) / 2 , f , f ) ; break ; case c . Camera . FOLLOW _LOCKON : this . deadzone = null ; break ; default : this . deadzone = null } } , unfollow : function ( ) { this . target = null } , focusOn : function ( a ) { this . setPosition ( Math . round ( a . x - this . view . halfWidth ) , Math . round ( a . y - this . view . halfHeight ) ) } , focusOnXY : function ( a , b ) { this . setPosition ( Math . round ( a - this . view . halfWidth ) , Math . round ( b - this . view . halfHeight ) ) } , shake : function ( a , b , d , e , f ) { return void 0 === a && ( a = . 05 ) , void 0 === b && ( b = 500 ) , void 0 === d && ( d = ! 0 ) , void 0 === e && ( e = c . Camera . SHAKE _BOTH ) , void 0 === f && ( f = ! 0 ) , ! d && this . _shake . duration > 0 ? ! 1 : ( this . _shake . intensity = a , this . _shake . duration = b , this . _shake . shakeBounds = f , this . _shake . x = 0 , this . _shake . y = 0 , this . _shake . horizontal = e === c . Camera . SHAKE _BOTH || e === c . Camera . SHAKE _HORIZONTAL , this . _shake . vertical = e === c . Camera . SHAKE _BOTH || e === c . Camera . SHAKE _VERTICAL , ! 0 ) } , flash : function ( a , b , c ) { return void 0 === a && ( a = 16777215 ) , void 0 === b && ( b = 500 ) , void 0 === c && ( c = ! 1 ) , ! this . fx || ! c && this . _fxDuration > 0 ? ! 1 : ( this . fx . clear ( ) , this . fx . beginFill ( a ) , this . fx . drawRect ( 0 , 0 , this . width , this . height ) , this . fx . endFill ( ) , this . fx . alpha = 1 , this . _fxDuration = b , this . _fxType = 0 , ! 0 ) } , fade : function ( a , b , c ) { return void 0 === a && ( a = 0 ) , void 0 === b && ( b = 500 ) , void 0 === c && ( c = ! 1 ) , ! this . fx || ! c && this . _fxDuration > 0 ? ! 1 : ( this . fx . clear ( ) , this . fx . beginFill ( a ) , this . fx . drawRect ( 0 , 0 , this . width , this . height ) , this . fx . endFill ( ) , this . fx . alpha = 0 , this . _fxDuration = b , this . _fxType = 1 , ! 0 ) } , update : function ( ) { this . _fxDuration > 0 && this . updateFX ( ) , this . _shake . duration > 0 && this . updateShake ( ) , this . bounds && this . checkBounds ( ) , this . roundPx && ( this . view . floor ( ) , this . _shake . x = Math . floor ( this . _shake . x ) , this . _shake . y = Math . floor ( this . _shake . y ) ) , this . displayObject . position . x = - this . view . x , this . displayObject . position . y = - this . view . y } , updateFX : function ( ) { 0 === this . _fxType ? ( this . fx . alpha -= this . game . time . elapsedMS / this . _fxDuration , this . fx . alpha <= 0 && ( this . _fxDuration = 0 , this . fx . alpha = 0 , this . onFlashComplete . dispatch ( ) ) ) : ( this . fx . alpha += this . game . time . elapsedMS / this . _fxDuration , this . fx . alpha >= 1 && ( this . _fxDuration = 0 , this . fx . alpha = 1 , this . onFadeComplete . dispatch ( ) ) ) } , updateShake : function ( ) { this . _shake . duration -= this . game . time . elapsedMS , this . _shake . duration <= 0 ? ( this . onShakeComplete . dispatch ( ) , this . _shake . x = 0 , this . _shake . y = 0 ) : ( this . _shake . horizontal && ( this . _shake . x = this . game . rnd . frac ( ) * this . _shake . intensity * this . view . width * 2 - this . _shake . intensity * this . view . width ) , this . _shake . vertical && ( this . _shake . y = this . game . rnd . frac ( ) * this . _shake . intensity * this . view . height * 2 - this . _shake . intensity * this . view . height ) ) } , updateTarget : function ( ) { this . _targetPosition . x = this . view . x + this . target . worldPosition . x , this . _targetPosition . y = this . view . y + this . target . worldPosition . y , this . deadzone ? ( this . _edge = this . _targetPosition . x - this . view . x , this . _edge < this . deadzone . left ? this . view . x = this . game . math . linear ( this . view . x , this . _targetPosition . x - this . deadzone . left , this . lerp . x ) : this . _edge > this . deadzone . right && ( this . view . x = this . game . math . linear ( this . view . x , this . _targetPosition . x - this . deadzone . right , this . lerp . x ) ) , this . _edge = this . _targetPosition . y - this . view . y , this . _edge < this . deadzone . top ? this . view . y = this . game . math
this . remove ( a ) , this . addAt ( b , d ) , a ) : void 0 } , c . Group . prototype . hasProperty = function ( a , b ) { var c = b . length ; return 1 === c && b [ 0 ] in a ? ! 0 : 2 === c && b [ 0 ] in a && b [ 1 ] in a [ b [ 0 ] ] ? ! 0 : 3 === c && b [ 0 ] in a && b [ 1 ] in a [ b [ 0 ] ] && b [ 2 ] in a [ b [ 0 ] ] [ b [ 1 ] ] ? ! 0 : 4 === c && b [ 0 ] in a && b [ 1 ] in a [ b [ 0 ] ] && b [ 2 ] in a [ b [ 0 ] ] [ b [ 1 ] ] && b [ 3 ] in a [ b [ 0 ] ] [ b [ 1 ] ] [ b [ 2 ] ] } , c . Group . prototype . setProperty = function ( a , b , c , d , e ) { if ( void 0 === e && ( e = ! 1 ) , d = d || 0 , ! this . hasProperty ( a , b ) && ( ! e || d > 0 ) ) return ! 1 ; var f = b . length ; return 1 === f ? 0 === d ? a [ b [ 0 ] ] = c : 1 == d ? a [ b [ 0 ] ] += c : 2 == d ? a [ b [ 0 ] ] -= c : 3 == d ? a [ b [ 0 ] ] *= c : 4 == d && ( a [ b [ 0 ] ] /= c ) : 2 === f ? 0 === d ? a [ b [ 0 ] ] [ b [ 1 ] ] = c : 1 == d ? a [ b [ 0 ] ] [ b [ 1 ] ] += c : 2 == d ? a [ b [ 0 ] ] [ b [ 1 ] ] -= c : 3 == d ? a [ b [ 0 ] ] [ b [ 1 ] ] *= c : 4 == d && ( a [ b [ 0 ] ] [ b [ 1 ] ] /= c ) : 3 === f ? 0 === d ? a [ b [ 0 ] ] [ b [ 1 ] ] [ b [ 2 ] ] = c : 1 == d ? a [ b [ 0 ] ] [ b [ 1 ] ] [ b [ 2 ] ] += c : 2 == d ? a [ b [ 0 ] ] [ b [ 1 ] ] [ b [ 2 ] ] -= c : 3 == d ? a [ b [ 0 ] ] [ b [ 1 ] ] [ b [ 2 ] ] *= c : 4 == d && ( a [ b [ 0 ] ] [ b [ 1 ] ] [ b [ 2 ] ] /= c ) : 4 === f && ( 0 === d ? a [ b [ 0 ] ] [ b [ 1 ] ] [ b [ 2 ] ] [ b [ 3 ] ] = c : 1 == d ? a [ b [ 0 ] ] [ b [ 1 ] ] [ b [ 2 ] ] [ b [ 3 ] ] += c : 2 == d ? a [ b [ 0 ] ] [ b [ 1 ] ] [ b [ 2 ] ] [ b [ 3 ] ] -= c : 3 == d ? a [ b [ 0 ] ] [ b [ 1 ] ] [ b [ 2 ] ] [ b [ 3 ] ] *= c : 4 == d && ( a [ b [ 0 ] ] [ b [ 1 ] ] [ b [ 2 ] ] [ b [ 3 ] ] /= c ) ) , ! 0 } , c . Group . prototype . checkProperty = function ( a , b , d , e ) { return void 0 === e && ( e = ! 1 ) , ! c . Utils . getProperty ( a , b ) && e ? ! 1 : c . Utils . getProperty ( a , b ) === d } , c . Group . prototype . set = function ( a , b , c , d , e , f , g ) { return void 0 === g && ( g = ! 1 ) , b = b . split ( "." ) , void 0 === d && ( d = ! 1 ) , void 0 === e && ( e = ! 1 ) , ( d === ! 1 || d && a . alive ) && ( e === ! 1 || e && a . visible ) ? this . setProperty ( a , b , c , f , g ) : void 0 } , c . Group . prototype . setAll = function ( a , b , c , d , e , f ) { void 0 === c && ( c = ! 1 ) , void 0 === d && ( d = ! 1 ) , void 0 === f && ( f = ! 1 ) , a = a . split ( "." ) , e = e || 0 ; for ( var g = 0 ; g < this . children . length ; g ++ ) ( ! c || c && this . children [ g ] . alive ) && ( ! d || d && this . children [ g ] . visible ) && this . setProperty ( this . children [ g ] , a , b , e , f ) } , c . Group . prototype . setAllChildren = function ( a , b , d , e , f , g ) { void 0 === d && ( d = ! 1 ) , void 0 === e && ( e = ! 1 ) , void 0 === g && ( g = ! 1 ) , f = f || 0 ; for ( var h = 0 ; h < this . children . length ; h ++ ) ( ! d || d && this . children [ h ] . alive ) && ( ! e || e && this . children [ h ] . visible ) && ( this . children [ h ] instanceof c . Group ? this . children [ h ] . setAllChildren ( a , b , d , e , f , g ) : this . setProperty ( this . children [ h ] , a . split ( "." ) , b , f , g ) ) } , c . Group . prototype . checkAll = function ( a , b , c , d , e ) { void 0 === c && ( c = ! 1 ) , void 0 === d && ( d = ! 1 ) , void 0 === e && ( e = ! 1 ) ; for ( var f = 0 ; f < this . children . length ; f ++ ) if ( ( ! c || c && this . children [ f ] . alive ) && ( ! d || d && this . children [ f ] . visible ) && ! this . checkProperty ( this . children [ f ] , a , b , e ) ) return ! 1 ; return ! 0 } , c . Group . prototype . addAll = function ( a , b , c , d ) { this . setAll ( a , b , c , d , 1 ) } , c . Group . prototype . subAll = function ( a , b , c , d ) { this . setAll ( a , b , c , d , 2 ) } , c . Group . prototype . multiplyAll = function ( a , b , c , d ) { this . setAll ( a , b , c , d , 3 ) } , c . Group . prototype . divideAll = function ( a , b , c , d ) { this . setAll ( a , b , c , d , 4 ) } , c . Group . prototype . callAllExists = function ( a , b ) { var c ; if ( arguments . length > 2 ) { c = [ ] ; for ( var d = 2 ; d < arguments . length ; d ++ ) c . push ( arguments [ d ] ) } for ( var d = 0 ; d < this . children . length ; d ++ ) this . children [ d ] . exists === b && this . children [ d ] [ a ] && this . children [ d ] [ a ] . apply ( this . children [ d ] , c ) } , c . Group . prototype . callbackFromArray = function ( a , b , c ) { if ( 1 == c ) { if ( a [ b [ 0 ] ] ) return a [ b [ 0 ] ] } else if ( 2 == c ) { if ( a [ b [ 0 ] ] [ b [ 1 ] ] ) return a [ b [ 0 ] ] [ b [ 1 ] ] } else if ( 3 == c ) { if ( a [ b [ 0 ] ] [ b [ 1 ] ] [ b [ 2 ] ] ) return a [ b [ 0 ] ] [ b [ 1 ] ] [ b [ 2 ] ] } else if ( 4 == c ) { if ( a [ b [ 0 ] ] [ b [ 1 ] ] [ b [ 2 ] ] [ b [ 3 ] ] ) return a [ b [ 0 ] ] [ b [ 1 ] ] [ b [ 2 ] ] [ b [ 3 ] ] } else if ( a [ b ] ) return a [ b ] ; return ! 1 } , c . Group . prototype . callAll = function ( a , b ) { if ( void 0 !== a ) { a = a . split ( "." ) ; var c = a . length ; if ( void 0 === b || null === b || "" === b ) b = null ; else if ( "string" == typeof b ) { b = b . split ( "." ) ; var d = b . length } var e ; if ( arguments . length > 2 ) { e = [ ] ; for ( var f = 2 ; f < arguments . length ; f ++ ) e . push ( arguments [ f ] ) } for ( var g = null , h = null , f = 0 ; f < this . children . length ; f ++ ) g = this . callbackFromArray ( this . children [ f ] , a , c ) , b && g ? ( h = this . callbackFromArray ( this . children [ f ] , b , d ) , g && g . apply ( h , e ) ) : g && g . apply ( this . children [ f ] , e ) } } , c . Group . prototype . preUpdate = function ( ) { if ( this . pendingDestroy ) return this . destroy ( ) , ! 1 ; if ( ! this . exists || ! this . parent . exists ) return this . renderOrderID = - 1 , ! 1 ; for ( var a = 0 ; a < this . children . length ; a ++ ) this . children [ a ] . preUpdate ( ) ; return ! 0 } , c . Group . prototype . update = function ( ) { for ( var a = this . children . length ; a -- ; ) this . children [ a ] . update ( ) } , c . Group . prototype . postUpdate = function ( ) { this . fixedToCamera && ( this . x = this . game . camera . view . x + this . cameraOffset . x , this . y = this . game . camera . view . y + this . cameraOffset . y ) ; for ( var a = 0
this . mouseDownCallback = null , this . mouseUpCallback = null , this . mouseOutCallback = null , this . mouseOverCallback = null , this . mouseWheelCallback = null , this . capture = ! 1 , this . button = - 1 , this . wheelDelta = 0 , this . enabled = ! 0 , this . locked = ! 1 , this . stopOnGameOut = ! 1 , this . pointerLock = new c . Signal , this . event = null , this . _onMouseDown = null , this . _onMouseMove = null , this . _onMouseUp = null , this . _onMouseOut = null , this . _onMouseOver = null , this . _onMouseWheel = null , this . _wheelEvent = null } , c . Mouse . NO _BUTTON = - 1 , c . Mouse . LEFT _BUTTON = 0 , c . Mouse . MIDDLE _BUTTON = 1 , c . Mouse . RIGHT _BUTTON = 2 , c . Mouse . BACK _BUTTON = 3 , c . Mouse . FORWARD _BUTTON = 4 , c . Mouse . WHEEL _UP = 1 , c . Mouse . WHEEL _DOWN = - 1 , c . Mouse . prototype = { start : function ( ) { if ( ( ! this . game . device . android || this . game . device . chrome !== ! 1 ) && null === this . _onMouseDown ) { var b = this ; this . _onMouseDown = function ( a ) { return b . onMouseDown ( a ) } , this . _onMouseMove = function ( a ) { return b . onMouseMove ( a ) } , this . _onMouseUp = function ( a ) { return b . onMouseUp ( a ) } , this . _onMouseUpGlobal = function ( a ) { return b . onMouseUpGlobal ( a ) } , this . _onMouseOutGlobal = function ( a ) { return b . onMouseOutGlobal ( a ) } , this . _onMouseOut = function ( a ) { return b . onMouseOut ( a ) } , this . _onMouseOver = function ( a ) { return b . onMouseOver ( a ) } , this . _onMouseWheel = function ( a ) { return b . onMouseWheel ( a ) } ; var c = this . game . canvas ; c . addEventListener ( "mousedown" , this . _onMouseDown , ! 0 ) , c . addEventListener ( "mousemove" , this . _onMouseMove , ! 0 ) , c . addEventListener ( "mouseup" , this . _onMouseUp , ! 0 ) , this . game . device . cocoonJS || ( window . addEventListener ( "mouseup" , this . _onMouseUpGlobal , ! 0 ) , window . addEventListener ( "mouseout" , this . _onMouseOutGlobal , ! 0 ) , c . addEventListener ( "mouseover" , this . _onMouseOver , ! 0 ) , c . addEventListener ( "mouseout" , this . _onMouseOut , ! 0 ) ) ; var d = this . game . device . wheelEvent ; d && ( c . addEventListener ( d , this . _onMouseWheel , ! 0 ) , "mousewheel" === d ? this . _wheelEvent = new a ( - 1 / 40 , 1 ) : "DOMMouseScroll" === d && ( this . _wheelEvent = new a ( 1 , 1 ) ) ) } } , onMouseDown : function ( a ) { this . event = a , this . capture && a . preventDefault ( ) , this . mouseDownCallback && this . mouseDownCallback . call ( this . callbackContext , a ) , this . input . enabled && this . enabled && ( a . identifier = 0 , this . input . mousePointer . start ( a ) ) } , onMouseMove : function ( a ) { this . event = a , this . capture && a . preventDefault ( ) , this . mouseMoveCallback && this . mouseMoveCallback . call ( this . callbackContext , a ) , this . input . enabled && this . enabled && ( a . identifier = 0 , this . input . mousePointer . move ( a ) ) } , onMouseUp : function ( a ) { this . event = a , this . capture && a . preventDefault ( ) , this . mouseUpCallback && this . mouseUpCallback . call ( this . callbackContext , a ) , this . input . enabled && this . enabled && ( a . identifier = 0 , this . input . mousePointer . stop ( a ) ) } , onMouseUpGlobal : function ( a ) { this . input . mousePointer . withinGame || ( this . mouseUpCallback && this . mouseUpCallback . call ( this . callbackContext , a ) , a . identifier = 0 , this . input . mousePointer . stop ( a ) ) } , onMouseOutGlobal : function ( a ) { this . event = a , this . capture && a . preventDefault ( ) , this . input . mousePointer . withinGame = ! 1 , this . input . enabled && this . enabled && ( this . input . mousePointer . stop ( a ) , this . input . mousePointer . leftButton . stop ( a ) , this . input . mousePointer . rightButton . stop ( a ) ) } , onMouseOut : function ( a ) { this . event = a , this . capture && a . preventDefault ( ) , this . input . mousePointer . withinGame = ! 1 , this . mouseOutCallback && this . mouseOutCallback . call ( this . callbackContext , a ) , this . input . enabled && this . enabled && this . stopOnGameOut && ( a . identifier = 0 , this . input . mousePointer . stop ( a ) ) } , onMouseOver : function ( a ) { this . event = a , this . capture && a . preventDefault ( ) , this . input . mousePointer . withinGame = ! 0 , this . mouseOverCallback && this . mouseOverCallback . call ( this . callbackContext , a ) } , onMouseWheel : function ( a ) { this . _wheelEvent && ( a = this . _wheelEvent . bindEvent ( a ) ) , this . event = a , this . capture && a . preventDefault ( ) , this . wheelDelta = c . Math . clamp ( - a . deltaY , - 1 , 1 ) , this . mouseWheelCallback && this . mouseWheelCallback . call ( this . callbackContext , a ) } , requestPointerLock : function ( ) { if ( this . game . device . pointerLock ) { var a = this . game . canvas ; a . requestPointerLock = a . requestPointerLock || a . mozRequestPointerLock || a . webkitRequestPointerLock , a . requestPointerLock ( ) ; var b = this ; this . _pointerLockChange = function ( a ) { return b . pointerLockChange ( a ) } , document . addEventListener ( "pointerlockchange" , this . _pointerLockChange , ! 0 ) , document . addEventListener ( "mozpointerlockchange" , th
this . _dragDistancePass && this . _dragTimePass && this . startDrag ( a ) , ! 0 ) : this . draggable && this . _draggedPointerID === a . id ? this . updateDrag ( a , ! 1 ) : this . _pointerData [ a . id ] . isOver ? this . checkPointerOver ( a ) ? ( this . _pointerData [ a . id ] . x = a . x - this . sprite . x , this . _pointerData [ a . id ] . y = a . y - this . sprite . y , ! 0 ) : ( this . _pointerOutHandler ( a ) , ! 1 ) : void 0 : ( this . _pointerOutHandler ( a ) , ! 1 ) : void 0 } , _pointerOverHandler : function ( a , b ) { if ( null !== this . sprite ) { var d = this . _pointerData [ a . id ] ; if ( d . isOver === ! 1 || a . dirty ) { var e = d . isOver === ! 1 ; d . isOver = ! 0 , d . isOut = ! 1 , d . timeOver = this . game . time . time , d . x = a . x - this . sprite . x , d . y = a . y - this . sprite . y , this . useHandCursor && d . isDragged === ! 1 && ( this . game . canvas . style . cursor = "pointer" , this . _setHandCursor = ! 0 ) , ! b && e && this . sprite && this . sprite . events && this . sprite . events . onInputOver$dispatch ( this . sprite , a ) , this . sprite . parent && this . sprite . parent . type === c . GROUP && this . sprite . parent . onChildInputOver . dispatch ( this . sprite , a ) } } } , _pointerOutHandler : function ( a , b ) { if ( null !== this . sprite ) { var d = this . _pointerData [ a . id ] ; d . isOver = ! 1 , d . isOut = ! 0 , d . timeOut = this . game . time . time , this . useHandCursor && d . isDragged === ! 1 && ( this . game . canvas . style . cursor = "default" , this . _setHandCursor = ! 1 ) , ! b && this . sprite && this . sprite . events && ( this . sprite . events . onInputOut$dispatch ( this . sprite , a ) , this . sprite && this . sprite . parent && this . sprite . parent . type === c . GROUP && this . sprite . parent . onChildInputOut . dispatch ( this . sprite , a ) ) } } , _touchedHandler : function ( a ) { if ( null !== this . sprite ) { var b = this . _pointerData [ a . id ] ; if ( ! b . isDown && b . isOver ) { if ( this . pixelPerfectClick && ! this . checkPixel ( null , null , a ) ) return ; if ( b . isDown = ! 0 , b . isUp = ! 1 , b . timeDown = this . game . time . time , this . downPoint . set ( a . x , a . y ) , a . dirty = ! 0 , this . sprite && this . sprite . events && ( this . sprite . events . onInputDown$dispatch ( this . sprite , a ) , this . sprite && this . sprite . parent && this . sprite . parent . type === c . GROUP && this . sprite . parent . onChildInputDown . dispatch ( this . sprite , a ) , null === this . sprite ) ) return ; this . draggable && this . isDragged === ! 1 && ( 0 === this . dragTimeThreshold && 0 === this . dragDistanceThreshold ? this . startDrag ( a ) : ( this . _pendingDrag = ! 0 , this . _dragDistancePass = 0 === this . dragDistanceThreshold , this . dragTimeThreshold > 0 ? ( this . _dragTimePass = ! 1 , this . game . time . events . add ( this . dragTimeThreshold , this . dragTimeElapsed , this , a ) ) : this . _dragTimePass = ! 0 ) ) , this . bringToTop && this . sprite . bringToTop ( ) } } } , dragTimeElapsed : function ( a ) { this . _dragTimePass = ! 0 , this . _pendingDrag && this . sprite && this . _dragDistancePass && this . startDrag ( a ) } , _releasedHandler : function ( a ) { if ( null !== this . sprite ) { var b = this . _pointerData [ a . id ] ; if ( b . isDown && a . isUp ) { b . isDown = ! 1 , b . isUp = ! 0 , b . timeUp = this . game . time . time , b . downDuration = b . timeUp - b . timeDown ; var d = this . checkPointerOver ( a ) ; this . sprite && this . sprite . events && ( this . dragStopBlocksInputUp && ( ! this . dragStopBlocksInputUp || this . draggable && this . isDragged && this . _draggedPointerID === a . id ) || this . sprite . events . onInputUp$dispatch ( this . sprite , a , d ) , this . sprite && this . sprite . parent && this . sprite . parent . type === c . GROUP && this . sprite . parent . onChildInputUp . dispatch ( this . sprite , a , d ) , d && ( d = this . checkPointerOver ( a ) ) ) , b . isOver = d , ! d && this . useHandCursor && ( this . game . canvas . style . cursor = "default" , this . _setHandCursor = ! 1 ) , a . dirty = ! 0 , this . _pendingDrag = ! 1 , this . draggable && this . isDragged && this . _draggedPointerID === a . id && this . stopDrag ( a ) } } } , updateDrag : function ( a , b ) { if ( void 0 === b && ( b = ! 1 ) , a . isUp ) return this . stopDrag ( a ) , ! 1 ; var c = this . globalToLocalX ( a . x ) + this . _dragPoint . x + this . dragOffset . x , d = this . globalToLocalY ( a . y ) + this . _dragPoint . y + this . dragOffset . y ; if ( this . sprite . fixedToCamera ) this . allowHorizontalDrag && ( this . sprite . cameraOffset . x = c ) , this . allowVerticalDrag && ( this . sprite . cameraOffset . y = d ) , this . boundsRect && this . checkBoundsRect ( ) , this . boundsSprite && this . checkBoundsSprite ( ) , this . snapOnDrag && ( this . sprite . cameraOffset . x = Math . round ( ( this . sprite . cameraOffset . x - this . snapOffsetX % this . snapX ) / this . snapX ) * this . snapX + this . snapOffsetX % this . snapX , this . sprite . cameraOffset . y = Math . round ( ( this . sprite . cameraOffset . y - this . snapOffsetY % this . snapY ) / this . snapY ) * this . snapY + this . snapOffsetY % this . snapY , this . snapPoint . set ( this . sprite . cameraOffset . x , this . sprite . cameraOffset . y ) ) ; else { var e = this . game . camera . x - this . _pointerData [ a . id ] . camX , f = this . game . ca
this } , c . Component . BringToTop . prototype . sendToBack = function ( ) { return this . parent && this . parent . sendToBack ( this ) , this } , c . Component . BringToTop . prototype . moveUp = function ( ) { return this . parent && this . parent . moveUp ( this ) , this } , c . Component . BringToTop . prototype . moveDown = function ( ) { return this . parent && this . parent . moveDown ( this ) , this } , c . Component . Core = function ( ) { } , c . Component . Core . install = function ( a ) { c . Utils . mixinPrototype ( this , c . Component . Core . prototype ) , this . components = { } ; for ( var b = 0 ; b < a . length ; b ++ ) { var d = a [ b ] , e = ! 1 ; "Destroy" === d && ( e = ! 0 ) , c . Utils . mixinPrototype ( this , c . Component [ d ] . prototype , e ) , this . components [ d ] = ! 0 } } , c . Component . Core . init = function ( a , b , d , e , f ) { this . game = a , this . key = e , this . data = { } , this . position . set ( b , d ) , this . world = new c . Point ( b , d ) , this . previousPosition = new c . Point ( b , d ) , this . events = new c . Events ( this ) , this . _bounds = new c . Rectangle , this . components . PhysicsBody && ( this . body = this . body ) , this . components . Animation && ( this . animations = new c . AnimationManager ( this ) ) , this . components . LoadTexture && null !== e && this . loadTexture ( e , f ) , this . components . FixedToCamera && ( this . cameraOffset = new c . Point ( b , d ) ) } , c . Component . Core . preUpdate = function ( ) { if ( this . pendingDestroy ) return void this . destroy ( ) ; if ( this . previousPosition . set ( this . world . x , this . world . y ) , this . previousRotation = this . rotation , ! this . exists || ! this . parent . exists ) return this . renderOrderID = - 1 , ! 1 ; this . world . setTo ( this . game . camera . x + this . worldTransform . tx , this . game . camera . y + this . worldTransform . ty ) , this . visible && ( this . renderOrderID = this . game . stage . currentRenderOrderID ++ ) , this . animations && this . animations . update ( ) , this . body && this . body . preUpdate ( ) ; for ( var a = 0 ; a < this . children . length ; a ++ ) this . children [ a ] . preUpdate ( ) ; return ! 0 } , c . Component . Core . prototype = { game : null , name : "" , data : { } , components : { } , z : 0 , events : void 0 , animations : void 0 , key : "" , world : null , debug : ! 1 , previousPosition : null , previousRotation : 0 , renderOrderID : 0 , fresh : ! 0 , pendingDestroy : ! 1 , _bounds : null , _exists : ! 0 , exists : { get : function ( ) { return this . _exists } , set : function ( a ) { a ? ( this . _exists = ! 0 , this . body && this . body . type === c . Physics . P2JS && this . body . addToWorld ( ) , this . visible = ! 0 ) : ( this . _exists = ! 1 , this . body && this . body . type === c . Physics . P2JS && this . body . removeFromWorld ( ) , this . visible = ! 1 ) } } , update : function ( ) { } , postUpdate : function ( ) { this . customRender && this . key . render ( ) , this . components . PhysicsBody && c . Component . PhysicsBody . postUpdate . call ( this ) , this . components . FixedToCamera && c . Component . FixedToCamera . postUpdate . call ( this ) ; for ( var a = 0 ; a < this . children . length ; a ++ ) this . children [ a ] . postUpdate ( ) } } , c . Component . Crop = function ( ) { } , c . Component . Crop . prototype = { cropRect : null , _crop : null , crop : function ( a , b ) { void 0 === b && ( b = ! 1 ) , a ? ( b && null !== this . cropRect ? this . cropRect . setTo ( a . x , a . y , a . width , a . height ) : b && null === this . cropRect ? this . cropRect = new c . Rectangle ( a . x , a . y , a . width , a . height ) : this . cropRect = a , this . updateCrop ( ) ) : ( this . _crop = null , this . cropRect = null , this . resetFrame ( ) ) } , updateCrop : function ( ) { if ( this . cropRect ) { this . _crop = c . Rectangle . clone ( this . cropRect , this . _crop ) , this . _crop . x += this . _frame . x , this . _crop . y += this . _frame . y ; var a = Math . max ( this . _frame . x , this . _crop . x ) , b = Math . max ( this . _frame . y , this . _crop . y ) , d = Math . min ( this . _frame . right , this . _crop . right ) - a , e = Math . min ( this . _frame . bottom , this . _crop . bottom ) - b ; this . texture . crop . x = a , this . texture . crop . y = b , this . texture . crop . width = d , this . texture . crop . height = e , this . texture . frame . width = Math . min ( d , this . cropRect . width ) , this . texture . frame . height = Math . min ( e , this . cropRect . height ) , this . texture . width = this . texture . frame . width , this . texture . height = this . texture . frame . height , this . texture . _updateUvs ( ) } } } , c . Component . Delta = function ( ) { } , c . Component . Delta . prototype = { deltaX : { get : function ( ) { return this . world . x - this . previousPosition . x } } , deltaY : { get : function ( ) { return this . world . y - this . previousPosition . y } } , deltaZ : { get : function ( ) { return this . rotation - this . previousRotation } } } , c . Component . Destroy = function ( ) { } , c . Component . Destroy . prototype = { destroyPhase : ! 1 , destroy : function ( a , b ) { if ( null !== this . game && ! this . destroyPhase ) { void 0 === a && ( a = ! 0 ) , void 0 === b && ( b = ! 1 ) , this . destroyPhase = ! 0 , this . events && this . events . onDestroy$dispatch ( this ) , this . parent && ( this . parent instanceof c . Group ? this . parent . remov
return e *= 4 , d . r = this . data [ e ] , d . g = this . data [ ++ e ] , d . b = this . data [ ++ e ] , d . a = this . data [ ++ e ] , d } , getPixel32 : function ( a , b ) { return a >= 0 && a <= this . width && b >= 0 && b <= this . height ? this . pixels [ b * this . width + a ] : void 0 } , getPixelRGB : function ( a , b , d , e , f ) { return c . Color . unpackPixel ( this . getPixel32 ( a , b ) , d , e , f ) } , getPixels : function ( a ) { return this . context . getImageData ( a . x , a . y , a . width , a . height ) } , getFirstPixel : function ( a ) { void 0 === a && ( a = 0 ) ; var b = c . Color . createColor ( ) , d = 0 , e = 0 , f = 1 , g = ! 1 ; 1 === a ? ( f = - 1 , e = this . height ) : 3 === a && ( f = - 1 , d = this . width ) ; do c . Color . unpackPixel ( this . getPixel32 ( d , e ) , b ) , 0 === a || 1 === a ? ( d ++ , d === this . width && ( d = 0 , e += f , ( e >= this . height || 0 >= e ) && ( g = ! 0 ) ) ) : 2 !== a && 3 !== a || ( e ++ , e === this . height && ( e = 0 , d += f , ( d >= this . width || 0 >= d ) && ( g = ! 0 ) ) ) ; while ( 0 === b . a && ! g ) ; return b . x = d , b . y = e , b } , getBounds : function ( a ) { return void 0 === a && ( a = new c . Rectangle ) , a . x = this . getFirstPixel ( 2 ) . x , a . x === this . width ? a . setTo ( 0 , 0 , 0 , 0 ) : ( a . y = this . getFirstPixel ( 0 ) . y , a . width = this . getFirstPixel ( 3 ) . x - a . x + 1 , a . height = this . getFirstPixel ( 1 ) . y - a . y + 1 , a ) } , addToWorld : function ( a , b , c , d , e , f ) { e = e || 1 , f = f || 1 ; var g = this . game . add . image ( a , b , this ) ; return g . anchor . set ( c , d ) , g . scale . set ( e , f ) , g } , copy : function ( a , b , d , e , f , g , h , i , j , k , l , m , n , o , p , q , r ) { if ( void 0 !== a && null !== a || ( a = this ) , ( a instanceof c . RenderTexture || a instanceof PIXI . RenderTexture ) && ( a = a . getCanvas ( ) ) , this . _image = a , a instanceof c . Sprite || a instanceof c . Image || a instanceof c . Text || a instanceof PIXI . Sprite ) this . _pos . set ( a . texture . crop . x , a . texture . crop . y ) , this . _size . set ( a . texture . crop . width , a . texture . crop . height ) , this . _scale . set ( a . scale . x , a . scale . y ) , this . _anchor . set ( a . anchor . x , a . anchor . y ) , this . _rotate = a . rotation , this . _alpha . current = a . alpha , a . texture instanceof c . RenderTexture || a . texture instanceof PIXI . RenderTexture ? this . _image = a . texture . getCanvas ( ) : this . _image = a . texture . baseTexture . source , void 0 !== g && null !== g || ( g = a . x ) , void 0 !== h && null !== h || ( h = a . y ) , a . texture . trim && ( g += a . texture . trim . x - a . anchor . x * a . texture . trim . width , h += a . texture . trim . y - a . anchor . y * a . texture . trim . height ) , 16777215 !== a . tint && ( a . cachedTint !== a . tint && ( a . cachedTint = a . tint , a . tintedTexture = PIXI . CanvasTinter . getTintedTexture ( a , a . tint ) ) , this . _image = a . tintedTexture , this . _pos . set ( 0 ) ) ; else { if ( this . _pos . set ( 0 ) , this . _scale . set ( 1 ) , this . _anchor . set ( 0 ) , this . _rotate = 0 , this . _alpha . current = 1 , a instanceof c . BitmapData ) this . _image = a . canvas ; else if ( "string" == typeof a ) { if ( a = this . game . cache . getImage ( a ) , null === a ) return ; this . _image = a } this . _size . set ( this . _image . width , this . _image . height ) } if ( void 0 !== b && null !== b || ( b = 0 ) , void 0 !== d && null !== d || ( d = 0 ) , e && ( this . _size . x = e ) , f && ( this . _size . y = f ) , void 0 !== g && null !== g || ( g = b ) , void 0 !== h && null !== h || ( h = d ) , void 0 !== i && null !== i || ( i = this . _size . x ) , void 0 !== j && null !== j || ( j = this . _size . y ) , "number" == typeof k && ( this . _rotate = k ) , "number" == typeof l && ( this . _anchor . x = l ) , "number" == typeof m && ( this . _anchor . y = m ) , "number" == typeof n && ( this . _scale . x = n ) , "number" == typeof o && ( this . _scale . y = o ) , "number" == typeof p && ( this . _alpha . current = p ) , void 0 === q && ( q = null ) , void 0 === r && ( r = ! 1 ) , ! ( this . _alpha . current <= 0 || 0 === this . _scale . x || 0 === this . _scale . y || 0 === this . _size . x || 0 === this . _size . y ) ) { var s = this . context ; return this . _alpha . prev = s . globalAlpha , s . save ( ) , s . globalAlpha = this . _alpha . current , q && ( this . op = q ) , r && ( g |= 0 , h |= 0 ) , s . translate ( g , h ) , s . scale ( this . _scale . x , this . _scale . y ) , s . rotate ( this . _rotate ) , s . drawImage ( this . _image , this . _pos . x + b , this . _pos . y + d , this . _size . x , this . _size . y , - i * this . _anchor . x , - j * this . _anchor . y , i , j ) , s . restore ( ) , s . globalAlpha = this . _alpha . prev , this . dirty = ! 0 , this } } , copyTransform : function ( a , b , d ) { if ( void 0 === b && ( b = null ) , void 0 === d && ( d = ! 1 ) , ! a . hasOwnProperty ( "worldTransform" ) || ! a . worldVisible || 0 === a . worldAlpha ) return this ; var e = a . worldTransform ; if ( this . _pos . set ( a . texture . crop . x , a . texture . crop . y ) , this . _size . set ( a . texture . crop . width , a . texture . crop . height ) , 0 === e . a || 0 === e . d || 0 === this . _size . x || 0 === this . _size . y ) return this ; a . texture instanceof c . RenderTexture || a . texture instanceof PIXI . RenderTexture ? this . _image = a . texture . getCanvas ( ) : this . _image = a . texture . baseTexture . source ; var f = e . tx , g = e . ty ; a . texture . trim && ( f += a . texture . trim . x - a . anchor . x * a . texture . trim . width , g += a . texture . trim . y - a . anchor . y * a . texture . trim . height ) , 16777215 !== a . tint && ( a . c
c . mode = b , a . data . push ( c ) ) ) : ( c = PIXI . WebGLGraphics . graphicsDataPool . pop ( ) || new PIXI . WebGLGraphicsData ( a . gl ) , c . mode = b , a . data . push ( c ) ) , c . dirty = ! 0 , c } , PIXI . WebGLGraphics . buildRectangle = function ( a , b ) { var c = a . shape , d = c . x , e = c . y , f = c . width , g = c . height ; if ( a . fill ) { var h = PIXI . hex2rgb ( a . fillColor ) , i = a . fillAlpha , j = h [ 0 ] * i , k = h [ 1 ] * i , l = h [ 2 ] * i , m = b . points , n = b . indices , o = m . length / 6 ; m . push ( d , e ) , m . push ( j , k , l , i ) , m . push ( d + f , e ) , m . push ( j , k , l , i ) , m . push ( d , e + g ) , m . push ( j , k , l , i ) , m . push ( d + f , e + g ) , m . push ( j , k , l , i ) , n . push ( o , o , o + 1 , o + 2 , o + 3 , o + 3 ) } if ( a . lineWidth ) { var p = a . points ; a . points = [ d , e , d + f , e , d + f , e + g , d , e + g , d , e ] , PIXI . WebGLGraphics . buildLine ( a , b ) , a . points = p } } , PIXI . WebGLGraphics . buildRoundedRectangle = function ( a , b ) { var c = a . shape , d = c . x , e = c . y , f = c . width , g = c . height , h = c . radius , i = [ ] ; if ( i . push ( d , e + h ) , i = i . concat ( PIXI . WebGLGraphics . quadraticBezierCurve ( d , e + g - h , d , e + g , d + h , e + g ) ) , i = i . concat ( PIXI . WebGLGraphics . quadraticBezierCurve ( d + f - h , e + g , d + f , e + g , d + f , e + g - h ) ) , i = i . concat ( PIXI . WebGLGraphics . quadraticBezierCurve ( d + f , e + h , d + f , e , d + f - h , e ) ) , i = i . concat ( PIXI . WebGLGraphics . quadraticBezierCurve ( d + h , e , d , e , d , e + h ) ) , a . fill ) { var j = PIXI . hex2rgb ( a . fillColor ) , k = a . fillAlpha , l = j [ 0 ] * k , m = j [ 1 ] * k , n = j [ 2 ] * k , o = b . points , p = b . indices , q = o . length / 6 , r = PIXI . EarCut . Triangulate ( i , null , 2 ) , s = 0 ; for ( s = 0 ; s < r . length ; s += 3 ) p . push ( r [ s ] + q ) , p . push ( r [ s ] + q ) , p . push ( r [ s + 1 ] + q ) , p . push ( r [ s + 2 ] + q ) , p . push ( r [ s + 2 ] + q ) ; for ( s = 0 ; s < i . length ; s ++ ) o . push ( i [ s ] , i [ ++ s ] , l , m , n , k ) } if ( a . lineWidth ) { var t = a . points ; a . points = i , PIXI . WebGLGraphics . buildLine ( a , b ) , a . points = t } } , PIXI . WebGLGraphics . quadraticBezierCurve = function ( a , b , c , d , e , f ) { function g ( a , b , c ) { var d = b - a ; return a + d * c } for ( var h , i , j , k , l , m , n = 20 , o = [ ] , p = 0 , q = 0 ; n >= q ; q ++ ) p = q / n , h = g ( a , c , p ) , i = g ( b , d , p ) , j = g ( c , e , p ) , k = g ( d , f , p ) , l = g ( h , j , p ) , m = g ( i , k , p ) , o . push ( l , m ) ; return o } , PIXI . WebGLGraphics . buildCircle = function ( a , b ) { var c , d , e = a . shape , f = e . x , g = e . y ; a . type === PIXI . Graphics . CIRC ? ( c = e . radius , d = e . radius ) : ( c = e . width , d = e . height ) ; var h = 40 , i = 2 * Math . PI / h , j = 0 ; if ( a . fill ) { var k = PIXI . hex2rgb ( a . fillColor ) , l = a . fillAlpha , m = k [ 0 ] * l , n = k [ 1 ] * l , o = k [ 2 ] * l , p = b . points , q = b . indices , r = p . length / 6 ; for ( q . push ( r ) , j = 0 ; h + 1 > j ; j ++ ) p . push ( f , g , m , n , o , l ) , p . push ( f + Math . sin ( i * j ) * c , g + Math . cos ( i * j ) * d , m , n , o , l ) , q . push ( r ++ , r ++ ) ; q . push ( r - 1 ) } if ( a . lineWidth ) { var s = a . points ; for ( a . points = [ ] , j = 0 ; h + 1 > j ; j ++ ) a . points . push ( f + Math . sin ( i * j ) * c , g + Math . cos ( i * j ) * d ) ; PIXI . WebGLGraphics . buildLine ( a , b ) , a . points = s } } , PIXI . WebGLGraphics . buildLine = function ( a , b ) { var c = 0 , d = a . points ; if ( 0 !== d . length ) { if ( a . lineWidth % 2 ) for ( c = 0 ; c < d . length ; c ++ ) d [ c ] += . 5 ; var e = new PIXI . Point ( d [ 0 ] , d [ 1 ] ) , f = new PIXI . Point ( d [ d . length - 2 ] , d [ d . length - 1 ] ) ; if ( e . x === f . x && e . y === f . y ) { d = d . slice ( ) , d . pop ( ) , d . pop ( ) , f = new PIXI . Point ( d [ d . length - 2 ] , d [ d . length - 1 ] ) ; var g = f . x + . 5 * ( e . x - f . x ) , h = f . y + . 5 * ( e . y - f . y ) ; d . unshift ( g , h ) , d . push ( g , h ) } var i , j , k , l , m , n , o , p , q , r , s , t , u , v , w , x , y , z , A , B , C , D , E , F = b . points , G = b . indices , H = d . length / 2 , I = d . length , J = F . length / 6 , K = a . lineWidth / 2 , L = PIXI . hex2rgb ( a . lineColor ) , M = a . lineAlpha , N = L [ 0 ] * M , O = L [ 1 ] * M , P = L [ 2 ] * M ; for ( k = d [ 0 ] , l = d [ 1 ] , m = d [ 2 ] , n = d [ 3 ] , q = - ( l - n ) , r = k - m , E = Math . sqrt ( q * q + r * r ) , q /= E , r /= E , q *= K , r *= K , F . push ( k - q , l - r , N , O , P , M ) , F . push ( k + q , l + r , N , O , P , M ) , c = 1 ; H - 1 > c ; c ++ ) k = d [ 2 * ( c - 1 ) ] , l = d [ 2 * ( c - 1 ) + 1 ] , m = d [ 2 * c ] , n = d [ 2 * c + 1 ] , o = d [ 2 * ( c + 1 ) ] , p = d [ 2 * ( c + 1 ) + 1 ] , q = - ( l - n ) , r = k - m , E = Math . sqrt ( q * q + r * r ) , q /= E , r /= E , q *= K , r *= K , s = - ( n - p ) , t = m - o , E = Math . sqrt ( s * s + t * t ) , s /= E , t /= E , s *= K , t *= K , w = - r + l - ( - r + n ) , x = - q + m - ( - q + k ) , y = ( - q + k ) * ( - r + n ) - ( - q + m ) * ( - r + l ) , z = - t + p - ( - t + n ) , A = - s + m - ( - s + o ) , B = ( - s + o ) * ( - t + n ) - ( - s + m ) * ( - t + p ) , C = w * A - z * x , Math . abs ( C ) < . 1 ? ( C += 10.1 , F . push ( m - q , n - r , N , O , P , M ) , F . push ( m + q , n + r , N , O , P , M ) ) : ( i = ( x * B - A * y ) / C , j = ( z * y - w * B ) / C , D = ( i - m ) * ( i - m ) + ( j - n ) + ( j - n ) , D > 19600 ? ( u = q - s , v = r - t , E = Math . sqrt ( u * u + v * v ) , u /= E , v /= E , u *= K , v *= K , F . push ( m - u , n - v ) , F . push ( N , O , P , M ) , F . push ( m + u , n + v ) , F . push ( N , O , P , M ) , F . push ( m - u , n - v ) , F . push ( N , O , P , M ) , I ++ ) : ( F . push ( i , j ) , F . push ( N , O , P , M ) , F . push ( m - ( i - m ) , n - ( j - n ) ) , F . push ( N , O , P , M ) ) ) ; for ( k = d [ 2 * ( H - 2 ) ] , l = d [ 2 * ( H - 2 ) + 1 ] , m = d [ 2 * ( H - 1 ) ] , n = d [ 2 * ( H - 1 ) + 1 ] , q = - ( l - n ) , r = k - m , E = Math . sqrt ( q * q + r * r ) , q /= E , r /= E , q *= K , r *= K , F . push ( m - q , n - r ) , F . push ( N , O , P , M ) , F . push ( m + q , n + r ) , F . push ( N , O , P , M ) , G . push ( J ) , c = 0 ; I > c ; c ++ ) G . push ( J ++ ) ; G . push ( J - 1 ) } } , PIXI . WebGLGraphics . buildComplexPoly = function ( a , b ) { var c = a . points . slice ( ) ; if ( ! ( c . length < 6 ) ) { var d = b . indices ; b . points = c , b . alpha = a . fillAlpha , b . color = PIXI . hex2rgb ( a . fillColor ) ; for ( var e , f
this . _align = h , this . _tint = 16777215 , this . updateText ( ) , this . dirty = ! 1 , c . Component . Core . init . call ( this , a , b , d , "" , null ) } , c . BitmapText . prototype = Object . create ( PIXI . DisplayObjectContainer . prototype ) , c . BitmapText . prototype . constructor = c . BitmapText , c . Component . Core . install . call ( c . BitmapText . prototype , [ "Angle" , "AutoCull" , "Bounds" , "Destroy" , "FixedToCamera" , "InputEnabled" , "InWorld" , "LifeSpan" , "PhysicsBody" , "Reset" ] ) , c . BitmapText . prototype . preUpdatePhysics = c . Component . PhysicsBody . preUpdate , c . BitmapText . prototype . preUpdateLifeSpan = c . Component . LifeSpan . preUpdate , c . BitmapText . prototype . preUpdateInWorld = c . Component . InWorld . preUpdate , c . BitmapText . prototype . preUpdateCore = c . Component . Core . preUpdate , c . BitmapText . prototype . preUpdate = function ( ) { return this . preUpdatePhysics ( ) && this . preUpdateLifeSpan ( ) && this . preUpdateInWorld ( ) ? this . preUpdateCore ( ) : ! 1 } , c . BitmapText . prototype . postUpdate = function ( ) { c . Component . PhysicsBody . postUpdate . call ( this ) , c . Component . FixedToCamera . postUpdate . call ( this ) , this . body && this . body . type === c . Physics . ARCADE && ( this . textWidth === this . body . sourceWidth && this . textHeight === this . body . sourceHeight || this . body . setSize ( this . textWidth , this . textHeight ) ) } , c . BitmapText . prototype . setText = function ( a ) { this . text = a } , c . BitmapText . prototype . scanLine = function ( a , b , c ) { for ( var d = 0 , e = 0 , f = - 1 , g = 0 , h = null , i = this . _maxWidth > 0 ? this . _maxWidth : null , j = [ ] , k = 0 ; k < c . length ; k ++ ) { var l = k === c . length - 1 ; if ( /(?:\r\n|\r|\n)/ . test ( c . charAt ( k ) ) ) return { width : e , text : c . substr ( 0 , k ) , end : l , chars : j } ; var m = c . charCodeAt ( k ) , n = a . chars [ m ] , o = 0 ; void 0 === n && ( m = 32 , n = a . chars [ m ] ) ; var p = h && n . kerning [ h ] ? n . kerning [ h ] : 0 ; if ( /(\s)/ . test ( c . charAt ( k ) ) && ( f = k , g = e ) , o = ( p + n . texture . width + n . xOffset ) * b , i && e + o >= i && f > - 1 ) return { width : g || e , text : c . substr ( 0 , k - ( k - f ) ) , end : l , chars : j } ; e += ( n . xAdvance + p ) * b , j . push ( d + ( n . xOffset + p ) * b ) , d += ( n . xAdvance + p ) * b , h = m } return { width : e , text : c , end : l , chars : j } } , c . BitmapText . prototype . cleanText = function ( a , b ) { void 0 === b && ( b = "" ) ; var c = this . _data . font ; if ( ! c ) return "" ; for ( var d = /\r\n|\n\r|\n|\r/g , e = a . replace ( d , "\n" ) . split ( "\n" ) , f = 0 ; f < e . length ; f ++ ) { for ( var g = "" , h = e [ f ] , i = 0 ; i < h . length ; i ++ ) g = c . chars [ h . charCodeAt ( i ) ] ? g . concat ( h [ i ] ) : g . concat ( b ) ; e [ f ] = g } return e . join ( "\n" ) } , c . BitmapText . prototype . updateText = function ( ) { var a = this . _data . font ; if ( a ) { var b = this . text , c = this . _fontSize / a . size , d = [ ] , e = 0 ; this . textWidth = 0 ; do { var f = this . scanLine ( a , c , b ) ; f . y = e , d . push ( f ) , f . width > this . textWidth && ( this . textWidth = f . width ) , e += a . lineHeight * c , b = b . substr ( f . text . length + 1 ) } while ( f . end === ! 1 ) ; this . textHeight = e ; for ( var g = 0 , h = 0 , i = this . textWidth * this . anchor . x , j = this . textHeight * this . anchor . y , k = 0 ; k < d . length ; k ++ ) { var f = d [ k ] ; "right" === this . _align ? h = this . textWidth - f . width : "center" === this . _align && ( h = ( this . textWidth - f . width ) / 2 ) ; for ( var l = 0 ; l < f . text . length ; l ++ ) { var m = f . text . charCodeAt ( l ) , n = a . chars [ m ] ; void 0 === n && ( m = 32 , n = a . chars [ m ] ) ; var o = this . _glyphs [ g ] ; o ? o . texture = n . texture : ( o = new PIXI . Sprite ( n . texture ) , o . name = f . text [ l ] , this . _glyphs . push ( o ) ) , o . position . x = f . chars [ l ] + h - i , o . position . y = f . y + n . yOffset * c - j , o . scale . set ( c ) , o . tint = this . tint , o . texture . requiresReTint = ! 0 , o . parent || this . addChild ( o ) , g ++ } } for ( k = g ; k < this . _glyphs . length ; k ++ ) this . removeChild ( this . _glyphs [ k ] ) } } , c . BitmapText . prototype . purgeGlyphs = function ( ) { for ( var a = this . _glyphs . length , b = [ ] , c = 0 ; c < this . _glyphs . length ; c ++ ) this . _glyphs [ c ] . parent !== this ? this . _glyphs [ c ] . destroy ( ) : b . push ( this . _glyphs [ c ] ) ; return this . _glyphs = [ ] , this . _glyphs = b , this . updateText ( ) , a - b . length } , c . BitmapText . prototype . updateTransform = function ( ) { ! this . dirty && this . anchor . equals ( this . _prevAnchor ) || ( this . updateText ( ) , this . dirty = ! 1 , this . _prevAnchor . copyFrom ( this . anchor ) ) , PIXI . DisplayObjectContainer . prototype . updateTransform . call ( this ) } , Object . defineProperty ( c . BitmapText . prototype , "align" , { get : function ( ) { return this . _align } , set : function ( a ) { a === this . _align || "left" !== a && "center" !== a && "right" !== a || ( this . _align = a , this . updateText ( ) ) } } ) , Object . defineProperty ( c . BitmapText . prototype , "tint" , { get : function ( ) { return this . _tint } , set : function ( a ) { a !== this . _tint && ( this . _tint = a , this . updateText ( ) ) } } ) , Object . defineProperty ( c . BitmapText . prototype , "font" , { get : function ( ) { return this . _font } , set : function ( a ) { a !== this . _font && ( this . _font = a . trim ( ) , thi
return a * k } , c . Math . radToDeg = function ( a ) { return a * l } , c . RandomDataGenerator = function ( a ) { void 0 === a && ( a = [ ] ) , this . c = 1 , this . s0 = 0 , this . s1 = 0 , this . s2 = 0 , "string" == typeof a ? this . state ( a ) : this . sow ( a ) } , c . RandomDataGenerator . prototype = { rnd : function ( ) { var a = 2091639 * this . s0 + 2.3283064365386963 e - 10 * this . c ; return this . c = 0 | a , this . s0 = this . s1 , this . s1 = this . s2 , this . s2 = a - this . c , this . s2 } , sow : function ( a ) { if ( this . s0 = this . hash ( " " ) , this . s1 = this . hash ( this . s0 ) , this . s2 = this . hash ( this . s1 ) , this . c = 1 , a ) for ( var b = 0 ; b < a . length && null != a [ b ] ; b ++ ) { var c = a [ b ] ; this . s0 -= this . hash ( c ) , this . s0 += ~ ~ ( this . s0 < 0 ) , this . s1 -= this . hash ( c ) , this . s1 += ~ ~ ( this . s1 < 0 ) , this . s2 -= this . hash ( c ) , this . s2 += ~ ~ ( this . s2 < 0 ) } } , hash : function ( a ) { var b , c , d ; for ( d = 4022871197 , a = a . toString ( ) , c = 0 ; c < a . length ; c ++ ) d += a . charCodeAt ( c ) , b = . 02519603282416938 * d , d = b >>> 0 , b -= d , b *= d , d = b >>> 0 , b -= d , d += 4294967296 * b ; return 2.3283064365386963 e - 10 * ( d >>> 0 ) } , integer : function ( ) { return 4294967296 * this . rnd . apply ( this ) } , frac : function ( ) { return this . rnd . apply ( this ) + 1.1102230246251565 e - 16 * ( 2097152 * this . rnd . apply ( this ) | 0 ) } , real : function ( ) { return this . integer ( ) + this . frac ( ) } , integerInRange : function ( a , b ) { return Math . floor ( this . realInRange ( 0 , b - a + 1 ) + a ) } , between : function ( a , b ) { return this . integerInRange ( a , b ) } , realInRange : function ( a , b ) { return this . frac ( ) * ( b - a ) + a } , normal : function ( ) { return 1 - 2 * this . frac ( ) } , uuid : function ( ) { var a = "" , b = "" ; for ( b = a = "" ; a ++ < 36 ; b += ~ a % 5 | 3 * a & 4 ? ( 15 ^ a ? 8 ^ this . frac ( ) * ( 20 ^ a ? 16 : 4 ) : 4 ) . toString ( 16 ) : "-" ) ; return b } , pick : function ( a ) { return a [ this . integerInRange ( 0 , a . length - 1 ) ] } , sign : function ( ) { return this . pick ( [ - 1 , 1 ] ) } , weightedPick : function ( a ) { return a [ ~ ~ ( Math . pow ( this . frac ( ) , 2 ) * ( a . length - 1 ) + . 5 ) ] } , timestamp : function ( a , b ) { return this . realInRange ( a || 9466848e5 , b || 1577862e6 ) } , angle : function ( ) { return this . integerInRange ( - 180 , 180 ) } , state : function ( a ) { return "string" == typeof a && a . match ( /^!rnd/ ) && ( a = a . split ( "," ) , this . c = parseFloat ( a [ 1 ] ) , this . s0 = parseFloat ( a [ 2 ] ) , this . s1 = parseFloat ( a [ 3 ] ) , this . s2 = parseFloat ( a [ 4 ] ) ) , [ "!rnd" , this . c , this . s0 , this . s1 , this . s2 ] . join ( "," ) } } , c . RandomDataGenerator . prototype . constructor = c . RandomDataGenerator , c . QuadTree = function ( a , b , c , d , e , f , g ) { this . maxObjects = 10 , this . maxLevels = 4 , this . level = 0 , this . bounds = { } , this . objects = [ ] , this . nodes = [ ] , this . _empty = [ ] , this . reset ( a , b , c , d , e , f , g ) } , c . QuadTree . prototype = { reset : function ( a , b , c , d , e , f , g ) { this . maxObjects = e || 10 , this . maxLevels = f || 4 , this . level = g || 0 , this . bounds = { x : Math . round ( a ) , y : Math . round ( b ) , width : c , height : d , subWidth : Math . floor ( c / 2 ) , subHeight : Math . floor ( d / 2 ) , right : Math . round ( a ) + Math . floor ( c / 2 ) , bottom : Math . round ( b ) + Math . floor ( d / 2 ) } , this . objects . length = 0 , this . nodes . length = 0 } , populate : function ( a ) { a . forEach ( this . populateHandler , this , ! 0 ) } , populateHandler : function ( a ) { a . body && a . exists && this . insert ( a . body ) } , split : function ( ) { this . nodes [ 0 ] = new c . QuadTree ( this . bounds . right , this . bounds . y , this . bounds . subWidth , this . bounds . subHeight , this . maxObjects , this . maxLevels , this . level + 1 ) , this . nodes [ 1 ] = new c . QuadTree ( this . bounds . x , this . bounds . y , this . bounds . subWidth , this . bounds . subHeight , this . maxObjects , this . maxLevels , this . level + 1 ) , this . nodes [ 2 ] = new c . QuadTree ( this . bounds . x , this . bounds . bottom , this . bounds . subWidth , this . bounds . subHeight , this . maxObjects , this . maxLevels , this . level + 1 ) , this . nodes [ 3 ] = new c . QuadTree ( this . bounds . right , this . bounds . bottom , this . bounds . subWidth , this . bounds . subHeight , this . maxObjects , this . maxLevels , this . level + 1 ) } , insert : function ( a ) { var b , c = 0 ; if ( null != this . nodes [ 0 ] && ( b = this . getIndex ( a ) , - 1 !== b ) ) return void this . nodes [ b ] . insert ( a ) ; if ( this . objects . push ( a ) , this . objects . length > this . maxObjects && this . level < this . maxLevels ) for ( null == this . nodes [ 0 ] && this . split ( ) ; c < this . objects . length ; ) b = this . getIndex ( this . objects [ c ] ) , - 1 !== b ? this . nodes [ b ] . insert ( this . objects . splice ( c , 1 ) [ 0 ] ) : c ++ } , getIndex : function ( a ) { var b = - 1 ; return a . x < this . bounds . right && a . right < this . bounds . right ? a . y < this . bounds . bottom && a . bottom < this . bounds . bottom ? b = 1 : a . y > this . bounds . bottom && ( b = 2 ) : a . x > this . bounds . right && ( a . y < this . bounds . bottom && a . bottom < this . bounds . bottom ? b = 0 : a . y > this . bounds . bottom && ( b = 3 ) ) , b } , retrieve : function ( a ) { if ( a instanceof c . Rectangle ) var b = this . objects , d = this . getIndex ( a ) ; else { if ( ! a . body ) return this . _empty ; var b = this . objects , d = this . get
} } ) , Object . defineProperty ( c . AnimationManager . prototype , "paused" , { get : function ( ) { return this . currentAnim . isPaused } , set : function ( a ) { this . currentAnim . paused = a } } ) , Object . defineProperty ( c . AnimationManager . prototype , "name" , { get : function ( ) { return this . currentAnim ? this . currentAnim . name : void 0 } } ) , Object . defineProperty ( c . AnimationManager . prototype , "frame" , { get : function ( ) { return this . currentFrame ? this . currentFrame . index : void 0 } , set : function ( a ) { "number" == typeof a && this . _frameData && null !== this . _frameData . getFrame ( a ) && ( this . currentFrame = this . _frameData . getFrame ( a ) , this . currentFrame && this . sprite . setFrame ( this . currentFrame ) ) } } ) , Object . defineProperty ( c . AnimationManager . prototype , "frameName" , { get : function ( ) { return this . currentFrame ? this . currentFrame . name : void 0 } , set : function ( a ) { "string" == typeof a && this . _frameData && null !== this . _frameData . getFrameByName ( a ) ? ( this . currentFrame = this . _frameData . getFrameByName ( a ) , this . currentFrame && ( this . _frameIndex = this . currentFrame . index , this . sprite . setFrame ( this . currentFrame ) ) ) : console . warn ( "Cannot set frameName: " + a ) } } ) , c . Animation = function ( a , b , d , e , f , g , h ) { void 0 === h && ( h = ! 1 ) , this . game = a , this . _parent = b , this . _frameData = e , this . name = d , this . _frames = [ ] , this . _frames = this . _frames . concat ( f ) , this . delay = 1e3 / g , this . loop = h , this . loopCount = 0 , this . killOnComplete = ! 1 , this . isFinished = ! 1 , this . isPlaying = ! 1 , this . isPaused = ! 1 , this . _pauseStartTime = 0 , this . _frameIndex = 0 , this . _frameDiff = 0 , this . _frameSkip = 1 , this . currentFrame = this . _frameData . getFrame ( this . _frames [ this . _frameIndex ] ) , this . onStart = new c . Signal , this . onUpdate = null , this . onComplete = new c . Signal , this . onLoop = new c . Signal , this . isReversed = ! 1 , this . game . onPause . add ( this . onPause , this ) , this . game . onResume . add ( this . onResume , this ) } , c . Animation . prototype = { play : function ( a , b , c ) { return "number" == typeof a && ( this . delay = 1e3 / a ) , "boolean" == typeof b && ( this . loop = b ) , "undefined" != typeof c && ( this . killOnComplete = c ) , this . isPlaying = ! 0 , this . isFinished = ! 1 , this . paused = ! 1 , this . loopCount = 0 , this . _timeLastFrame = this . game . time . time , this . _timeNextFrame = this . game . time . time + this . delay , this . _frameIndex = this . isReversed ? this . _frames . length - 1 : 0 , this . updateCurrentFrame ( ! 1 , ! 0 ) , this . _parent . events . onAnimationStart$dispatch ( this . _parent , this ) , this . onStart . dispatch ( this . _parent , this ) , this . _parent . animations . currentAnim = this , this . _parent . animations . currentFrame = this . currentFrame , this } , restart : function ( ) { this . isPlaying = ! 0 , this . isFinished = ! 1 , this . paused = ! 1 , this . loopCount = 0 , this . _timeLastFrame = this . game . time . time , this . _timeNextFrame = this . game . time . time + this . delay , this . _frameIndex = 0 , this . currentFrame = this . _frameData . getFrame ( this . _frames [ this . _frameIndex ] ) , this . _parent . setFrame ( this . currentFrame ) , this . _parent . animations . currentAnim = this , this . _parent . animations . currentFrame = this . currentFrame , this . onStart . dispatch ( this . _parent , this ) } , reverse : function ( ) { return this . reversed = ! this . reversed , this } , reverseOnce : function ( ) { return this . onComplete . addOnce ( this . reverse . bind ( this ) ) , this . reverse ( ) } , setFrame : function ( a , b ) { var c ; if ( void 0 === b && ( b = ! 1 ) , "string" == typeof a ) for ( var d = 0 ; d < this . _frames . length ; d ++ ) this . _frameData . getFrame ( this . _frames [ d ] ) . name === a && ( c = d ) ; else if ( "number" == typeof a ) if ( b ) c = a ; else for ( var d = 0 ; d < this . _frames . length ; d ++ ) this . _frames [ d ] === a && ( c = d ) ; c && ( this . _frameIndex = c - 1 , this . _timeNextFrame = this . game . time . time , this . update ( ) ) } , stop : function ( a , b ) { void 0 === a && ( a = ! 1 ) , void 0 === b && ( b = ! 1 ) , this . isPlaying = ! 1 , this . isFinished = ! 0 , this . paused = ! 1 , a && ( this . currentFrame = this . _frameData . getFrame ( this . _frames [ 0 ] ) , this . _parent . setFrame ( this . currentFrame ) ) , b && ( this . _parent . events . onAnimationComplete$dispatch ( this . _parent , this ) , this . onComplete . dispatch ( this . _parent , this ) ) } , onPause : function ( ) { this . isPlaying && ( this . _frameDiff = this . _timeNextFrame - this . game . time . time ) } , onResume : function ( ) { this . isPlaying && ( this . _timeNextFrame = this . game . time . time + this . _frameDiff ) } , update : function ( ) { return this . isPaused ? ! 1 : this . isPlaying && this . game . time . time >= this . _timeNextFrame ? ( this . _frameSkip = 1 , this . _frameDiff = this . game . time . time - this . _timeNextFrame , this . _timeLastFrame = this . game . time . time , this . _frameDiff > this . delay && ( this . _frameSkip = Math . floor ( this . _frameDiff / this . de
void 0 === f && ( f = 0 ) , c ) this . addToFileList ( "bitmapfont" , a , b , { atlasURL : c , xSpacing : e , ySpacing : f } ) ; else if ( "string" == typeof d ) { var g , h ; try { g = JSON . parse ( d ) } catch ( i ) { h = this . parseXml ( d ) } if ( ! h && ! g ) throw new Error ( "Phaser.Loader. Invalid Bitmap Font atlas given" ) ; this . addToFileList ( "bitmapfont" , a , b , { atlasURL : null , atlasData : g || h , atlasType : g ? "json" : "xml" , xSpacing : e , ySpacing : f } ) } return this } , atlasJSONArray : function ( a , b , d , e ) { return this . atlas ( a , b , d , e , c . Loader . TEXTURE _ATLAS _JSON _ARRAY ) } , atlasJSONHash : function ( a , b , d , e ) { return this . atlas ( a , b , d , e , c . Loader . TEXTURE _ATLAS _JSON _HASH ) } , atlasXML : function ( a , b , d , e ) { return void 0 === d && ( d = null ) , void 0 === e && ( e = null ) , d || e || ( d = a + ".xml" ) , this . atlas ( a , b , d , e , c . Loader . TEXTURE _ATLAS _XML _STARLING ) } , atlas : function ( a , b , d , e , f ) { if ( void 0 !== b && null !== b || ( b = a + ".png" ) , void 0 === d && ( d = null ) , void 0 === e && ( e = null ) , void 0 === f && ( f = c . Loader . TEXTURE _ATLAS _JSON _ARRAY ) , d || e || ( d = f === c . Loader . TEXTURE _ATLAS _XML _STARLING ? a + ".xml" : a + ".json" ) , d ) this . addToFileList ( "textureatlas" , a , b , { atlasURL : d , format : f } ) ; else { switch ( f ) { case c . Loader . TEXTURE _ATLAS _JSON _ARRAY : "string" == typeof e && ( e = JSON . parse ( e ) ) ; break ; case c . Loader . TEXTURE _ATLAS _XML _STARLING : if ( "string" == typeof e ) { var g = this . parseXml ( e ) ; if ( ! g ) throw new Error ( "Phaser.Loader. Invalid Texture Atlas XML given" ) ; e = g } } this . addToFileList ( "textureatlas" , a , b , { atlasURL : null , atlasData : e , format : f } ) } return this } , withSyncPoint : function ( a , b ) { this . _withSyncPointDepth ++ ; try { a . call ( b || this , this ) } finally { this . _withSyncPointDepth -- } return this } , addSyncPoint : function ( a , b ) { var c = this . getAsset ( a , b ) ; return c && ( c . file . syncPoint = ! 0 ) , this } , removeFile : function ( a , b ) { var c = this . getAsset ( a , b ) ; c && ( c . loaded || c . loading || this . _fileList . splice ( c . index , 1 ) ) } , removeAll : function ( ) { this . _fileList . length = 0 , this . _flightQueue . length = 0 } , start : function ( ) { this . isLoading || ( this . hasLoaded = ! 1 , this . isLoading = ! 0 , this . updateProgress ( ) , this . processLoadQueue ( ) ) } , processLoadQueue : function ( ) { if ( ! this . isLoading ) return console . warn ( "Phaser.Loader - active loading canceled / reset" ) , void this . finishedLoading ( ! 0 ) ; for ( var a = 0 ; a < this . _flightQueue . length ; a ++ ) { var b = this . _flightQueue [ a ] ; ( b . loaded || b . error ) && ( this . _flightQueue . splice ( a , 1 ) , a -- , b . loading = ! 1 , b . requestUrl = null , b . requestObject = null , b . error && this . onFileError . dispatch ( b . key , b ) , "packfile" !== b . type ? ( this . _loadedFileCount ++ , this . onFileComplete . dispatch ( this . progress , b . key , ! b . error , this . _loadedFileCount , this . _totalFileCount ) ) : "packfile" === b . type && b . error && ( this . _loadedPackCount ++ , this . onPackComplete . dispatch ( b . key , ! b . error , this . _loadedPackCount , this . _totalPackCount ) ) ) } for ( var d = ! 1 , e = this . enableParallel ? c . Math . clamp ( this . maxParallelDownloads , 1 , 12 ) : 1 , a = this . _processingHead ; a < this . _fileList . length ; a ++ ) { var b = this . _fileList [ a ] ; if ( "packfile" === b . type && ! b . error && b . loaded && a === this . _processingHead && ( this . processPack ( b ) , this . _loadedPackCount ++ , this . onPackComplete . dispatch ( b . key , ! b . error , this . _loadedPackCount , this . _totalPackCount ) ) , b . loaded || b . error ? a === this . _processingHead && ( this . _processingHead = a + 1 ) : ! b . loading && this . _flightQueue . length < e && ( "packfile" !== b . type || b . data ? d || ( this . _fileLoadStarted || ( this . _fileLoadStarted = ! 0 , this . onLoadStart . dispatch ( ) ) , this . _flightQueue . push ( b ) , b . loading = ! 0 , this . onFileStart . dispatch ( this . progress , b . key , b . url ) , this . loadFile ( b ) ) : ( this . _flightQueue . push ( b ) , b . loading = ! 0 , this . loadFile ( b ) ) ) , ! b . loaded && b . syncPoint && ( d = ! 0 ) , this . _flightQueue . length >= e || d && this . _loadedPackCount === this . _totalPackCount ) break } if ( this . updateProgress ( ) , this . _processingHead >= this . _fileList . length ) this . finishedLoading ( ) ; else if ( ! this . _flightQueue . length ) { console . warn ( "Phaser.Loader - aborting: processing queue empty, loading may have stalled" ) ; var f = this ; setTimeout ( function ( ) { f . finishedLoading ( ! 0 ) } , 2e3 ) } } , finishedLoading : function ( a ) { this . hasLoaded || ( this . hasLoaded = ! 0 , this . isLoading = ! 1 , a || this . _fileLoadStarted || ( this . _fileLoadStarted = ! 0 , this . onLoadStart . dispatch ( ) ) , this . onLoadComplete . dispatch ( ) , this . game . state . loadComplete ( ) , this . reset ( ) ) } , asyncComplete : function ( a , b ) { void 0 === b && ( b = "" ) , a . loaded = ! 0 , a . error = ! ! b , b && ( a . errorMessage = b , console . warn ( "Phaser.Loader - " + a . type + "[" + a . key + "]: " + b ) ) , this . processLoa
if ( ! this . noAudio ) { ! this . touchLocked || null === this . _unlockSource || this . _unlockSource . playbackState !== this . _unlockSource . PLAYING _STATE && this . _unlockSource . playbackState !== this . _unlockSource . FINISHED _STATE || ( this . touchLocked = ! 1 , this . _unlockSource = null ) ; for ( var a = 0 ; a < this . _sounds . length ; a ++ ) this . _sounds [ a ] . update ( ) ; if ( this . _watching ) { for ( var b = this . _watchList . first ; b ; ) this . game . cache . isSoundDecoded ( b ) && this . _watchList . remove ( b ) , b = this . _watchList . next ; 0 === this . _watchList . total && ( this . _watching = ! 1 , this . _watchCallback . call ( this . _watchContext ) ) } } } , add : function ( a , b , d , e ) { void 0 === b && ( b = 1 ) , void 0 === d && ( d = ! 1 ) , void 0 === e && ( e = this . connectToMaster ) ; var f = new c . Sound ( this . game , a , b , d , e ) ; return this . _sounds . push ( f ) , f } , addSprite : function ( a ) { var b = new c . AudioSprite ( this . game , a ) ; return b } , remove : function ( a ) { for ( var b = this . _sounds . length ; b -- ; ) if ( this . _sounds [ b ] === a ) return this . _sounds [ b ] . destroy ( ! 1 ) , this . _sounds . splice ( b , 1 ) , ! 0 ; return ! 1 } , removeByKey : function ( a ) { for ( var b = this . _sounds . length , c = 0 ; b -- ; ) this . _sounds [ b ] . key === a && ( this . _sounds [ b ] . destroy ( ! 1 ) , this . _sounds . splice ( b , 1 ) , c ++ ) ; return c } , play : function ( a , b , c ) { if ( ! this . noAudio ) { var d = this . add ( a , b , c ) ; return d . play ( ) , d } } , setMute : function ( ) { if ( ! this . _muted ) { this . _muted = ! 0 , this . usingWebAudio && ( this . _muteVolume = this . masterGain . gain . value , this . masterGain . gain . value = 0 ) ; for ( var a = 0 ; a < this . _sounds . length ; a ++ ) this . _sounds [ a ] . usingAudioTag && ( this . _sounds [ a ] . mute = ! 0 ) ; this . onMute . dispatch ( ) } } , unsetMute : function ( ) { if ( this . _muted && ! this . _codeMuted ) { this . _muted = ! 1 , this . usingWebAudio && ( this . masterGain . gain . value = this . _muteVolume ) ; for ( var a = 0 ; a < this . _sounds . length ; a ++ ) this . _sounds [ a ] . usingAudioTag && ( this . _sounds [ a ] . mute = ! 1 ) ; this . onUnMute . dispatch ( ) } } , destroy : function ( ) { this . stopAll ( ) ; for ( var a = 0 ; a < this . _sounds . length ; a ++ ) this . _sounds [ a ] && this . _sounds [ a ] . destroy ( ) ; this . _sounds = [ ] , this . onSoundDecode . dispose ( ) , this . context && ( window . PhaserGlobal ? window . PhaserGlobal . audioContext = this . context : this . context . close && this . context . close ( ) ) } } , c . SoundManager . prototype . constructor = c . SoundManager , Object . defineProperty ( c . SoundManager . prototype , "mute" , { get : function ( ) { return this . _muted } , set : function ( a ) { if ( a = a || ! 1 ) { if ( this . _muted ) return ; this . _codeMuted = ! 0 , this . setMute ( ) } else { if ( ! this . _muted ) return ; this . _codeMuted = ! 1 , this . unsetMute ( ) } } } ) , Object . defineProperty ( c . SoundManager . prototype , "volume" , { get : function ( ) { return this . _volume } , set : function ( a ) { if ( 0 > a ? a = 0 : a > 1 && ( a = 1 ) , this . _volume !== a ) { if ( this . _volume = a , this . usingWebAudio ) this . masterGain . gain . value = a ; else for ( var b = 0 ; b < this . _sounds . length ; b ++ ) this . _sounds [ b ] . usingAudioTag && this . _sounds [ b ] . updateGlobalVolume ( a ) ; this . onVolumeChange . dispatch ( a ) } } } ) , c . ScaleManager = function ( a , b , d ) { this . game = a , this . dom = c . DOM , this . grid = null , this . width = 0 , this . height = 0 , this . minWidth = null , this . maxWidth = null , this . minHeight = null , this . maxHeight = null , this . offset = new c . Point , this . forceLandscape = ! 1 , this . forcePortrait = ! 1 , this . incorrectOrientation = ! 1 , this . _pageAlignHorizontally = ! 1 , this . _pageAlignVertically = ! 1 , this . onOrientationChange = new c . Signal , this . enterIncorrectOrientation = new c . Signal , this . leaveIncorrectOrientation = new c . Signal , this . hasPhaserSetFullScreen = ! 1 , this . fullScreenTarget = null , this . _createdFullScreenTarget = null , this . onFullScreenInit = new c . Signal , this . onFullScreenChange = new c . Signal , this . onFullScreenError = new c . Signal , this . screenOrientation = this . dom . getScreenOrientation ( ) , this . scaleFactor = new c . Point ( 1 , 1 ) , this . scaleFactorInversed = new c . Point ( 1 , 1 ) , this . margin = { left : 0 , top : 0 , right : 0 , bottom : 0 , x : 0 , y : 0 } , this . bounds = new c . Rectangle , this . aspectRatio = 0 , this . sourceAspectRatio = 0 , this . event = null , this . windowConstraints = { right : "layout" , bottom : "" } , this . compatibility = { supportsFullScreen : ! 1 , orientationFallback : null , noMargins : ! 1 , scrollTo : null , forceMinimumDocumentHeight : ! 1 , canExpandParent : ! 0 , clickTrampoline : "" } , this . _scaleMode = c . ScaleManager . NO _SCALE , this . _fullScreenScaleMode = c . ScaleManager . NO _SCALE , this . parentIsWindow = ! 1 , this . parentNode = null , this . parentScaleFactor = new c . Point ( 1 , 1 ) , this . trackParentInterval = 2e3 , this . onSizeChange = new c . Signal , this . onResize = null , this . onResizeContext = null , this . _pendingScaleMode = null , this . _ful
right : 0 , top : 0 , bottom : 0 } ; return c . width = ( c . right = a . right + b ) - ( c . left = a . left - b ) , c . height = ( c . bottom = a . bottom + b ) - ( c . top = a . top - b ) , c } , getAspectRatio : function ( a ) { a = null == a ? this . visualBounds : 1 === a . nodeType ? this . getBounds ( a ) : a ; var b = a . width , c = a . height ; return "function" == typeof b && ( b = b . call ( a ) ) , "function" == typeof c && ( c = c . call ( a ) ) , b / c } , inLayoutViewport : function ( a , b ) { var c = this . getBounds ( a , b ) ; return ! ! c && c . bottom >= 0 && c . right >= 0 && c . top <= this . layoutBounds . width && c . left <= this . layoutBounds . height } , getScreenOrientation : function ( a ) { var b = window . screen , c = b . orientation || b . mozOrientation || b . msOrientation ; if ( c && "string" == typeof c . type ) return c . type ; if ( "string" == typeof c ) return c ; var d = "portrait-primary" , e = "landscape-primary" ; if ( "screen" === a ) return b . height > b . width ? d : e ; if ( "viewport" === a ) return this . visualBounds . height > this . visualBounds . width ? d : e ; if ( "window.orientation" === a && "number" == typeof window . orientation ) return 0 === window . orientation || 180 === window . orientation ? d : e ; if ( window . matchMedia ) { if ( window . matchMedia ( "(orientation: portrait)" ) . matches ) return d ; if ( window . matchMedia ( "(orientation: landscape)" ) . matches ) return e } return this . visualBounds . height > this . visualBounds . width ? d : e } , visualBounds : new c . Rectangle , layoutBounds : new c . Rectangle , documentBounds : new c . Rectangle } , c . Device . whenReady ( function ( a ) { var b = window && "pageXOffset" in window ? function ( ) { return window . pageXOffset } : function ( ) { return document . documentElement . scrollLeft } , d = window && "pageYOffset" in window ? function ( ) { return window . pageYOffset } : function ( ) { return document . documentElement . scrollTop } ; Object . defineProperty ( c . DOM , "scrollX" , { get : b } ) , Object . defineProperty ( c . DOM , "scrollY" , { get : d } ) , Object . defineProperty ( c . DOM . visualBounds , "x" , { get : b } ) , Object . defineProperty ( c . DOM . visualBounds , "y" , { get : d } ) , Object . defineProperty ( c . DOM . layoutBounds , "x" , { value : 0 } ) , Object . defineProperty ( c . DOM . layoutBounds , "y" , { value : 0 } ) ; var e = a . desktop && document . documentElement . clientWidth <= window . innerWidth && document . documentElement . clientHeight <= window . innerHeight ; if ( e ) { var f = function ( ) { return Math . max ( window . innerWidth , document . documentElement . clientWidth ) } , g = function ( ) { return Math . max ( window . innerHeight , document . documentElement . clientHeight ) } ; Object . defineProperty ( c . DOM . visualBounds , "width" , { get : f } ) , Object . defineProperty ( c . DOM . visualBounds , "height" , { get : g } ) , Object . defineProperty ( c . DOM . layoutBounds , "width" , { get : f } ) , Object . defineProperty ( c . DOM . layoutBounds , "height" , { get : g } ) } else Object . defineProperty ( c . DOM . visualBounds , "width" , { get : function ( ) { return window . innerWidth } } ) , Object . defineProperty ( c . DOM . visualBounds , "height" , { get : function ( ) { return window . innerHeight } } ) , Object . defineProperty ( c . DOM . layoutBounds , "width" , { get : function ( ) { var a = document . documentElement . clientWidth , b = window . innerWidth ; return b > a ? b : a } } ) , Object . defineProperty ( c . DOM . layoutBounds , "height" , { get : function ( ) { var a = document . documentElement . clientHeight , b = window . innerHeight ; return b > a ? b : a } } ) ; Object . defineProperty ( c . DOM . documentBounds , "x" , { value : 0 } ) , Object . defineProperty ( c . DOM . documentBounds , "y" , { value : 0 } ) , Object . defineProperty ( c . DOM . documentBounds , "width" , { get : function ( ) { var a = document . documentElement ; return Math . max ( a . clientWidth , a . offsetWidth , a . scrollWidth ) } } ) , Object . defineProperty ( c . DOM . documentBounds , "height" , { get : function ( ) { var a = document . documentElement ; return Math . max ( a . clientHeight , a . offsetHeight , a . scrollHeight ) } } ) } , null , ! 0 ) , c . ArraySet = function ( a ) { this . position = 0 , this . list = a || [ ] } , c . ArraySet . prototype = { add : function ( a ) { return this . exists ( a ) || this . list . push ( a ) , a } , getIndex : function ( a ) { return this . list . indexOf ( a ) } , getByKey : function ( a , b ) { for ( var c = this . list . length ; c -- ; ) if ( this . list [ c ] [ a ] === b ) return this . list [ c ] ; return null } , exists : function ( a ) { return this . list . indexOf ( a ) > - 1 } , reset : function ( ) { this . list . length = 0 } , remove : function ( a ) { var b = this . list . indexOf ( a ) ; return b > - 1 ? ( this . list . splice ( b , 1 ) , a ) : void 0 } , setAll : function ( a , b ) { for ( var c = this . list . length ; c -- ; ) this . list [ c ] && ( this . list [ c ] [ a ] = b ) } , callAll : function ( a ) { for ( var b = Array . prototype . slice . call ( arguments , 1 ) , c = this . list . length ; c -- ; ) this . list [ c ] && this . list [ c ] [ a ] && this . list [ c ] [ a ] . apply ( this . list [ c ] , b ) } , removeAll : funct
} , circleBodyIntersects : function ( a , b ) { var d = c . Math . clamp ( a . center . x , b . left , b . right ) , e = c . Math . clamp ( a . center . y , b . top , b . bottom ) , f = ( a . center . x - d ) * ( a . center . x - d ) , g = ( a . center . y - e ) * ( a . center . y - e ) ; return f + g <= a . radius * a . radius } , separateCircle : function ( a , b , d ) { this . getOverlapX ( a , b ) , this . getOverlapY ( a , b ) ; var e = this . angleBetweenCenters ( a , b ) , f = 0 ; if ( a . isCircle !== b . isCircle ) { var g = { x : b . isCircle ? a . position . x : b . position . x , y : b . isCircle ? a . position . y : b . position . y , right : b . isCircle ? a . right : b . right , bottom : b . isCircle ? a . bottom : b . bottom } , h = { x : a . isCircle ? a . position . x + a . radius : b . position . x + b . radius , y : a . isCircle ? a . position . y + a . radius : b . position . y + b . radius , radius : a . isCircle ? a . radius : b . radius } ; h . y < g . y ? h . x < g . x ? f = c . Math . distance ( h . x , h . y , g . x , g . y ) - h . radius : h . x > g . right && ( f = c . Math . distance ( h . x , h . y , g . right , g . y ) - h . radius ) : h . y > g . bottom && ( h . x < g . x ? f = c . Math . distance ( h . x , h . y , g . x , g . bottom ) - h . radius : h . x > g . right && ( f = c . Math . distance ( h . x , h . y , g . right , g . bottom ) - h . radius ) ) , f *= - 1 } else f = a . radius + b . radius - c . Math . distance ( a . center . x , a . center . y , b . center . x , b . center . y ) ; if ( d || 0 === f || a . immovable && b . immovable || a . customSeparateX || b . customSeparateX ) return 0 !== f && ( a . onOverlap && a . onOverlap . dispatch ( a . sprite , b . sprite ) , b . onOverlap && b . onOverlap . dispatch ( b . sprite , a . sprite ) ) , 0 !== f ; var i = { x : a . velocity . x * Math . cos ( e ) + a . velocity . y * Math . sin ( e ) , y : a . velocity . x * Math . sin ( e ) - a . velocity . y * Math . cos ( e ) } , j = { x : b . velocity . x * Math . cos ( e ) + b . velocity . y * Math . sin ( e ) , y : b . velocity . x * Math . sin ( e ) - b . velocity . y * Math . cos ( e ) } , k = ( ( a . mass - b . mass ) * i . x + 2 * b . mass * j . x ) / ( a . mass + b . mass ) , l = ( 2 * a . mass * i . x + ( b . mass - a . mass ) * j . x ) / ( a . mass + b . mass ) ; return a . immovable || ( a . velocity . x = ( k * Math . cos ( e ) - i . y * Math . sin ( e ) ) * a . bounce . x , a . velocity . y = ( i . y * Math . cos ( e ) + k * Math . sin ( e ) ) * a . bounce . y ) , b . immovable || ( b . velocity . x = ( l * Math . cos ( e ) - j . y * Math . sin ( e ) ) * b . bounce . x , b . velocity . y = ( j . y * Math . cos ( e ) + l * Math . sin ( e ) ) * b . bounce . y ) , Math . abs ( e ) < Math . PI / 2 ? a . velocity . x > 0 && ! a . immovable && b . velocity . x > a . velocity . x ? a . velocity . x *= - 1 : b . velocity . x < 0 && ! b . immovable && a . velocity . x < b . velocity . x ? b . velocity . x *= - 1 : a . velocity . y > 0 && ! a . immovable && b . velocity . y > a . velocity . y ? a . velocity . y *= - 1 : b . velocity . y < 0 && ! b . immovable && a . velocity . y < b . velocity . y && ( b . velocity . y *= - 1 ) : Math . abs ( e ) > Math . PI / 2 && ( a . velocity . x < 0 && ! a . immovable && b . velocity . x < a . velocity . x ? a . velocity . x *= - 1 : b . velocity . x > 0 && ! b . immovable && a . velocity . x > b . velocity . x ? b . velocity . x *= - 1 : a . velocity . y < 0 && ! a . immovable && b . velocity . y < a . velocity . y ? a . velocity . y *= - 1 : b . velocity . y > 0 && ! b . immovable && a . velocity . x > b . velocity . y && ( b . velocity . y *= - 1 ) ) , a . immovable || ( a . x += a . velocity . x * this . game . time . physicsElapsed - f * Math . cos ( e ) , a . y += a . velocity . y * this . game . time . physicsElapsed - f * Math . sin ( e ) ) , b . immovable || ( b . x += b . velocity . x * this . game . time . physicsElapsed + f * Math . cos ( e ) , b . y += b . velocity . y * this . game . time . physicsElapsed + f * Math . sin ( e ) ) , a . onCollide && a . onCollide . dispatch ( a . sprite , b . sprite ) , b . onCollide && b . onCollide . dispatch ( b . sprite , a . sprite ) , ! 0 } , getOverlapX : function ( a , b , c ) { var d = 0 , e = a . deltaAbsX ( ) + b . deltaAbsX ( ) + this . OVERLAP _BIAS ; return 0 === a . deltaX ( ) && 0 === b . deltaX ( ) ? ( a . embedded = ! 0 , b . embedded = ! 0 ) : a . deltaX ( ) > b . deltaX ( ) ? ( d = a . right - b . x , d > e && ! c || a . checkCollision . right === ! 1 || b . checkCollision . left === ! 1 ? d = 0 : ( a . touching . none = ! 1 , a . touching . right = ! 0 , b . touching . none = ! 1 , b . touching . left = ! 0 ) ) : a . deltaX ( ) < b . deltaX ( ) && ( d = a . x - b . width - b . x , - d > e && ! c || a . checkCollision . left === ! 1 || b . checkCollision . right === ! 1 ? d = 0 : ( a . touching . none = ! 1 , a . touching . left = ! 0 , b . touching . none = ! 1 , b . touching . right = ! 0 ) ) , a . overlapX = d , b . overlapX = d , d } , getOverlapY : function ( a , b , c ) { var d = 0 , e = a . deltaAbsY ( ) + b . deltaAbsY ( ) + this . OVERLAP _BIAS ; return 0 === a . deltaY ( ) && 0 === b . deltaY ( ) ? ( a . embedded = ! 0 , b . embedded = ! 0 ) : a . deltaY ( ) > b . deltaY ( ) ? ( d = a . bottom - b . y , d > e && ! c || a . checkCollision . down === ! 1 || b . checkCollision . up === ! 1 ? d = 0 : ( a . touching . none = ! 1 , a . touching . down = ! 0 , b . touching . none = ! 1 , b . touching . up = ! 0 ) ) : a . deltaY ( ) < b . deltaY ( ) && ( d = a . y - b . bottom , - d > e && ! c || a . checkCollision . up === ! 1 || b . checkCollision . down === ! 1 ? d = 0 : ( a . touching . none = ! 1 , a . touching . up = ! 0 , b . touching . none = ! 1 , b . touching . down = ! 0 ) ) , a . overlapY = d , b . overlapY = d , d } , separateX : function ( a , b , c ) { var d = this . getOverlapX ( a , b , c ) ; if ( c || 0 === d || a . immovable && b . immovable || a . customSeparateX || b . customSeparateX ) return 0 !== d || a
this . walls = { left : null , right : null , top : null , bottom : null } } , destroy : function ( ) { this . clear ( ) , this . game = null } , addBody : function ( a ) { return a . data . world ? ! 1 : ( this . world . addBody ( a . data ) , this . onBodyAdded . dispatch ( a ) , ! 0 ) } , removeBody : function ( a ) { return a . data . world == this . world && ( this . world . removeBody ( a . data ) , this . onBodyRemoved . dispatch ( a ) ) , a } , addSpring : function ( a ) { return a instanceof c . Physics . P2 . Spring || a instanceof c . Physics . P2 . RotationalSpring ? this . world . addSpring ( a . data ) : this . world . addSpring ( a ) , this . onSpringAdded . dispatch ( a ) , a } , removeSpring : function ( a ) { return a instanceof c . Physics . P2 . Spring || a instanceof c . Physics . P2 . RotationalSpring ? this . world . removeSpring ( a . data ) : this . world . removeSpring ( a ) , this . onSpringRemoved . dispatch ( a ) , a } , createDistanceConstraint : function ( a , b , d , e , f , g ) { return a = this . getBody ( a ) , b = this . getBody ( b ) , a && b ? this . addConstraint ( new c . Physics . P2 . DistanceConstraint ( this , a , b , d , e , f , g ) ) : void console . warn ( "Cannot create Constraint, invalid body objects given" ) } , createGearConstraint : function ( a , b , d , e ) { return a = this . getBody ( a ) , b = this . getBody ( b ) , a && b ? this . addConstraint ( new c . Physics . P2 . GearConstraint ( this , a , b , d , e ) ) : void console . warn ( "Cannot create Constraint, invalid body objects given" ) } , createRevoluteConstraint : function ( a , b , d , e , f , g ) { return a = this . getBody ( a ) , d = this . getBody ( d ) , a && d ? this . addConstraint ( new c . Physics . P2 . RevoluteConstraint ( this , a , b , d , e , f , g ) ) : void console . warn ( "Cannot create Constraint, invalid body objects given" ) } , createLockConstraint : function ( a , b , d , e , f ) { return a = this . getBody ( a ) , b = this . getBody ( b ) , a && b ? this . addConstraint ( new c . Physics . P2 . LockConstraint ( this , a , b , d , e , f ) ) : void console . warn ( "Cannot create Constraint, invalid body objects given" ) } , createPrismaticConstraint : function ( a , b , d , e , f , g , h ) { return a = this . getBody ( a ) , b = this . getBody ( b ) , a && b ? this . addConstraint ( new c . Physics . P2 . PrismaticConstraint ( this , a , b , d , e , f , g , h ) ) : void console . warn ( "Cannot create Constraint, invalid body objects given" ) } , addConstraint : function ( a ) { return this . world . addConstraint ( a ) , this . onConstraintAdded . dispatch ( a ) , a } , removeConstraint : function ( a ) { return this . world . removeConstraint ( a ) , this . onConstraintRemoved . dispatch ( a ) , a } , addContactMaterial : function ( a ) { return this . world . addContactMaterial ( a ) , this . onContactMaterialAdded . dispatch ( a ) , a } , removeContactMaterial : function ( a ) { return this . world . removeContactMaterial ( a ) , this . onContactMaterialRemoved . dispatch ( a ) , a } , getContactMaterial : function ( a , b ) { return this . world . getContactMaterial ( a , b ) } , setMaterial : function ( a , b ) { for ( var c = b . length ; c -- ; ) b [ c ] . setMaterial ( a ) } , createMaterial : function ( a , b ) { a = a || "" ; var d = new c . Physics . P2 . Material ( a ) ; return this . materials . push ( d ) , "undefined" != typeof b && b . setMaterial ( d ) , d } , createContactMaterial : function ( a , b , d ) { void 0 === a && ( a = this . createMaterial ( ) ) , void 0 === b && ( b = this . createMaterial ( ) ) ; var e = new c . Physics . P2 . ContactMaterial ( a , b , d ) ; return this . addContactMaterial ( e ) } , getBodies : function ( ) { for ( var a = [ ] , b = this . world . bodies . length ; b -- ; ) a . push ( this . world . bodies [ b ] . parent ) ; return a } , getBody : function ( a ) { return a instanceof p2 . Body ? a : a instanceof c . Physics . P2 . Body ? a . data : a . body && a . body . type === c . Physics . P2JS ? a . body . data : null } , getSprings : function ( ) { for ( var a = [ ] , b = this . world . springs . length ; b -- ; ) a . push ( this . world . springs [ b ] . parent ) ; return a } , getConstraints : function ( ) { for ( var a = [ ] , b = this . world . constraints . length ; b -- ; ) a . push ( this . world . constraints [ b ] ) ; return a } , hitTest : function ( a , b , d , e ) { void 0 === b && ( b = this . world . bodies ) , void 0 === d && ( d = 5 ) , void 0 === e && ( e = ! 1 ) ; for ( var f = [ this . pxmi ( a . x ) , this . pxmi ( a . y ) ] , g = [ ] , h = b . length ; h -- ; ) b [ h ] instanceof c . Physics . P2 . Body && ( ! e || b [ h ] . data . type !== p2 . Body . STATIC ) ? g . push ( b [ h ] . data ) : b [ h ] instanceof p2 . Body && b [ h ] . parent && ( ! e || b [ h ] . type !== p2 . Body . STATIC ) ? g . push ( b [ h ] ) : b [ h ] instanceof c . Sprite && b [ h ] . hasOwnProperty ( "body" ) && ( ! e || b [ h ] . body . data . type !== p2 . Body . STATIC ) && g . push ( b [ h ] . body . data ) ; return this . world . hitTest ( f , g , d ) } , toJSON : function ( ) { return this . world . toJSON ( ) } , createCollisionGroup : function ( a ) { var b = Math . pow ( 2 , this . _collisionGroupID ) ; this . walls . left && ( this . walls . left . shapes [ 0 ] . collisionMask = this . walls . left . shapes [ 0 ] . collisionMask | b ) , this . walls . right && ( this . walls . right . shape
p2 . Material . call ( this ) } , c . Physics . P2 . Material . prototype = Object . create ( p2 . Material . prototype ) , c . Physics . P2 . Material . prototype . constructor = c . Physics . P2 . Material , c . Physics . P2 . ContactMaterial = function ( a , b , c ) { p2 . ContactMaterial . call ( this , a , b , c ) } , c . Physics . P2 . ContactMaterial . prototype = Object . create ( p2 . ContactMaterial . prototype ) , c . Physics . P2 . ContactMaterial . prototype . constructor = c . Physics . P2 . ContactMaterial , c . Physics . P2 . CollisionGroup = function ( a ) { this . mask = a } , c . Physics . P2 . DistanceConstraint = function ( a , b , c , d , e , f , g ) { void 0 === d && ( d = 100 ) , void 0 === e && ( e = [ 0 , 0 ] ) , void 0 === f && ( f = [ 0 , 0 ] ) , void 0 === g && ( g = Number . MAX _VALUE ) , this . game = a . game , this . world = a , d = a . pxm ( d ) , e = [ a . pxmi ( e [ 0 ] ) , a . pxmi ( e [ 1 ] ) ] , f = [ a . pxmi ( f [ 0 ] ) , a . pxmi ( f [ 1 ] ) ] ; var h = { distance : d , localAnchorA : e , localAnchorB : f , maxForce : g } ; p2 . DistanceConstraint . call ( this , b , c , h ) } , c . Physics . P2 . DistanceConstraint . prototype = Object . create ( p2 . DistanceConstraint . prototype ) , c . Physics . P2 . DistanceConstraint . prototype . constructor = c . Physics . P2 . DistanceConstraint , c . Physics . P2 . GearConstraint = function ( a , b , c , d , e ) { void 0 === d && ( d = 0 ) , void 0 === e && ( e = 1 ) , this . game = a . game , this . world = a ; var f = { angle : d , ratio : e } ; p2 . GearConstraint . call ( this , b , c , f ) } , c . Physics . P2 . GearConstraint . prototype = Object . create ( p2 . GearConstraint . prototype ) , c . Physics . P2 . GearConstraint . prototype . constructor = c . Physics . P2 . GearConstraint , c . Physics . P2 . LockConstraint = function ( a , b , c , d , e , f ) { void 0 === d && ( d = [ 0 , 0 ] ) , void 0 === e && ( e = 0 ) , void 0 === f && ( f = Number . MAX _VALUE ) , this . game = a . game , this . world = a , d = [ a . pxm ( d [ 0 ] ) , a . pxm ( d [ 1 ] ) ] ; var g = { localOffsetB : d , localAngleB : e , maxForce : f } ; p2 . LockConstraint . call ( this , b , c , g ) } , c . Physics . P2 . LockConstraint . prototype = Object . create ( p2 . LockConstraint . prototype ) , c . Physics . P2 . LockConstraint . prototype . constructor = c . Physics . P2 . LockConstraint , c . Physics . P2 . PrismaticConstraint = function ( a , b , c , d , e , f , g , h ) { void 0 === d && ( d = ! 0 ) , void 0 === e && ( e = [ 0 , 0 ] ) , void 0 === f && ( f = [ 0 , 0 ] ) , void 0 === g && ( g = [ 0 , 0 ] ) , void 0 === h && ( h = Number . MAX _VALUE ) , this . game = a . game , this . world = a , e = [ a . pxmi ( e [ 0 ] ) , a . pxmi ( e [ 1 ] ) ] , f = [ a . pxmi ( f [ 0 ] ) , a . pxmi ( f [ 1 ] ) ] ; var i = { localAnchorA : e , localAnchorB : f , localAxisA : g , maxForce : h , disableRotationalLock : ! d } ; p2 . PrismaticConstraint . call ( this , b , c , i ) } , c . Physics . P2 . PrismaticConstraint . prototype = Object . create ( p2 . PrismaticConstraint . prototype ) , c . Physics . P2 . PrismaticConstraint . prototype . constructor = c . Physics . P2 . PrismaticConstraint , c . Physics . P2 . RevoluteConstraint = function ( a , b , c , d , e , f , g ) { void 0 === f && ( f = Number . MAX _VALUE ) , void 0 === g && ( g = null ) , this . game = a . game , this . world = a , c = [ a . pxmi ( c [ 0 ] ) , a . pxmi ( c [ 1 ] ) ] , e = [ a . pxmi ( e [ 0 ] ) , a . pxmi ( e [ 1 ] ) ] , g && ( g = [ a . pxmi ( g [ 0 ] ) , a . pxmi ( g [ 1 ] ) ] ) ; var h = { worldPivot : g , localPivotA : c , localPivotB : e , maxForce : f } ; p2 . RevoluteConstraint . call ( this , b , d , h ) } , c . Physics . P2 . RevoluteConstraint . prototype = Object . create ( p2 . RevoluteConstraint . prototype ) , c . Physics . P2 . RevoluteConstraint . prototype . constructor = c . Physics . P2 . RevoluteConstraint , PIXI . Tilemap = function ( a , b , c , d , e , f , g , h ) { PIXI . DisplayObject . call ( this ) , this . texture = a , this . _displayWidth = b , this . _displayHeight = c , this . tileWidth = f , this . tileHeight = g , this . mapWidth = d , this . mapHeight = e , this . pxWidth = this . mapWidth * this . tileWidth , this . pxHeight = this . mapHeight * this . tileHeight , this . layer = h , this . glBatch = null , this . lastTile = - 1 , this . dirty = ! 0 , this . blendMode = PIXI . blendModes . NORMAL , this . batchDataElement = 16 , this . buffer = new PIXI . Float32Array ( d * e * this . batchDataElement ) , this . children = [ ] } , PIXI . Tilemap . prototype = Object . create ( PIXI . DisplayObject . prototype ) , PIXI . Tilemap . prototype . constructor = PIXI . Tilemap , PIXI . Tilemap . prototype . update = function ( ) { } , PIXI . Tilemap . prototype . postUpdate = function ( ) { } , PIXI . Tilemap . prototype . _initWebGL = function ( a ) { var b = a . gl ; this . positionBuffer = b . createBuffer ( ) , b . bindBuffer ( b . ARRAY _BUFFER , this . positionBuffer ) , b . bufferData ( b . ARRAY _BUFFER , this . buffer , b . STATIC _DRAW ) } , PIXI . Tilemap . prototype . _renderWebGL = function ( a ) { ! this . visible || this . alpha <= 0 || ( a . spriteBatch . stop ( ) , this . positionBuffer || this . _initWebGL ( a ) , a . shaderManager . setShader ( a . shaderManager . tilemapShader ) , this . _renderWholeTilemap ( a ) , a . spriteBatch . start ( ) ) } , PIXI . Tilemap . prototype . _renderBatch = function ( a ) { if ( this . glBatch ) { for ( var b , c , d , e , f = a . gl , g = . 5 * this . game . width , h = . 5 * this . game . heigh
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this . debugSettings . forceFullRedraw && ( a = ! 0 ) ) , ! a && this . renderSettings . enableScrollDelta && Math . abs ( g ) + Math . abs ( h ) < Math . min ( b , c ) ? this . renderDeltaScroll ( g , h ) : this . renderFull ( ) , this . debug && ( this . context . globalAlpha = 1 , this . renderDebug ( ) ) , this . dirty = ! 1 , this . context . restore ( ) , ! 0 } } , c . TilemapLayer . prototype . renderDebug = function ( ) { var a , b , c , d , e , f , g = this . _mc . scrollX , h = this . _mc . scrollY , i = this . context , j = this . canvas . width , k = this . canvas . height , l = this . layer . width , m = this . layer . height , n = this . _mc . tileWidth , o = this . _mc . tileHeight , p = Math . floor ( g / n ) , q = Math . floor ( ( j - 1 + g ) / n ) , r = Math . floor ( h / o ) , s = Math . floor ( ( k - 1 + h ) / o ) , t = p * n - g , u = r * o - h , v = ( p + ( 1 << 20 ) * l ) % l , w = ( r + ( 1 << 20 ) * m ) % m ; for ( i . strokeStyle = this . debugSettings . facingEdgeStroke , d = w , f = s - r , b = u ; f >= 0 ; d ++ , f -- , b += o ) { d >= m && ( d -= m ) ; var x = this . layer . data [ d ] ; for ( c = v , e = q - p , a = t ; e >= 0 ; c ++ , e -- , a += n ) { c >= l && ( c -= l ) ; var y = x [ c ] ; ! y || y . index < 0 || ! y . collides || ( this . debugSettings . collidingTileOverfill && ( i . fillStyle = this . debugSettings . collidingTileOverfill , i . fillRect ( a , b , this . _mc . cw , this . _mc . ch ) ) , this . debugSettings . facingEdgeStroke && ( i . beginPath ( ) , y . faceTop && ( i . moveTo ( a , b ) , i . lineTo ( a + this . _mc . cw , b ) ) , y . faceBottom && ( i . moveTo ( a , b + this . _mc . ch ) , i . lineTo ( a + this . _mc . cw , b + this . _mc . ch ) ) , y . faceLeft && ( i . moveTo ( a , b ) , i . lineTo ( a , b + this . _mc . ch ) ) , y . faceRight && ( i . moveTo ( a + this . _mc . cw , b ) , i . lineTo ( a + this . _mc . cw , b + this . _mc . ch ) ) , i . closePath ( ) , i . stroke ( ) ) ) } } } , c . TilemapLayer . prototype . _fixX = function ( a ) { return 0 > a && ( a = 0 ) , 1 === this . scrollFactorX ? a : this . _scrollX + ( a - this . _scrollX / this . scrollFactorX ) } , c . TilemapLayer . prototype . _unfixX = function ( a ) { return 1 === this . scrollFactorX ? a : this . _scrollX / this . scrollFactorX + ( a - this . _scrollX ) } , c . TilemapLayer . prototype . _fixY = function ( a ) { return 0 > a && ( a = 0 ) , 1 === this . scrollFactorY ? a : this . _scrollY + ( a - this . _scrollY / this . scrollFactorY ) } , c . TilemapLayer . prototype . _unfixY = function ( a ) { return 1 === this . scrollFactorY ? a : this . _scrollY / this . scrollFactorY + ( a - this . _scrollY ) } , c . TilemapLayer . prototype . getTileX = function ( a ) { return Math . floor ( this . _fixX ( a ) / this . _mc . tileWidth ) } , c . TilemapLayer . prototype . getTileY = function ( a ) { return Math . floor ( this . _fixY ( a ) / this . _mc . tileHeight ) } , c . TilemapLayer . prototype . getTileXY = function ( a , b , c ) { return c . x = this . getTileX ( a ) , c . y = this . getTileY ( b ) , c } , c . TilemapLayer . prototype . getRayCastTiles = function ( a , b , c , d ) { b || ( b = this . rayStepRate ) , void 0 === c && ( c = ! 1 ) , void 0 === d && ( d = ! 1 ) ; var e = this . getTiles ( a . x , a . y , a . width , a . height , c , d ) ; if ( 0 === e . length ) return [ ] ; for ( var f = a . coordinatesOnLine ( b ) , g = [ ] , h = 0 ; h < e . length ; h ++ ) for ( var i = 0 ; i < f . length ; i ++ ) { var j = e [ h ] , k = f [ i ] ; if ( j . containsPoint ( k [ 0 ] , k [ 1 ] ) ) { g . push ( j ) ; break } } return g } , c . TilemapLayer . prototype . getTiles = function ( a , b , c , d , e , f ) { void 0 === e && ( e = ! 1 ) , void 0 === f && ( f = ! 1 ) ; var g = ! ( e || f ) ; a = this . _fixX ( a ) , b = this . _fixY ( b ) ; var h = Math . floor ( a / ( this . _mc . cw * this . scale . x ) ) , i = Math . floor ( b / ( this . _mc . ch * this . scale . y ) ) , j = Math . ceil ( ( a + c ) / ( this . _mc . cw * this . scale . x ) ) - h , k = Math . ceil ( ( b + d ) / ( this . _mc . ch * this . scale . y ) ) - i ; this . _results . length = 0 ; for ( var l = i ; i + k > l ; l ++ ) for ( var m = h ; h + j > m ; m ++ ) { var n = this . layer . data [ l ] ; n && n [ m ] && ( g || n [ m ] . isInteresting ( e , f ) ) && this . _results . push ( n [ m ] ) } return this . _results . slice ( ) } , Object . defineProperty ( c . TilemapLayer . prototype , "x" , { get : function ( ) { return this . cameraOffset . x } , set : function ( a ) { this . cameraOffset . x = a } } ) , Object . defineProperty ( c . TilemapLayer . prototype , "y" , { get : function ( ) { return this . cameraOffset . y } , set : function ( a ) { this . cameraOffset . y = a } } ) , Object . defineProperty ( c . TilemapLayer . prototype , "bottom" , { get : function ( ) { return this . cameraOffset . y + this . layer . heightInPixels } } ) , Object . defineProperty ( c . TilemapLayer . prototype , "right" , { get : function ( ) { return this . cameraOffset . x + this . layer . widthInPixels } } ) , Object . defineProperty ( c . TilemapLayer . prototype , "wrap" , { get : function ( ) { return this . _wrap } , set : function ( a ) { this . _wrap = a , this . dirty = ! 0 } } ) , Object . defineProperty ( c . TilemapLayer . prototype , "scrollX" , { get : function ( ) { return this . _scrollX } , set : function ( a ) { this . _scrollX = a } } ) , Object . defineProperty ( c . TilemapLayer . prototype , "scrollY" , { get : function ( ) { return this . _scrollY } , set : function ( a ) { this . _scrollY = a } } ) , Object . defineProperty ( c . TilemapLayer . prototype , "collisionWidth" , { get : function ( ) { return this . _mc . cw } , set : function ( a ) { thi
return this . bullets . setAll ( "body.enable" , ! 1 ) , this } , c . Weapon . prototype . resumeAll = function ( ) { return this . bullets . setAll ( "body.enable" , ! 0 ) , this } , c . Weapon . prototype . killAll = function ( ) { return this . bullets . callAllExists ( "kill" , ! 0 ) , this . bullets . setAll ( "body.enable" , ! 0 ) , this } , c . Weapon . prototype . resetShots = function ( a ) { return this . shots = 0 , void 0 !== a && ( this . fireLimit = a ) , this } , c . Weapon . prototype . destroy = function ( ) { this . parent . remove ( this , ! 1 ) , this . bullets . destroy ( ) , this . game = null , this . parent = null , this . active = ! 1 , this . visible = ! 1 } , c . Weapon . prototype . update = function ( ) { this . _bulletKillType === c . Weapon . KILL _WEAPON _BOUNDS && ( this . trackedSprite ? ( this . trackedSprite . updateTransform ( ) , this . bounds . centerOn ( this . trackedSprite . worldPosition . x , this . trackedSprite . worldPosition . y ) ) : this . trackedPointer && this . bounds . centerOn ( this . trackedPointer . worldX , this . trackedPointer . worldY ) ) , this . autofire && this . fire ( ) } , c . Weapon . prototype . trackSprite = function ( a , b , c , d ) { return void 0 === b && ( b = 0 ) , void 0 === c && ( c = 0 ) , void 0 === d && ( d = ! 1 ) , this . trackedPointer = null , this . trackedSprite = a , this . trackRotation = d , this . trackOffset . set ( b , c ) , this } , c . Weapon . prototype . trackPointer = function ( a , b , c ) { return void 0 === a && ( a = this . game . input . activePointer ) , void 0 === b && ( b = 0 ) , void 0 === c && ( c = 0 ) , this . trackedPointer = a , this . trackedSprite = null , this . trackRotation = ! 1 , this . trackOffset . set ( b , c ) , this } , c . Weapon . prototype . fire = function ( a , b , d ) { if ( this . game . time . now < this . _nextFire || this . fireLimit > 0 && this . shots === this . fireLimit ) return ! 1 ; var e = this . bulletSpeed ; 0 !== this . bulletSpeedVariance && ( e += c . Math . between ( - this . bulletSpeedVariance , this . bulletSpeedVariance ) ) , a ? this . fireFrom . width > 1 ? this . fireFrom . centerOn ( a . x , a . y ) : ( this . fireFrom . x = a . x , this . fireFrom . y = a . y ) : this . trackedSprite ? ( this . fireFrom . width > 1 ? this . fireFrom . centerOn ( this . trackedSprite . world . x + this . trackOffset . x , this . trackedSprite . world . y + this . trackOffset . y ) : ( this . fireFrom . x = this . trackedSprite . world . x + this . trackOffset . x , this . fireFrom . y = this . trackedSprite . world . y + this . trackOffset . y ) , this . bulletInheritSpriteSpeed && ( e += this . trackedSprite . body . speed ) ) : this . trackedPointer && ( this . fireFrom . width > 1 ? this . fireFrom . centerOn ( this . trackedPointer . world . x + this . trackOffset . x , this . trackedPointer . world . y + this . trackOffset . y ) : ( this . fireFrom . x = this . trackedPointer . world . x + this . trackOffset . x , this . fireFrom . y = this . trackedPointer . world . y + this . trackOffset . y ) ) ; var f = this . fireFrom . width > 1 ? this . fireFrom . randomX : this . fireFrom . x , g = this . fireFrom . height > 1 ? this . fireFrom . randomY : this . fireFrom . y , h = this . trackRotation ? this . trackedSprite . angle : this . fireAngle ; void 0 !== b && void 0 !== d && ( h = this . game . math . radToDeg ( Math . atan2 ( d - g , b - f ) ) ) , 0 !== this . bulletAngleVariance && ( h += c . Math . between ( - this . bulletAngleVariance , this . bulletAngleVariance ) ) ; var i = 0 , j = 0 ; 0 === h || 180 === h ? i = Math . cos ( this . game . math . degToRad ( h ) ) * e : 90 === h || 270 === h ? j = Math . sin ( this . game . math . degToRad ( h ) ) * e : ( i = Math . cos ( this . game . math . degToRad ( h ) ) * e , j = Math . sin ( this . game . math . degToRad ( h ) ) * e ) ; var k = null ; if ( this . autoExpandBulletsGroup ? ( k = this . bullets . getFirstExists ( ! 1 , ! 0 , f , g , this . bulletKey , this . bulletFrame ) , k . data . bulletManager = this ) : k = this . bullets . getFirstExists ( ! 1 ) , k ) { if ( k . reset ( f , g ) , k . data . fromX = f , k . data . fromY = g , k . data . killType = this . bulletKillType , k . data . killDistance = this . bulletKillDistance , k . data . rotateToVelocity = this . bulletRotateToVelocity , this . bulletKillType === c . Weapon . KILL _LIFESPAN && ( k . lifespan = this . bulletLifespan ) , k . angle = h + this . bulletAngleOffset , "" !== this . bulletAnimation ) { if ( null === k . animations . getAnimation ( this . bulletAnimation ) ) { var l = this . anims [ this . bulletAnimation ] ; k . animations . add ( l . name , l . frames , l . frameRate , l . loop , l . useNumericIndex ) } k . animations . play ( this . bulletAnimation ) } else this . bulletFrameCycle ? ( k . frame = this . bulletFrames [ this . bulletFrameIndex ] , this . bulletFrameIndex ++ , this . bulletFrameIndex >= this . bulletFrames . length && ( this . bulletFrameIndex = 0 ) ) : this . bulletFrameRandom && ( k . frame = this . bulletFrames [ Math . floor ( Math . random ( ) * this . bulletFrames . length ) ] ) ; k . data . bodyDirty && ( this . _data . customBody && k . body . setSize ( this . _data . width , this . _data . height , this . _data . offsetX , this . _data . offsetY ) , k . body . collideWorldBounds = this . bulletCollideWorldBounds , k . data . bodyDirt
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//# sourceMappingURL=phaser-split.map